VaranisArano wrote: »Since ZOS insists on connecting the dungeons to the year long story, I think a story-mode is needed for dungeons. No rewards; just story.
tomofhyrule wrote: »I'd love a soloable mode. I don't need rewards other than the story (with one caveat mentioned below)
Sure, a lot of people can solo most nDungeons - there are even people who can solo vet HMs, but that's the expection, not the rule. Even with my tank and a Companion, I can do the BG vHMs with no issue (besides taking 20 minutes on the final boss), and I can solo the nDLCs.
But...
There are still some dungeons that have mechanics that you just can't do solo: Direfrost (two pressure pads), ICP (two levers), etc. There are also things like Blackheart that require you to have a specific build, or Mazzatun that curse you and you have to randomly spam to fix it.
It'd be nice if, even we just kept the normal difficulty as it was, the normal mode made it so it was clearable solo. Doesn't need to be easy, just possible.
Now what I mean by a caveat: if the reward is 'you get to see the story,' we need a way to be able to actually see the story.
A lot of people are getting their first look at dungeons by queueing into the dungeon and then the fake tank/fake healer/100k+ DPS farming transmutes will rush off and clear everything while you're spamming 'E' at every questgiver to get the quest and skill point. Basically, no dialogue is being listened to, or read, or anything. And then you finish and get your skill point, and that's it.
What we need is a way to repeat those quests. Trial quests are repeatable, but not dungeons. The dungeon quests should be repeatable just so you can go through with the story and actually see it once you're able to. Doesn't need rewards, even if they don't want to give the handful of change that you get for a 2nd trial quest in a week. I don't care, I just want to experience some of these stories. Again, with the fact that dungeons are connected to the main stories, it should not block anyone form hearing them even if they are tangentially related, but you should also be able to hear it even if your first time through a dungeon was accelerated/ruined by speedrunners.
I feel like that's really lacking. There's a decent amount of time that goes into making these quests that nobody sees - I remember there was a discussion a while back on the forum that a story involving a Reach invasion of Falkreath would be a good story and a nice way to add the zone, without realizing that's literally the story of the FH dungeon quest. And it's understandable: most people now know it's the dungeon where you have to jump over the path and skip all the mobs to the first boss, then run through dodging meteor AoEs until you get to the bone colossus, then wipe on him a few times since one of the DPS doesn't understand they need to run the soul to the cleanse pad, then wipe again at the draugr since nobody's cleansing the corpses, then hide behind pillars for 'Grovel!' At least now people are going a bit slower to look for chests now that there's a lead in there.
So I think the first thing that we need to do is make the dungeon quests repeatable for no reward after the first time. Then anyone who got carried through earlier can go back and get the story - after all, when's the last time anyone actually saw the story for FGI? Then make sure all of the dungeons can be soloed by a good player on normal without cheese by a specific build. Then we can talk about adding a walkthrough mode.
colossalvoids wrote: »Btw people mentioning repeating the quest and I'm fairly sure all the dungeons are the same in that regard - the story is played exactly the same no matter having quest or not, same NPC's with same lines when you speak to them, just no map markers to actually see where you heading. Would be a quick fix to add them back if you went there solo, for example.
colossalvoids wrote: »Btw people mentioning repeating the quest and I'm fairly sure all the dungeons are the same in that regard - the story is played exactly the same no matter having quest or not, same NPC's with same lines when you speak to them, just no map markers to actually see where you heading. Would be a quick fix to add them back if you went there solo, for example.
Normal difficulty pretty much is story mode. Part of the story is you're a *group* of undaunted. If people are rushing you through the content in pugs, find an RP guild where you can find other like minded people who want to go through slowly, and donor with them. I just don't think another mode would be worth the effort (which for some dungeons would be substantial as the anti-solo mechanics like the pressure plates in Direfrost Keep or the portal stands in Aetherian Archive would need a complete rework).