joseayalac wrote: »or make the rewards be the thing that scales
RisenEclipse wrote: »RisenEclipse wrote: »I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
Again, although good in theory, poor in actual reality. As it requires players to consistently be doing those bosses or have enough interest to generate groups for them consistently. Which is not the case. If there were consistent groups going for them, or enough interest after they are no longer new and shiny, then this wouldn't be an issue. But that's not what's happening right now. So your suggestion isn't helpful or realistic in the slightest. All that is happening is newer players doing these content have a significantly more difficult time doing them, then those that did them when the zone was flooded on release. This could be eased by simply giving way better drop rewards, or doing something to encourage consistent activity in these zones years after they were released. Which is why posts like these have been made to reduce the difficulty of these world events once the chapter is old news, and there isn't enough people in the zones doing these activities to support the higher difficulty of the bosses.
It works great in theory and practice. It does not require people to be consistently killing the boss as it merely requires a player to be part of a guild with players who are actually active in that guild. Then just call out or set up an event with the guild to do WBs and world events. I have seen it work amazingly well doing it both ways. I have also seen this repeated in previous games I played where WBs require groups.
Dynamic scaling makes the world events that have it too easy and there is, and will always be, a cap to the dynamic scaling making it pretty much pointless. It is meaningless to solo a dolmen and it would be sad for the game to see the newer zone world events trivialized in the same manner.
So basically you are saying that it should be a requirement for any player to do anything in the basic OVERWORLD, is to be a part of a guild? That guilds need to be a mandatory requirement to do basic content because zones are dead and don't generate the people needed to do that content on their own? Do you not see the problem with that? You do understand that not everyone wants to be apart of a guild, and that saying you must join guilds due to issues with even getting pugs to form for basic zone content sounds really wrong. Because that is precisely what you're suggesting. I should not have to join a guild JUST to kill dragons in Elsweyr. I should not have to join a guild to complete the Western Skyrim map. The content itself should generate its own population to complete the content, as it was designed to. But it's not. So when something doesn't work as intended it needs to be adjusted to work. HS and dragons do not have the interest generated enough to have stable groups completing them. I had more people joining me for regular dolmens (not talking about Alikr) then I do for HS. So yeah, despite what you're saying, I still say that the overland events should be adjusted so it's difficulty can depend on how many people are actually doing them.
I clearly did not even begin to suggest that it should be a requirement to do ANYTHING in OVERWORLD one must be part of a guild. I obviously spoke only about world bosses and the zone world events. There is considerable content in each zone beyond that.
Further, you do not have to join a guild to just kill dragons but I have seen it is the easiest solution. This is an MMORPG, not a single-player game so it makes sense to have such content that requires some grouping regardless if it is through a guild or not. The base game WBs and dolmens that can be soloed are trivial and pretty much meaningless and it would be sad to see more of the game become a joke like they are.
spartaxoxo wrote: »tsaescishoeshiner wrote: »The main obstacle to soloing them/doing them with small groups are the big adds that the ghosts summon. This is exponentially harder with too few people. The worse you do, the harder and harder it gets.
Compare this to dragons, which are hard to solo, but don't have a mechanic that punishes you as much because it builds in difficulty the worse you do.
One potential fix would be to adjust the rate or amount of ghost spawns based on the amount of players. Or, adjust how many ghosts are required to summon an add based on the amount of players.
I actually think the bleed attack the dragons do are worse than the ghosts. You can get your companion to hold the ghosts, but they die to the chomp of the dragon. The dragon also has those skeleton spawns which have very hard heavy attacks of the chomps and bleeds of the dragon. I personally think the Harrowstorms are easier to solo.
One word: NoOne word: Yes
NeeScrolls wrote: »From a purely coding standpoint, i don't think it would even be possible , since what happens when a couple players start the 'Harrowstorm' event (remember, these types of group content are meant to be EVENTS ) and then randomly a big group of 12 shows up to kill the already scaled-down version in a matter of seconds.goals.
NeeScrolls wrote: »I agree sometimes, in certain maps, it can be frustrating to ask in zone-chat "anyone wanna group for __ X ?" and hear *crickets* ...but...well... this is the nature of MMO's. Gotta wait patiently for fellow gamers to cooperate on common goals.
How often do you do Geysers, Dragons, Harrowstorms, and/or Deadlands Portals? Outside of events that give extra drops for doing those activities, that is.I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
RisenEclipse wrote: »RisenEclipse wrote: »I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
Again, although good in theory, poor in actual reality. As it requires players to consistently be doing those bosses or have enough interest to generate groups for them consistently. Which is not the case. If there were consistent groups going for them, or enough interest after they are no longer new and shiny, then this wouldn't be an issue. But that's not what's happening right now. So your suggestion isn't helpful or realistic in the slightest. All that is happening is newer players doing these content have a significantly more difficult time doing them, then those that did them when the zone was flooded on release. This could be eased by simply giving way better drop rewards, or doing something to encourage consistent activity in these zones years after they were released. Which is why posts like these have been made to reduce the difficulty of these world events once the chapter is old news, and there isn't enough people in the zones doing these activities to support the higher difficulty of the bosses.
It works great in theory and practice. It does not require people to be consistently killing the boss as it merely requires a player to be part of a guild with players who are actually active in that guild. Then just call out or set up an event with the guild to do WBs and world events. I have seen it work amazingly well doing it both ways. I have also seen this repeated in previous games I played where WBs require groups.
Dynamic scaling makes the world events that have it too easy and there is, and will always be, a cap to the dynamic scaling making it pretty much pointless. It is meaningless to solo a dolmen and it would be sad for the game to see the newer zone world events trivialized in the same manner.
So basically you are saying that it should be a requirement for any player to do anything in the basic OVERWORLD, is to be a part of a guild? That guilds need to be a mandatory requirement to do basic content because zones are dead and don't generate the people needed to do that content on their own? Do you not see the problem with that? You do understand that not everyone wants to be apart of a guild, and that saying you must join guilds due to issues with even getting pugs to form for basic zone content sounds really wrong. Because that is precisely what you're suggesting. I should not have to join a guild JUST to kill dragons in Elsweyr. I should not have to join a guild to complete the Western Skyrim map. The content itself should generate its own population to complete the content, as it was designed to. But it's not. So when something doesn't work as intended it needs to be adjusted to work. HS and dragons do not have the interest generated enough to have stable groups completing them. I had more people joining me for regular dolmens (not talking about Alikr) then I do for HS. So yeah, despite what you're saying, I still say that the overland events should be adjusted so it's difficulty can depend on how many people are actually doing them.
I clearly did not even begin to suggest that it should be a requirement to do ANYTHING in OVERWORLD one must be part of a guild. I obviously spoke only about world bosses and the zone world events. There is considerable content in each zone beyond that.
Further, you do not have to join a guild to just kill dragons but I have seen it is the easiest solution. This is an MMORPG, not a single-player game so it makes sense to have such content that requires some grouping regardless if it is through a guild or not. The base game WBs and dolmens that can be soloed are trivial and pretty much meaningless and it would be sad to see more of the game become a joke like they are.
And that's great except that what you have now is dead content with Harrowstorms and Dragons. Hanging onto "this is an MMORPG and you should have to group for things like this" is pointless if all you are doing is keeping content dead.
This is a play the way you want MMORPG and the fact that a great number of people cannot do Dragons and Harrowstorms because there is not enough interest is kind of silly.
The "only" way, huh?Quoted post has been removed.
Dragonredux wrote: »spartaxoxo wrote: »tsaescishoeshiner wrote: »The main obstacle to soloing them/doing them with small groups are the big adds that the ghosts summon. This is exponentially harder with too few people. The worse you do, the harder and harder it gets.
Compare this to dragons, which are hard to solo, but don't have a mechanic that punishes you as much because it builds in difficulty the worse you do.
One potential fix would be to adjust the rate or amount of ghost spawns based on the amount of players. Or, adjust how many ghosts are required to summon an add based on the amount of players.
I actually think the bleed attack the dragons do are worse than the ghosts. You can get your companion to hold the ghosts, but they die to the chomp of the dragon. The dragon also has those skeleton spawns which have very hard heavy attacks of the chomps and bleeds of the dragon. I personally think the Harrowstorms are easier to solo.
Honestly if the dragons didn't spawn bone colossus on a small group they be much much manageable. Aside from the frost dragon (because he has very janky instant snaps) you can kite around them and dodge their attacks when they about to snap you on a squisher toon.
Companions are worthless for tanking since the game doesn't register their block for whatever reason.
I'm all for scaling it's long overdue. Same for Harrowstorms actively gets harder the longer/worse you do.
NeeScrolls wrote: »One word: NoOne word: Yes
From a purely coding standpoint, i don't think it would even be possible , since what happens when a couple players start the 'Harrowstorm' event (remember, these types of group content are meant to be EVENTS ) and then randomly a big group of 12 shows up to kill the already scaled-down version in a matter of seconds.
Some "event" , they would say. And gosh the exploit potential.
Not to mention the added server-stress from having to constantly run some version of 'player proximity' code detection 24/7, so that the event-code would know how many (and how powerful) of spawns & rewards to produce.
It just isn't practical for overland zones, imo. (this is what instances are for )
I agree sometimes, in certain maps, it can be frustrating to ask in zone-chat "anyone wanna group for __ X ?" and hear *crickets* ...but...well... this is the nature of MMO's. Gotta wait patiently for fellow gamers to cooperate on common goals.
RL society works this way too. Ideally.
Then why haven't they done it with Harrowstorms yet? (or to begin with)spartaxoxo wrote: »They literally already do it with Geysers. It's not a matter of practicality.
NeeScrolls wrote: »...Regardless of current population on X map, i never expect to complete intended group content by myself in MMO's. Fun to try solo? Sure. But no expectations...
...i disagree with the TOPIC of this thread....as well as any claim (by anyone) that "all older zones are so dead all the time" that @ZOS_ needs to spend time re-coding. Because my personal experience & intel within ESO says otherwise...