Wildberryjack wrote: »Being able to save progress might solve the time issue. Of course that knocks you off the leaderboard but many won't care about that.
Wildberryjack wrote: »Being able to save progress might solve the time issue. Of course that knocks you off the leaderboard but many won't care about that.
I think if you have a save at say Arc 5 and then die and use all your lives you shouldnt be able to load the save at Arc 5.
Purchasable 'Skip Coins' bought with the new currency in the Vendor might be an idea.
Lets say you buy 5 Skip coins and you can choose on which stages with mobs not bosses you want to use 1 coin to skip that stage or skip all mob stages and go right to the boss.
This way progressing is much faster if you are ready to spend the new currency.
Skip Coins should get more expensive the further into the dungeon you are.
karthrag_inak wrote: »Khajiit thinks what this needs is a save point mechanism, where every arc can be jumped to if both members in group have unlocked it already - just have a glowy portal to the start of the next arc in the starting hall. If folks want to start from scratch they can, if they want to advance, they can, if they want to start in the middle or play with someone who has not advanced as far as they have, they can.
skinnycheeks wrote: »Really loving the archive. The concept is insanely good. But after a few runs, I'm noticing one thing that many others that have done it a few times now are also saying...
It takes TOO long to progress through it
Each of my runs has been 3-5 hours now. That is a bit more than most want to sit down for. The # of bosses per arc feels great, but I think removing one of the non-boss stages from each cycle would go a long way. So maybe 3 stages total instead of 4 for each cycle (2 stages of adds + 1 boss = 1 cycle.) The base pop starts to feel really tedious having to do the same 3 pack formula over and over to get to the bosses.
The difficulty ramp up from arc 1 > arc 2 > arc 3 > etc. feels good I think. And through the smaller increments as well. It just takes too long to progress through them.
Also, someone tested and noticed that the bosses in the arc have a pattern of 9100, 18200, 27300, and 36400 resistances. And the Marauder's that drop in also have 36400 resistances. This is especially out of whack with the rest of the adds that accompany the Marauder as they only have 9100 resistance. So essentially you have to build for WAY over pen on all of the adds on the off chance that the Marauder drops in. I'm not sure if this is intentional but thought it was worth bringing up at least in case it isn't.
skinnycheeks wrote: »Really loving the archive. The concept is insanely good. But after a few runs, I'm noticing one thing that many others that have done it a few times now are also saying...
It takes TOO long to progress through it
Each of my runs has been 3-5 hours now. That is a bit more than most want to sit down for. The # of bosses per arc feels great, but I think removing one of the non-boss stages from each cycle would go a long way. So maybe 3 stages total instead of 4 for each cycle (2 stages of adds + 1 boss = 1 cycle.) The base pop starts to feel really tedious having to do the same 3 pack formula over and over to get to the bosses.
The difficulty ramp up from arc 1 > arc 2 > arc 3 > etc. feels good I think. And through the smaller increments as well. It just takes too long to progress through them.
Also, someone tested and noticed that the bosses in the arc have a pattern of 9100, 18200, 27300, and 36400 resistances. And the Marauder's that drop in also have 36400 resistances. This is especially out of whack with the rest of the adds that accompany the Marauder as they only have 9100 resistance. So essentially you have to build for WAY over pen on all of the adds on the off chance that the Marauder drops in. I'm not sure if this is intentional but thought it was worth bringing up at least in case it isn't.
And the addition of yet another currency to the game is not needed either. There are already too many different currencies in ESO. The thought of a dungeon specific currency combined with an unrealistic, time consuming grind is *cringe*.
I don't want to hijack a thread. But I just had a couple of questions to ask:
1) Is Endless Archive intended to be done with two people? Is it possible to solo it?
2) How much time would I need to invest in getting a class gear? Is that the only reward?
I don't want to hijack a thread. But I just had a couple of questions to ask:
1) Is Endless Archive intended to be done with two people? Is it possible to solo it?
2) How much time would I need to invest in getting a class gear? Is that the only reward?
I don't want to hijack a thread. But I just had a couple of questions to ask:
1) Is Endless Archive intended to be done with two people? Is it possible to solo it?
2) How much time would I need to invest in getting a class gear? Is that the only reward?
Maybe a similar amount of time as completing Vateshran sticker book.
They need to introduce a new currency to limit how fast you can get the new rewards. If one could buy them with existing currencies, players could get all the rewards without even trying out the new content. It would be like releasing a new zone and 20 new character levels, but allowing you to buy the XP needed with gold and level up instantly.And the addition of yet another currency to the game is not needed either. There are already too many different currencies in ESO. The thought of a dungeon specific currency combined with an unrealistic, time consuming grind is *cringe*.
Cycle bosses need to be changed so that they drop gear too. Limiting gear to the Tho'at is absurd and disrespectful of the player's time.
Dagoth_Rac wrote: »Purchasable 'Skip Coins' bought with the new currency in the Vendor might be an idea.
Lets say you buy 5 Skip coins and you can choose on which stages with mobs not bosses you want to use 1 coin to skip that stage or skip all mob stages and go right to the boss.
This way progressing is much faster if you are ready to spend the new currency.
Skip Coins should get more expensive the further into the dungeon you are.
My problem with this is that progression often involves dying. A lot of dying. So you would not be getting currency. So you would burn through currency buying skip coins to get to the level you keep dying on and you run out of currency/skip coins. Now you need to run the lower levels of Endless Archive again just to make more currency to ... skip the lower levels of Endless Archive. It has a hamster-on-a-wheel feel to it. Plus, really pushing myself to get deep into Endless Archive should let me buy more fun stuff from the vendors, not less. Having to spend currency to play at a higher difficulty feels like it is punishing me for challenging myself instead of encouraging me to challenge myself.
Some Hard Core players want the content crazy hard, but for noobs or even more lay back players. We want easy or middle easy content that is fun. We do not want crazy hard content to make the 1%'ers happy who want crazy hard content.
Some Hard Core players want the content crazy hard, but for noobs or even more lay back players. We want easy or middle easy content that is fun. We do not want crazy hard content to make the 1%'ers happy who want crazy hard content.
This is a concern. While I respect challenging content for the better players, what’s the purpose of creating content if the majority of players cannot do it or it just takes too long to do it. It seems that there is a normal and vet mode, so I am curious about the difficulty level between the two and the rewards offered.