wolfie1.0. wrote: »If your going to make long delves... in open air, with not a lot of mobility spawns....
Then please let us use mounts in them.
Ordinator199 wrote: »As a returning player who stopped playing on console in 2017, it kinda frustrates me that every delve in "new zones" has to be like an entire dungeon, with unique quest for each dungeon, that results with asking NPC that gives it "What will you do now?" after completion, floors, entire zones inside delves, its a real chore imo. Like I get it ZOS wants people to play longer, but this walking simulator/mindless killing of enemies just to get from point a to point b is counter productive. I wouldn't mind if such delves where placed here and there, but its like every single one of them is like this... What happened to old good short delves, where you just come in, run in a circle collect your shard, kill boss and exit?
BardokRedSnow wrote: »Ordinator199 wrote: »As a returning player who stopped playing on console in 2017, it kinda frustrates me that every delve in "new zones" has to be like an entire dungeon, with unique quest for each dungeon, that results with asking NPC that gives it "What will you do now?" after completion, floors, entire zones inside delves, its a real chore imo. Like I get it ZOS wants people to play longer, but this walking simulator/mindless killing of enemies just to get from point a to point b is counter productive. I wouldn't mind if such delves where placed here and there, but its like every single one of them is like this... What happened to old good short delves, where you just come in, run in a circle collect your shard, kill boss and exit?
I dont get this mentality at all, I got the dlc so i could enjoy more content like this with more lore, story etc. I really cant even begin to comprehend why people would want more mindless delves just to run in get shard and dip.
BardokRedSnow wrote: »Ordinator199 wrote: »As a returning player who stopped playing on console in 2017, it kinda frustrates me that every delve in "new zones" has to be like an entire dungeon, with unique quest for each dungeon, that results with asking NPC that gives it "What will you do now?" after completion, floors, entire zones inside delves, its a real chore imo. Like I get it ZOS wants people to play longer, but this walking simulator/mindless killing of enemies just to get from point a to point b is counter productive. I wouldn't mind if such delves where placed here and there, but its like every single one of them is like this... What happened to old good short delves, where you just come in, run in a circle collect your shard, kill boss and exit?
I dont get this mentality at all, I got the dlc so i could enjoy more content like this with more lore, story etc. I really cant even begin to comprehend why people would want more mindless delves just to run in get shard and dip.
DenverRalphy wrote: »I hear ya! There's something to be said for quick, simple, in-n-out. Admittedly too much of it does get stale, so I didn't mind that they started getting a bit more creative. Unfortunately they went overboard IMO.
Necrom was the first chapter where after the first runthrough, I knew then and there that I would avoid returniing to any of its delves at all costs. I'd only return when I didn't have any other choice if it were required for something I was after. Gold Road and Solstice dialed it down a little bit, and are a bit more tolerable. But not so much as I still occasionally cringe a little when I realize I need to go back to one.
I'll still look for just about anything else, anything, to do before I return to a Necrom/Apocrypha delve. Don't get me wrong. I really enjoyed the first runthroughs. Very memorable and worth doing. Once.
[edit] I will concede that the Anchre Egg Mine in TP isn't so bad.
BardokRedSnow wrote: »Ordinator199 wrote: »As a returning player who stopped playing on console in 2017, it kinda frustrates me that every delve in "new zones" has to be like an entire dungeon, with unique quest for each dungeon, that results with asking NPC that gives it "What will you do now?" after completion, floors, entire zones inside delves, its a real chore imo. Like I get it ZOS wants people to play longer, but this walking simulator/mindless killing of enemies just to get from point a to point b is counter productive. I wouldn't mind if such delves where placed here and there, but its like every single one of them is like this... What happened to old good short delves, where you just come in, run in a circle collect your shard, kill boss and exit?
I dont get this mentality at all, I got the dlc so i could enjoy more content like this with more lore, story etc. I really cant even begin to comprehend why people would want more mindless delves just to run in get shard and dip.
Ordinator199 wrote: »DenverRalphy wrote: »I hear ya! There's something to be said for quick, simple, in-n-out. Admittedly too much of it does get stale, so I didn't mind that they started getting a bit more creative. Unfortunately they went overboard IMO.
Necrom was the first chapter where after the first runthrough, I knew then and there that I would avoid returniing to any of its delves at all costs. I'd only return when I didn't have any other choice if it were required for something I was after. Gold Road and Solstice dialed it down a little bit, and are a bit more tolerable. But not so much as I still occasionally cringe a little when I realize I need to go back to one.
I'll still look for just about anything else, anything, to do before I return to a Necrom/Apocrypha delve. Don't get me wrong. I really enjoyed the first runthroughs. Very memorable and worth doing. Once.
[edit] I will concede that the Anchre Egg Mine in TP isn't so bad.
Some of them feel like cold harbour public dungeon for sure, I just finishedBardokRedSnow wrote: »Ordinator199 wrote: »As a returning player who stopped playing on console in 2017, it kinda frustrates me that every delve in "new zones" has to be like an entire dungeon, with unique quest for each dungeon, that results with asking NPC that gives it "What will you do now?" after completion, floors, entire zones inside delves, its a real chore imo. Like I get it ZOS wants people to play longer, but this walking simulator/mindless killing of enemies just to get from point a to point b is counter productive. I wouldn't mind if such delves where placed here and there, but its like every single one of them is like this... What happened to old good short delves, where you just come in, run in a circle collect your shard, kill boss and exit?
I dont get this mentality at all, I got the dlc so i could enjoy more content like this with more lore, story etc. I really cant even begin to comprehend why people would want more mindless delves just to run in get shard and dip.
Playing running simulator as you run for 10 minutes through largely copy pasted delves which are mostly empty except for the copy pasted mobs every 20-30 meters does not = lore/story
BardokRedSnow wrote: »There's plenty of mindless content in eso as it is, I don't want to lose the interesting parts of the game just because some fans have short attention spans. And its honestly a large part of the player base to be fair so I'm not discrediting the OP.
Even though most people likely do just run in blah blah blah the dialogue, kill and dip, people appreciate depth being present to explore if they wish to. Rather than it being shallow and empty because most players don't bother to digest lore and story anyway.
That same thinking is why for instance people think its acceptable to try and get the devs to rid the game of pvp, just because its not for the majority of players who for whatever reason like doing the same dungeons and trials on repeat.
MMOs are like amusement parks, you may not like every activity but its always good to have lots of interesting ones available.
Displaced_Salad wrote: »I don't think it's fair game to say someone doesn't have attention span because they don't want every delve to be four doors that lead to four more doors ad nauseum. No one said they wanted them all cut out, just not all of them to be that way. There should be something for everyone in a persistently online game.
It’s to artificially increase in-game time while at the same time capping rewards. If you pick up a daily that says you have to fetch one item in a small delve, it’ll take three minutes. If you have a daily where you have to find four items that are scattered across a dungeon where you can only follow a certain path because of walls/rocks/trees and attempting any shortcut means having to start over… it’ll take ten mins.
AcadianPaladin wrote: »The only thing I don't like about quite a few of the DLC delves is that to find the skyshard I need to go look at a YouTube walkthrough.
allochthons wrote: »I think there's a middle ground. We go into delves for 4 main reasons, right? 1) Skyshard 2) Delve quest and exploration, 3) Daily quests for coffers, 4) leads that drop from delve bosses.
I think it would be pretty easy to make delves that make both camps happy by arranging those 4 things carefully. The skyshard can be off in a far corner to facilitate exploration*, and the delve boss can be off in a far corner at the end of the quest.
But keep whatever the daily coffer quest goal is close to the entrance.
I'm thinking of delves like Desert Wind Caverns or The Tangle in Northern Elsweyr, and Lair of the Black Worm and Sea and Sword Lodge in Solstice. Those daily coffer quests are very long and contain a ton of running and mob killing. The daily quest goals could be much closer to the entrances and not require the player to re-run the entire loop to get their goal. But the delve quests and skyshard would still lead people deep into the depths to appreciate the hard work of the writers and designers.
For people getting the skyshard on multiple toons that is still a hassle, but I think by now there are enough skill points in overland that not that many people *have* to do delve skyshards to get all the skill points they need.
*There are some truly memorable delve skyshard paths I love, like Baraha's Gloom in the Gold Coast.