twisttop138 wrote: »I think I read somewhere that this would be a better system because people would be spread out more doing different tasks, but that seems not to apply to the seasonal goals?
Now we have this and it's a struggle to find much of anything to kill due to delves/dungeons not counting and these being three small zones with not much spawning in the first place.
I don't get why it couldn't have been 10*100 kills as well. This would have let people farm a bit without full engagement.
Between this and very grindy weeklies (collect 15 ore * 6 is not my idea of a good time), this whole system is starting to look like an endless grind-fest instead of something fun and innovative.
I'm curious what you thought a battle pass was. It's to keep players engaging with mostly old content to get rewards. It's designed to be a grind fest.
I think I read somewhere that this would be a better system because people would be spread out more doing different tasks, but that seems not to apply to the seasonal goals?
Now we have this and it's a struggle to find much of anything to kill due to delves/dungeons not counting and these being three small zones with not much spawning in the first place.
I don't get why it couldn't have been 10*100 kills as well. This would have let people farm a bit without full engagement.
Between this and very grindy weeklies (collect 15 ore * 6 is not my idea of a good time), this whole system is starting to look like an endless grind-fest instead of something fun and innovative.
twisttop138 wrote: »Yea its little bit oversight that subzones don't count. BUT... 95 more days for complete it.
OMG you had even 500 foes in weekly endeavors, it is really so much big problem to kill some mobs in theese zones every day?
Well considering that they said the big bonus of all this was player choice. Also, idk maybe you have tons of time to run around mindlessly killing things with your play time but some don't. If you've played MMOs with a battle pass where everyone gets the same challenges, you'd want that far far far away from ESO.
DenverRalphy wrote: »
And once the players realize that there's no advantage to racing to the finish line, they'll realize that there's no need to grind it out fast .
DenverRalphy wrote: »I think I read somewhere that this would be a better system because people would be spread out more doing different tasks, but that seems not to apply to the seasonal goals?
Now we have this and it's a struggle to find much of anything to kill due to delves/dungeons not counting and these being three small zones with not much spawning in the first place.
I don't get why it couldn't have been 10*100 kills as well. This would have let people farm a bit without full engagement.
Between this and very grindy weeklies (collect 15 ore * 6 is not my idea of a good time), this whole system is starting to look like an endless grind-fest instead of something fun and innovative.
Players are still spread out more. Mainly because the challenge isn't for a specific target (ie.. one WB in particular). It's for anything walking overland. As well, there are 3 zones to choose from, and each zone has a maximum population whereas a new instance will be created. Limiting how many players can be there at any given time.
Wrothgar for example, is so full of mobs to kill, it's lousy with them. Plenty to go around for everyone.
And once the players realize that there's no advantage to racing to the finish line, they'll realize that there's no need to grind it out fast .
emilyhyoyeon wrote: »I also got this assignment and also play the German translation like you do IIRC.
ETA it does seem to just be a translation error that's UI-only because killing three overland enemies in the Gold Coast brought my counter to 3/1000.
DenverRalphy wrote: »I think I read somewhere that this would be a better system because people would be spread out more doing different tasks, but that seems not to apply to the seasonal goals?
Now we have this and it's a struggle to find much of anything to kill due to delves/dungeons not counting and these being three small zones with not much spawning in the first place.
I don't get why it couldn't have been 10*100 kills as well. This would have let people farm a bit without full engagement.
Between this and very grindy weeklies (collect 15 ore * 6 is not my idea of a good time), this whole system is starting to look like an endless grind-fest instead of something fun and innovative.
Players are still spread out more. Mainly because the challenge isn't for a specific target (ie.. one WB in particular). It's for anything walking overland. As well, there are 3 zones to choose from, and each zone has a maximum population whereas a new instance will be created. Limiting how many players can be there at any given time.
Wrothgar for example, is so full of mobs to kill, it's lousy with them. Plenty to go around for everyone.
And once the players realize that there's no advantage to racing to the finish line, they'll realize that there's no need to grind it out fast .
Wrothgar's public dungeons do not count as "foes" in the new (at least it's new in my game) Tome challenge?
I spent 30 min killing "foes" in one of the Wrothgar public dungeons and got ZERO in the tome "1,000 foes" challenge. WHY?
DenverRalphy wrote: »
And once the players realize that there's no advantage to racing to the finish line, they'll realize that there's no need to grind it out fast .
I think a reason to want to grind it out fast would be if you just want it to be over with. I have no immediate desire to play in the 3 specific zones but I need to if I want the Tome progress. It's really a time sink away from what I'd rather be doing.
DenverRalphy wrote: »There's a worldboss in Wrothgar (can't remember which) that continuously spawns a bajillion adds until its dead. That should help.
TheSherryOnTop wrote: »DenverRalphy wrote: »There's a worldboss in Wrothgar (can't remember which) that continuously spawns a bajillion adds until its dead. That should help.
If you do him solo, that would be really helpful. But since everyone is forced into three specific zones, the WB is dead after a few seconds so it still takes ages to finish.
DenverRalphy wrote: »TheSherryOnTop wrote: »DenverRalphy wrote: »There's a worldboss in Wrothgar (can't remember which) that continuously spawns a bajillion adds until its dead. That should help.
If you do him solo, that would be really helpful. But since everyone is forced into three specific zones, the WB is dead after a few seconds so it still takes ages to finish.
From the reports I've seen, players are actively working together to slow roll the WB. :shrug:
Neither did Maelstrom arena, I needed one more arena for weekly. Thought, well its technically not in Wrothguard.This promted me to check dungeons and group dungeons also are not counting which means trials and arenas also likely will not count....why?
Note delves also don't count.
Smart thing here is to wait and do it later.
DMuehlhausen wrote: »Most likely cause once you go into those sub zones you're no longer in the zone listed.
I will say though I have one to kill the boss in Depths of Malatar, Blessed Cruicble or White Gold Tower. Have to do it three times to get credit
I did Crucible and WGT twice and only have 2/3. So either it just bugged on me, or even though it says or you have to do it each one.
DenverRalphy wrote: »There's a worldboss in Wrothgar (can't remember which) that continuously spawns a bajillion adds until its dead. That should help.
Unfortunately no manager reply to this thread or hotfix for the 1000 kills seasonal task. It would be nice to see an explanation from devs for excluding public dungeons and delves.