Apollosipod wrote: »Randyfoxie wrote: »Locking new content behind mandatory groups shuts out players who work. That’s not good design. Good MMO design respects different playstyles. This feels like it forgot solo players exist.
Yelling at the clouds about NM "forgetting solo players" is the most chicken little thing I've ever heard. .
Tommy_The_Gun wrote: »So, after completing all 3 districts (3 dungeons & 1 trial left) I think that overall it is almost fun to play. The thing is that ZOS is trying to do something impossible here and they actually almost succeeded.
First & foremost content should be fun to play - this is the 1st thing on the check list. Bu the Night Market has one (or two) serious flaws. There are pretty much only 2 ways you can play it:
1 - wander around solo & do things you can do solo (like random daily quests & "racing" quests)
2 - use group finder and hope for the best.
Picking option 1 pretty much makes beating bosses impossible. Picking option 2 pretty much makes random quests, races & oddities quest almost impossible to do as you have to run around with a group. But, even if you just use group finder just to beat bosses - it is not guaranteed that the group will not disband after 1st or 2nd boss since some one done quest or got relic fragment & left.
What this event needs is a 3rd option - something that would combine using group finder & playing solo while occasionally stumbling upon other players.
Imagine if the game would simply dynamically crate multiple instances of districts with like a 30 - 40 player limit. So if you enter lets say The Parch - you & other players going to that zone will be placed there too. So you will not be in a group, but rather in a large trail-like public dungeon with a player limit. Right now, if you play solo Night Market districts feels deserted. There is simply not enough players there to take out a single boss. And even if by some chance there will be some players there - you really don't know where they are as bosses don't have any indicator if some one fight them (like Dolmens do).
CatalinaWineMixer2 wrote: »allochthons wrote: »Please change it, so we don't have to regather the keys every time we want to run the dungeons (much less the trial). Getting people synched up is extremely difficult.
If this were to happen, everone would just run it solely with their guilds or rostered teams. The idea is to have us running with real Pug groups. If not, you really will be farming keys to have it that way. I like that people have to play outside of their groups/guilds/friend lists to do this event
I know I might be beating a dead horse at this time with over 22 pages of comments/feedback. But I've got to give my two cents as well.
I wish I could love the Night Market. It is an interesting idea, a limited event to get people engaged with PVE content. But after three days playing with it, it needs some major changes.
1) The obvious one that most people seem to be in agreement with: Lowering the Difficulty. Regular mobs should be solo difficulty. With 20+ years of playing MMOs, I can tell you people don't like to group up just to defeat mobs. As one of my professors said about the subject: "If you're worried your game's difficulty going so high, go solo."
2) Side quests in the three areas need to have one location they can be given. I don't want to scour the maps looking for these quests, which feel very much like busywork. It's a QoL change I'd like to see that would be easy to implement.
3) This one is more a personal gripe, but Mounts...please let us use mounts if not in the precincts, at least in the hub area. I know why they are locked out of certain areas, but would be a real time saver in others.
In conclusion, this was the time for the new directors to come out swinging, showing the community they care and working hard to make the game better. I thought after all these years, the "Fear Player Power Creep" doctrine was behind us. But right now from the recent actions of this new team, from where I'm sitting, it feels like New Blood, Same Old Business.
Anyway, thank you for reading this. Sorry if it got jaded there at the end, but I've been playing ESO for most of the ten years since beta and I...wanted the game to better for everyone, not just me. I might be missing a few issues here and there, but you get the idea. Again, thanks and have a good day/night.
Randyfoxie wrote: »Locking new content behind mandatory groups shuts out players who work. That’s not good design. Good MMO design respects different playstyles. This feels like it forgot solo players exist.
Randyfoxie wrote: »Locking new content behind mandatory groups shuts out players who work. That’s not good design. Good MMO design respects different playstyles. This feels like it forgot solo players exist.
I believe they didn't forget solo players exist. I believe they want them to convert to groupies or leave the game. It would have been easy to place a difficulty scale on this, but ZOS clearly stated that they were meaning to require grouping for this event.
Randyfoxie wrote: »Locking new content behind mandatory groups shuts out players who work. That’s not good design. Good MMO design respects different playstyles. This feels like it forgot solo players exist.
I believe they didn't forget solo players exist. I believe they want them to convert to groupies or leave the game. It would have been easy to place a difficulty scale on this, but ZOS clearly stated that they were meaning to require grouping for this event.
Question: you've been vocal about how much you as a solo player hate the Night Market ever since PTS, so I have to ask, do you also say stuff like this every time we get a dungeon DLC? Because those are definitely not for solo players too.
The game has a wide variety of players, so it's impossible for every piece of content to make everyone happy. I didn't like Tales of Tribute. I dislike the entire companion system. But even though I dislike them, I know that there are players who do like them, and I'm not going to get mad at ZOS for making something for those players. I ignore those parts of the game. So, if you hate the Night Market, why not just ignore it too?
(For the record, I'd much rather have a dungeon DLC than the Night Market.)
I still find exploring the areas and completing achievements fun, but if one considers this content narratively, it just leads to many questions:
- Who has installed those spider-shooting things that remind of a travelling carnival or arcade game?
- Why are boulders rolling around and why do they need to be directed?
- Why does one get a reward for crouching through some random short tunnel?
- Why does a faction about collecting wealth, or ruling the Market through force, give quests to crouch through these tunnels because they consider that as increasing their reputation?
- Why does a faction about collecting secrets give dailies about randomly killing enemies?
- Why do all three factions, which are depicted as valueing completely different things and having different goals, all give the same tasks anyway?
Yes, I know, "ever-changing mysterious daedric realm", but it somehow just feels random.
It’s just another arena that would like to pretend it’s not.
It’s just another arena that would like to pretend it’s not.
I'd rather have less background story than one that makes no sense.
Though the strangest thing is they could actually have easily designed this in a way that makes a little more sense, at least when it comes to the faction ideas, just by not forcing the player to join a specific faction, but instead give every faction some specific zone and quest types that fit their identity, and then let the player freely choose every day which ones they want to do or not.