Umbracat449 wrote: »they said they've not doing giant stories anymore. They're not doing a string of ten years worth of single player games held together by group trials and dungeons.
Which is what eso was (on the pve side)
IMO the Night Market was the right way. Dungeons and Trials feel more 'official', requiring a set group (and the involved dynamics, good and bad). That I feel sometimes puts people off.
The Night Market introduced challenges that legitimately needed more players involved, and allowed that to happen organically. You didn't need to be in a group, or the same group.. it worked as a cooperative experience, 'run what you brung'.. no pressure.. except that which the mobs placed upon you.
I can see that the Dynamic Encounters are attempting to recreate that on a smaller scale, but for some reason (drop rate), it's not working as successfully.
I'd agree with the OP, but suggest that what works gets refined instead of adding more for the sake of spectacle
Got to wonder why someone would think that anything in Tamriel is somehow "compulsory." I think I can agree with "tedious" because there is quite a lot of that and I have described various things as "grind for the sake of grind," but "compulsory"? I can almost hear "We wants it, we needs it. Must have the precious" in there.
katanagirl1 wrote: »IMO the Night Market was the right way. Dungeons and Trials feel more 'official', requiring a set group (and the involved dynamics, good and bad). That I feel sometimes puts people off.
The Night Market introduced challenges that legitimately needed more players involved, and allowed that to happen organically. You didn't need to be in a group, or the same group.. it worked as a cooperative experience, 'run what you brung'.. no pressure.. except that which the mobs placed upon you.
I can see that the Dynamic Encounters are attempting to recreate that on a smaller scale, but for some reason (drop rate), it's not working as successfully.
I'd agree with the OP, but suggest that what works gets refined instead of adding more for the sake of spectacle
But you had to be in a group because of the way the instancing worked. If you went in solo the areas were empty.
katanagirl1 wrote: »IMO the Night Market was the right way. Dungeons and Trials feel more 'official', requiring a set group (and the involved dynamics, good and bad). That I feel sometimes puts people off.
The Night Market introduced challenges that legitimately needed more players involved, and allowed that to happen organically. You didn't need to be in a group, or the same group.. it worked as a cooperative experience, 'run what you brung'.. no pressure.. except that which the mobs placed upon you.
I can see that the Dynamic Encounters are attempting to recreate that on a smaller scale, but for some reason (drop rate), it's not working as successfully.
I'd agree with the OP, but suggest that what works gets refined instead of adding more for the sake of spectacle
But you had to be in a group because of the way the instancing worked. If you went in solo the areas were empty.
Yeah, that's right, you had to be in a group. And everyone [snip] joined a group, went in, and had a great time.
IMO the Night Market was the right way. Dungeons and Trials feel more 'official', requiring a set group (and the involved dynamics, good and bad). That I feel sometimes puts people off.
The Night Market introduced challenges that legitimately needed more players involved, and allowed that to happen organically. You didn't need to be in a group, or the same group.. it worked as a cooperative experience, 'run what you brung'.. no pressure.. except that which the mobs placed upon you.
Got to wonder why someone would think that anything in Tamriel is somehow "compulsory." I think I can agree with "tedious" because there is quite a lot of that and I have described various things as "grind for the sake of grind," but "compulsory"? I can almost hear "We wants it, we needs it. Must have the precious" in there.
Got to wonder why someone would think that anything in Tamriel is somehow "compulsory." I think I can agree with "tedious" because there is quite a lot of that and I have described various things as "grind for the sake of grind," but "compulsory"? I can almost hear "We wants it, we needs it. Must have the precious" in there.
Umbracat449 wrote: »they said they've not doing giant stories anymore. They're not doing a string of ten years worth of single player games held together by group trials and dungeons.
Which is what eso was (on the pve side)
So, they need to figure out whatIMO the Night Market was the right way. Dungeons and Trials feel more 'official', requiring a set group (and the involved dynamics, good and bad). That I feel sometimes puts people off.
The Night Market introduced challenges that legitimately needed more players involved, and allowed that to happen organically. You didn't need to be in a group, or the same group.. it worked as a cooperative experience, 'run what you brung'.. no pressure.. except that which the mobs placed upon you.
As someone who gathered mix of competent pugs+friends and held them together through vAS, vCR and vKA trifectas, Night Market was not much less difficult mentally.
In trials most of people have clear goal and perform well, and there was still lot of mental pressure. In Market, where I mostly was forming pick-up groups where requirements were the name of district/boss, 160 CP and 1 tank + 2 healers, I saw:
- people join and change their roles to mess up the group listing
- fake tanks (most notable example was high health person with a bow and no taunt)
- "dds" with 3k CPs who only hold heavy attack on mobs or do bow light attacks from far away
- half of group not following the leader
- people using relic skips when I state that we don't do skips cause not all in group have relic yet...
I never used "disband group" option before Night Market, but in Market I saw how bad some forced groups in overland content can be
And then some of those people join for Market dungeons, where their incompetence shines brightly cause there are no others to cover themNothing great about being in such groups.
Of course there were nice groups as well, where there were no problems - when I got such group, I didn't want to stop farming and stayed much longer than I plannedAnd with few friends we did multiple Opulent Ordeal trial no-death runs. But for district farming, forced grouping angers me about Night Market.
I would prefer open world where there are lot of people nearby doing different things and they can help each other on their way. Dark Anchors and Dynamic Encounters are perfect example of soft grouping - no need to be in group, can do few light attacks on some mob or boss, everyone gets loot, no stress
katanagirl1 wrote: »IMO the Night Market was the right way. Dungeons and Trials feel more 'official', requiring a set group (and the involved dynamics, good and bad). That I feel sometimes puts people off.
The Night Market introduced challenges that legitimately needed more players involved, and allowed that to happen organically. You didn't need to be in a group, or the same group.. it worked as a cooperative experience, 'run what you brung'.. no pressure.. except that which the mobs placed upon you.
I can see that the Dynamic Encounters are attempting to recreate that on a smaller scale, but for some reason (drop rate), it's not working as successfully.
I'd agree with the OP, but suggest that what works gets refined instead of adding more for the sake of spectacle
But you had to be in a group because of the way the instancing worked. If you went in solo the areas were empty.
They have to add new things or else people will say the game is dead. With their limited resources they cant add stuff that needs more work. Some of the experiments went very well, other not so much.
I would be satisfied if they focused on polishing stuff that is already in the game, class reworks, some old system overhauls, but unortunetly todays player is like a spoiled child, it just needs a new flashy toy every day, even a good system with a lot of repeatable value is thrown away very fast and a "new thing" is always a better "wow" than old reworked one.
IMO the Night Market was the right way. Dungeons and Trials feel more 'official', requiring a set group (and the involved dynamics, good and bad). That I feel sometimes puts people off.
The Night Market introduced challenges that legitimately needed more players involved, and allowed that to happen organically. You didn't need to be in a group, or the same group.. it worked as a cooperative experience, 'run what you brung'.. no pressure.. except that which the mobs placed upon you.
I can see that the Dynamic Encounters are attempting to recreate that on a smaller scale, but for some reason (drop rate), it's not working as successfully.
I'd agree with the OP, but suggest that what works gets refined instead of adding more for the sake of spectacle
Necrotech_Master wrote: »katanagirl1 wrote: »IMO the Night Market was the right way. Dungeons and Trials feel more 'official', requiring a set group (and the involved dynamics, good and bad). That I feel sometimes puts people off.
The Night Market introduced challenges that legitimately needed more players involved, and allowed that to happen organically. You didn't need to be in a group, or the same group.. it worked as a cooperative experience, 'run what you brung'.. no pressure.. except that which the mobs placed upon you.
I can see that the Dynamic Encounters are attempting to recreate that on a smaller scale, but for some reason (drop rate), it's not working as successfully.
I'd agree with the OP, but suggest that what works gets refined instead of adding more for the sake of spectacle
But you had to be in a group because of the way the instancing worked. If you went in solo the areas were empty.
i wouldnt say the areas were empty if you were solo on PC NA, but unless you were near one of the district entrances chances of running across someone was slim
a lot of that problem was mostly due to the 36 person player cap for the entire NM instance (instead of each district having their own individual instance, which would have been a much better way to handle it)
They have to add new things or else people will say the game is dead. With their limited resources they cant add stuff that needs more work. Some of the experiments went very well, other not so much.
I would be satisfied if they focused on polishing stuff that is already in the game, class reworks, some old system overhauls, but unortunetly todays player is like a spoiled child, it just needs a new flashy toy every day, even a good system with a lot of repeatable value is thrown away very fast and a "new thing" is always a better "wow" than old reworked one.