How to fix veteran - my take on it

infraction2008b16_ESO
infraction2008b16_ESO
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Note this is not about the difficulty of the content but more about how linear the grind is, the fact that bar craglorn grinding and PvP the only option you got is to do a zone at a time and follow cadwell's almanac which IMO instead of giving choices on what to do when reaching vet it actually locks you on a set path.. this theme park type grind was something heavily criticised in the beta at starter levels.

While this issue is a fundamental design issue and some call for removal of veteran levels altogether I don't believe they should as they provide a valid method of progression and stop people from just reaching 50 and grabbing a set of legendaries and jumping straight into trials without little veteran experience. It shouldn't be like GW2 where gear progression doesn't matter, hell I got to endgame in that and thought is that it? The only thing people are grinding for in that are silly backpacks and weapon skins, there's little in terms of progression gear wise, even the legendary weapon is just a weapon skin... just a cool effect and turns your weapon purple no change in stats.

What I propose instead of removing VR is quite simply making veteran progression less of a theme park ride, still having veteran ranks but allowing you to experience the rest of Tamriel that's available at your own pace.

First cadwells almanac needs to be removed as a requirement for visiting other alliance areas, you should be able to go to any zone you wish at veteran. No need to grind through ten areas to join your mates, veteran should be an open ticket to tamriel.

Secondly without rebalancing the content to make these zones easier for lower VR players I feel the simple solution would be to include a cyrodill like bolster system for all veteran areas, nothing too OP but something that balances players to at least two ranks under the required VR for that zone so they won't find it as tough but they won't be as strong as someone in that level range either.

Thirdly to stop everyone just piling into to the latest adventure zone I feel this game needs some daily/weekly quests for dungeons/bosses/dolmens which makes it more worthwhile to go back and visit other areas.

And my final point while this thread isn't to do with difficulty I feel you need to make veteran dungeons more appealing to the casual audience, I don't propose nerfing them (in fact buff the current ones to VR15 and make them tough as hell) however I do feel there needs to be multiple difficulties at endgame to cater for all. A lesser mode for dungeons along side the current ones I feel would be welcomed and provide the best of both worlds allowing people to still have an alternative method to grind VR without having their butts handed to them for little reward, however the ones that still want the challenge and reward will still have that option.

I feel those four changes would make veteran more entertaining than it is now. Do you agree?
  • Dayv
    Dayv
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    They're all good suggestions, but I still think that the health and damage of trash mobs is excessive and hope it will be addressed. There's something a bit off-kilter about going from destroying Molag Bal to struggling in a fight against mudcrabs.
  • infraction2008b16_ESO
    infraction2008b16_ESO
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    Dayv wrote: »
    They're all good suggestions, but I still think that the health and damage of trash mobs is excessive and hope it will be addressed. There's something a bit off-kilter about going from destroying Molag Bal to struggling in a fight against mudcrabs.

    Like I said this thread wasn't focusing on difficulty of the mobs, some things need to be addressed however I'd put over an alternative point of view here... the reason people find it frustrating is because they have to clear those difficult mobs in order to get to and down whatever boss or objective there is in order to clear the area off the almanac in order to progress to somewhere else!

    It's on rails, in my opinion content should be challenging but there shouldn't be any walls that keep you stuck in a particular area or alliance until you've completed it. If you find a particular area frustrating you should be able to freely move on somewhere else to do some less frustrating quests and level up a bit then go back and finish the quest you were stuck on.

    Removing the linear progression through zones will help solve a lot of problems.
    Edited by infraction2008b16_ESO on June 4, 2014 10:18AM
  • Dayv
    Dayv
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    I don't really mind the linear progression, I like to do zones methodically, but I do agree that people shouldn't be forced to do that.
  • Yankee
    Yankee
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    These ideas might just work. ZOS made a statement some time ago that they had some plans to make changes.

    It would certainly be nice if they would share these plans REAL SOON. I would like to avoid a bunch of people quitting the game because they do not like VR the way it is.

    It seems like ZOS should like to keep players too.
    Edited by Yankee on June 4, 2014 1:46PM
  • martinhpb16_ESO
    martinhpb16_ESO
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    Thirdly to stop everyone just piling into to the latest adventure zone I feel this game needs some daily/weekly quests for dungeons/bosses/dolmens which makes it more worthwhile to go back and visit other areas.

    ^^ This. put in some rare unique item drops for dungeons that are class specific to encourage people to run them.

    Also introduce some sytems that make grinding dailies worthwhile. Achievement points are too vague and the rewards are non-specific.

    Most of the people I see drifting away is because of the vet grind and lack of reasons to group.

    Armour / jewels / weapons / as drops and gated access to similar rewards that add to progression.

    Too much emphasis on quests at the moment.

    At least the spelling is difficult for you.
    Hew's Bane*
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