Ruins of Mazzatun DLC
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Ruins of Mazzatun DLC
(sauce)
Weird that they didn't announce this during the presentation. Also a shame that housing has been pushed back.
Weird that they didn't announce this during the presentation. Also a shame that housing has been pushed back.
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Re: Ruins of Mazzatun DLC
Where's that name from? I can't find it anywhere...
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Re: Ruins of Mazzatun DLC
It was datamined. You can see the placeholder loading screen in the Admin Noticeboard download, and the loading text is in en.lang I imagine.
It might not be the only dungeon being added though, considering they said it's a "pack". I've seen people guessing Normal+Vet Mazzatun and Vet Arx.
Edit: I had a poke around our extracted data and put together this page. Couldn't find the loading screen text after all, but Dominoid dug it up.
It might not be the only dungeon being added though, considering they said it's a "pack". I've seen people guessing Normal+Vet Mazzatun and Vet Arx.
Edit: I had a poke around our extracted data and put together this page. Couldn't find the loading screen text after all, but Dominoid dug it up.
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OblivionDuruza
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Re: Ruins of Mazzatun DLC
Not going to lie, the potential of returning to Vvardenfell is enough to get me interested in returning to the game, particularly given how much it's changed since I last played.
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Re: Ruins of Mazzatun DLC
If you liked Oblivion, ESO is worth revisiting just for the Dark Brotherhood and Gold Coast. Much more faithful to the original than ESO's Heartlands are. If they keep up that design practice, I imagine Vvardenfell will be fantastic.OblivionDuruza wrote:Not going to lie, the potential of returning to Vvardenfell is enough to get me interested in returning to the game, particularly given how much it's changed since I last played.
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Re: Ruins of Mazzatun DLC
They may not have announced it because they are still well over a year away in finishing it.legoless wrote:(sauce)
Weird that they didn't announce this during the presentation. Also a shame that housing has been pushed back.
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Re: Ruins of Mazzatun DLC
What? The dungeon pack is coming out in August.dragonfett wrote:They may not have announced it because they are still well over a year away in finishing it.
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Re: Ruins of Mazzatun DLC
*shrugs* I had no clue when it was supposed to come out, I was only trying to brainstorm ideas is all.
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Re: Ruins of Mazzatun DLC
I will have to check it out. Just downloaded a whole bunch of updates to the game the other day, basically took a full day with how much there was.legoless wrote:If you liked Oblivion, ESO is worth revisiting just for the Dark Brotherhood and Gold Coast. Much more faithful to the original than ESO's Heartlands are. If they keep up that design practice, I imagine Vvardenfell will be fantastic.
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Re: Ruins of Mazzatun DLC
If you're interested, there's an album on Reddit that has comparisons between Oblivion and ESO: https://www.reddit.com/r/elderscrollson ... oblivions/OblivionDuruza wrote:I will have to check it out. Just downloaded a whole bunch of updates to the game the other day, basically took a full day with how much there was.legoless wrote:If you liked Oblivion, ESO is worth revisiting just for the Dark Brotherhood and Gold Coast. Much more faithful to the original than ESO's Heartlands are. If they keep up that design practice, I imagine Vvardenfell will be fantastic.

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Re: Ruins of Mazzatun DLC
The DLC is called "Shadows of the Hist" and featured Ruins of Mazzatun and Cradle of Shadows. No Veteran Arx.
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Re: Ruins of Mazzatun DLC
Something tells me this is the remains of the Murkmire DLC...
This was going to be the same concept as Craglorn - i.e. designed for four-man groups. But given the outcry against Craglorn (what? Group content in a multiplayer game?? What a scandal!!!) I guess they scrapped it
This was going to be the same concept as Craglorn - i.e. designed for four-man groups. But given the outcry against Craglorn (what? Group content in a multiplayer game?? What a scandal!!!) I guess they scrapped it
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Re: Ruins of Mazzatun DLC
I hear a lot of people saying this. To the best of my knowledge, Murkmire has been put on hold until they figure out how to overhaul Craglorn. Trials and DSA have already been updated so they're clearly actively working on Adventure Zones. And if the datamined monster helms are anything to go by, these two dungeons have been planned for a long time. Murkmire isn't dead like spellmaking, it's just probably going to be soloable.AngryNord wrote:Something tells me this is the remains of the Murkmire DLC...
This was going to be the same concept as Craglorn - i.e. designed for four-man groups. But given the outcry against Craglorn (what? Group content in a multiplayer game?? What a scandal!!!) I guess they scrapped it
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Re: Ruins of Mazzatun DLC
Yeah, I mean, who ever wants GROUP content in a MULTIPLAYER game, huh? I wonder what the next scandal in gaming will be? Flight Simulators that play better with a joystick than with keyboard/mouse? Prepare the tar and feathers!!legoless wrote:it's just probably going to be soloable.
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Re: Ruins of Mazzatun DLC
Craglorn was atrocious, and they're dead right to overhaul it now that the zone has lower pop. Adventure Zones were an interesting concept but a clear failure in terms of gameplay. It's hard enough to get a group together for a single dungeon, never mind 10 hours worth of story content and dialogue. All the DLCs so far have had plenty of group content anyway (including IC which basically forces groups and is also atrocious), and none of the new story quests involve instancing if group dialogue sessions are really your thing.AngryNord wrote:Yeah, I mean, who ever wants GROUP content in a MULTIPLAYER game, huh? I wonder what the next scandal in gaming will be? Flight Simulators that play better with a joystick than with keyboard/mouse? Prepare the tar and feathers!!legoless wrote:it's just probably going to be soloable.
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Re: Ruins of Mazzatun DLC
Grouping in MMOs is "atrocious", in fact... Somebody seems to be playing the wrong type of game...
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Re: Ruins of Mazzatun DLC
Bit passive aggressive, I said Craglorn and IC quests are atrocious. How many people do you see in those zones? Did you not notice that the rest of the game's questing can be soloed? ZOS are obviously sticking to what they do best when it comes to group play, i.e. instanced, short, dialogue-light dungeons.AngryNord wrote:Grouping in MMOs is "atrocious", in fact... Somebody seems to be playing the wrong type of game...
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Re: Ruins of Mazzatun DLC
Didn't they just rebalance IC to be more solo/small group friendly with DB? I haven't been down there in forever, though... Mostly because it's a PvEvP kind of zone, which made it gank central. Going down their solo was a recipe for disaster (as a mainly PvE player), and I could never find any meat shields to go with me.legoless wrote:Craglorn was atrocious, and they're dead right to overhaul it now that the zone has lower pop. Adventure Zones were an interesting concept but a clear failure in terms of gameplay. It's hard enough to get a group together for a single dungeon, never mind 10 hours worth of story content and dialogue. All the DLCs so far have had plenty of group content anyway (including IC which basically forces groups and is also atrocious), and none of the new story quests involve instancing if group dialogue sessions are really your thing.
And I do wish it was easier to get groups for dungeons... There's a few normal dungeons I still haven't done at all (Blackheart Haven and Vaults of Madness, and ICP/WGT if I include DLC dungeons) because it's a royal pain to get a group. It was somewhat easier to get groups when I did all EP dungeons with my magblade healer/DPS, but doing all AD dungeons with my stamblade DPS was a nightmare. I wound up having to solo Elden Hollow and most of City of Ash. Hell, I've been trying to get a group for just one random normal dungeon for the past two days as a DPS and I've had no success. There's too many DPSes playing, and not enough healers/tanks.
So with that in mind, I'm not exactly fond of a DLC that's just a few dungeons. I'll probably try running them just for the achievements/skill points, but that's assuming I can actually manage to get a group for them. It's rather discouraging spending hours on end trying to find a group and getting nothing.
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Re: Ruins of Mazzatun DLC
I like that new things are added to the game, in this way I feel I always got more to explore. I hope this new dungeon-DLC won't be too expensive; after all, it doesn't seem to have much content as previous DLCs. Also, I'm really waiting to return to Vvardenfell (will Solstheim be there, too?)
Off-topic 1:
Off-topic 2:
I would really like to see an overhaul of Craglorn, and one or more (perhaps non-DLC), Adventure Zones. I've been soloing Craglorn for the past months, not for the sake of soloing, because it's simply quite difficult to get a group there. Soloing what I can, I mean. Anybody in PC/Mac NA AD can PM me to do some quests there, btw, name's @skrigger.
Off-topic 1:
I can go with you to IC (in AD), if you want. I mostly PvE, too, so I don't know how useful I can be. But I've got to finish the quests there!Mauin wrote:and I could never find any meat shields to go with me.
I'm missing normal ICP and almost all of the vets, but I'm a DPS, so we should get a tank and a healer. Mostly run them for the achievements, skill points and lorebooks/eidetic mem.Mauin wrote:And I do wish it was easier to get groups for dungeons... There's a few normal dungeons I still haven't done at all (Blackheart Haven and Vaults of Madness, and ICP/WGT if I include DLC dungeons)
Off-topic 2:
I would really like to see an overhaul of Craglorn, and one or more (perhaps non-DLC), Adventure Zones. I've been soloing Craglorn for the past months, not for the sake of soloing, because it's simply quite difficult to get a group there. Soloing what I can, I mean. Anybody in PC/Mac NA AD can PM me to do some quests there, btw, name's @skrigger.
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Re: Ruins of Mazzatun DLC
They did indeed. I haven't tried the quests either with the new difficulty, but like you said the PvP elements make it unwise to go alone anyway. It's still dead either way.Mauin wrote:Didn't they just rebalance IC to be more solo/small group friendly with DB? I haven't been down there in forever, though... Mostly because it's a PvEvP kind of zone, which made it gank central.
I don't think you'll have to wait long to get your wish.skrigger wrote: I would really like to see an overhaul of Craglorn
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Re: Ruins of Mazzatun DLC
The problem with Craglorn isn't that it requires groups. The problems are:
1) The quests are too long, often involving three delves plus overworld content for a single quest. Hence it is very hard to get a group of 3 or 4 people who are all at the same quest stage. It's difficult to get the same group of 3 or 4 people to stay together for a 3 hour play session because we all have lives outside of the game.
2) Sometimes, you find you have 5 people who all want to run the content. Since instanced delves only allow 4 people to enter, that means one person gets left out. This happened a lot when Craglorn was new, we had to constantly juggle the DPSes.
Between problems (1) and (2), there were certain non-repeatable quests, e.g. The Shattered and the Lost and Elemental Army where I quite literally ended up doing sections ten times in order to get all of my friends up to the same stage.
3) Some quests, e.g. Critical Mass, The Missing Guardian are artificially locked to four players because four people are needed in order to press buttons. The difficulty of these quests is such that only 2-3 characters of maximum level are needed in order to complete the quest, and yet you must find a group of four in order to do them. That makes the quest boring as hell, because your group DPS is so high that no effort is required.
Adventure Zones (TM) are a great idea. However, in order to make them work properly, quests need to be much shorter, like the standard 20-45 minutes of a typical Veteran Dungeon.
1) The quests are too long, often involving three delves plus overworld content for a single quest. Hence it is very hard to get a group of 3 or 4 people who are all at the same quest stage. It's difficult to get the same group of 3 or 4 people to stay together for a 3 hour play session because we all have lives outside of the game.
2) Sometimes, you find you have 5 people who all want to run the content. Since instanced delves only allow 4 people to enter, that means one person gets left out. This happened a lot when Craglorn was new, we had to constantly juggle the DPSes.
Between problems (1) and (2), there were certain non-repeatable quests, e.g. The Shattered and the Lost and Elemental Army where I quite literally ended up doing sections ten times in order to get all of my friends up to the same stage.
3) Some quests, e.g. Critical Mass, The Missing Guardian are artificially locked to four players because four people are needed in order to press buttons. The difficulty of these quests is such that only 2-3 characters of maximum level are needed in order to complete the quest, and yet you must find a group of four in order to do them. That makes the quest boring as hell, because your group DPS is so high that no effort is required.
Adventure Zones (TM) are a great idea. However, in order to make them work properly, quests need to be much shorter, like the standard 20-45 minutes of a typical Veteran Dungeon.
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Re: Ruins of Mazzatun DLC
legoless wrote:They did indeed. I haven't tried the quests either with the new difficulty, but like you said the PvP elements make it unwise to go alone anyway. It's still dead either way.
Well, the last time I went into IC, I was getting disconnected so frequently it was unplayable. That was well before the DB release.
I never bothered trying the quests before then, either, but I remember going into the sewers and the districts. Some districts I couldn't get through at all, but others I could farm for a while if I was careful. The sewers were brutal, between the mobs and the other players looking to make some quick stones. And the banners... I can still hear the footstep sounds they make when they're near.
I'll need to pop back into Cyrodiil later to see how different IC is, if I'm not too tired.
Unfortuately, my AD vet is my weakest one. If I were to do IC, I'd probably be in EP with either my main, or Morytha. Somebody who has the damage/self healing to survive if necessary. Rashira does not have that. I'd need to pay a healer to come along or something if I were to take her into IC.skrigger wrote:I can go with you to IC (in AD), if you want. I mostly PvE, too, so I don't know how useful I can be. But I've got to finish the quests there!
I'm missing normal ICP and almost all of the vets, but I'm a DPS, so we should get a tank and a healer. Mostly run them for the achievements, skill points and lorebooks/eidetic mem.
I have a healer that I could use for dungeons, but as my main has more achievements, I'd rather do the dungeons with her first before attempting to heal them. Which reminds me... I tried a random normal dungeon with Morytha (my healer) today, and my first attempt at it got me a White-Gold Tower group. Yeah. I haven't done the dungeon before, so I just left and waited the 15 minutes to try again. I won't do WGT or ICP outside of the guild until I know the mechanics for each one.
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Re: Ruins of Mazzatun DLC
There hasn't been a need for that for ages.baratron wrote:The problem with Craglorn isn't that it requires groups. The problems are:
all at the same quest stage.
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Re: Ruins of Mazzatun DLC
Did you read what I said? I said that there were certain non-repeatable quests where I had to repeat sections up to ten times.AngryNord wrote:There hasn't been a need for that for ages.baratron wrote:The problem with Craglorn isn't that it requires groups. The problems are:
all at the same quest stage.
If three people are on the second delve of a quest but the fourth hasn't done the first delve, then all four of you have to go into the first delve. Otherwise the fourth person won't get quest credit for anything they do. You don't need to be at the same quest stage for phasing purposes, you need to get people caught up so that they can get credit for the quest.
As a Healer, I had to repeat a hell of a lot of content for my DPS friends. I didn't mind too much, although it got to the point with certain delves where I just wanted to get in, kill the bosses, and leave - while they still wanted to explore because they hadn't been there before.
If Craglorn quests were the same length as a typical Veteran dungeon, then it would have been much easier to finish a quest with the same group, rather than having to keep restarting the quest with new people.
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Re: Ruins of Mazzatun DLC
With One Tamriel on the horizon, finding a suitable group in Craglorn will become as easy as it can get because you now have all three factions together, yes?
To me it was more the length of the quests and the mechanics, such as phasing that were a bit annoying. I do not mind group content at all: it would be hilarious if it disappeared completely. There already is very little challenging content, because ESO's idea of soloing is an incredible faceroll difficulty
To me it was more the length of the quests and the mechanics, such as phasing that were a bit annoying. I do not mind group content at all: it would be hilarious if it disappeared completely. There already is very little challenging content, because ESO's idea of soloing is an incredible faceroll difficulty
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