twisttop138 wrote: »colossalvoids wrote: »
There you go, let us be fair with out quotes. Now, what is your difficulty with my statements?
Doubt there's any difficulty they're having, it's just pointing out a potential confusion and clouded judgement. Look, you're heavily biased against some of the player groups here and it's oozing though the text, if you're not even trying to put yourself in other's shoes your position will likely fall flat for other's who are actively trying to met both ends somewhere on a common ground, work out potential ways for the feature to truly work and not just be another dead on arrival addition.
It looks like you want to make other's experience miserable because your experience was ruined by your standards, it's fine, but you can not expect to not be disagreed with. It's been 315 pages, we already been through "let them suffer" rhetoric a lot.
So, your answer is Yes, they are quoting to bully my post?
It sounds like you are accusing me of deliberately causing people grief by not agreeing with them. I speak MY opinion, if your opinion is different and you do not want to discuss, skip past it. It is an opinion and a suggestion based on my opinion.
"Look, you're heavily biased against some of the player groups here and it's oozing though the text" <--- What does this even mean? I didn't even know there were groups in the fora.
I do not need to wear someone else's shoes. I have my own and they fit me well.
Why do you call my judgement clouded? Is it because you are confused about something I said?
I asked why a level of difficulty is needed in the overland if everyone wants to do quests, resource farming, gathering leads, running across overland without it being difficult. I did not make that up; it is in the threads. This thread.
The comments say that difficult public dungeons and delves are not wanted...because farming is done there and it already takes too long to farm.
The comments say stopping to fight a difficult mob when farming resources or surveys is not wanted because traveling across the map already takes too much time.
The comments say they do not want instances in delves and dungeons because they want to help someone.
The comments say they do not want instances in world bosses and dark anchors because they want to help someone or farm experience with a new character.
These are comments that I read in this thread. My statements are not clouded at all. They are confused as to where the level of difficulty is supposed to be?
Because it's not all about you.
Are you suggesting that my opinions do not matter to the Development team? Is that what you mean when you say it is not all about me?
If not, then . . . my comments are about me. Only me and my perspective because I am not qualified to speak for anyone else. Let us stop focusing on me. Let us talk about the question I posed. Where is the level of difficulty supposed to be?
BretonMage wrote: »In any case, there are issues that feeding on someone presents.
He's right.What does everyone think?
So do you think that balancing is not important because a "meta" doesn't need to be followed?
I think it's a true statement that meta doesn't need to be followed. In practice that means you will do lower damage than you could be doing in trials, you might not make it on to teams, and you'll be outmatched in PvP constantly. This argument doesn't address the fact that in certain environments, performance measured against other players matters. Most people don't want to be unnecessarily gimped. They are essentially punishing being creative when creative builds underperform so much compared to what's meta.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.
They’re not standing in the same spot during combat—mobs and players move constantly. As mentioned earlier, the alternate copy only appears when a player from a different difficulty tier approaches.
Ghost-phased figures don’t break immersion. If anything, they enhance it—just look at how well it works in Souls games.
And if that’s a dealbreaker for your immersion, let’s be honest: ESO already breaks it in far more jarring ways. Players chatting with NPCs you can’t see, enemies you just killed respawning like nothing happened, heroic actions that leave zero impact on the world… 😉
This isn’t Mass Effect. The immersion ship sailed long ago—and it wasn’t even a lore-friendly ship. 😉
The souls games I have played had other players be ghosts not enemies.
I don't recall ever seeing a player chatting with an NPC I couldn't see. Respawning enemies are a normal part of games. Heroic actions do leave an impact narratively and sometimes we even get to see it, which is my favorite.
The immersion ship is very much still here. And the story is the most popular piece of content in the game.
Re: Souls—other players, enemies… what’s the difference in this context? There were such enemies and even ghost-phased NPCs you couldn’t attack or interact with under certain conditions. That you didn't encounter them or don't remember doesn't change the fact.
Anyway, fair enough. Glad you feel immersed and impactful in ESO. Some of us just measure “impact” differently—and that's okay. You do you 🙂
The difference is, for example, when I run into a boss that I struggle with, I can call a stronger ghost to help me rather than having to watch a stronger ghost make mince meat of my bosses doppelganger while I sit there feeling dumb. And in this game, it would mean that stronger player wouldn't be able to help me either. So, let's say I'm a new player and I sit around waiting for someone to help me kill a boss. It takes 15 minutes and then the person runs up and attacks and suddenly they're both ghosts. And now I gotta wait even longer while watching a fight I can't participate in. That would feel pretty lame.
It looks like you didn’t read my earlier comments before replying. The scenario you just described wouldn’t happen—you wouldn’t end up waiting.
Re. Souls: we are also talking about two different things.
I did read. You said it would be still be spawned. I'm saying if I needed help, I would be waiting. And then another person arrived but they can't help me because they're on a different setting. An enemy being able to be attacked when I'm not able to kill it by myself is meaningless in that scenario.
The others ghosts I see in souls is PvP.
Well, that’s not what I wrote.
Not being able to solo an overland enemy in ESO? Honestly, having enemies like that would be a welcome change
Still, there’s no reason to deny higher-skilled players a meaningful challenge just to force them into easy mode for the sake of helping with content others can’t handle without them.
Anyway—no hard feelings. Hope you have a great rest of the week 🙂
Well the worm cult sure seems to enjoy imprisoning people in style. They may not know of human rights, but they do know gothic art.
He's right.What does everyone think?
So do you think that balancing is not important because a "meta" doesn't need to be followed?
I think it's a true statement that meta doesn't need to be followed. In practice that means you will do lower damage than you could be doing in trials, you might not make it on to teams, and you'll be outmatched in PvP constantly. This argument doesn't address the fact that in certain environments, performance measured against other players matters. Most people don't want to be unnecessarily gimped. They are essentially punishing being creative when creative builds underperform so much compared to what's meta.
you can try to balance as much as you want, there will allways be a meta.
People even choose a race where they get just a small benefit over another race, therefore if the second best build would be 1% less effectiv they would still just use the meta build
This and if in an semi decent guild you can get someone to make nirm gear for research if you give them a nirm trait stone.DenverRalphy wrote: »Odd question perhaps, but am I missing something obvious regarding acquiring the Nirnhoned traits?
I know you get one item of a random type by completing the Craglorn questline.
My understanding is that the only way to get more traits is to buy items crafted with that trait from Guild Traders, at a cost of hundreds of thousands of gold for each individual item type. Collecting them all would cost several million gold, and that assumes they're even available. (Taking the daggers suggested in this thread, TTC currently lists a grand total of one single Exemplary Nirnhoned Dagger for 250,000 gold on PC-EU.)
You can buy nirnhoned gear from the traders relatively cheap. On PSNA Potent Nirncrux is currently selling 13k-15k, so you can just buy that and have someone craft a nirnhoned weapon for you. Fortified Nirncrux even cheaper for nirnhoned armor items.