
You say you have 500 crowns. The 3,000 pack is ~£14/$20/€16 as they are on sale for the next day or two.
BananaBender wrote: »BananaBender wrote: »Let's just agree to disagree, but I think any reward is too much. And that handing out dungeon level rewards, especially veteran dungeon level rewards, could crash both the in-game economy for those upgrade materials as well as massively lower the incentives to do grouping content(dungeons). ZOS needs to be very careful with how this feature is implemented, as it could alter the game in many unexpected negative ways. Even just feeling missing out on (small) rewards will do so.
Question: Will showing/hiding questmarkers also be part of the difficulty? Making the game more difficult than only following a questmarker.
Question: Will disabling add-ons also be part of the increased difficulty? Making the game more difficult and more about player skill than just following on-screen add-on commands on when to block/dodge/use food/where to find everything/etc. Players often forget that add-ons massively lower the game's difficulty in many ways.
PS: The above posts pushing for extra rewards are very telling on how important increased difficulty in overland really is. As it seems the rewards for increased difficulty in overland are more important than what may happen to the difficulty itself or to the state of the game when this is implemented.
The reward in dungeons are the sets and not the purple upgrade materials. So yes, I agree that a random story boss shouldn't drop you a Turning Tide chest piece or Aegis Caller daggers, but giving purple pieces is to be expect as that is the case for all veteran content in the game so far. The price of purple materials is already extremely low and they are very accessible to all levels of players. Personally, I don't really care since I'm at a point where gold is absolutely meaningless in the game, but it would just make no sense for overland to be the only content in the game where optional difficulty increase wouldn't give you increased rewards.Catering to the tiny few who want tougher overland and granting them better rewards(no matter how tiny), will make overland content feel demotivating to play for other players who do not or can't turn up the difficulty.
Implying that only a tiny minority of players want a harder overland experience is just wild, especially when it's backed up by 0 proof or explanation.
Here is a video of a boss fight in the newest zone story. No spoilers, it's the most reused enemy in the entire game...
https://youtube.com/watch?v=VVb7eHCE7kA
This is what passes as a boss fight! Addons are not what made that fight easy, experience didn't help either, my gear was all purple, 6pc light armour, stage 4 vampire so no health regen. The enemies simply just don't fight back. I played through the entire quest line without a single button press (apart from the ones forced by mechanics) and it's an absolute joke when it comes to actual gameplay. The tutorial required more button presses than most of the boss fights and that's not even an exaggeration!If the folks demanding the difficulty level are not disciplined enough to change their gear from dungeon to overland to create a challenge, what makes you believe they have the discipline to use a challenge toggle?
To make the current questing/overland content a challenge, you have to ignore every combat feature the game has to offer. If you have any sets, the content is trivial, if you have any healing you wont die, don't even think about using CPs, ults are out of the question as they will melt the boss, you can go grab a coffee mid fight if you engage with subclassing or scribing etc etc. I'm 100% sure that you could beat every story quest with nothing but fists and Resolving Vigor and it will not be difficult only tedious.
I am 100% sure one could not and that statement is stale.
If add-ons did not make the content easier, players wouldn't use them.
I just played a level 10 character and got rolled by the final attack of a soul reaper. The attacks were just higher than my health and recovery rates.
When one works in an echo-chamber, one voice sounds like a thousand. I believe it is a small percentage of players that are demanding more difficulty in overland. I stand on my statement: The folks that are demanding overland difficult have not shown the disciple to increase difficult where they can do it easier. If they did, they would use overland gear and empty their CP tray of combat assistance. They won't do it. They make excuses instead. This habit is not going to change with a new difficulty option. That feature is a waste of development time.
I refuse to believe the vast majority of players who have downloaded addons have done so to make overland content easier for them. They are really helpful and useful for dungeons and trials, but not needed for overland content.
As for the bosses using only fists and vigor claim... no gear, no cp, no consumables. Pictures, logs and a video in the spoiler ↓
Logs for those who are interested
https://esologs.com/reports/a:Jj6r7BmapVgDQMcL
And a video for people who want to watch a khajiit punch for 10 minutes
https://youtube.com/watch?v=b729O3-FuM0
Again, tedious but not difficult. If a player understands and follows the few core combat mechanics such as, block reduces damage, dodge roll let's you dodge an attack and heavy attack restores resources, every single quest boss and overland fight becomes trivial. Which is exactly what you highlighted hereWhy didn't you block or dodge roll it?I just played a level 10 character and got rolled by the final attack of a soul reaper. The attacks were just higher than my health and recovery rates.
The game doesn't punish people enough for ignoring the fundamental combat mechanics, thus people don't even bother to use them. In my fist fight I didn't roll one big hit with a really long wind up and it didn't even kill me when I have no gear on. That's just unacceptable in my opinion.
The problem is that ZOS uses each new expansion to draw in new players and use the new zone as their first one. It isn't required or even advised to go to the original starter islands first to get used to the game, instead they use the new zone as the tutorial zone. So now we are in a situation where every single zone is built for new players to function as a tutorial, but there is barely anything for anyone who has gotten past that skill level.
The worst part is that these new zones even fail as tutorials, because unlike a tutorial, they don't require the player to actually play the mechanic correctly.
spartaxoxo wrote: »And if I interact with npcs in this world, I want to see them written in a way that reflects Tamriel's ideas of morality and lawfulness, not the real world's.
Same. I'm cool with their being some differences in the morals compared to the mainline games going on right now because of the alliances, personally. So, I actually do like that there's an anti-slavery thing happening because of them. But I don't get why other things like taking artifacts would be a problem.
Let's take a look at Bandits/Cultists, for example.With Bastian, he hates killing civilians but likes hunting down bandits. I've seen people consider that inconsistent. And I think it would be in the real world. But in Tamriel, bandits are bounties and they're legal kills. This is generally viewed as a morally good thing because bandits kill civilians and merchants. This is an example of actually depicting a character as good based off the morals of Tamriel rather then IRL.
And then, let's look at Solstice. There's an plainly evil cultist who you have to interrogate for evidence. If you rough him a bit, you immediately get a lecture about how it's evil from a respected NPC. Why? Jailers are seen in ES games with devices intended for hurting prisoners, presumably for information. The little harm you do him completely pales in comparison to official practices. Yet, your character doing this is treated as shockingly awful. This seems much more grounded in RL than Tamriel.
BananaBender wrote: »Let's just agree to disagree, but I think any reward is too much. And that handing out dungeon level rewards, especially veteran dungeon level rewards, could crash both the in-game economy for those upgrade materials as well as massively lower the incentives to do grouping content(dungeons). ZOS needs to be very careful with how this feature is implemented, as it could alter the game in many unexpected negative ways. Even just feeling missing out on (small) rewards will do so.
Question: Will showing/hiding questmarkers also be part of the difficulty? Making the game more difficult than only following a questmarker.
Question: Will disabling add-ons also be part of the increased difficulty? Making the game more difficult and more about player skill than just following on-screen add-on commands on when to block/dodge/use food/where to find everything/etc. Players often forget that add-ons massively lower the game's difficulty in many ways.
PS: The above posts pushing for extra rewards are very telling on how important increased difficulty in overland really is. As it seems the rewards for increased difficulty in overland are more important than what may happen to the difficulty itself or to the state of the game when this is implemented.
The reward in dungeons are the sets and not the purple upgrade materials. So yes, I agree that a random story boss shouldn't drop you a Turning Tide chest piece or Aegis Caller daggers, but giving purple pieces is to be expect as that is the case for all veteran content in the game so far. The price of purple materials is already extremely low and they are very accessible to all levels of players. Personally, I don't really care since I'm at a point where gold is absolutely meaningless in the game, but it would just make no sense for overland to be the only content in the game where optional difficulty increase wouldn't give you increased rewards.Catering to the tiny few who want tougher overland and granting them better rewards(no matter how tiny), will make overland content feel demotivating to play for other players who do not or can't turn up the difficulty.
Implying that only a tiny minority of players want a harder overland experience is just wild, especially when it's backed up by 0 proof or explanation.
Here is a video of a boss fight in the newest zone story. No spoilers, it's the most reused enemy in the entire game...
https://youtube.com/watch?v=VVb7eHCE7kA
This is what passes as a boss fight! Addons are not what made that fight easy, experience didn't help either, my gear was all purple, 6pc light armour, stage 4 vampire so no health regen. The enemies simply just don't fight back. I played through the entire quest line without a single button press (apart from the ones forced by mechanics) and it's an absolute joke when it comes to actual gameplay. The tutorial required more button presses than most of the boss fights and that's not even an exaggeration!If the folks demanding the difficulty level are not disciplined enough to change their gear from dungeon to overland to create a challenge, what makes you believe they have the discipline to use a challenge toggle?
To make the current questing/overland content a challenge, you have to ignore every combat feature the game has to offer. If you have any sets, the content is trivial, if you have any healing you wont die, don't even think about using CPs, ults are out of the question as they will melt the boss, you can go grab a coffee mid fight if you engage with subclassing or scribing etc etc. I'm 100% sure that you could beat every story quest with nothing but fists and Resolving Vigor and it will not be difficult only tedious.