Bro, I'm currently playing a new game where mobs are kicking my ass. It is as exciting as I imagined it would be if it would be applied here. It even has the same action combat ESO has. The issue here is that I enjoy The Elder Scrolls immensely but I guess I'll have to narrow out my preferences a bit more. I used to only play ESO and TES games because it was the only lore I needed to care about. I would only play LoL because it was the only PvP I needed to care about. Thanks to ESO, I have branched out and could drop it at any time given a different franchise hooks me in just as much and provides a more exciting gameplay.. Hey, it at least introduced me to MMOs. I hope TES games don't serve that purpose for open world RPGs. I guess we'll see with TES6.
spartaxoxo wrote: »
I'm not saying to overhaul the old bosses because at this point that is unrealistic - but what I am saying is that the problem is almost entirely a Mechanics issue, not one of stats.
- and that your "solution" is in reality a Non-Solution, because it is no different than wearing bad gear, minimal skills, no cp none of which solved the problem of poorly designed mechanics. Just handicapping yourself does not solve the issue that people are complaining about.
Overland is fine.
What they really need is to add an instance toggle for quests.
The quest will then be scaled based on group setting Normal / Veteran and the amount of players in the group.
...please ZOS
WhyMustItBe wrote: »Contrast that with "it would be difficult." You are assuming that means no too. But that DOES have other interpretations.
It's just way too anticlimactic when the hyped up story boss turns out to be like a delve boss.
It is not a wonder. Long-term players of any game tend to burn out over time.WhyMustItBe wrote: »Is it any wonder long-term players are burning out and leaving because the quest content is no longer engaging?
SilverBride wrote: »It is not a wonder. Long-term players of any game tend to burn out over time.WhyMustItBe wrote: »Is it any wonder long-term players are burning out and leaving because the quest content is no longer engaging?
When the new wears off and you have done the same zones, and the same quests, and the same dungeons and trials, and the same events repeatedly they do lose their freshness and become stale. This is why games add new content and introduce new classes and other such features to liven things up again.
The quests aren't unengaging because they are too easy. They are unengaging as a biproduct of repetition.
WhyMustItBe wrote: »SilverBride wrote: »The quests aren't unengaging because they are too easy. They are unengaging as a biproduct of repetition.
Only that's not it.
WhyMustItBe wrote: »In your mind should we just write off the burnouts and accept lower profit margins? At what point does adding a toggle to give both sides of the debate something they can enjoy engagement with and thus retain the greatest number of players become more important than sticking to our guns about "nobody" wanting this?
WhyMustItBe wrote: »It's just way too anticlimactic when the hyped up story boss turns out to be like a delve boss.
Part of the problem is that when they nerfed overland/quest content for One Tamriel, they went a bit too far. This is what a quest boss looks like for a lowbie character in quest greens now:
https://www.youtube.com/watch?v=Y-bdVoyIpfw
Is it any wonder long-term players are burning out and leaving because the quest content is no longer engaging?
Re-visiting the idea of an optional veteran mode toggle so BOTH sides are happy is long overdue.
SilverBride wrote: »...developing content that benefits the majority would result in less of a profit loss than if the reverse were done.
WhyMustItBe wrote: »People are asking for a toggle. Read: A CHOICE. That would not affect the majority that prefer it how it is now in any way. If people were asking for veteran only questing/overland I could see that argument, as it would be effectively "taking something away" since those zones would not be available in normal mode. But people asking for a toggle don't want that.
Why? No worthy argument has ever been made against this. Yes, people are needed to kill WB or close the anchor. But the game is not focused only around wb and anchors, and the rest of the time people in overland do not cooperate.A separate instance in overland would not be good for the game
Why? This already exists in dungeons and trials and no one minds. Why should players who only care about story care about rewards?Different rewards for different levels of difficulty would not be a good idea.
Other games do this and are very popular. Jesus, the most popular games in the world are pvp games.The time needed to rework mechanics to make fights more compelling would be a poor investment given the likely returns
SilverBride wrote: »I realize some players want a toggle, but it is just not feasible. This what Rich had to say about it:
“Would it be an option just to give people the choice? It is not as simple as just flip a switch and make things more difficult. There is a TON of work and then as Lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you’re not going to get anything out of it then why do it? The satisfaction is there sure but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.
So, like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it.” - Rich Lambert
Parasaurolophus wrote: »@kargen27Why? No worthy argument has ever been made against this. Yes, people are needed to kill WB or close the anchor. But the game is not focused only around wb and anchors, and the rest of the time people in overland do not cooperate.A separate instance in overland would not be good for the gameWhy? This already exists in dungeons and trials and no one minds. Why should players who only care about story care about rewards?Different rewards for different levels of difficulty would not be a good idea.Other games do this and are very popular. Jesus, the most popular games in the world are pvp games.The time needed to rework mechanics to make fights more compelling would be a poor investment given the likely returns
SilverBride wrote: »WhyMustItBe wrote: »People are asking for a toggle. Read: A CHOICE. That would not affect the majority that prefer it how it is now in any way. If people were asking for veteran only questing/overland I could see that argument, as it would be effectively "taking something away" since those zones would not be available in normal mode. But people asking for a toggle don't want that.
I realize some players want a toggle, but it is just not feasible. This what Rich had to say about it:
“Would it be an option just to give people the choice? It is not as simple as just flip a switch and make things more difficult. There is a TON of work and then as Lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you’re not going to get anything out of it then why do it? The satisfaction is there sure but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.
So, like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it.” - Rich Lambert
trackdemon5512 wrote: »
BONUS:
Can someone point to a real game, single player or multiplayer, where increased difficulty has different attacks from the lower difficulty? I’m not talking about MMORPGs. I mean games from other genres where this was programmed. I personally cannot think of any where increased difficulty isn’t just increased enemy damage and decreased player resistances.
Parasaurolophus wrote: »"A separate instance in overland would not be good for the game."
Why? No worthy argument has ever been made against this.
Parasaurolophus wrote: »"Different rewards for different levels of difficulty would not be a good idea."
Why? This already exists in dungeons and trials and no one minds. Why should players who only care about story care about rewards?
Parasaurolophus wrote: »"The time needed to rework mechanics to make fights more compelling would be a poor investment given the likely returns."
Other games do this and are very popular. Jesus, the most popular games in the world are pvp games.
What other game reworked their entire base game to introduce whole new mechanics to the NPCs? How much did their player base increase after making the sweeping changes?
trackdemon5512 wrote: »BONUS:
Can someone point to a real game, single player or multiplayer, where increased difficulty has different attacks from the lower difficulty? I’m not talking about MMORPGs. I mean games from other genres where this was programmed. I personally cannot think of any where increased difficulty isn’t just increased enemy damage and decreased player resistances.
I think we should sit back and take a second look at this game's overworld to make it more interesting and exciting. Bumping up the mob difficulty seems to be a good start. I really doubt many people would complain. The only issue is that it can't just be done as a lone update but rather paired up with a sort of re-launch or massive event advertising the game. What do you think? What else could be implemented to make leveling exciting and not just a delay to end-game content? Because that's basically what it is, it's just a delay not even a challenging obstacle.
I think we should sit back and take a second look at this game's overworld to make it more interesting and exciting. Bumping up the mob difficulty seems to be a good start. I really doubt many people would complain. The only issue is that it can't just be done as a lone update but rather paired up with a sort of re-launch or massive event advertising the game. What do you think? What else could be implemented to make leveling exciting and not just a delay to end-game content? Because that's basically what it is, it's just a delay not even a challenging obstacle.
New World just came out. Wait till it's population takes a nose dive in a month or two. People are already complaining about mandatory grouping for main quest and how no one wants to group up and everyone busy grinding solo to lvl 60. Lol
I must also add playing New World with its terrible animation locked combat, terrible inventory and travelling system made me appreciate ESO even more. Don't be surprised if New World ends up with half of its servers empty in couple of months.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »“Would it be an option just to give people the choice? It is not as simple as just flip a switch and make things more difficult. There is a TON of work and then as Lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you’re not going to get anything out of it then why do it? The satisfaction is there sure but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.
This is what makes me see it as a definite "no". There is no "If this or this or this happens then maybe", but rather "players are always going to do the thing that is the most efficient and is the least difficult thing for their time."
That's him discussing a incentive obstacle, not him saying that it will never be done. He is citing it as a problem he doesn't know how to resolve and saying why, and Vet Overland obviously isn't going to come without that obstacle being solved.
What incentive obstacle? That most players do not want difficulty in the story and quests? If anything ESO has gotten more casual over time, especially with the introduction of Companions. In light of that why would he put time and resources into a feature that he said was not utilized by most players when it existed and that most players don't want?
Rich didn't give any indication that he was trying to solve any problem... what he indicated was that a problem was solved with One Tamriel.
For those who may have missed it, or those who wish to watch it again, here is the link:
https://www.twitch.tv/videos/1133028256?t=1h48m0s
He discusses overland difficulty from 1:48:00 through 1:51:11 (He briefly replies to a comment on skyshards, then gets back to topic.)
I think we should sit back and take a second look at this game's overworld to make it more interesting and exciting. Bumping up the mob difficulty seems to be a good start. I really doubt many people would complain. The only issue is that it can't just be done as a lone update but rather paired up with a sort of re-launch or massive event advertising the game. What do you think? What else could be implemented to make leveling exciting and not just a delay to end-game content? Because that's basically what it is, it's just a delay not even a challenging obstacle.
New World just came out. Wait till it's population takes a nose dive in a month or two. People are already complaining about mandatory grouping for main quest and how no one wants to group up and everyone busy grinding solo to lvl 60. Lol
I must also add playing New World with its terrible animation locked combat, terrible inventory and travelling system made me appreciate ESO even more. Don't be surprised if New World ends up with half of its servers empty in couple of months.
spartaxoxo wrote: »spartaxoxo wrote: »
I'm not saying to overhaul the old bosses because at this point that is unrealistic - but what I am saying is that the problem is almost entirely a Mechanics issue, not one of stats.
- and that your "solution" is in reality a Non-Solution, because it is no different than wearing bad gear, minimal skills, no cp none of which solved the problem of poorly designed mechanics. Just handicapping yourself does not solve the issue that people are complaining about.
It is different than handicapping yourself with gear because it allows you to push beyond just running naked would do. And yes it is a solution to this issue, games have done it to add additional challenge to things for years. That you personally wouldn't enjoy having to deal with existing mechanics doesn't change that this is a tried, true method of increasing difficulty and one with a LONG history in this franchise.
I don't view it your way at all. I don't need new mechs and don't find it reasonable to expect them to spend that much time on it when the vast majority of the playerbase doesn't want it. They have already made it clear that's not gonna happen.
BONUS:
Can someone point to a real game, single player or multiplayer, where increased difficulty has different attacks from the lower difficulty? I’m not talking about MMORPGs. I mean games from other genres where this was programmed. I personally cannot think of any where increased difficulty isn’t just increased enemy damage and decreased player resistances.
spartaxoxo wrote: »spartaxoxo wrote: »
I'm not saying to overhaul the old bosses because at this point that is unrealistic - but what I am saying is that the problem is almost entirely a Mechanics issue, not one of stats.
- and that your "solution" is in reality a Non-Solution, because it is no different than wearing bad gear, minimal skills, no cp none of which solved the problem of poorly designed mechanics. Just handicapping yourself does not solve the issue that people are complaining about.
It is different than handicapping yourself with gear because it allows you to push beyond just running naked would do. And yes it is a solution to this issue, games have done it to add additional challenge to things for years. That you personally wouldn't enjoy having to deal with existing mechanics doesn't change that this is a tried, true method of increasing difficulty and one with a LONG history in this franchise.
I don't view it your way at all. I don't need new mechs and don't find it reasonable to expect them to spend that much time on it when the vast majority of the playerbase doesn't want it. They have already made it clear that's not gonna happen.
Going to point at Pre- One Tamriel to show that the majority didn’t enjoy it.
spartaxoxo wrote: »spartaxoxo wrote: »
I'm not saying to overhaul the old bosses because at this point that is unrealistic - but what I am saying is that the problem is almost entirely a Mechanics issue, not one of stats.
- and that your "solution" is in reality a Non-Solution, because it is no different than wearing bad gear, minimal skills, no cp none of which solved the problem of poorly designed mechanics. Just handicapping yourself does not solve the issue that people are complaining about.
It is different than handicapping yourself with gear because it allows you to push beyond just running naked would do. And yes it is a solution to this issue, games have done it to add additional challenge to things for years. That you personally wouldn't enjoy having to deal with existing mechanics doesn't change that this is a tried, true method of increasing difficulty and one with a LONG history in this franchise.
I don't view it your way at all. I don't need new mechs and don't find it reasonable to expect them to spend that much time on it when the vast majority of the playerbase doesn't want it. They have already made it clear that's not gonna happen.
Going to point at Pre- One Tamriel to show that the majority didn’t enjoy it.
Like what you’re proposing is no different than the very thing that others have said was bad for the game. Or from naked builds because it’s still a self imposed handicap.
It’s not that I wouldn’t enjoy the mechanics but rather the lack of mechanics.
And again I am not saying that ZOS should overhaul the entire games mechanics.
What I’m saying is that it doesn’t come down to stats and that going forward ZOS would have to handle things like the main story differently to make it enjoyable for a wider audience.
Furthermore ESO is not the single player games and works differently from say Skyrim.
One major difference being that enemies & player were of similar speed. It makes sense to just buff stats
BUT
ESO has very different gameplay from both players and enemies- you cannot expect the same solution to work especially when there is already evidence that it doesn’t.BONUS:
Can someone point to a real game, single player or multiplayer, where increased difficulty has different attacks from the lower difficulty? I’m not talking about MMORPGs. I mean games from other genres where this was programmed. I personally cannot think of any where increased difficulty isn’t just increased enemy damage and decreased player resistances.
ESO literally does this with Dungeon & Trial Bosses