trackdemon5512 wrote: »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
Yes I know ESO does that with trial and dungeon bosses. What I’m looking for are other games that do so or apply it to an entire game.
What I’m seeing is (despite the claims of some here that adding a vet overland is easy) there are incredibly few instances of such actually being implemented. Most games go the route of increasing enemy damage output, decreasing player hardiness/vitality. None essentially actually program optional mechanics that might not be experienced. The ones that do don’t do it anywhere close to the extent that ESO does with normal and veteran instanced combat.
Making a vet overland would be a massive undertaking.
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
A worthy argument has been made. It would divide the player base and could make zones feel empty. Zones need to feel populated. A well populated zone goes a long ways in enticing new players to sticking around.
Trials and dungeons are things you do voluntarily. Overland is the very base of the game. We see players now that queue for vet dungeons when they really are not ready for them because of the rewards. This causes frustration for them in being unable to complete the content or frustration in the players that carry them. Sometimes both.
And about those rewards. How much better would they need to be to get people to move to the harder content? Exactly why would people that only want more engaging content need to be bribed into enjoying that harder content? Why would they care any more than people doing the story would care? If the rewards were say blue drops instead of green then probably nobody would care. But if that were the case why bother? If the rewards were much better then just like the dungeons and trials people not ready for the vet level would feel compelled to move to vet instead of missing out on the better rewards. Brings us back to all that frustration that isn't good for long term game play.
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?
This has nothing at all to do with PvP. This is people asking for harder more compelling PvE content. Open world PvP is a whole different argument and also would not work in ESO.
Hallothiel wrote: »
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.
...its better and more fun than what we have here(pvp perspective)....there may be complaints, but are they more than all the pvp complaints in THIS game?
Different market....pve people may not like it, Eso is way better pve content wise(quests, lore, dungeons), but end game pvp, honestly, tell me what we have here?
Playing NW made me appreciate what we DONT have here....but as I always say, if you're having fun here, then that's a good thing. I'm not, and many others agree with me.
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.
...its better and more fun than what we have here(pvp perspective)....there may be complaints, but are they more than all the pvp complaints in THIS game?
Different market....pve people may not like it, Eso is way better pve content wise(quests, lore, dungeons), but end game pvp, honestly, tell me what we have here?
Playing NW made me appreciate what we DONT have here....but as I always say, if you're having fun here, then that's a good thing. I'm not, and many others agree with me.
ESO was never a PVP focused game. New World is. So people who agree with you should atleast do some basic research in what game is trying to capture what kind of players.
Moreover, if you are playing New World you would know how bad PVP scaling is in the game and constant complaints about faction imbalance, terrible XP, and how majority of players don't want to flag for PvP
It's a complete [snip] show.
[edited for profanity bypass]
Huh. It's like déjà vu all over again.
[snip]
Hallothiel wrote: »
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.
...its better and more fun than what we have here(pvp perspective)....there may be complaints, but are they more than all the pvp complaints in THIS game?
Different market....pve people may not like it, Eso is way better pve content wise(quests, lore, dungeons), but end game pvp, honestly, tell me what we have here?
Playing NW made me appreciate what we DONT have here....but as I always say, if you're having fun here, then that's a good thing. I'm not, and many others agree with me.
ESO was never a PVP focused game. New World is. So people who agree with you should atleast do some basic research in what game is trying to capture what kind of players.
Moreover, if you are playing New World you would know how bad PVP scaling is in the game and constant complaints about faction imbalance, terrible XP, and how majority of players don't want to flag for PvP
It's a complete [snip] show.
[edited for profanity bypass]
Based on what you've posted, I think you need to do more research.....I'm playing the game(always flagged, many open world fights, made friends after fights) and actively participating in the forums - I would say im doing some pretty good research.
It's all good though.....
There has to be a way to make difficulty work for everyone. I feel bad for the players that are actually... idk really bad or not that good? I don't know which term to use cause I feel no brain activity going on in my head when I play and everything is too easy. I have also tried lowering my brain functions as I play and attack and move only when mobs do but I find that to be an incredibly impossible scenario that anybody plays that way. Not trying to be rude, I just don't see it being real and I can't comprehend it even putting myself in those shoes.
Blood_again wrote: »There has to be a way to make difficulty work for everyone. I feel bad for the players that are actually... idk really bad or not that good? I don't know which term to use cause I feel no brain activity going on in my head when I play and everything is too easy. I have also tried lowering my brain functions as I play and attack and move only when mobs do but I find that to be an incredibly impossible scenario that anybody plays that way. Not trying to be rude, I just don't see it being real and I can't comprehend it even putting myself in those shoes.
I'm glad you've seen that other play styles are really exist.
I hope there will be the day you'll get that it is all not really about "being bad", "not being good" or "brain functions". It is about various interests in game activities. It's about having fun in different ways. And all these ways and interests are equally valid.
I guess that day would make your world a lot wider.
Man too much to research in this thread but I've watched a few streamers playing it one who even hit level 60/max the other day. Is it just me or does the combat look a bit clunky? I'm not saying it is and the curve on difficulty seems to be there but what i heard mostly is the PvP will be the best...
It's clunky and with no animation cancelling it's just overall frustrating experience. Imagine healing other players when you are animation locked. New World is not sustainable long term in its current form. It's a very niche game made for players who can spend 10+ hours in front of a computer.
[snip]
It's actually impossible in my brain for the scenario where it is currently too difficult to exist and I feel bad for anyone, whether it's 2 or a million people, that struggle with it because it is an objective fact that it needs to be increased in one way or another. Whatever the solution is, I hope it doesn't affect them. I just wanna play a TES game man and I'm burned out as hell of the others. The only thing that's left of me to do in them is turn them into adult games or anime worlds.
spartaxoxo wrote: »But if 2/3rds weren't using it, that means 1/3rd did. They enjoyed it.
trackdemon5512 wrote: »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
Yes I know ESO does that with trial and dungeon bosses. What I’m looking for are other games that do so or apply it to an entire game.
What I’m seeing is (despite the claims of some here that adding a vet overland is easy) there are incredibly few instances of such actually being implemented. Most games go the route of increasing enemy damage output, decreasing player hardiness/vitality. None essentially actually program optional mechanics that might not be experienced. The ones that do don’t do it anywhere close to the extent that ESO does with normal and veteran instanced combat.
Making a vet overland would be a massive undertaking.
I agree which is why I’ve proposed other ideas, fair compromises, that I think are more realistic.
Like I’ve said in the past, we see a problem and want a solution. That doesn’t mean we know what that solution is, or that one side universally agrees on it, which is part of the point in having these discussions.
It’s necessary to look at ideas and consider not only their plausibility but also their effectiveness as well as their appeal.
Because there are things like power creep & balancing to consider. The fact that Overland is already set to CP160.
The fact that just making all enemies in a zone hit harder doesn’t make them fun as we’ve seen by evidence in Pre-One Tamriel.
trackdemon5512 wrote: »trackdemon5512 wrote: »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
Yes I know ESO does that with trial and dungeon bosses. What I’m looking for are other games that do so or apply it to an entire game.
What I’m seeing is (despite the claims of some here that adding a vet overland is easy) there are incredibly few instances of such actually being implemented. Most games go the route of increasing enemy damage output, decreasing player hardiness/vitality. None essentially actually program optional mechanics that might not be experienced. The ones that do don’t do it anywhere close to the extent that ESO does with normal and veteran instanced combat.
Making a vet overland would be a massive undertaking.
I agree which is why I’ve proposed other ideas, fair compromises, that I think are more realistic.
Like I’ve said in the past, we see a problem and want a solution. That doesn’t mean we know what that solution is, or that one side universally agrees on it, which is part of the point in having these discussions.
It’s necessary to look at ideas and consider not only their plausibility but also their effectiveness as well as their appeal.
Because there are things like power creep & balancing to consider. The fact that Overland is already set to CP160.
The fact that just making all enemies in a zone hit harder doesn’t make them fun as we’ve seen by evidence in Pre-One Tamriel.
I understand the “we see a problem, seek a solution” as well. What I have an issue here and with a number of forum posters is that:
1) A problem has been identified - harder difficulty for some is wanted on overland content
2) The developers agree that while this is wanted by some it’s not wanted by the vast majority
3) Solutions have been proposed. Either create a vet overland or a difficulty slider
4) The developers have said that neither is possible due to technical/financial limitations. Too hard to implement, too much to develop, and/or both not being utilized enough by the general population to be worthwhile
AND this is where it gets me
5) People here give up on searching for new solutions and keep advocating or suggesting that the dismissed ways can work. They need to be repeatedly told that the developers said no to those particular methods, outlined why, and then choose to willfully ignore that.
It’s great that you can propose other ideas. But other people need to learn that their opinion about a vet overland/difficulty slider is no longer an opinion. It’s wrong and it’s a lost argument. They need to move on and postulate new solutions.
I would recommend picking up this conversation next week when things have cooled down.
Because either side aggressively telling each other “You’re Wrong“ isn’t going to go anywhere.
SilverBride wrote: »I would recommend picking up this conversation next week when things have cooled down.
Because either side aggressively telling each other “You’re Wrong“ isn’t going to go anywhere.
There have been numerous threads on this topic and nothing has changed. If anything the opposition has only become stronger with less supporting the idea.
I know it is a disappointment to some, but the majority don't want this, and it is just not feasible. Waiting a week isn't going to change that.
Franchise408 wrote: »SilverBride wrote: »There have been numerous threads on this topic and nothing has changed. If anything the opposition has only become stronger with less supporting the idea.
I know it is a disappointment to some, but the majority don't want this, and it is just not feasible. Waiting a week isn't going to change that.
It is plenty feasible.
The foundation of the game changed once already due to player feedback. Persistent games make changes all the time, even if devs do say something won't happen. These changes absolutely are feasible, and we will continue to speak out in favor of them for as long as it takes.
SilverBride wrote: »I would recommend picking up this conversation next week when things have cooled down.
Because either side aggressively telling each other “You’re Wrong“ isn’t going to go anywhere.
There have been numerous threads on this topic and nothing has changed. If anything the opposition has only become stronger with less supporting the idea.
I know it is a disappointment to some, but the majority don't want this, and it is just not feasible. Waiting a week isn't going to change that.
SilverBride wrote: »Franchise408 wrote: »SilverBride wrote: »There have been numerous threads on this topic and nothing has changed. If anything the opposition has only become stronger with less supporting the idea.
I know it is a disappointment to some, but the majority don't want this, and it is just not feasible. Waiting a week isn't going to change that.
It is plenty feasible.
The foundation of the game changed once already due to player feedback. Persistent games make changes all the time, even if devs do say something won't happen. These changes absolutely are feasible, and we will continue to speak out in favor of them for as long as it takes.
The foundation of this game changed once due very few playing 2/3 of the content. One Tamriel saved this game and it is doing better now than it ever has.
SilverBride wrote: »I would recommend picking up this conversation next week when things have cooled down.
Because either side aggressively telling each other “You’re Wrong“ isn’t going to go anywhere.
There have been numerous threads on this topic and nothing has changed. If anything the opposition has only become stronger with less supporting the idea.
I know it is a disappointment to some, but the majority doesn't want this, and it is just not feasible. Waiting a week isn't going to change that.
”Uh, 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 why do it, you know?
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."
If that was the case then the active players would account for more than 0.03% of 19 Mil (and that’s a generous estimate)
SilverBride wrote: »Franchise408 wrote: »SilverBride wrote: »There have been numerous threads on this topic and nothing has changed. If anything the opposition has only become stronger with less supporting the idea.
I know it is a disappointment to some, but the majority don't want this, and it is just not feasible. Waiting a week isn't going to change that.
It is plenty feasible.
The foundation of the game changed once already due to player feedback. Persistent games make changes all the time, even if devs do say something won't happen. These changes absolutely are feasible, and we will continue to speak out in favor of them for as long as it takes.
The foundation of this game changed once due very few playing 2/3 of the content. One Tamriel saved this game and it is doing better now than it ever has.
Franchise408 wrote: »And as has been pointed out to you countless times, your take is revisionist history of what actually happened. I was around from beta and launch as well, and the game wasn't in bad shape because it was "hard", the game was in bad shape for a number of reasons. Among the biggest reasons why ESO was saved was because of dropping the mandatory subscription, combined with players no longer being restricted from each other due to alliances. NOT because it got easier.