SilverBride wrote: »SilverBride wrote: »Dungeons and Trials are designed to give players a challenge beyond overland so it makes sense that they offer multiple difficulty levels. Technically the same could be done with overland but that doesn't mean it should be.
So you have to grind many hours of fetch quest and kill many mobs in a boring and easy combat go get to the fun parts(trials and vet dungeons). So most new players that are finding the game easy do not want to waste time on a MMO with easy overland just to get to the endgame fun.
No one has to play overland to level. If all a player cares about is end game they can level by dungeons or getting in an Alkir group and power leveling, then continue their leveling and gearing in normal dungeons and Trials and arenas until they are ready for veteran modes.
SilverBride wrote: »SilverBride wrote: »Dungeons and Trials are designed to give players a challenge beyond overland so it makes sense that they offer multiple difficulty levels. Technically the same could be done with overland but that doesn't mean it should be.
So you have to grind many hours of fetch quest and kill many mobs in a boring and easy combat go get to the fun parts(trials and vet dungeons). So most new players that are finding the game easy do not want to waste time on a MMO with easy overland just to get to the endgame fun.
No one has to play overland to level. If all a player cares about is end game they can level by dungeons or getting in an Alkir group and power leveling, then continue their leveling and gearing in normal dungeons and Trials and arenas until they are ready for veteran modes.
So you are saying that this new players should skip the questing and story content and just go straight to old fashion grinding and killing boars for levelling and reaching the endgame?
Sorry, didn't realise you spoke for most people, I'll stop interjecting then. I thought I was providing a suggestion that might be useful.Actually, if you read my last post, I'm proposing something in-between world bosses and normal overland enemies in difficulty. Personally, I have major problems defeating world bosses solo, but an enemy (or group) with about 1/3 (or at most 1/2) difficulty I could probably handle.I know I already mentioned it in this thread, but I still think that some of the unused areas of the zones could be turned into mini-challenges for those who wish to participate, simply by adding enemies of various types and/or abilities in sufficient numbers into such areas. This shouldn't be any different to the world bosses, except perhaps a bit easier, and could probably be implemented in much the same way.
This way, everybody gets what they want, because they can accept the challenge, or simply go around it (or use wayshrines). It may not be a perfect solution, but it should be relatively easy to implement.
I don't think that would give a lot of us what we want. Like you say, this is basically world bosses 2.0. Ask yourself: why don't the already exiting world bosses suffice to make overland challenging? And why would adding more of them (in the form you suggest) in optional areas work any differently?
My point was that as long as whatever difficulty system doesn’t affect quest enemies, which yours doesn’t, it will be beside the point of what most folks here are asking for. Maybe it would be good to have something intermediate between normal enemies and world bosses; I personally think that would be cool. But the main thing most of us are asking for is challenging enemies in quests.
If anything was to be done to make new expansion quests engaging for veteran players, introduce an option to make the quest bosses much more difficult, healthier, and do more damage, and then make the reward item gold quality.
I agree. Even in very difficult games like Souls games or Elden Ring, fights against mobs take very little time if you are skilled and have good weapons, you can kill enemies in seconds there as well. It's just that they retaliate hard. You can't stand in front of a normal enemy and go afk for half a minute and still stay alive in those games, you'll be dead in seconds if you don't do anything to defend yourself.Aardappelboom wrote: »By reading the last few pages I started realising that it's not the lenght of the battles (except for boss battles) that I'm bothered with, it's the fact we can't die.
It would only be unfair if those rewards were not obtainable from somewhere else. Gold, legendary materials, and overland gear are not rare like that. You can always buy this stuff for gold.SilverBride wrote: »If anything was to be done to make new expansion quests engaging for veteran players, introduce an option to make the quest bosses much more difficult, healthier, and do more damage, and then make the reward item gold quality.
It would be very unfair to the players who may never be strong enough to successfully engage veteran overland mobs if gold quality rewards were given, especially in light of the fact that only reason given for wanting it is more challenging fights. I assume this is the "can of worms" Rich was speaking about.
I want to quest too tho. I just have a problem when the dangerous villains everyone talk about actually happen to be as threatening as 3 mudcrabs chilling in a corner somewhere.Leave overland to the questers, and look elsewhere for your kicks.
SilverBride wrote: »It would be very unfair to the players who may never be strong enough to successfully engage veteran overland mobs if gold quality rewards were given, especially in light of the fact that only reason given for wanting it is more challenging fights. I assume this is the "can of worms" Rich was speaking about.
It would only be unfair if those rewards were not obtainable from somewhere else. Gold, legendary materials, and overland gear are not rare like that. You can always buy this stuff for gold.
And gold, can be easily farmed by players of any skill level, ping or other problems.
[snip] I literally said in the next paragraphs about crafting dailies. You get tons of gold and legendary mats from crafting dailies and the resulting surveys. There's no need to pay huge amounts of gold to those powerful players with unfair advantages.SilverBride wrote: »It is unfair because it gives an advantage to players who are powerful enough to successfully engage veteran level mobs. Why should they get something that others may never be able to unless they pay huge amounts of gold for it from these players?
SilverBride wrote: »If anything was to be done to make new expansion quests engaging for veteran players, introduce an option to make the quest bosses much more difficult, healthier, and do more damage, and then make the reward item gold quality.
It would be very unfair to the players who may never be strong enough to successfully engage veteran overland mobs if gold quality rewards were given, especially in light of the fact that only reason given for wanting it is more challenging fights. I assume this is the "can of worms" Rich was speaking about.
And to make the distinction clear, veteran content is different because it is end game, whereas overland is the base game and needs to be equally accessible to all.
And I firmly believe people looking for "challenging fights" on overland is disingenuous. Overland mobs are just irritants between nodes. Quest mobs are just speedhumps on the way to achievement unlocks. Making them slightly harder isn't going to give people the challenge they think they're looking for. People want to be meaningfully engaged, either through valid rewards, or a subjectively enjoyable experience, either story-wise, or mechanics-wise. I'd argue a lot of overland and expansion quests severely miss the mark here, and I don't expect High Isle to be any different.
SilverBride wrote: »If anything was to be done to make new expansion quests engaging for veteran players, introduce an option to make the quest bosses much more difficult, healthier, and do more damage, and then make the reward item gold quality.
It would be very unfair to the players who may never be strong enough to successfully engage veteran overland mobs if gold quality rewards were given, especially in light of the fact that only reason given for wanting it is more challenging fights. I assume this is the "can of worms" Rich was speaking about.
And to make the distinction clear, veteran content is different because it is end game, whereas overland is the base game and needs to be equally accessible to all.
SilverBride wrote: »SilverBride wrote: »It would be very unfair to the players who may never be strong enough to successfully engage veteran overland mobs if gold quality rewards were given, especially in light of the fact that only reason given for wanting it is more challenging fights. I assume this is the "can of worms" Rich was speaking about.
It would only be unfair if those rewards were not obtainable from somewhere else. Gold, legendary materials, and overland gear are not rare like that. You can always buy this stuff for gold.
And gold, can be easily farmed by players of any skill level, ping or other problems.
It is unfair because it gives an advantage to players who are powerful enough to successfully engage veteran level mobs. Why should they get something that others may never be able to unless they pay huge amounts of gold for it from these players?
The whole point of more challenging overland has been stated as wanting more engaging fights. That is reward enough.
Sylvermynx wrote: »<snipped for brevity>
But it is too easy now. It needs to be made a little harder. Too much, and new players will get frustrated. Compromise and give options? It will result in little- used functionality which just takes away from new content which is imperative for the survival of an MMO.
But who is to determine what "a little harder" actually is? I'm not a new player - but I do have issues which prevent me from "managing" combat as easily as many: I'm old (74 soon) and my reflexes haven't been good enough for this game for many years now; twitch combat was never anything I found fun in any case; and my only available connection is satellite - with the attendant high ping which means nothing really works the "way it should work" for people with great connections.
I love this game. I spend a LOT of money on this game. I don't want this game to be completely out of reach for me - and even a "little harder overland" will probably accomplish that....
Yes, I would try it. And considering what I know about the game (and believe me, The Deadlands is already way too hard for me....) I would be devastated to discover that the "little bit harder" would mean I couldn't play any more.
This new mythic is comming with the upcomming DLC
(1 item) Gain up to 1528 Critical Chance and 10% increased Inspiration, Alliance Rank, Alliance skill, and monster kill experience based off how many books of Shalidor's Library have been collected. Current Bonus: 0 Critical Chance 0% Inspiration, Alliance Rank, Alliance skill, and monster kill experience
Would you really think that it was so unfair if they made a mythic/food/scroll that gave the something like this but based on a certain level of debuff?
SilverBride wrote: »This new mythic is comming with the upcomming DLC
(1 item) Gain up to 1528 Critical Chance and 10% increased Inspiration, Alliance Rank, Alliance skill, and monster kill experience based off how many books of Shalidor's Library have been collected. Current Bonus: 0 Critical Chance 0% Inspiration, Alliance Rank, Alliance skill, and monster kill experience
Would you really think that it was so unfair if they made a mythic/food/scroll that gave the something like this but based on a certain level of debuff?
Yes I do think it would be unfair. If the whole reason for wanting more difficult overland is so some players can feel more immersed then why do they need better rewards? Getting a gold reward doesn't make the story more believable.
And if some players feel that overland is too easy because they have gotten stronger why do they need better rewards to make them even more powerful?
As Rich stated "Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms."
Long time player here.
Overland quests have been trivial for a long time. There is nothing close to a challenge.
I think that's fine, if you want a challenge, there are solo arenas, veteran dungeons and trials, and pvp.
Overland engagement would then come from the quality of the narrative. Unfortunately I feel like the last few expansions have been lacklustre when it comes to story/character. I dragged myself through Skyrim, and have stalled in Blackwood because it just doesn't grab like Morrowind or Summerset. That's fine, maybe it's just not my bag. There are a lot of things to do in this game, so I'll do those while I wait for the drive to quest again.
I honestly can't fathom the effort it would take to make all overland have a veteran level, and it just doesn't seem worth it, especially as this game is constantly looking to engage new players, who would have little to no interest or capacity to engage with it. Also, don't give the devs more work to do, when so many other aspects need attention.
I also doubt that most people who say that overland is too easy would actually engage with overland content if it was harder. The harsh truth is that people think they know what they want and also like to express opinions. I think they'd find veteran overland content more tedious, because now the annoying npcs that are guarding the four locations where you have to pick up some parts to an item to unlock a door to get another item just take more hits before they die.
Leave overland to the questers, and look elsewhere for your kicks.
If anything was to be done to make new expansion quests engaging for veteran players, introduce an option to make the quest bosses much more difficult, healthier, and do more damage, and then make the reward item gold quality.
SilverBride wrote: »This new mythic is comming with the upcomming DLC
(1 item) Gain up to 1528 Critical Chance and 10% increased Inspiration, Alliance Rank, Alliance skill, and monster kill experience based off how many books of Shalidor's Library have been collected. Current Bonus: 0 Critical Chance 0% Inspiration, Alliance Rank, Alliance skill, and monster kill experience
Would you really think that it was so unfair if they made a mythic/food/scroll that gave the something like this but based on a certain level of debuff?
Yes I do think it would be unfair. If the whole reason for wanting more difficult overland is so some players can feel more immersed then why do they need better rewards? Getting a gold reward doesn't make the story more believable.
And if some players feel that overland is too easy because they have gotten stronger why do they need better rewards to make them even more powerful?
As Rich stated "Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms."
Sylvermynx wrote: »@peacenote - overland is frequently too hard for me now. There are days when I die to "only" two overland mobs, and mostly anytime there's three, I'm not going to survive. I don't know how difficult it was at 1Tam release; I didn't start playing until June of 2018.
I can't get past quest line bosses like Mulaamnir, Vandacia etc. without many deaths. I can't remember how many on either of those, but I had to spread attempts on Mulaamnir across 3 days because it was so wearingly exhausting. That was the most miserable experience of my entire computer gaming life....
I haven't ever found the "last boss in a story line" to be a pushover - not even Molag Bal. It's pretty soul-destroying to have people putting me down for not one-shotting bosses - because that's just not possible for me, 750+ ms ping alone makes that not possible.... Though I repeat once more, optional harder, however much that is, is absolutely fine with me. Instanced overland is fine with me. I just don't care to be forced to deal with anything harder than it is now.
750+ ? Ouch! That's quite high, and I thought mine was bad. Mine typically averages about 400, and I'm in Melbourne.Sylvermynx wrote: »@peacenote - overland is frequently too hard for me now. There are days when I die to "only" two overland mobs, and mostly anytime there's three, I'm not going to survive. I don't know how difficult it was at 1Tam release; I didn't start playing until June of 2018.
I can't get past quest line bosses like Mulaamnir, Vandacia etc. without many deaths. I can't remember how many on either of those, but I had to spread attempts on Mulaamnir across 3 days because it was so wearingly exhausting. That was the most miserable experience of my entire computer gaming life....
I haven't ever found the "last boss in a story line" to be a pushover - not even Molag Bal. It's pretty soul-destroying to have people putting me down for not one-shotting bosses - because that's just not possible for me, 750+ ms ping alone makes that not possible.... Though I repeat once more, optional harder, however much that is, is absolutely fine with me. Instanced overland is fine with me. I just don't care to be forced to deal with anything harder than it is now.
Sylvermynx wrote: »@Snamyap - I do use Hexos' Ward when I can find it cheap. I don't see much overland gear, and nothing from dungeons (as I don't do group content) so I use whatever crafted seems to fit. I think I've got a tankier build sort of worked out, but I need to not have events all the time so I can mess with it!
@vsrs_au - that's satellite for you, and other than dial-up (yeah....) that's the only connection available to me. I have people tell me all the time to just "tether my phone and use that" - well.... the mobile phone doesn't work here at my house either.... Living in the back of beyond does have its benefits, but access to broadband is NOT one of them!
SilverBride wrote: »SilverBride wrote: »Dungeons and Trials are designed to give players a challenge beyond overland so it makes sense that they offer multiple difficulty levels. Technically the same could be done with overland but that doesn't mean it should be.
So you have to grind many hours of fetch quest and kill many mobs in a boring and easy combat go get to the fun parts(trials and vet dungeons). So most new players that are finding the game easy do not want to waste time on a MMO with easy overland just to get to the endgame fun.
No one has to play overland to level. If all a player cares about is end game they can level by dungeons or getting in an Alkir group and power leveling, then continue their leveling and gearing in normal dungeons and Trials and arenas until they are ready for veteran modes.
Usually people dont know that the endgame is fun or not. When they start playing the game and see how fart dry easy it is, they dont endure that easy and low experience. I know dosens of people wich quit the game because that reason, before they even reached endgame. One of my friends who quit aswell in the halfway of to LvL 50, said last year to me: ''Why should i play a game where is zero challenge. Only for Lore? hell no, i better read a fantasy book instead, while chillin on the bed. I am new to the game and know nothing about it, but can easly kill everything without any effort. the whole questing experience felt like an occupational therapy. It feels like a total timewaste. Going out and mowing the lawn keeps me at the same lvl of entertainment with the benefit of being productive''
SilverBride wrote: »Usually people dont know that the endgame is fun or not. When they start playing the game and see how fart dry easy it is, they dont endure that easy and low experience. I know dosens of people wich quit the game because that reason, before they even reached endgame. One of my friends who quit aswell in the halfway of to LvL 50, said last year to me: ''Why should i play a game where is zero challenge. Only for Lore? hell no, i better read a fantasy book instead, while chillin on the bed. I am new to the game and know nothing about it, but can easly kill everything without any effort. the whole questing experience felt like an occupational therapy. It feels like a total timewaste. Going out and mowing the lawn keeps me at the same lvl of entertainment with the benefit of being productive''
This may be the experience for some but far from everyone. According to Rich many players find overland challenging and there are currently no major changes planned for overland.