tokeinskyblu wrote: »OK lads
I have taken on some advice to make the overland content harder.
Using the armory I have set up a build called gimped.
1. No champion points apart from green tree.
2.no attribute points
3. Only class, armor and weapon skill abilities and passive. (Passives outside these that don't provide advantage in combat I pick up like persuasive will)
4. Only the *** food, drinks and potions that you pick up are used.
5. All white no set crafted gear used.
6. only 1 bar of ability to be used (no weapon swap in combat.
I am using this set up to try and make the main story quests a bit more challenging and fun.
It seems like overland content is made for this kind of set-up aka new characters.
Even with these restrictions on my build the content isn't really that difficult.
Most annoying thing with this is when I see harwostorms or world bosses I need to swap builds. Also if I'm q for battleground and it pops I need to leave combat quickly swap to pvp build before I can enter the battle ground.
All in all I think if you want to slow down the overland quests and main story with providing a little bit more of a challenge this is a way you can do it. Kind of opposite of what an RPG is all about though it kind if works.
Personally I think the new zones and expansions should be made for end game. There is so much content already to get leveled up and all the new zones that are built and coming in future should be balanced for cp 1000+
Aardappelboom wrote: »...if they say you can play how you want, then they should just add optional difficulty and, you know, allow us to play how we want.
SilverBride wrote: »Aardappelboom wrote: »...if they say you can play how you want, then they should just add optional difficulty and, you know, allow us to play how we want.
Everyone already plays how they want. They choose which zone to start in and which order to play through them, which was not possible before One Tamriel. And they choose whether or not to participate in crafting or housing or end game, etc..
Playing how we want means playing how we want within the current structure of the game. It does not mean changing the game into something completely different.
SilverBride wrote: »If playing the way we want meant that everything we do in game would take into account our own personal preferences, well that would be impossible to accomplish.
Aardappelboom wrote: »tokeinskyblu wrote: »OK lads
I have taken on some advice to make the overland content harder.
Using the armory I have set up a build called gimped.
1. No champion points apart from green tree.
2.no attribute points
3. Only class, armor and weapon skill abilities and passive. (Passives outside these that don't provide advantage in combat I pick up like persuasive will)
4. Only the *** food, drinks and potions that you pick up are used.
5. All white no set crafted gear used.
6. only 1 bar of ability to be used (no weapon swap in combat.
I am using this set up to try and make the main story quests a bit more challenging and fun.
It seems like overland content is made for this kind of set-up aka new characters.
Even with these restrictions on my build the content isn't really that difficult.
Most annoying thing with this is when I see harwostorms or world bosses I need to swap builds. Also if I'm q for battleground and it pops I need to leave combat quickly swap to pvp build before I can enter the battle ground.
All in all I think if you want to slow down the overland quests and main story with providing a little bit more of a challenge this is a way you can do it. Kind of opposite of what an RPG is all about though it kind if works.
Personally I think the new zones and expansions should be made for end game. There is so much content already to get leveled up and all the new zones that are built and coming in future should be balanced for cp 1000+
While I do the same thing, I don't equip any gear, just white, unenchanted weapon and no food or potions.
I still kind of power through most story dungeons, but I agree, it's slightly more enjoyable.
However, since I really like the set building aspect of ESO and I like how you can try different things, this really isn't the way to go for me, if they say you can play how you want, then they should just add optional difficulty and, you know, allow us to play how we want.
I feel like soloing world bosses and public dungeons is the PVE challenge at end game, and I'm really enjoying taking a companion into dungeons and playing through those alone. So I don't agree that there's no challenge at all in ESO.tokeinskyblu wrote: »Aardappelboom wrote: »tokeinskyblu wrote: »OK lads
I have taken on some advice to make the overland content harder.
Using the armory I have set up a build called gimped.
1. No champion points apart from green tree.
2.no attribute points
3. Only class, armor and weapon skill abilities and passive. (Passives outside these that don't provide advantage in combat I pick up like persuasive will)
4. Only the *** food, drinks and potions that you pick up are used.
5. All white no set crafted gear used.
6. only 1 bar of ability to be used (no weapon swap in combat.
I am using this set up to try and make the main story quests a bit more challenging and fun.
It seems like overland content is made for this kind of set-up aka new characters.
Even with these restrictions on my build the content isn't really that difficult.
Most annoying thing with this is when I see harwostorms or world bosses I need to swap builds. Also if I'm q for battleground and it pops I need to leave combat quickly swap to pvp build before I can enter the battle ground.
All in all I think if you want to slow down the overland quests and main story with providing a little bit more of a challenge this is a way you can do it. Kind of opposite of what an RPG is all about though it kind if works.
Personally I think the new zones and expansions should be made for end game. There is so much content already to get leveled up and all the new zones that are built and coming in future should be balanced for cp 1000+
While I do the same thing, I don't equip any gear, just white, unenchanted weapon and no food or potions.
I still kind of power through most story dungeons, but I agree, it's slightly more enjoyable.
However, since I really like the set building aspect of ESO and I like how you can try different things, this really isn't the way to go for me, if they say you can play how you want, then they should just add optional difficulty and, you know, allow us to play how we want.
Yeah man it is the opposite of how any RPG I have played before is.
Having the game so easy takes any sense of danger, strategy or accomplishment out it.
It is hard to be immersed in a world that does not provide any challenge.
Agenericname wrote: »That would be great, provided the scalability was optional.
I personally dont care about every wolf, spider, or bandit spamming agony in overland. I would be pretty happy with the increase in difficulty in the stories though.
I agree, which is why I said in the last paragraph that it should be a selectable option - this way ppl who like it how it is now aren't effected, while those seeking more challenge can get it."SilverBride wrote: »Only if it was completely optional. I don't want my instanced story fights and story boss fights any more difficult than they currently are. I have too many bad memories of wanting to progress in the story but being stuck, sometimes for days, on a story boss fight.
One player's sense of satisfaction and accomplishment is another player's sense of frustration and failure.
I still can't see this topic as anything but a goalpost that will never do anything but move, and this whole topic has always seemed to me like it will never and can never do anything but shift the terms of who is annoyed about what.
And if there were difficulty options, I feel that it would immediately lead to endless cries for better drops on higher difficulty modes, which I am absolutely 100% opposed to where overland is concerned.
Well, with the card game it cannot be said that it is badly received yet - just because a lot of forum users don't like it, without to even have tried it, does not mean it will be badly received. From what I got from videos, those who actually tried the card game, think it is quite interesting to play, a mixture of luck and strategy - and it looks fancy, have seen it in the twitch stream.
role play should allow for weaker and mediocre characters as well - you know, as in "normal people" who get by reasons into the hero role, without to be a warrior or having any martial arts training - isn't that why we all start with nearly no skills at all?
I think ZOS had underestimated the amount of players, who played former TES games on "normal" or even "easy", whilst in most forums you read about players playing it in hard or very hard. So ZOS designed it at first to cater to the latter crowd. But as it turned out, that was not successful - a much larger crowd seem to be those who played on normal or even easy, and on that difficulty setting TES has always been rather easy. On top of that the most popular mods where multi-companion mods. Now guess why someone might want to have more than one companion?- Doesn't look like challenge seeking to me, does it?
This is my idea why the game is more successful like it currently is than it was, when it was designed with higher difficulty. It is not just the normal MMO crowd playing TES - that is as well why a whole lot prefer to play solo and why companions are a good upgrade to the game. The original fan base is single player oriented, eventually having NPC companions. This basically shows where ZOS sees ESO's future - with TES6 far out to the end of the decade, more and more single player, who avoided ESO so far will have a look at it - and like it currently is, they might get over their aversion towards MMOs and try ESO.
Don't forget TES comes from the role play genre and has it's long-term fan base in the RPG range - role play should allow for weaker and mediocre characters as well - you know, as in "normal people" who get by reasons into the hero role, without to be a warrior or having any martial arts training - isn't that why we all start with nearly no skills at all?-
role play should allow for weaker and mediocre characters as well - you know, as in "normal people" who get by reasons into the hero role, without to be a warrior or having any martial arts training - isn't that why we all start with nearly no skills at all?
Can't agree with this. Yes, we start in RPGs as a normal random no one. But, it doesn't mean we have any progress just by accidents and just because of our character's will to adventure. No. The random normal no one, due to either his own will or by coincidence and/or story plots gradually gets new experience, learns new stuff, gets equipment, practice in combat and/or conversations, and only because of this all he eventually becomes the one who achieves something in the world. Not because he's a 16 years old shepherd in a small village, but because he's the one who made this long way to where he is now.
TLDR: I don't get it when people justify anything by 'roleplay'. Roleplay should have some logic behind it. If the shepherd not going to become a warrior, he can't defeat the bad guys just because he's roleplaying.
This is also what Lambert said on several occasions, in now-deleted stream content. They were on the path of having separate difficulty levels for overland with Cadwell Silver and Gold zones, graduated overland zones, and Craglorn. Apparently what ZOS saw was that this was the wrong direction and that was fixed in One Tamriel.
That does not mean they won't reverse course, especially if they can get more players into the game that want harder overland content and can justify the work effort.
Doesn't matter if the game is so easy that everyone under the sun can complete it, if it's not enjoyable for someone. In fact, it is because it is unenjoyable for anyone that isn't an "Ultra-Casual", it automatically MAKES the content "Not for everyone".
I guess that is true, pretty much every TES player will welcome a difficulty slider, because we are used to - and I know that I would use it - in some areas of the game, where I think it is too simple, and in others I would tone it down, because I think it is too overdone there. So a slider would most likely be accepted by pretty much everyone.
Yeah that'd be a horrible experience if it wasn't made optional.I guess for most people the tolerance level for dying in a game is very low - if they die more than once in a short amount of time, they leave and play something else, which gives them a better experience. In the end we all want to "win", even if you get the difficulty you want, you will still want to be able to learn to win pretty much flawlessly every time. And if that is not going to happen, you will give up as well. That is the problem coming with more difficulty - people might just leave if they cannot do the content well enough - for many, if not most, dying (more) frequently is unacceptable and be a reason to leave.
If capacity to complete is the main criteria, then why do enemies in overland/quests generally have 30k+ health? Why not reduce it to 1 HP? Like the critters. Why not reduce health of story bosses to like 10HP? Everyone would be able to one shot all enemies with their bare hands and complete overland/questing content then. Think about it.spartaxoxo wrote: »Nothing can be for everyone taste wise. It would be an entirely meaningless phrase if taste had anything to do with it.
Overland being built for everyone means that it's built so all skill levels have the capacity to complete it.
If capacity to complete is the main criteria, then why do enemies in overland/quests generally have 30k+ health? Why not reduce it to 1 HP? Like the critters. Why not reduce health of story bosses to like 10HP? Everyone would be able to one shot all enemies with their bare hands and complete overland/questing content then. Think about it.