Some people have happily cited ESO to be akin to a visual novel however, and when I've tried to suggest more player interaction like interrupting enemies, knowing when to block or change targets, or the like, they're often met with responses that I'm demanding too much of players, so the suggestion for setting enemies to have inconsequential health pools isn't without merit.
All I'm saying is that suggestion would be welcomed given some of the perspectives presented over the many months this discussion has gone on. Many players don't even use skills, and as I and others have been painted the villain for suggesting giving players more reasons to use more of their skills they gain over time to engage with the game, it reasons that some would enjoy the opposite. I agree it is a bad idea, but so to has the suggestion of giving some players options, so at this point I'm just waiting to see if ZOS decides to do anything as more players come here to give their opinion.
All I'm saying is that suggestion would be welcomed given some of the perspectives presented over the many months this discussion has gone on. Many players don't even use skills, and as I and others have been painted the villain for suggesting giving players more reasons to use more of their skills they gain over time to engage with the game, it reasons that some would enjoy the opposite. I agree it is a bad idea, but so to has the suggestion of giving some players options, so at this point I'm just waiting to see if ZOS decides to do anything as more players come here to give their opinion.
Jeez it was not a suggestion that I seriously think should be implemented. What I wanted to point out is the outcome of making the game too easy like that. The game would be unimaginably boring even for brand new players. But that level of boredom can already be reached very quickly nowadays. Reaching CP160+ is super quick with the changes to CP system (amount of XP needed compared to CP1.0) and the initial enlightenment bonus. My sorc on PC-NA immediately received like 4 million enlightenment xp bonus upon reaching level 50. She is CP80 now (though I don't plan on spending CP points) and she still have like half of that xp bonus.spartaxoxo wrote: »To me that suggestion is one of the worst suggestions to be made, because it is not about making the game more enjoyable for other users. It's about making the game worse for them, with absolutely nothing that can be pointed to as a benefit.
Exactly. That nominal difficulty level which is set in stone, is waay too low in 2022 for all players. It might've been fine 5 years ago. But not now. Game has changed too much.spartaxoxo wrote: »Because this isn't a walking sim. There is a nominal difficulty level that new player may find a little challenging, but not anything that would actually prevent them from questing.
Jeez it was not a suggestion that I seriously think should be implemented. What I wanted to point out is the outcome of making the game too easy like that. The game would be unimaginably boring even for brand new players. But that level of boredom can already be reached very quickly nowadays. Reaching CP160+ is super quick with the changes to CP system (amount of XP needed compared to CP1.0) and the initial enlightenment bonus. My sorc on PC-NA immediately received like 4 million enlightenment xp bonus upon reaching level 50. She is CP80 now (though I don't plan on spending CP points) and she still have like half of that xp bonus.spartaxoxo wrote: »To me that suggestion is one of the worst suggestions to be made, because it is not about making the game more enjoyable for other users. It's about making the game worse for them, with absolutely nothing that can be pointed to as a benefit.
Nowadays I don't think you can stay a new player for long if you play the game normally.Exactly. That nominal difficulty level which is set in stone, is waay too low in 2022 for all players. It might've been fine 5 years ago. But not now. Game has changed too much.spartaxoxo wrote: »Because this isn't a walking sim. There is a nominal difficulty level that new player may find a little challenging, but not anything that would actually prevent them from questing.
Lol I realize now my English is probably not good enough to get my point across. My point is that being able to change that nominal difficulty level is how overland can actually be made for everyone. It's not by stubbornly keeping it very low for all players forever, like how ZoS is doing it now.
Except it does. Personal taste has a lot to do with the "For Everyone" slogan. Or at least, connects to it tightly.spartaxoxo wrote: »
"For Everyone" never means tastes, because taste is inherently subjective and it is entirely impossible for anything to be to everyone's tastes,.
Except it does. Personal taste has a lot to do with the "For Everyone" slogan. Or at least, connects to it tightly.
Except it does. Personal taste has a lot to do with the "For Everyone" slogan. Or at least, connects to it tightly.spartaxoxo wrote: »
"For Everyone" never means tastes, because taste is inherently subjective and it is entirely impossible for anything to be to everyone's tastes,.
Sure, one could design something "For Everyone" by appealing to the lowest common denominator, but it's highly irresponsible to then say "It doesn't matter if people don't like it, that's not important." If it was not an important factor, we wouldn't have a megathread spanning 110 pages worth of comments, don't you think so?
The term "Anyone can get into things, but not everyone will stick around for it" rings true for just about anything, even ESO.
Lemme tell you a little bit about Elden Ring, the latest hit videogame that came out not too long ago, and people love the game, both new and veteran players. Of course there were also people coming in who were saying that it is "Too hard" and wanted it to be made "For Everyone" by making it easier. I don't need to tell you why a game designed around the idea of a harsh unforgiving world would be a bit shallow if it were to become easier.
And I see just the thing that has happened with ESO: The game was made easier to cater to the lowest common denominator, and has become a hollow experience. And before you bring up dungeons, I just want to remind you that the endgame content is completely disconnected from the base game, that they could easily be their very own thing.
Except it wasn't like that in the beginning. I would describe it at the start as a standard Action MMO adventure story game, that got harder the further you got into it. Which I believe was the correct approach.By that same measure, ZOS has created an approachable, relatively easy to get into, MMO action adventure story game..
Veteran level content needs to stay in dungeons and trials. To that end, they need to rework ALL of the base game dungeons and bring them up to date. Base tier dungeons, like Fungal Grotto I, are not a good new player experience. I am almost to the point where I think they should have maximum level dungeons where Activity Finder will not put a player into a dungeon, or even offer the dungeon, if the player is above a certain level. Almost to that point, mind you. If you have ever watched a new player in FG1 for the first time with a speed runner, you might wonder why ZOS does not have "Dungeon complete, press E to delete ESO from hard drive" just to save the player some time.
Veteran level content needs to stay in dungeons and trials. To that end, they need to rework ALL of the base game dungeons and bring them up to date. Base tier dungeons, like Fungal Grotto I, are not a good new player experience. I am almost to the point where I think they should have maximum level dungeons where Activity Finder will not put a player into a dungeon, or even offer the dungeon, if the player is above a certain level. Almost to that point, mind you. If you have ever watched a new player in FG1 for the first time with a speed runner, you might wonder why ZOS does not have "Dungeon complete, press E to delete ESO from hard drive" just to save the player some time.
That's a problem with the community, not with the dungeon. While the dungeon may be flawed with having a waterfall that lets players just skip half of the dungeon, it's still the players and their "Rush" mentality that's making them do this, but that is a topic for another thread.
lThis means fixing Fungal Grotto I, and the other base game dungeons. Addressing speed runs in the low end dungeons is a tricky thing, but something that I think should be investigated.
I would dare to say that it is bad game design to have a game feel like that.
And this isn't just "A veteran player griping about overland being easy", this is someone taking an objective glance [snip]
And I find it very annoying how everyone seems to disregard this.
spartaxoxo wrote: »I would dare to say that it is bad game design to have a game feel like that.
And this isn't just "A veteran player griping about overland being easy", this is someone taking an objective glance [snip]
And I find it very annoying how everyone seems to disregard this.
Because it's not objectively bad game design. And your opinion is inherently subjective. I share your belief that the current way they handle Overland is bad. But we both are just veteran players griping about Overland being easy.
This is the design philosophy of their game. They want a game that is primarily aimed at a more casual audience. They made a lot of money off of it. So it's quite a successful design.
I still think they should increase the difficulty though. They lured in a lot of us with their surprisingly difficult combat rotations, and awesome trial and dungeon design. They have a pretty good amount of players that enjoy the challenge. So they should have more options to get that challenge from their primary game mode. This isn't a TellTale game (not that those are bad games. I love the Batman One and Wolf Among Us), it's not known for having easy content alone. But instead for having a good mix. So that you can "play your way." And the game is better for it. So they should extend that design philosophy to Overland.
spartaxoxo wrote: »I would dare to say that it is bad game design to have a game feel like that.
And this isn't just "A veteran player griping about overland being easy", this is someone taking an objective glance [snip]
And I find it very annoying how everyone seems to disregard this.
Because it's not objectively bad game design. And your opinion is inherently subjective. I share your belief that the current way they handle Overland is bad. But we both are just veteran players griping about Overland being easy.
This is the design philosophy of their game. They want a game that is primarily aimed at a more casual audience. They made a lot of money off of it. So it's quite a successful design.
I still think they should increase the difficulty though. They lured in a lot of us with their surprisingly difficult combat rotations, and awesome trial and dungeon design. They have a pretty good amount of players that enjoy the challenge. So they should have more options to get that challenge from their primary game mode. This isn't a TellTale game (not that those are bad games. I love the Batman One and Wolf Among Us), it's not known for having easy content alone. But instead for having a good mix. So that you can "play your way." And the game is better for it. So they should extend that design philosophy to Overland.
Your inconsistent comments bother me.
First you go on and defend the game design because "It makes them a lot of money", which I personally consider to be the most depressing thing to make a defense out of (And even moreso when the cost was making the game experience shallow)
And then you go on to say "It needs an increase in difficulty". I don't understand why you keep playing both sides.
That's what I proposed much earlier in this thread: dangerous and/or more numerous mobs in relatively unused areas within zones. A major advantage of this is it requires no change to the game's structure, just adding some more NPCs, so very little effort by the devs I think. Various people disagreed with this proposal, though, the overwhelming opinion seems to be in favour of difficulty sliders, even though this *would* require changing the game's structure.That is not to say that this cannot be refined. Tamriel overland is too uniform. I would like to see more dangerous overland _areas_, like world boss locations, but less focused on a boss and more focused on just more challenging pockets of area content. As an example, they could bump overland mobs up from CP160, but not all mobs, and not everywhere, and leave character scaling alone. Another suggestion might be to add more mobs to some areas just to provide more opponents. Sort of a One Tamriel Version 2. No, this would not be veteran level content, just harder content in some areas of overland aimed at getting the lower to middle tier of players more challenging content to do in overland.
...the overwhelming opinion seems to be difficult sliders, even though this *would* require changing the game's structure.
That would still change the game's structure, i.e. it would require code development for the slider to affect various player [de]buffs.SilverBride wrote: »...the overwhelming opinion seems to be difficult sliders, even though this *would* require changing the game's structure.
Not if the slider affected the player rather than the world around them. Debuffing the player wouldn't change the game's structure any more than buff foods and potions do now.
That would still change the game's structure, i.e. it would require code development for the slider to affect various player [de]buffs.SilverBride wrote: »...the overwhelming opinion seems to be difficult sliders, even though this *would* require changing the game's structure.
Not if the slider affected the player rather than the world around them. Debuffing the player wouldn't change the game's structure any more than buff foods and potions do now.
We'll just have to disagree, then. I think implementing these debuffs on the player would involve changing the game, and you disagree, so be it.SilverBride wrote: »That would still change the game's structure, i.e. it would require code development for the slider to affect various player [de]buffs.SilverBride wrote: »...the overwhelming opinion seems to be difficult sliders, even though this *would* require changing the game's structure.
Not if the slider affected the player rather than the world around them. Debuffing the player wouldn't change the game's structure any more than buff foods and potions do now.
It would only affect the player, not the mobs or any other part of the base game.
We'll just have to disagree, then. I think implementing these debuffs on the player would involve changing the game, and you disagree, so be it.SilverBride wrote: »That would still change the game's structure, i.e. it would require code development for the slider to affect various player [de]buffs.SilverBride wrote: »...the overwhelming opinion seems to be difficult sliders, even though this *would* require changing the game's structure.
Not if the slider affected the player rather than the world around them. Debuffing the player wouldn't change the game's structure any more than buff foods and potions do now.
It would only affect the player, not the mobs or any other part of the base game.
That would still change the game's structure, i.e. it would require code development for the slider to affect various player [de]buffs.SilverBride wrote: »...the overwhelming opinion seems to be difficult sliders, even though this *would* require changing the game's structure.
Not if the slider affected the player rather than the world around them. Debuffing the player wouldn't change the game's structure any more than buff foods and potions do now.
According to Vastin, “The difficulty mostly works by making you more vulnerable to monster attacks, and reducing your damage — so that it won’t interact too badly when other players who may not be at the same difficulty are present. There are a few enrage buffs that you can trigger on an enemy when you are in higher difficulties that other players would notice, but these shouldn’t be too much of a hindrance for players running around at normal difficulty even if they do encounter them directly.”
spartaxoxo wrote: »You cannot get what you can get out of a debuff slider by unequipping gear. For one, unequipping your gear removes progression. For another, they can be stronger than what you currently get from unequipping gear. In addition they also can add unique mob attacks that only work on characters that are debuffed or unique environmental effects.
ETA
Unequipping gear and not using skills is a horrible idea, that's why nobody does it. It completely kills progression and disallows builds and using your skills for fun. It's honestly such a bad solution it borders on the offensive imo. Might as well be saying we shouldn't play the game imo, since so much of an rpg is about progression.
SilverBride wrote: »They have already stated that they aren't planning any major changes to overland. This could change in the future but I don't believe it's likely because it's not in line with the direction the game has been going since One Tamriel.