spartaxoxo wrote: »Parasaurolophus wrote: »And we don't know the whole picture.
But we do know the devs flat out stated they changed the game to make it easier.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »And we don't know the whole picture.
But we do know the devs flat out stated they changed the game to make it easier.
This has little to do with the statement that gold and silver were more difficult. Possibly, but I really don't remember overland ever causing me problems other than Craglorn.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »And we don't know the whole picture.
But we do know the devs flat out stated they changed the game to make it easier.
This has little to do with the statement that gold and silver were more difficult. Possibly, but I really don't remember overland ever causing me problems other than Craglorn.
It does. They were directly speaking about Caldwell silver and gold.
Parasaurolophus wrote: »SilverBride wrote: »KoIIegoIas wrote: »The problem with extreme easy and biring overland content is the following: people dislikesd cadwells silver and gold because it was to hard to do it again after they did it once. For the majority.
Then they felt released and happy that they experienced that hell of a ride.
When they did it the first time the majority of people enjoyed the hard content.
That is the opposite of what Rich Lambert stated. He said that 2/3 of the game (Cadwell's Silver and Cadwell's Gold) were never played because people just didn't want difficulty in the story. This still holds true today for the majority.
From my own experience I completed it on one character but hated it so much I never did it again. I didn't feel any sense of release or happiness.
This despite the fact that the difficult overland never existed. Mobs of your level are always the same in strength. You were only required to raise your level in time. And the difference between the levels was very big. Literally, mobs 3-4 levels higher were already a big problem. So the increase in difficulty was steep, but linear. Yes, I understand how you cited an old post by one player complaining about not being able to complete some delves. But this is just one example. And we don't know the whole picture. But I'm willing to bet that most casual gamers just couldn't match the level, which made the game too difficult for them. I myself, when doing alliance quests, often stopped to farm experience, because I didn’t have enough for a comfortable game further.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »And we don't know the whole picture.
But we do know the devs flat out stated they changed the game to make it easier.
This has little to do with the statement that gold and silver were more difficult. Possibly, but I really don't remember overland ever causing me problems other than Craglorn.
It does. They were directly speaking about Caldwell silver and gold.
Meaning that mobs now just dont have a level. Of course, this made them easier. And the player no longer needs to progress in order to explore Tamriel.
The only locations where the mobs were really noticeably nerfed were the IC and Craglorn.
SilverBride wrote: »KoIIegoIas wrote: »The problem with extreme easy and biring overland content is the following: people dislikesd cadwells silver and gold because it was to hard to do it again after they did it once. For the majority.
Then they felt released and happy that they experienced that hell of a ride.
When they did it the first time the majority of people enjoyed the hard content.
That is the opposite of what Rich Lambert stated. He said that 2/3 of the game (Cadwell's Silver and Cadwell's Gold) were never played because people just didn't want difficulty in the story. This still holds true today for the majority.
From my own experience I completed it on one character but hated it so much I never did it again. I didn't feel any sense of release or happiness.
In my experience even endgame PvE is playable around ~400 ping. It's not smooth, not very fun because you feel a significant delay with every action, especially barswaps, but still playable. Can be pretty risky tho.Not to talk about that latency of 360ms doesn't offer me all the combat options in time, so I have to stand in red quite often, because I cannot escape it in time. You forget about that it is an international game and you cannot assume everyone to have less 100ms latency - a lot have latency always shown in red - the game plays differently with high latency.
I recently did Sunspire last boss hardmode portals at around ~390 ping and managed to do it without a wipe. (this particular fight involves doing high damage to a stationary enemy with the help of 2 other players while following several unforgiving mechanics and constantly moving around because of dangerous red aoes, it also need some coordination with the raid lead via voice chat. You have 90 seconds)
I do Sunspire trial on hardmode every week (Godslayer progression) and my ping is generally ~330ms. (honestly it can be anywhere in 300-400, have seen it going near 500 on recent occasions)
It's frustrating sometimes and I absolutely hate the PC-EU server for its performance, but your ping is ok for PvE.When I was playing a new character on PC-NA, I didn't bother much about avoiding attacks apart from blocking heavies, never even looked at health recovery. I just relied on healing abilities that work passively when I deal damage (sorc with class spammable and Blood magic passive and later surge). Pretty much every class has access to some way of dealing damage while getting healed at the same time and this can be obtained pretty early on. (For example strife skill from Nightblades, or wardens with class spammable and Bond with Nature passive). Also everyone starts out with the skill soul trap unlocked from level 1 irrc. Level it up and morph it to consuming trap and you have a skill that restores a lot of health and all resources if any affected enemy dies. Stamina weapon skills also a few such helpful skills.So you basically rely on avoiding getting hit. Ok, you didn't say you are not using mundus stones, so you could eventually have like 550 health regen with steed every 2 seconds, stil just 275 per second. So is it all about getting out of harm's way basically?
Once you unlock a damage shield/ active heal skill, risks in quests are pretty much gone.
My question was not, how to do it with gear and stuff, but how he does it "naked" without potions and food. That sounds absolutely fishy to me, but maybe I have to learn something here and would like to know this "secret".
Well, if it sounds fishy, I made a video. Here I wasn't actually ready for public dungeons. I didn't activate any useful passives, skills are not morphed yet. I was doing regular quests with this setup and I just didn't see any point to spend skillpoints on passives and morphs. In the public dungeon I certainly started to feel the pressure, and I would change the skills and would use passives if I came in the dungeon by my regular adventure route. But I just jumped there for the video.
You might notice that the Warden's bear helps a lot by distracting the enemies. I think I would have more troubles without him. At least, until I unlock more useful skills, and use an efficient weapon/stats setup. For now I just use a sword with magicka skills which is obviously not efficient at all.
https://youtu.be/dZ4dDa5TDQg
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »And we don't know the whole picture.
But we do know the devs flat out stated they changed the game to make it easier.
This has little to do with the statement that gold and silver were more difficult. Possibly, but I really don't remember overland ever causing me problems other than Craglorn.
It does. They were directly speaking about Caldwell silver and gold.
Meaning that mobs now just dont have a level. Of course, this made them easier. And the player no longer needs to progress in order to explore Tamriel.
The only locations where the mobs were really noticeably nerfed were the IC and Craglorn.
The mobs are cp 160 and new players get a buff afaik. They did more than that for example there's a "difficult boss" fight that got removed from one of the public dungeons iirc. The one with the elves fighting against some goblins one of the alliances made an agreement with or something like that.
I am going to be running an experiment. I am going to see how much of the main quest I can complete using only gear found in the tutorial dungeon.
Agenericname wrote: »I am going to be running an experiment. I am going to see how much of the main quest I can complete using only gear found in the tutorial dungeon.
All of it, although the main itself will give you several pieces of gear, like the prophets ring. Certain levels will give you a weapon of choice. Even without those its entirely possible to complete the main quest.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »And we don't know the whole picture.
But we do know the devs flat out stated they changed the game to make it easier.
This has little to do with the statement that gold and silver were more difficult. Possibly, but I really don't remember overland ever causing me problems other than Craglorn.
It does. They were directly speaking about Caldwell silver and gold.
Meaning that mobs now just dont have a level. Of course, this made them easier. And the player no longer needs to progress in order to explore Tamriel.
The only locations where the mobs were really noticeably nerfed were the IC and Craglorn.
The mobs are cp 160 and new players get a buff afaik. They did more than that for example there's a "difficult boss" fight that got removed from one of the public dungeons iirc. The one with the elves fighting against some goblins one of the alliances made an agreement with or something like that.
Oh... and? Listen. I've been playing since release too. I played without sets, just spammed with a poison arrow. I didn't even use healing skills and food. And it was still pretty easy. Yes, public dungeons were challenging. It was difficult to close the anchor solo. But overland, quests and delves at your level have always been pretty easy. People complained a lot that they couldn't freely explore Tamriel, that they had to level up. Neither silver nor gold was different. This is absurd.
I am going to be running an experiment. I am going to see how much of the main quest I can complete using only gear found in the tutorial dungeon.
spartaxoxo wrote: »I am going to be running an experiment. I am going to see how much of the main quest I can complete using only gear found in the tutorial dungeon.
You can complete all of it. This game has no demanding requirements for Overland. It's easy. You also can't unlearn the basics of combat like staying out of red, bashing, and interrupting. That's a good thing but all the more reason Overland's difficulty needs to be increased.
SilverBride wrote: »spartaxoxo wrote: »I am going to be running an experiment. I am going to see how much of the main quest I can complete using only gear found in the tutorial dungeon.
You can complete all of it. This game has no demanding requirements for Overland. It's easy. You also can't unlearn the basics of combat like staying out of red, bashing, and interrupting. That's a good thing but all the more reason Overland's difficulty needs to be increased.
Overland difficulty does not need to be increased. A lot of players like it just as it is. Increasing the difficulty for everyone would be very unfair.
It's a minority who want more difficult overland, which is why a debuff and challenge banners are the only reasonable options.
I guess, most want basically combat the Sun Tzu style "don't start a fight, which you haven't already won" - so combat is not there to give an actual challenge, the outcome should always be the player winning. If that is in doubt or even questionable, quite a few will not want to play anymore. This is a fantasy game, where we are supposed to be heroes and heroines without to actually having to be heroic -.it is a theme park like experience, everyone can do it and is absolutely likely to win in any combat situation. This game is not mainly about combat, but about lore and story and the culture and landscapes of Tamriel.
spartaxoxo wrote: »I guess, most want basically combat the Sun Tzu style "don't start a fight, which you haven't already won" - so combat is not there to give an actual challenge, the outcome should always be the player winning. If that is in doubt or even questionable, quite a few will not want to play anymore. This is a fantasy game, where we are supposed to be heroes and heroines without to actually having to be heroic -.it is a theme park like experience, everyone can do it and is absolutely likely to win in any combat situation. This game is not mainly about combat, but about lore and story and the culture and landscapes of Tamriel.
"Play your way" means that game is about whatever we want it to be about. But the game delivers a promise it can't keep by actively punishing people for getting good at it with a lack of content.
spartaxoxo wrote: »I guess, most want basically combat the Sun Tzu style "don't start a fight, which you haven't already won" - so combat is not there to give an actual challenge, the outcome should always be the player winning. If that is in doubt or even questionable, quite a few will not want to play anymore. This is a fantasy game, where we are supposed to be heroes and heroines without to actually having to be heroic -.it is a theme park like experience, everyone can do it and is absolutely likely to win in any combat situation. This game is not mainly about combat, but about lore and story and the culture and landscapes of Tamriel.
"Play your way" means that game is about whatever we want it to be about. But the game delivers a promise it can't keep by actively punishing people for getting good at it with a lack of content.
I understand where you are coming from - and I personally would want some of the mob to hit harder, but certainly not to the point, where I would actually have to avoid the red, because I often cannot do that due to latency issues. And if I would be killed more often, I would stop playing, it is a fantasy game, not an fps. FPS like challenge has no place in an RPG. People want to experience the story, not fight for long every few meters - it is already like it is annoying enough, with weak mob. We do not need that to be even more annoying by making them tougher.
spartaxoxo wrote: »I guess, most want basically combat the Sun Tzu style "don't start a fight, which you haven't already won" - so combat is not there to give an actual challenge, the outcome should always be the player winning. If that is in doubt or even questionable, quite a few will not want to play anymore. This is a fantasy game, where we are supposed to be heroes and heroines without to actually having to be heroic -.it is a theme park like experience, everyone can do it and is absolutely likely to win in any combat situation. This game is not mainly about combat, but about lore and story and the culture and landscapes of Tamriel.
"Play your way" means that game is about whatever we want it to be about. But the game delivers a promise it can't keep by actively punishing people for getting good at it with a lack of content.
I understand where you are coming from - and I personally would want some of the mob to hit harder, but certainly not to the point, where I would actually have to avoid the red, because I often cannot do that due to latency issues. And if I would be killed more often, I would stop playing, it is a fantasy game, not an fps. FPS like challenge has no place in an RPG. People want to experience the story, not fight for long every few meters - it is already like it is annoying enough, with weak mob. We do not need that to be even more annoying by making them tougher.
Agenericname wrote: »spartaxoxo wrote: »I guess, most want basically combat the Sun Tzu style "don't start a fight, which you haven't already won" - so combat is not there to give an actual challenge, the outcome should always be the player winning. If that is in doubt or even questionable, quite a few will not want to play anymore. This is a fantasy game, where we are supposed to be heroes and heroines without to actually having to be heroic -.it is a theme park like experience, everyone can do it and is absolutely likely to win in any combat situation. This game is not mainly about combat, but about lore and story and the culture and landscapes of Tamriel.
"Play your way" means that game is about whatever we want it to be about. But the game delivers a promise it can't keep by actively punishing people for getting good at it with a lack of content.
I understand where you are coming from - and I personally would want some of the mob to hit harder, but certainly not to the point, where I would actually have to avoid the red, because I often cannot do that due to latency issues. And if I would be killed more often, I would stop playing, it is a fantasy game, not an fps. FPS like challenge has no place in an RPG. People want to experience the story, not fight for long every few meters - it is already like it is annoying enough, with weak mob. We do not need that to be even more annoying by making them tougher.
If that were true and you spoke for everyone, would this topic be 112 pages?
I think the truth is closer to some people want a visual novel. Others want to be engaged in the content, part of that heroic battle rather than a spectator.
Agenericname wrote: »spartaxoxo wrote: »I guess, most want basically combat the Sun Tzu style "don't start a fight, which you haven't already won" - so combat is not there to give an actual challenge, the outcome should always be the player winning. If that is in doubt or even questionable, quite a few will not want to play anymore. This is a fantasy game, where we are supposed to be heroes and heroines without to actually having to be heroic -.it is a theme park like experience, everyone can do it and is absolutely likely to win in any combat situation. This game is not mainly about combat, but about lore and story and the culture and landscapes of Tamriel.
"Play your way" means that game is about whatever we want it to be about. But the game delivers a promise it can't keep by actively punishing people for getting good at it with a lack of content.
I understand where you are coming from - and I personally would want some of the mob to hit harder, but certainly not to the point, where I would actually have to avoid the red, because I often cannot do that due to latency issues. And if I would be killed more often, I would stop playing, it is a fantasy game, not an fps. FPS like challenge has no place in an RPG. People want to experience the story, not fight for long every few meters - it is already like it is annoying enough, with weak mob. We do not need that to be even more annoying by making them tougher.
If that were true and you spoke for everyone, would this topic be 112 pages?
I think the truth is closer to some people want a visual novel. Others want to be engaged in the content, part of that heroic battle rather than a spectator.
the other way round - a few want a challenge, whilst the majority of players is happy with the game as it is. If it would not be like this, ZOS would have changed it already, but the success of this model shows, that the majority likes it as it is.
Agenericname wrote: »spartaxoxo wrote: »I guess, most want basically combat the Sun Tzu style "don't start a fight, which you haven't already won" - so combat is not there to give an actual challenge, the outcome should always be the player winning. If that is in doubt or even questionable, quite a few will not want to play anymore. This is a fantasy game, where we are supposed to be heroes and heroines without to actually having to be heroic -.it is a theme park like experience, everyone can do it and is absolutely likely to win in any combat situation. This game is not mainly about combat, but about lore and story and the culture and landscapes of Tamriel.
"Play your way" means that game is about whatever we want it to be about. But the game delivers a promise it can't keep by actively punishing people for getting good at it with a lack of content.
I understand where you are coming from - and I personally would want some of the mob to hit harder, but certainly not to the point, where I would actually have to avoid the red, because I often cannot do that due to latency issues. And if I would be killed more often, I would stop playing, it is a fantasy game, not an fps. FPS like challenge has no place in an RPG. People want to experience the story, not fight for long every few meters - it is already like it is annoying enough, with weak mob. We do not need that to be even more annoying by making them tougher.
If that were true and you spoke for everyone, would this topic be 112 pages?
I think the truth is closer to some people want a visual novel. Others want to be engaged in the content, part of that heroic battle rather than a spectator.
the other way round - a few want a challenge, whilst the majority of players is happy with the game as it is. If it would not be like this, ZOS would have changed it already, but the success of this model shows, that the majority likes it as it is.
Agenericname wrote: »Agenericname wrote: »spartaxoxo wrote: »I guess, most want basically combat the Sun Tzu style "don't start a fight, which you haven't already won" - so combat is not there to give an actual challenge, the outcome should always be the player winning. If that is in doubt or even questionable, quite a few will not want to play anymore. This is a fantasy game, where we are supposed to be heroes and heroines without to actually having to be heroic -.it is a theme park like experience, everyone can do it and is absolutely likely to win in any combat situation. This game is not mainly about combat, but about lore and story and the culture and landscapes of Tamriel.
"Play your way" means that game is about whatever we want it to be about. But the game delivers a promise it can't keep by actively punishing people for getting good at it with a lack of content.
I understand where you are coming from - and I personally would want some of the mob to hit harder, but certainly not to the point, where I would actually have to avoid the red, because I often cannot do that due to latency issues. And if I would be killed more often, I would stop playing, it is a fantasy game, not an fps. FPS like challenge has no place in an RPG. People want to experience the story, not fight for long every few meters - it is already like it is annoying enough, with weak mob. We do not need that to be even more annoying by making them tougher.
If that were true and you spoke for everyone, would this topic be 112 pages?
I think the truth is closer to some people want a visual novel. Others want to be engaged in the content, part of that heroic battle rather than a spectator.
the other way round - a few want a challenge, whilst the majority of players is happy with the game as it is. If it would not be like this, ZOS would have changed it already, but the success of this model shows, that the majority likes it as it is.
I didnt specify that one group was larger than the other. I simply said some.
If the majority was required to participate with any given piece of content made, would we have a veteran Vateshran Hallows or Hard Mode trials? Those exist in conjuction with a lower level of difficulty version. Thats all anyone asks for.