While I agree it is subjective, if you look at it objectively with an outsider's point of view, overland content is way too easy.
It would be hard if the target audience of the game were people below the age of 10 or above 60 who have never played a similar game in their life before. But that's clearly not the case. The majority of their players are in their 20's and 30's, so I find it hard to believe millions of those ppl find it challanging.
and adding new quality content.
Prof_Bawbag wrote: »I don't believe for a second making overland a lot more difficult would benefit the game long term.
The reason why I started playing ESO is that I'm a big Elder Scrolls fan, and enjoy open world questing etc. I doubt I'm alone in this. The regular games actually have challenging enemies though, and multiple difficulty levels. ESO already has a pretty good combat system, if they could just make it similarily challenging to Skyrim I think more people would find it fun.many enemies waste their own time on pointless fluff attacks
I think the animation time by itself is fine, if they dealt an appropriate amount of damage. Slow attacks that are easy to dodge should have a higher DPS than fast attacks. The slowest attacks could maybe take off slightly over 50% of the health on a light armor user, so that it's never a one hit kill but you'll have to fall back and heal.
Prof_Bawbag wrote: »No TES game has challenging enemies come later levels unless you gimp yourself. Take your CP2000 toon and your lvl 50 Skyrim toon and compare them. There is zero difference.
Wow... 129 pages!
The overland content is easy, true, but I can't say this bothers me.
As an advanced player, I do all sorts of activities. More difficult mobs would mean much more grinding and useless fighting, time wasted while farming, fishing, questing, digging, exploring.
The game offers a lot of content for those who want harder fights. Do Craglorn delves, group quests, or do arenas, public dungeons and so on, if you want more challenging fights. I wouldn't like to play Dark Souls every time I want to pick up herbs, or complete a survey.
This issue is not so much a problem in ESO as it is in games where there are leveled zones and mobs. In many of these games, if you are high level, you can go in an area 10-20 levels below you, and one shot everything with a stick. On the other hand, if you go to a high level area, you will be crushed by a simple spider. I am glad they did One Tamriel, and gave up on leveled content (I leveled my main before 1T, so I know how it was).
There is so much work in enhancing the difficulty of the overland content that I would prefer to leave the weak mobs as they are and use that time for improving combat, balancing, fixing performance issues, and adding new quality content.
Just a reminder...this is the MAJORITY of the content for this game. When you buy new chapters and xpacs...you are mostly paying for this content. Sure its pretty. But with the amount of bugs and the broken overland feel...doesnt seem worth it.
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Just wait 2 weeks until U35 goes live on consoles.(...) I think we need Veteran overland content. (...)
spartaxoxo wrote: »[Quoted Post Removed]
[snip] The easy game is the default state of the game, an intentional design decision, and will be what happens if no change occurs.
I want the change, but I agree it should be optional. This game has marketed itself as a casual game that you can play how you want. It's cultivated a huge audience of casual players. There's no real reason they need to change the game for those players to give us some better difficulty options. Many ideas on implementing an optional change that doesn't delete the experience others enjoy have been suggested. The devs can do more than they are doing without ruining the game for people who enjoy it's current difficulty.
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Ragnarok0130 wrote: »spartaxoxo wrote: »[Quoted Post Removed]
[snip] The easy game is the default state of the game, an intentional design decision, and will be what happens if no change occurs.
I want the change, but I agree it should be optional. This game has marketed itself as a casual game that you can play how you want. It's cultivated a huge audience of casual players. There's no real reason they need to change the game for those players to give us some better difficulty options. Many ideas on implementing an optional change that doesn't delete the experience others enjoy have been suggested. The devs can do more than they are doing without ruining the game for people who enjoy it's current difficulty.
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The default state of the game that you talk about was an intentional design change not choice.
"We try to balance so that the average player can have a good experience, especially with the main story content. That's our critical path. If they want to challenge themselves, they can go and do Public Dungeons, or Trials with 12 of their friends. We do make that conscious choice with the crit path to make it playable for as many people as possible."
That was one of the lessons we had to learn really early on when we first launched in 2014. We didn’t really feel or have a clear understanding of what game we were trying to make. We tried to walk that line between Elder Scrolls and MMO, and we didn’t really hit either of those out of the park.
And so, we went back, and we listened to the community, and we listened to the team, and we focused on making it an Elder Scrolls game, first and foremost. And once we did that, the game just blew up and turned into what it is today.