SilverBride wrote: »Delve bosses are not supposed to be big major challenges. If they were new characters and players new to ESO wouldn't be able to defeat them.
Then buff new characters more.
People wonder why there is a retention problem with ESO. If you balance 90% of the game around what is essentially the first 2 hours of game play then the entire game is going to suffer.
I'm also not saying that a delve boss should be a "major challenge".
I'm saying 9 seconds without using an ult with all green gear and non optimised setup is too little.
It's not enough.
Here is a metric to consider. One iteration of a rotation is 10 seconds, based on back bar ground dots. Most buffs last 30 seconds.
I would put forward that the combat above should last between 20 and 30 seconds depending on the skill of the player. This would give someone the opportunity to pre-buff and do a full rotation. Keep in mind that with better gear this time will drop dramatically.
So as a bare minimum my suggestion is to double the health of all delve bosses.
You could probably double the health of everything in a delve, making them at least feel slightly more dangerous than wandering around the countryside.
SilverBride wrote: »SilverBride wrote: »Delve bosses are not supposed to be big major challenges. If they were new characters and players new to ESO wouldn't be able to defeat them.
Then buff new characters more.
People wonder why there is a retention problem with ESO. If you balance 90% of the game around what is essentially the first 2 hours of game play then the entire game is going to suffer.
I'm also not saying that a delve boss should be a "major challenge".
I'm saying 9 seconds without using an ult with all green gear and non optimised setup is too little.
It's not enough.
Here is a metric to consider. One iteration of a rotation is 10 seconds, based on back bar ground dots. Most buffs last 30 seconds.
I would put forward that the combat above should last between 20 and 30 seconds depending on the skill of the player. This would give someone the opportunity to pre-buff and do a full rotation. Keep in mind that with better gear this time will drop dramatically.
So as a bare minimum my suggestion is to double the health of all delve bosses.
You could probably double the health of everything in a delve, making them at least feel slightly more dangerous than wandering around the countryside.
The delve bosses are more difficult than normal overland mobs and are fine just as they are.
Players who have progressed and become more powerful should find overland easy. It's not supposed to be a challenge, although it does provide some group activities with World Bosses and Harrowstorms and Vents. But it's main purpose is to quest and level and play through the story for all players of all skills and experience. It doesn't make sense for it to be anything different than what it already is.
There is a lot of content to challenge those who enjoy that. Overland isn't the place for it.
SilverBride wrote: »Delve bosses are not supposed to be big major challenges. If they were new characters and players new to ESO wouldn't be able to defeat them.
Then buff new characters more.
The_Titan_Tim wrote: »Challenge is great, look at the successes of recent games, like game of the year Elden Ring. The way FromSoftware do their reward to difficulty ratio is massively popular for a reason.
spartaxoxo wrote: »The_Titan_Tim wrote: »Challenge is great, look at the successes of recent games, like game of the year Elden Ring. The way FromSoftware do their reward to difficulty ratio is massively popular for a reason.
Sure. But that game series has cultivated an audience that likes difficult games from jump. ESO on the other hand has aggressively cultivated a more casual audience, because when they tried to cultivate an audience who liked difficulty, the game flopped. You can't really just take a game that's been around for years and change its audience.
This is why I think that if they do implement this idea, they need to be careful in how they do it. Their casual audience is their biggest one. It's evident in their interviews, PlayStation trophy data, and design decisions.
All that said, there is room to improve the difficulty issue for vet players. I think a slider ala LOTRO would work best, but they need to come up with something. There's really no reason players who like the harder stuff need to be so starved for content.
The_Titan_Tim wrote: »spartaxoxo wrote: »The_Titan_Tim wrote: »Challenge is great, look at the successes of recent games, like game of the year Elden Ring. The way FromSoftware do their reward to difficulty ratio is massively popular for a reason.
Sure. But that game series has cultivated an audience that likes difficult games from jump. ESO on the other hand has aggressively cultivated a more casual audience, because when they tried to cultivate an audience who liked difficulty, the game flopped. You can't really just take a game that's been around for years and change its audience.
This is why I think that if they do implement this idea, they need to be careful in how they do it. Their casual audience is their biggest one. It's evident in their interviews, PlayStation trophy data, and design decisions.
All that said, there is room to improve the difficulty issue for vet players. I think a slider ala LOTRO would work best, but they need to come up with something. There's really no reason players who like the harder stuff need to be so starved for content.
ESO has no audience at the moment compared to launch, look at the Steam numbers for a reference if you want, and it had nothing to do with the difficulty of content on launch, it was the lack of reward and interest. If the story was engaging, players would deal with whatever difficulty is thrown at them.
The_Titan_Tim wrote: »About the Elden Ring having “cultivated an audience” that is used to difficulty, that game is its own IP, yes it feels like a Souls, but it pulled a MASSIVE number of players, way more than any Souls game to date, vastly made of players that never played any other From games. Players enjoy the difficulty because it feels amazing to progress when you have to work for it, and the actual rewards for completing content are enticing. A skill point is not.
BretonMage wrote: »The_Titan_Tim wrote: »About the Elden Ring having “cultivated an audience” that is used to difficulty, that game is its own IP, yes it feels like a Souls, but it pulled a MASSIVE number of players, way more than any Souls game to date, vastly made of players that never played any other From games. Players enjoy the difficulty because it feels amazing to progress when you have to work for it, and the actual rewards for completing content are enticing. A skill point is not.
My SO plays/played Elden Ring and I spent quite a bit of time watching it. I'm sure it's a good game for those specifically looking for challenge, but I suspect the audience for the two games are vastly different, as their strengths are significantly disparate. Even my SO, who is a big fan of ER (more than ESO), admits that the lore is superior in Elder Scrolls. On my part, you could not get me to touch ER. I like a little bit of challenge, but to me, that's not the point of a game.
I know you're not advocating for ESO to be more like ER (I hope), but I do think that those who play ESO generally look for something else besides challenging content. Immersion, stories, relaxation even (I know a lot of people play Skyrim to relax). Not every gamer likes the same thing.
(Having said that, I do think tweaking the difficulty up would be great for seasoned players, as long as it's optional).
The_Titan_Tim wrote: »Games that make you leave a boss with an L and have to revise your strwe hvategy, rent space in your head and keep you coming back, striving to be better.
Edit: Pre-One Tamriel had that vibe, and it was amazing, the problem was the lack of incentive, and the lack of options. People didn’t want to be pigeoned into a linear direction, which was what irritated them back in the day. My incentive was the lore, having played every TES game prior, simply learning more about each race was all I needed.
One Tamriel solved the free-roam problem but created a new one entirely… instead of having easy and difficult areas to every region, they settled in the middle, allowing the power to creep, inevitably making the game too easy.
This new update needed a chisel but ended up getting hammered, a pattern much too common when it comes to patches.
The_Titan_Tim wrote: »
Games that make you leave a boss with an L and have to revise your strategy, rent space in your head and keep you coming back, striving to be better.
spartaxoxo wrote: »The_Titan_Tim wrote: »Challenge is great, look at the successes of recent games, like game of the year Elden Ring. The way FromSoftware do their reward to difficulty ratio is massively popular for a reason.
Sure. But that game series has cultivated an audience that likes difficult games from jump. ESO on the other hand has aggressively cultivated a more casual audience, because when they tried to cultivate an audience who liked difficulty, the game flopped. You can't really just take a game that's been around for years and change its audience.
This is why I think that if they do implement this idea, they need to be careful in how they do it. Their casual audience is their biggest one. It's evident in their interviews, PlayStation trophy data, and design decisions.
All that said, there is room to improve the difficulty issue for vet players. I think a slider ala LOTRO would work best, but they need to come up with something. There's really no reason players who like the harder stuff need to be so starved for content.
Agenericname wrote: »Its a SP/Co-op and difficult to compare to an MMO, especially one as close to a themepark as ESO is, but there is a place in the market for it. I do agree, they would have to be careful with it.
Franchise408 wrote: »...while I do very much enjoy the group content in this game, vet dungeons and trials, and feel that is the level of challenge and difficulty I am looking for in my gaming time, sometimes I don't always want to do group content, and if it's not trial time for my guild, there isn't really much for me to do in game, if anything.
Franchise408 wrote: »I don't even care if overland is reworked or not, I'd be happy with future chapters and DLC giving vet zones that we can go to to get a more engaging solo overland experience. A place where I can really play with my characters, builds, rotations, skills, abilities, sets, and everything else that I've worked to build on my character, and do so at a time where grouping might not be an option (if it's not trial time in my guild) or if I don't want to do group content at that time.
Franchise408 wrote: »I understand gaming for relaxation as well, and have plenty of games that I play to relax, but when I am playing a combat centric RPG, I want opportunities to actually USE the character that I've built up and see those strategies and character building choices put in action.
spartaxoxo wrote: »Agenericname wrote: »Its a SP/Co-op and difficult to compare to an MMO, especially one as close to a themepark as ESO is, but there is a place in the market for it. I do agree, they would have to be careful with it.
Well MMOs are also an aging genre....
There is a place in the market for a new more difficult mmo (isn't that what New World is supposed to be??), but I don't think changing an existing old game to just be like that game would work out. It's a general rule it's better to please existing customers than chase new ones with a game this old. Whatever changes that are made can't alienate casual players. I think it would depend on whatever they did. People don't want empty lands. They don't forced difficulty. But there's a LOT of room for doing things that doesn't involve either of them. I am hoping that this next chapter will show they finally have an answer to this problem.
Agenericname wrote: »Personally I feel like an engaging overland goes beyond simple difficulty. Even if NW had have been as difficult as ER, which ER's overland isnt horribly difficult, it would have still been moving a character from point A to point B follwing quest markers. The difference would be, it would take 3 hits to kill a wolf instead of 2.
Agenericname wrote: »Personally I feel like an engaging overland goes beyond simple difficulty. Even if NW had have been as difficult as ER, which ER's overland isnt horribly difficult, it would have still been moving a character from point A to point B follwing quest markers. The difference would be, it would take 3 hits to kill a wolf instead of 2.
That is actually a predicted problem if you read through this thread.
Just having harder general overland is pointless if there is no reason to be in the overland. Something needs exist to bring people in to do something. I doubt players are going to line up to just kill harder monsters in numbers big enough to justify doing it. If people are coming to the zone for something else, and all that is happening is that it is taking longer to accomplish whatever they are there to do, chances are most people will pick the easy path. The destination isn't going to be "harder overland" for most players. I think most players will see "annoying overland" and "easy overland" and pick the latter.
This is why I don't think ZOS is going to do overland zones. There needs to be a reason to do harder overland zones that goes well beyond "I want harder overland". Well beyond. Maybe they can come up with something with rewards, but my guess is that if they do many special rewards in harder content only, a sizable portion of their player base will complain, and loudly. Why? Because they are never going to do that harder content and will feel sidelined.
They might do a slider, but my bet is that, if they do, they won't do it for _everything_ in overland. They will do it just for bosses and boss content and my guess is that most players (aka "clear majority") won't move it from default. The slider will be a "nerf" to the character, not a buff, because everyone will be in the same zone with the same overland difficulty. The "veteran" players would just do less DPS compared to non veteran players. And THAT is why I don't think they will do sliders, either.
If I am wrong, it will be interesting to see what they do, though.
Franchise408 wrote: »
when I am playing a combat centric RPG, I want opportunities to actually USE the character that I've built up and see those strategies and character building choices put in action.
Four_Fingers wrote: »Not to mention the overland in Elden Ring is also not as hard as the bosses to me anyway.
Used the overland in ER to level just like other games.
Bodycounter wrote: »...//.... The main problem is that every enemy instantly dies when im touching it and even enemies that are meant to be a real threat in the story will die within seconds. ...//...