KapiteinBoterham wrote: »Not loyal player: Another super important bad guy defeated in just two flurry hits, i am so pro! This is because i am so good and not because i am ignorant to the fact that i can better my build. Let's skip all the dialogue and onto the next zone!
By the time I got through the Ascendant Magus, I couldn't uncramp my fingers and wrists without soaking them in a sinkful of hot water.
It's okay though really - I have other things I enjoy, and I can just pretend to myself that I did the whole bit. The rewards are really never anything I'm much interested in anyway. But it's fallacious to say "everyone can blow by the story bosses they're so easy" - because I can't.
I have only one request for overland: Make Nirncrux drop much, much more in Craglorn. Despite daily slogging through Craglorn, the mining runs, and a PETA animal shelter's worth of welwa slaughtering in 2023, I was only able to harvest a grand total of 5 Nirncrux in all of 2023.
You were very unlucky, then. The drop rate for nirncrux is **roughly** 1/200 for potent and 1/100 for fortified, and can be found in various crafting nodes (cloth, ore) and from some of the animals. Instead of fighting the welwa and clearing the mines, just try farming the cloth/ore nodes throughout the zone, it works well for me. I have about 60 fortified and 40 potent, and that's from about a year of casual farming (e.g. farming while I'm doing other activities, such as the farming-related endeavours).I have only one request for overland: Make Nirncrux drop much, much more in Craglorn. Despite daily slogging through Craglorn, the mining runs, and a PETA animal shelter's worth of welwa slaughtering in 2023, I was only able to harvest a grand total of 5 Nirncrux in all of 2023.
KapiteinBoterham wrote: »This thread is so depressing its just a black hole for all the complaints about overland that will never ever get adressed (grim focus permaglow flashbacks).
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Creating a toggle would take the devs extra time and resources, not something they are keen to do.
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Drammanoth wrote: »Guys, loyal or not, wouldn't it be better to have some pocket dimensions of Oblivion open, smaller size than in Blackwood / the Deadlands so that we could fight a stronger version of a WB, like we have those Havocrels?
The Overland would remain untouched for people who enjoy it, and those wishing some challenge could slip into the crevice and battle the WB
KapiteinBoterham wrote: »I just can't stop myself from replying to these responses...
"I'm fine if that's an OPTION for those "loyal players". I'm not fine if it's across the board, non-optional. I don't NEED any more issues getting through quests and story bosses." "I personally disagree with a non-optional increase"
Like mentioned in my previous comment: Creating a toggle would take the devs extra time and resources, not something they are keen to do. Ask for too much and you might get nothing...
"Since I actually have very little use for combat in this game (or any other now really), I'll just be ignoring quest bosses I guess. I do not find any of it fun - as far as I'm concerned, I don't care two hoots if the boss has VA lines (hate VA to begin with) I never hear, and mechanics I never see.... "
This is not something a very loyal player would say in my book. Replies like these are why this thread is now almost 200 pages long, two years old and why there is never going to be any change. It must be very tiring for the developers/community managers to wade through all the back and forth to look for solid constructive critism.
Sometimes i even think that is the purpose of the people that do not agree with you, to make the thread so convoluted that the real problems will never get adressed. How hard is it to be nice for eachother and respect someone complaints? Anyhoo this is enough screaming into the void for me. Lets hope the game keeps expanding for the better! HAPPY NEW YEAR GUYS!
KapiteinBoterham wrote: »
Sometimes i even think that is the purpose of the people that do not agree with you, to make the thread so convoluted that the real problems will never get adressed.
spartaxoxo wrote: »Increasing the HP wouldn't make the fights more engaging because it would be the same level of damage. The move that you ignored still isn't going to one shot you or punish you. Increased HP just makes the fight take longer..
"Crafted set:
(2) Increases incoming damage from monsters by 25%
(3) Decreases outgoing damage to monsters by 25%
(4) Increases both to 50%
(5) Increases both to 75%"
@Mocap wrote this. I'd add some incentive like at 5 pieces additionally; 10% more experience and gold gain. Nothing dramatic, but something to balance off the increased difficulty.
The problem with this is that purposely making things harder for yourself is something that only a minority of people would do. I don't know the population differences between No-CP and standard Cyrodill, but that would be one indicator. Similarly, one could add an option upon entering a delve to disable CP's to at least make them somewhat harder. But in general, the delve bosses need a boost.
Not necessarily. This is extremely complex software, and I know from personal experience that features which may from an outsider's point of view appear very simple to implement are, in fact, very time-consuming and complicated to implement.spartaxoxo wrote: »Increasing the HP wouldn't make the fights more engaging because it would be the same level of damage. The move that you ignored still isn't going to one shot you or punish you. Increased HP just makes the fight take longer..
A difficulty slider that changes all damage done and all damage taken would help with that issue, as well as be simple to implement.
Not necessarily. This is extremely complex software, and I know from personal experience that features which may from an outsider's point of view appear very simple to implement are, in fact, very time-consuming and complicated to implement.spartaxoxo wrote: »Increasing the HP wouldn't make the fights more engaging because it would be the same level of damage. The move that you ignored still isn't going to one shot you or punish you. Increased HP just makes the fight take longer..
A difficulty slider that changes all damage done and all damage taken would help with that issue, as well as be simple to implement.
SilverBride wrote: »I am a veteran player and I enjoy challenging content but I do not want overland difficulty increased in any way, not even a little bit. I love overland for the story and the relaxing experience it provides.
I agree with optional hard mode challenge banners for story bosses but I will never agree to a mandatory across the board increase in difficulty.
Blackbird_V wrote: »SilverBride wrote: »I am a veteran player and I enjoy challenging content but I do not want overland difficulty increased in any way, not even a little bit. I love overland for the story and the relaxing experience it provides.
I agree with optional hard mode challenge banners for story bosses but I will never agree to a mandatory across the board increase in difficulty.
We're not asking for a mandatory "across the board increase in difficulty". This has been mentioned at least 100+ times already.
Blackbird_V wrote: »We're not asking for a mandatory "across the board increase in difficulty". This has been mentioned at least 100+ times already.
KapiteinBoterham wrote: »Just a little exta HP won't hurt; You would spend 5-10 seconds extra at a story/quest boss.
Warhawke_80 wrote: »KapiteinBoterham wrote: »It's a disservice to the writing of the quests to have their bosses have so little HP, it's laughable. If you were to just increase their HP a little there would be no problems. Neither would a simple difficulty slider like in Oblivion/Skyrim be too bad, just a health/damage increase or something.
I can't remember if i ever actually needed to take a potion or eat a better food beforehand. It's such a slap in the face to the RPG gaming scene and turns a lot of new players off.
That is an existential argument...one might counter that it is a disservice to all of the players that are use to the current difficulty to go back and change ten years of content because a handful of Trial Players thinks it's too easy.
If ZoS did that the forums would be flooded with players complaining...what would we tell them? To suck it up and git gud?
My point is...your assertion just dosen't take in account the reality of the situation.
A handful of trial players? No, not really. A lot of people aren't satisfied with the current situation regarding overland, while most of them aren't "trial players".
Trying to devalue other peoples arguments by pretending they were only a small minority without any proof and against all probability is just dishonest framing.
Zos already acknowledged several times, that a lot of people are asking for changes regarding overland difficulty. This very thread, as well as the implementation of IA (instead of overland story) and nymics are proof for this.
Besides that: Which issue do you have with the implementation of difficulty sliders or other options to make overland more difficult for those interested in it?
What does that take away from you?
Exactly, absolutely nothing.