SilverBride wrote: »All I know is my game experience has been made more negative and I do not want any more of these universal changes.
if they do nothing to actually address the very logical, probably reasonably doable options brought up over and over again all through this thread, eventually anyone not happy with the status quo will quit playing the game. At the very LEAST, a difficulty slider needs to be implemented. That way, y'all could have your Elden Ring style hard mode, and I could quite happily exist in the game I've enjoyed for 7 years.
SilverBride wrote: »SilverBride wrote: »I'm not saying players shouldn't make suggestions. But when there are repeated complaints that the story bosses die too fast and they die before they complete their dialogue etc... well now they don't.
That doesn't change the fact that story bosses are still incredibly easy, though, so I'd say that it's worth repeating that an option to make fights like that more memorable (with the aforementioned difficulty sliders, hard mode scrolls etc.) would be a great addition to the game.
And it's not like only "ESO veterans" would appreciate a more difficult Overland. Posts by new players about the lack of difficulty pop up pretty regularly on ESO's subreddit too.
I don't find the story bosses incredibly easy on all of my characters. For some they are more difficult and take longer, depending on my build.
I see posts stating that they think overland is too easy, mostly by players that have stopped playing or just started and expected a more Dark Souls like experience. That isn't what ESO is and therefore it's not the game for everyone. But it is the game for most of us that have been playing for years now.
But I never hear players say anything about the difficulty while I'm in game questing overland. At least I hadn't until a couple of weeks ago. I was questing West Weald and a player whose name I recognized from this thread started complaining in zone chat. They were saying things like "I just came back to the game and bought Gold Road and it's so boring." No one replied. Then "Does anyone else find this too easy and boring?" Once again no one replied. After about 5 minutes of this they finally stopped. The lack of response by the zone was very telling about what the general consensus is.
spartaxoxo wrote: »They scrapped the Q4 DLC for Infinite Archive. It's clear that they want to address the issue. They just won't address it in a way that makes sense because they do not understand. They have never shown understanding of the debuff suggestion. They have never shown understanding of the core problem all these solutions these complaints are about. They think it's just combat. It's not.
"I don't find the story bosses incredibly easy on all of my characters. For some they are more difficult and take longer, depending on my build." I must disagree on this. Apart from the Necrom and Gold Road chapters, I finished all the quests in the game (not only the main story line but all the quests). I stop doing quests because they are too easy and I get bored. Don't get me wrong, I really like the stories, but running from point A to point B without a challenge, I lost interest in doing them.
SilverBride wrote: »"I don't find the story bosses incredibly easy on all of my characters. For some they are more difficult and take longer, depending on my build." I must disagree on this. Apart from the Necrom and Gold Road chapters, I finished all the quests in the game (not only the main story line but all the quests). I stop doing quests because they are too easy and I get bored. Don't get me wrong, I really like the stories, but running from point A to point B without a challenge, I lost interest in doing them.
You may disagree but this is my experience. Some of my characters that aren't set up for more challenging content do have a harder time with some of the story bosses. But I found the trend to more difficult story bosses started with High Isle and have gotten progressively worse.
I also do every quest in every zone on every character. I even use an add-on that lists all the quests so I don't miss any because there are quests that aren't counted toward map completion. I have completed this on 4 of my characters so far and am working in the last 3 now, and I am still enjoying them as much as ever. Although I'd enjoy them a lot more if they slowed things down with the story bosses.
If these story boss fights continue to get more and more difficult with every new chapter (World Bosses too) it will end up like it was before One Tamriel where it wasn't unusual at all to spend days just trying to defeat one story boss. That drove off a lot of players.
ArchangelIsraphel wrote: »Kind of off topic, but what is the name of the addon you use that shows quests which aren't counted towards map completion? I'd really like to get this addon to make finding/knowing about these quests easier.
I just read up on LOTRO's "Landcape Difficulty" for a bit (which apparently offers nine difficulty levels to choose from) and from what I gathered, even though it isn't without its flaws, people like it and its introduction was well received.
I do think that implementing something like that would be good ESO as well. New players that prefer a bit more challenge could start on a higher difficulty (which would make them better prepared for group content later on), existing players might roll a new alt to go through the stories again, and a portion of the players that have left the game because of the current difficulty might even return because of it.
And the easiest setting could make Overland content even easier than it is now, in my opinion, so that the players that are unable to defeat the Main Quest bosses from the latest Chapters would be able to do so. It's a shame that some players can't finish those quests or are discouraged from even starting them, even though they play ESO just for the quests. The second difficulty level could be ESO's default difficulty, and it could ramp up from there.
In the end, I'd say that a QoL patch focused on difficulty - a patch that would introduce an optional more difficult Overland as well as a Story Mode for Dungeons - would be welcomed by a not insignificant part of the community.
SilverBride wrote: »All I know is my game experience has been made more negative and I do not want any more of these universal changes.
SilverBride wrote: »ArchangelIsraphel wrote: »Kind of off topic, but what is the name of the addon you use that shows quests which aren't counted towards map completion? I'd really like to get this addon to make finding/knowing about these quests easier.
Journal Quest Log
When I first got it I went to all my characters I thought had completed all the zones and found quests I had missed in almost every zone. The reason I looked for it was because I was running into quests in zones that the map showed completed so I searched for a quest add-on. Now I just Google the name of an incomplete quest and find out where it starts, then complete it.
sh4d0wh4z3 wrote: »The overland itself is irrelevant. I don't think anybody is itching to wipe to a pack of wolves, wasps, bandits, etc that are all spaced 5-10 feet apart from each other.
sh4d0wh4z3 wrote: »The overland itself is irrelevant. I don't think anybody is itching to wipe to a pack of wolves, wasps, bandits, etc that are all spaced 5-10 feet apart from each other.
I'm not itching to die to a pack of wolves but I do want fights to feel like they make sense, and I feel like a pack of wolves should be dangerous. The fact that we disagree is exactly why we should have the ability to choose for ourselves.
This is an MMO and so considerations have to be made for peak times when there are a lot of players in a zone, so I don't begrudge ZOS for handling spawns this way, even if I do think they could improve things by increasing randomness and adding higher concentrations to certain areas. That being said, overland enemies are so trivially easy to defeat or outrun right now that I don't see how anyone could complain about them being annoying, since all they really do is maybe force you to wait an extra few seconds when you're trying to use a wayshrine. It feels like a non-issue to me.sh4d0wh4z3 wrote: »sh4d0wh4z3 wrote: »The overland itself is irrelevant. I don't think anybody is itching to wipe to a pack of wolves, wasps, bandits, etc that are all spaced 5-10 feet apart from each other.
I'm not itching to die to a pack of wolves but I do want fights to feel like they make sense, and I feel like a pack of wolves should be dangerous. The fact that we disagree is exactly why we should have the ability to choose for ourselves.
I want fights to make sense too, but I'm more interested in a hard boss for a quest rather than random trash. Overland is a right pain to explore already due to how many enemies there are lumped together. You have a pack of three, and then another pack of 3 5 feet from them, and then yet another pack of 3 5 feet away from those. Despite being incredibly easy to kill, they're still incredibly annoying to deal with just by how often you encounter them because they're a waste of time and because the only other option is to get stuck in combat if you're not just quickly passing through.
You're speaking for the entire community here and It's just not true for everyone.sh4d0wh4z3 wrote: »...a blanket difficulty increase would make it unbalanced and leave a poor taste even in the mouths of those who wanted it.
Implementing this would probably be a more complicated solution than necessary and giving players the ability to select their own challenge level would preclude the need for it. It can be handled on a per-character basis without affecting anyone else and it wouldn't separate players.sh4d0wh4z3 wrote: »I would be more than delighted with any instanced location having a vet option because most everything interesting already takes place in an separate instance away from the zone map.
This is an MMO and so considerations have to be made for peak times when there are a lot of players in a zone, so I don't begrudge ZOS for handling spawns this way, even if I do think they could improve things by increasing randomness and adding higher concentrations to certain areas. That being said, overland enemies are so trivially easy to defeat or outrun right now that I don't see how anyone could complain about them being annoying, since all they really do is maybe force you to wait an extra few seconds when you're trying to use a wayshrine. It feels like a non-issue to me.sh4d0wh4z3 wrote: »sh4d0wh4z3 wrote: »The overland itself is irrelevant. I don't think anybody is itching to wipe to a pack of wolves, wasps, bandits, etc that are all spaced 5-10 feet apart from each other.
I'm not itching to die to a pack of wolves but I do want fights to feel like they make sense, and I feel like a pack of wolves should be dangerous. The fact that we disagree is exactly why we should have the ability to choose for ourselves.
I want fights to make sense too, but I'm more interested in a hard boss for a quest rather than random trash. Overland is a right pain to explore already due to how many enemies there are lumped together. You have a pack of three, and then another pack of 3 5 feet from them, and then yet another pack of 3 5 feet away from those. Despite being incredibly easy to kill, they're still incredibly annoying to deal with just by how often you encounter them because they're a waste of time and because the only other option is to get stuck in combat if you're not just quickly passing through.You're speaking for the entire community here and It's just not true for everyone.sh4d0wh4z3 wrote: »...a blanket difficulty increase would make it unbalanced and leave a poor taste even in the mouths of those who wanted it.
Again, this is why we should have a choice. I've seen some people ask specifically for boss challenge options and I don't have a problem with that, but I definitely want tougher non-boss enemies as well since they're the bulk of what I fight and I also want those fights to feel satisfying.Implementing this would probably be a more complicated solution than necessary and giving players the ability to select their own challenge level would preclude the need for it. It can be handled on a per-character basis without affecting anyone else and it wouldn't separate players.sh4d0wh4z3 wrote: »I would be more than delighted with any instanced location having a vet option because most everything interesting already takes place in an separate instance away from the zone map.
Sure it is. We know it's possible because permanent debuffs exist in other parts of the game. The only question is how the system should be implemented - how granular it should be and how the player should activate it. My personal choice is to enable it through the Options menu because that's the simplest and most accessible way, but LotRO uses a diegetic system which the player has to enable through an NPC. Other options that have been discussed are through food, skills or gear, but no matter how it's enabled, it comes down to turning on a debuff which adjusts the character's numbers down in accordance with their desired level of challenge.sh4d0wh4z3 wrote: »I don't have any confidence they could properly implement a custom difficulty scale per character. I doubt it's even possible engine wise.
sh4d0wh4z3 wrote: »The overland itself is irrelevant. I don't think anybody is itching to wipe to a pack of wolves, wasps, bandits, etc that are all spaced 5-10 feet apart from each other.
I'm not itching to die to a pack of wolves but I do want fights to feel like they make sense, and I feel like a pack of wolves should be dangerous. The fact that we disagree is exactly why we should have the ability to choose for ourselves.
sh4d0wh4z3 wrote: »The overland itself is irrelevant. I don't think anybody is itching to wipe to a pack of wolves, wasps, bandits, etc that are all spaced 5-10 feet apart from each other.
I'm not itching to die to a pack of wolves but I do want fights to feel like they make sense, and I feel like a pack of wolves should be dangerous. The fact that we disagree is exactly why we should have the ability to choose for ourselves.
I agree, but I do wish people were careful pointing to LOTRO as an example of how to do it. Making sense means when I fight wolves I want to see claws and teeth, not LOTRO's laser beams from the sky or 'corruption' on the ground or any other contrived mechanics. Yet knowing ZOS' conception of 'difficulty' that is exactly the kind of thing they'd lean towards.
A proper difficulty slider that won't depend on such antics is actually much harder to get right than people seem to think and I agree with @sh4d0wh4z3 that based on ZOS' track record they do not seem to have the expertise or inclination to pull it off. It's just not in their repertoire.
But self-defeatism like this, which I see far too often in this thread, is like calling off the party because you forgot the balloons. If you give up before things get started, there's no way you'll have a good time.
For my part, what I want is a questing and exploration experience in an open world Tamriel where what looks dangerous is dangerous and impacts how I face it. In short, something that lives up to the ES legacy. I think we have every reason to expect ZOS to deliver on that. They should want this for their game.
SilverBride wrote: »For my part, what I want is a questing and exploration experience in an open world Tamriel where what looks dangerous is dangerous and impacts how I face it. In short, something that lives up to the ES legacy. I think we have every reason to expect ZOS to deliver on that. They should want this for their game.
The fact that some players want certain things doesn't mean ZoS should want them, too. There are a lot of other players, many of whom have differing opinions, to consider, too.