spartaxoxo wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »I have advocated for them for three years and have posted multiple videos showing why they're necessary.
These videos do not show that anything is necessary. All they show is one player being able to defeat difficult enemies. That is far from everyone's experience. But even if it was there are still a lot of players that enjoy being strong and able to easily defeat enemies, even Bosses.
Increased difficulty is a personal preference, not a necessity.
The reason for most players driven changes in the game is that a lot of people are complaining about whatever is getting changed. This is why the nerfed herald seekers, for example. A lot of people were complaining about how the increased difficulty of overland was making their experience unpleasant, and ZOS nerfed it. If that is the reason why decreased difficulty is necessary, then it certainly should be a reason why increased difficulty options are necessary too.
Well, my objection to the damned herald seekers wasn't difficulty, as I didn't "choose" to engage them: they kept getting pulled onto me by others fighting them near my dig sites! Ultimately, I learned where they were, and if a site popped up in one of those areas, I'd just rescry until I got one where a seeker wasn't.
They could have resolved that with aggro changes alone but they nerfed the seekers themselves and also lowered the amount needed IIRC.
I don't think that this sort of aggro was the only issue with the seekers, though.
Reduced the health and damage output of Herald’s Seekers in the Apocrypha and Telvanni Peninsula zones.
Each Bastion Nymic daily quest now has its own unique name to help you differentiate between them.
Added additional guidance to direct you to Ordinator Tandessa for optional conversations.
Reduced the amount of Daedric Ichor you need to harvest to 4, down from 5.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »I have advocated for them for three years and have posted multiple videos showing why they're necessary.
These videos do not show that anything is necessary. All they show is one player being able to defeat difficult enemies. That is far from everyone's experience. But even if it was there are still a lot of players that enjoy being strong and able to easily defeat enemies, even Bosses.
Increased difficulty is a personal preference, not a necessity.
The reason for most players driven changes in the game is that a lot of people are complaining about whatever is getting changed. This is why the nerfed herald seekers, for example. A lot of people were complaining about how the increased difficulty of overland was making their experience unpleasant, and ZOS nerfed it. If that is the reason why decreased difficulty is necessary, then it certainly should be a reason why increased difficulty options are necessary too.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »I have advocated for them for three years and have posted multiple videos showing why they're necessary.
These videos do not show that anything is necessary. All they show is one player being able to defeat difficult enemies. That is far from everyone's experience. But even if it was there are still a lot of players that enjoy being strong and able to easily defeat enemies, even Bosses.
Increased difficulty is a personal preference, not a necessity.
The reason for most players driven changes in the game is that a lot of people are complaining about whatever is getting changed. This is why the nerfed herald seekers, for example. A lot of people were complaining about how the increased difficulty of overland was making their experience unpleasant, and ZOS nerfed it. If that is the reason why decreased difficulty is necessary, then it certainly should be a reason why increased difficulty options are necessary too.
ZoS has the numbers. They can see how many, or how few players were engaging the Herald Seekers. That may have been a factor in why they lowered their difficulty.
It is perfectly reasonable to ask for changes that make the game more enjoyable for some players, but those are quality of life features based on personal preference, not necessities.
spartaxoxo wrote: »Anything that prevents a lot of players from being able to play content is a necessity in a video game.
I do agree with you somewhat, but Viikor Brazen Hoof from Silorn might be a tad overtuned. When it comes to Overland content, I've always thought that Public Dungeon Group Bosses were supposed to be easier than World Bosses (as it's easier to get help with a fight on the World map than at the far end of a Public Dungeon). I find Viikor more difficult to solo than some of the recent WBs though.Theist_VII wrote: »World Bosses and Public Dungeon Group bosses should not be solo-able by your average player.
They are designed with group play in mind. I keep seeing Silorn pop up, I’m assuming the Group boss is what people find difficult? It literally has Group in the name of the description…
That said, I wish that the quest bosses were (optionally) at least as difficult as Viikor so that those fights would be a bit more memorable.
SilverBride wrote: »spartaxoxo wrote: »Anything that prevents a lot of players from being able to play content is a necessity in a video game.
There is a huge difference between not being able to do something and just not wanting to.
Enemies that are easy don't stop anyone from engaging with and defeating them. Virtually everyone can defeat easy enemies. They may not prefer to fight easy enemies, but they can.
But enemies that are so difficult that many players are unable to defeat them is stopping players. This may be one reason the Herald Seekers were adjusted.
What is being asked for is a quality of life feature, which is perfectly reasonable. But it is not a necessity because it is only the player's personal preference that is stopping them from engaging the content.
SilverBride wrote: »That said, I wish that the quest bosses were (optionally) at least as difficult as Viikor so that those fights would be a bit more memorable.
Since the Story Bosses are instanced they could have hard mode scrolls that the player could use if they choose. Possibly 2 or 3 levels of difficulty, because not all those wanting more difficulty want it to the same degree.
These wouldn't negatively affect other players that are now struggling with these Bosses like the current changes are.
[Edit] It would be nice if they include an easy mode scroll for those that find these fights too difficult.
I'd prefer a slider or setting that would effect the entire Overland instead of having multiple easy and hard mode scrolls in front of bosses in instanced content though.
SilverBride wrote: »There is no way that every player is going to find every bit of content in any game to their preference. We choose what we will engage in and what we don't. If we choose not to engage in some content for whatever reason, that is our choice, not a flaw in the game.
No matter what we think personally, ZoS are the ones that have to see a need.
SilverBride wrote: »I'd prefer a slider or setting that would effect the entire Overland instead of having multiple easy and hard mode scrolls in front of bosses in instanced content though.
I am no programmer, but I imagine that difficulty scrolls would be a lot easier to implement than the entire overland. And since Story Bosses were one of the biggest complaints in this thread, it looks like a good place to start.
colossalvoids wrote: »SilverBride wrote: »There is no way that every player is going to find every bit of content in any game to their preference. We choose what we will engage in and what we don't. If we choose not to engage in some content for whatever reason, that is our choice, not a flaw in the game.
No matter what we think personally, ZoS are the ones that have to see a need.
Issues is that people want to, desperately so to enjoy some forms of content they can't currently. The metrics of "success" is wildly different from player to player, for one it's an ability to finish the activity and for the other it's the fun along the way which is success, no matter if the content is completed at all as an example so this content fails for a lot of us and surely can be made better by some means be it challenge scrolls, instances or any other solution.
spartaxoxo wrote: »colossalvoids wrote: »SilverBride wrote: »There is no way that every player is going to find every bit of content in any game to their preference. We choose what we will engage in and what we don't. If we choose not to engage in some content for whatever reason, that is our choice, not a flaw in the game.
No matter what we think personally, ZoS are the ones that have to see a need.
Issues is that people want to, desperately so to enjoy some forms of content they can't currently. The metrics of "success" is wildly different from player to player, for one it's an ability to finish the activity and for the other it's the fun along the way which is success, no matter if the content is completed at all as an example so this content fails for a lot of us and surely can be made better by some means be it challenge scrolls, instances or any other solution.
Yeah. I don't know how they could about fixing things. But, I know they should try. And it should be an optional thing. The only thing their current path has done is pit players against one another, make some side content hopelessly out of reach for new players, and cause a good amount of both vet and casual players to leave the game. It's bit of a bummer, honestly.
colossalvoids wrote: »Anecdotally it made me abandon one of my favourite activities - helping newer players out with stuff through /z or just randomly going for bosses in zones to see if anyone is up and actually directly help if approached in dm's. Thanks to this thread where I've been told that I'm an asset for new players so can't have my own fun in separate instance when I'd feel to lol. Now it's not even my "main" game anymore despite being TES related so here's that.
I'm no programmer either, but I figured it would be the other way around. Though I suppose that would depend on the effect of those scrolls.
Of course, ten years means ESO has accrued its own veterans, and with One Tamriel stripping away the level restrictions and putting all zones - even new ones - on the same level playing field, many old-timers now find the game too easy. It’s an interesting contrast as ESO being too hard was what once pushed so many away.
“We do hear that feedback all the time,” Lambert says. “‘Give us a difficulty slider, let us do hard modes.’ There’s things we’re looking at but it’s not a simple problem because ten different people can play the game and they all play it ten different ways and it’s hard for some and easy for others. So we have to find the happy medium ground where the most amount of people can enjoy it.”
I wouldn't get all that excited. If they were cooking up some grand 'difficulty slider' option, why would they intentionally ramp up zone difficulties, only to have to go back later to reduce it? Once a slider is in place, every zone will need to cleanly adhere to a baseline, since the slider would amplify any differences between them.
SilverBride wrote: »Keep in mind that suggestions are not always implemented the way the players expect.
I wouldn't get all that excited. If they were cooking up some grand 'difficulty slider' option, why would they intentionally ramp up zone difficulties, only to have to go back later to reduce it? Once a slider is in place, every zone will need to cleanly adhere to a baseline, since the slider would amplify any differences between them.
Unfortunately, when I read the quote from Lambert, this suggests a contradiction:
“Give us a difficulty slider, let us do hard modes.’ There’s things we’re looking at but it’s not a simple problem..."
This suggests that they are looking at a slider.
"...ten different people can play the game and they all play it ten different ways and it’s hard for some and easy for others. So we have to find the happy medium ground where the most amount of people can enjoy it.”
In a slider situation, "happy medium" would be whatever the player sets the slider for. Instead, this sounds like they are trying for a difficulty level that is somewhere in the middle, and that would apply to everyone. Basically, what they are doing today.
Maybe they are working on a slider that they can use, but would not necessarily be available to the player? ¯\_(ツ)_/¯