But then we'd have to deal with a dozen of these every day.... Ugh.
spartaxoxo wrote: »But then we'd have to deal with a dozen of these every day.... Ugh.
That's the real reason this exists. They do seem to sub tweet us in interviews though. I was really happy when I saw them finally acknowledge sliders and hard modes, recently. Hopefully, they'll implement something soon and this topic can finally be put to bed.
SilverBride wrote: »Well something needs to happen to stop the direction things are going with the increasingly difficult Bosses because those are part of overland, too and less people are doing them now because of it.
I usually spend time in the latest zones doing the dailies for awhile but this time I stopped the second I got the last script I needed, all because I don't enjoy the long drawn out fights these have turned into.
This is a very bad direction to take what has been a successful game. I am not one to predict doom but if this doesn't stop and turn around I can see a lot of players leaving, or at the very least no longer buying the newer chapters.
Please yes, just do this and the game would immediately be made better for it.SilverBride wrote: »Three years of feedback is enough. It's time to take action. And a little communication would be helpful, too.
- Give them a slider
- Decrease the base difficulty of the World Bosses, Story Bosses and Public Dungeon group events from the HIgh Isle Chapter forward
- Stop with the Invulnerable phases that only serve to prolong the fights
- Make everyone happy by doing all of the above
- Then close this 3 year old thread
SilverBride wrote: »It's extremely frustrating to hear over and over that the game I love is flawed and needs to be changed into something that will drive me out, just like the difficulty before One Tamriel did. I know the word optional is supposed to prevent that but it's not working.
Just doing my 3month-check in.
Any news or is Openworld still bad?
SilverBride wrote: »Well something needs to happen to stop the direction things are going with the increasingly difficult Bosses because those are part of overland, too and less people are doing them now because of it.
I usually spend time in the latest zones doing the dailies for awhile but this time I stopped the second I got the last script I needed, all because I don't enjoy the long drawn out fights these have turned into.
Theist_VII wrote: »Just doing my 3month-check in.
Any news or is Openworld still bad?
Still bad, and worse, people are capitulating to the idea of a slider nowadays.
Funny enough, if a slider was implemented, you’d see the same faces back again complaining about enemies using the same dull attacks, and how trivial it is to avoid them.
Stafford197 wrote: »Theist_VII wrote: »Just doing my 3month-check in.
Any news or is Openworld still bad?
Still bad, and worse, people are capitulating to the idea of a slider nowadays.
Funny enough, if a slider was implemented, you’d see the same faces back again complaining about enemies using the same dull attacks, and how trivial it is to avoid them.
What’s wrong with a slider? It outright solves the difficulty issue with minimal effort, as it does in many other games.
If you’re asking for ZOS to completely rework all enemy AI, we’ve now crossed into the realm of unreasonability on many different fronts. You seem to think you know better than everyone else though so what’s your idea here, given the many different needs of the community and current game limitations?
SilverBride wrote: »Stafford197 wrote: »I’ll just add that the “One Tamriel” update, which launched 8 years ago, caused this whole situation in the first place. But it was still a fantastic patch despite ESO being considered too easy at the time.
The game was not too easy before One Tamriel. As Rich said: "ESO being too hard was what once pushed so many away." That is the reason I and many of my friends left.
Theist_VII wrote: »if a slider was implemented, you’d see the same faces back again complaining about enemies using the same dull attacks, and how trivial it is to avoid them.
The slider will simply make it so that the character is more vulnerable and has a combat penalty of some sort. The mobs will be the same as they are today. A lot of what makes ESO easy is understanding the mechanics, so just dying faster isn't going to make the mobs harder. It might just be more frustrating.
Stafford197 wrote: »Theist_VII wrote: »Just doing my 3month-check in.
Any news or is Openworld still bad?
Still bad, and worse, people are capitulating to the idea of a slider nowadays.
Funny enough, if a slider was implemented, you’d see the same faces back again complaining about enemies using the same dull attacks, and how trivial it is to avoid them.
What’s wrong with a slider? It outright solves the difficulty issue with minimal effort, as it does in many other games.
If you’re asking for ZOS to completely rework all enemy AI, we’ve now crossed into the realm of unreasonability on many different fronts. You seem to think you know better than everyone else though so what’s your idea here, given the many different needs of the community and current game limitations?
The slider will simply make it so that the character is more vulnerable and has a combat penalty of some sort. The mobs will be the same as they are today. A lot of what makes ESO easy is understanding the mechanics, so just dying faster isn't going to make the mobs harder. It might just be more frustrating.
This argument seems to ignore the fact that difficulty sliders which do nothing but adjust numbers exist in many, many games, and that people use them all the time. It ignores the fact that even minor changes make a big difference in how people approach a situation. I've made the comparison before but consider The Witcher III's Death March difficulty. To my knowledge it doesn't change behavior in any way but once you enable it, suddenly you're no longer spamming light attack. You're checking the bestiary, you're preparing for fights and you're using ALL of the tools available to you.
Difficulty sliders matter. They can make games more fun by forcing you to adjust the way you play. I'm a little tired of people replying with defeatist responses like "people will do the easiest thing anyway" or "if it doesn't change behavior then what's the point". It may not give an enemy more attacks, but what difference does that make if you're just dodging a telegraph or evading a red circle on the ground? If you don't like that style of combat, I have news for you: most MMOs are like this. A challenge slider at least gives us a way to improve the feeling of satisfaction when tackling a difficult situation, it forces you to think harder about your situation, and it changes your behavior. It may even encourage grouping. What a revelation that would be for an MMO in 2024.
Theist_VII wrote: »Stafford197 wrote: »Theist_VII wrote: »Just doing my 3month-check in.
Any news or is Openworld still bad?
Still bad, and worse, people are capitulating to the idea of a slider nowadays.
Funny enough, if a slider was implemented, you’d see the same faces back again complaining about enemies using the same dull attacks, and how trivial it is to avoid them.
What’s wrong with a slider? It outright solves the difficulty issue with minimal effort, as it does in many other games.
If you’re asking for ZOS to completely rework all enemy AI, we’ve now crossed into the realm of unreasonability on many different fronts. You seem to think you know better than everyone else though so what’s your idea here, given the many different needs of the community and current game limitations?
Enemies need to play off of each other, and bosses need more mechanics, ones that are already available in the game.
Do they need to re-write the book? No. But taking away some of the predictability of the game would go a long way towards making it a refreshing challenge.
Also; people seem to forget that a difficulty slider in singleplayer games is a lot different than a difficulty slider for an online shared world. In a singleplayer game, you have less rare difficult enemy spawns, AI will move faster and smarter, and those same AI will have new attacks that are thought provoking.
Don’t believe me? Look at Skyrim’s Legendary difficulty and do a comparison, and that’s an Elder Scrolls.
You can’t have that in a shared world.
Stafford197 wrote: »Theist_VII wrote: »Stafford197 wrote: »Theist_VII wrote: »Just doing my 3month-check in.
Any news or is Openworld still bad?
Still bad, and worse, people are capitulating to the idea of a slider nowadays.
Funny enough, if a slider was implemented, you’d see the same faces back again complaining about enemies using the same dull attacks, and how trivial it is to avoid them.
What’s wrong with a slider? It outright solves the difficulty issue with minimal effort, as it does in many other games.
If you’re asking for ZOS to completely rework all enemy AI, we’ve now crossed into the realm of unreasonability on many different fronts. You seem to think you know better than everyone else though so what’s your idea here, given the many different needs of the community and current game limitations?
Enemies need to play off of each other, and bosses need more mechanics, ones that are already available in the game.
Do they need to re-write the book? No. But taking away some of the predictability of the game would go a long way towards making it a refreshing challenge.
Also; people seem to forget that a difficulty slider in singleplayer games is a lot different than a difficulty slider for an online shared world. In a singleplayer game, you have less rare difficult enemy spawns, AI will move faster and smarter, and those same AI will have new attacks that are thought provoking.
Don’t believe me? Look at Skyrim’s Legendary difficulty and do a comparison, and that’s an Elder Scrolls.
You can’t have that in a shared world.
It sounds like you want ESO Overland to become something fundamentally different from what it is right now. What you’re asking from ZOS is for them to rewrite the book.
ESO being an MMO means we are playing in a shared world with other players. That is exactly why ZOS can’t do what you’re saying, because your suggestions (AI reworks, different enemy spawns) would require the playerbase to be split into different versions of each Zone based on Difficulty setting.
The suggestion proposed by myself and many others is to implement a Difficulty Slider which strictly places a debuff onto our character alone. This “adjusts the difficulty” while keeping the whole playerbase together in fighting the same enemies.
Theist_VII wrote: »The slider will simply make it so that the character is more vulnerable and has a combat penalty of some sort. The mobs will be the same as they are today. A lot of what makes ESO easy is understanding the mechanics, so just dying faster isn't going to make the mobs harder. It might just be more frustrating.
This argument seems to ignore the fact that difficulty sliders which do nothing but adjust numbers exist in many, many games, and that people use them all the time. It ignores the fact that even minor changes make a big difference in how people approach a situation. I've made the comparison before but consider The Witcher III's Death March difficulty. To my knowledge it doesn't change behavior in any way but once you enable it, suddenly you're no longer spamming light attack. You're checking the bestiary, you're preparing for fights and you're using ALL of the tools available to you.
Difficulty sliders matter. They can make games more fun by forcing you to adjust the way you play. I'm a little tired of people replying with defeatist responses like "people will do the easiest thing anyway" or "if it doesn't change behavior then what's the point". It may not give an enemy more attacks, but what difference does that make if you're just dodging a telegraph or evading a red circle on the ground? If you don't like that style of combat, I have news for you: most MMOs are like this. A challenge slider at least gives us a way to improve the feeling of satisfaction when tackling a difficult situation, it forces you to think harder about your situation, and it changes your behavior. It may even encourage grouping. What a revelation that would be for an MMO in 2024.
No, it is the very definition of a “defeatist response” to request a debuff slapped on your character and wiping your hands clean of the problem without addressing the underlying lack of difficulty found within the overland.
We’ve seen thought-provoking bosses from the multiple dungeons and arenas throughout the game, enough to know that delve and quest bosses could use a touch-up.
Theist_VII wrote: »The slider will simply make it so that the character is more vulnerable and has a combat penalty of some sort. The mobs will be the same as they are today. A lot of what makes ESO easy is understanding the mechanics, so just dying faster isn't going to make the mobs harder. It might just be more frustrating.
This argument seems to ignore the fact that difficulty sliders which do nothing but adjust numbers exist in many, many games, and that people use them all the time. It ignores the fact that even minor changes make a big difference in how people approach a situation. I've made the comparison before but consider The Witcher III's Death March difficulty. To my knowledge it doesn't change behavior in any way but once you enable it, suddenly you're no longer spamming light attack. You're checking the bestiary, you're preparing for fights and you're using ALL of the tools available to you.
Difficulty sliders matter. They can make games more fun by forcing you to adjust the way you play. I'm a little tired of people replying with defeatist responses like "people will do the easiest thing anyway" or "if it doesn't change behavior then what's the point". It may not give an enemy more attacks, but what difference does that make if you're just dodging a telegraph or evading a red circle on the ground? If you don't like that style of combat, I have news for you: most MMOs are like this. A challenge slider at least gives us a way to improve the feeling of satisfaction when tackling a difficult situation, it forces you to think harder about your situation, and it changes your behavior. It may even encourage grouping. What a revelation that would be for an MMO in 2024.
No, it is the very definition of a “defeatist response” to request a debuff slapped on your character and wiping your hands clean of the problem without addressing the underlying lack of difficulty found within the overland.
We’ve seen thought-provoking bosses from the multiple dungeons and arenas throughout the game, enough to know that delve and quest bosses could use a touch-up.
First of all, I don't think that an average overland enemy should have particularly complex mechanics...
Theist_VII wrote: »Stafford197 wrote: »Theist_VII wrote: »Stafford197 wrote: »Theist_VII wrote: »Just doing my 3month-check in.
Any news or is Openworld still bad?
Still bad, and worse, people are capitulating to the idea of a slider nowadays.
Funny enough, if a slider was implemented, you’d see the same faces back again complaining about enemies using the same dull attacks, and how trivial it is to avoid them.
What’s wrong with a slider? It outright solves the difficulty issue with minimal effort, as it does in many other games.
If you’re asking for ZOS to completely rework all enemy AI, we’ve now crossed into the realm of unreasonability on many different fronts. You seem to think you know better than everyone else though so what’s your idea here, given the many different needs of the community and current game limitations?
Enemies need to play off of each other, and bosses need more mechanics, ones that are already available in the game.
Do they need to re-write the book? No. But taking away some of the predictability of the game would go a long way towards making it a refreshing challenge.
Also; people seem to forget that a difficulty slider in singleplayer games is a lot different than a difficulty slider for an online shared world. In a singleplayer game, you have less rare difficult enemy spawns, AI will move faster and smarter, and those same AI will have new attacks that are thought provoking.
Don’t believe me? Look at Skyrim’s Legendary difficulty and do a comparison, and that’s an Elder Scrolls.
You can’t have that in a shared world.
It sounds like you want ESO Overland to become something fundamentally different from what it is right now. What you’re asking from ZOS is for them to rewrite the book.
ESO being an MMO means we are playing in a shared world with other players. That is exactly why ZOS can’t do what you’re saying, because your suggestions (AI reworks, different enemy spawns) would require the playerbase to be split into different versions of each Zone based on Difficulty setting.
The suggestion proposed by myself and many others is to implement a Difficulty Slider which strictly places a debuff onto our character alone. This “adjusts the difficulty” while keeping the whole playerbase together in fighting the same enemies.
Enemies need to do more synergies, depending on which enemies are around them. We’ve already seen the interaction between bandits, where one throws oil on the ground, a snare, yells, “Light it up!” and then another one sets it aflame.
Those interactions need to be more frequent, and more diverse. That is how you create a challenging, and thought provoking experience, WITH a slider.
Stafford197 wrote: »Theist_VII wrote: »Stafford197 wrote: »Theist_VII wrote: »Stafford197 wrote: »Theist_VII wrote: »Just doing my 3month-check in.
Any news or is Openworld still bad?
Still bad, and worse, people are capitulating to the idea of a slider nowadays.
Funny enough, if a slider was implemented, you’d see the same faces back again complaining about enemies using the same dull attacks, and how trivial it is to avoid them.
What’s wrong with a slider? It outright solves the difficulty issue with minimal effort, as it does in many other games.
If you’re asking for ZOS to completely rework all enemy AI, we’ve now crossed into the realm of unreasonability on many different fronts. You seem to think you know better than everyone else though so what’s your idea here, given the many different needs of the community and current game limitations?
Enemies need to play off of each other, and bosses need more mechanics, ones that are already available in the game.
Do they need to re-write the book? No. But taking away some of the predictability of the game would go a long way towards making it a refreshing challenge.
Also; people seem to forget that a difficulty slider in singleplayer games is a lot different than a difficulty slider for an online shared world. In a singleplayer game, you have less rare difficult enemy spawns, AI will move faster and smarter, and those same AI will have new attacks that are thought provoking.
Don’t believe me? Look at Skyrim’s Legendary difficulty and do a comparison, and that’s an Elder Scrolls.
You can’t have that in a shared world.
It sounds like you want ESO Overland to become something fundamentally different from what it is right now. What you’re asking from ZOS is for them to rewrite the book.
ESO being an MMO means we are playing in a shared world with other players. That is exactly why ZOS can’t do what you’re saying, because your suggestions (AI reworks, different enemy spawns) would require the playerbase to be split into different versions of each Zone based on Difficulty setting.
The suggestion proposed by myself and many others is to implement a Difficulty Slider which strictly places a debuff onto our character alone. This “adjusts the difficulty” while keeping the whole playerbase together in fighting the same enemies.
Enemies need to do more synergies, depending on which enemies are around them. We’ve already seen the interaction between bandits, where one throws oil on the ground, a snare, yells, “Light it up!” and then another one sets it aflame.
Those interactions need to be more frequent, and more diverse. That is how you create a challenging, and thought provoking experience, WITH a slider.
But we don’t want to split up the playerbase into a bunch of different difficulties.
Stafford197 wrote: »Theist_VII wrote: »Stafford197 wrote: »Theist_VII wrote: »Stafford197 wrote: »Theist_VII wrote: »Just doing my 3month-check in.
Any news or is Openworld still bad?
Still bad, and worse, people are capitulating to the idea of a slider nowadays.
Funny enough, if a slider was implemented, you’d see the same faces back again complaining about enemies using the same dull attacks, and how trivial it is to avoid them.
What’s wrong with a slider? It outright solves the difficulty issue with minimal effort, as it does in many other games.
If you’re asking for ZOS to completely rework all enemy AI, we’ve now crossed into the realm of unreasonability on many different fronts. You seem to think you know better than everyone else though so what’s your idea here, given the many different needs of the community and current game limitations?
Enemies need to play off of each other, and bosses need more mechanics, ones that are already available in the game.
Do they need to re-write the book? No. But taking away some of the predictability of the game would go a long way towards making it a refreshing challenge.
Also; people seem to forget that a difficulty slider in singleplayer games is a lot different than a difficulty slider for an online shared world. In a singleplayer game, you have less rare difficult enemy spawns, AI will move faster and smarter, and those same AI will have new attacks that are thought provoking.
Don’t believe me? Look at Skyrim’s Legendary difficulty and do a comparison, and that’s an Elder Scrolls.
You can’t have that in a shared world.
It sounds like you want ESO Overland to become something fundamentally different from what it is right now. What you’re asking from ZOS is for them to rewrite the book.
ESO being an MMO means we are playing in a shared world with other players. That is exactly why ZOS can’t do what you’re saying, because your suggestions (AI reworks, different enemy spawns) would require the playerbase to be split into different versions of each Zone based on Difficulty setting.
The suggestion proposed by myself and many others is to implement a Difficulty Slider which strictly places a debuff onto our character alone. This “adjusts the difficulty” while keeping the whole playerbase together in fighting the same enemies.
Enemies need to do more synergies, depending on which enemies are around them. We’ve already seen the interaction between bandits, where one throws oil on the ground, a snare, yells, “Light it up!” and then another one sets it aflame.
Those interactions need to be more frequent, and more diverse. That is how you create a challenging, and thought provoking experience, WITH a slider.
Improving AI as a whole may be nice, but the idea of changing it based on difficulty is not an option here due to the structure of the zone system itself.
Theist_VII wrote: »We deviate perspectives from the very first sentence. Every enemy in the game should have at least 3 thought provoking mechanics and an optional higher difficulty.
Theist_VII wrote: »Stafford197 wrote: »Theist_VII wrote: »Stafford197 wrote: »Theist_VII wrote: »Stafford197 wrote: »Theist_VII wrote: »Just doing my 3month-check in.
Any news or is Openworld still bad?
Still bad, and worse, people are capitulating to the idea of a slider nowadays.
Funny enough, if a slider was implemented, you’d see the same faces back again complaining about enemies using the same dull attacks, and how trivial it is to avoid them.
What’s wrong with a slider? It outright solves the difficulty issue with minimal effort, as it does in many other games.
If you’re asking for ZOS to completely rework all enemy AI, we’ve now crossed into the realm of unreasonability on many different fronts. You seem to think you know better than everyone else though so what’s your idea here, given the many different needs of the community and current game limitations?
Enemies need to play off of each other, and bosses need more mechanics, ones that are already available in the game.
Do they need to re-write the book? No. But taking away some of the predictability of the game would go a long way towards making it a refreshing challenge.
Also; people seem to forget that a difficulty slider in singleplayer games is a lot different than a difficulty slider for an online shared world. In a singleplayer game, you have less rare difficult enemy spawns, AI will move faster and smarter, and those same AI will have new attacks that are thought provoking.
Don’t believe me? Look at Skyrim’s Legendary difficulty and do a comparison, and that’s an Elder Scrolls.
You can’t have that in a shared world.
It sounds like you want ESO Overland to become something fundamentally different from what it is right now. What you’re asking from ZOS is for them to rewrite the book.
ESO being an MMO means we are playing in a shared world with other players. That is exactly why ZOS can’t do what you’re saying, because your suggestions (AI reworks, different enemy spawns) would require the playerbase to be split into different versions of each Zone based on Difficulty setting.
The suggestion proposed by myself and many others is to implement a Difficulty Slider which strictly places a debuff onto our character alone. This “adjusts the difficulty” while keeping the whole playerbase together in fighting the same enemies.
Enemies need to do more synergies, depending on which enemies are around them. We’ve already seen the interaction between bandits, where one throws oil on the ground, a snare, yells, “Light it up!” and then another one sets it aflame.
Those interactions need to be more frequent, and more diverse. That is how you create a challenging, and thought provoking experience, WITH a slider.
Improving AI as a whole may be nice, but the idea of changing it based on difficulty is not an option here due to the structure of the zone system itself.
That’s not the idea. The idea is to have those synergies do more damage based on the difficulty, they need to be baseline.
Let’s use Shield Charge for example…
Getting hit by a charge attack in the current overland does not even a quarter of your health and the only inconvenience it provides is making the player have to CC break if they don’t want to sit on the ground for a few seconds. In a DLC Veteran Dungeon, that charge attack would kill you if you don’t block or dodge it.
Diversifying the abilities with which an enemy can attack you with and speeding up the frequency of said attacks would make the combat a lot more active for players at entry level and on the highest difficulties.