They did it again, just now, HERE, where we were talking about what difficulty people expect for individual mobs.'
That was a solid, insightful, constructive, on-topic conversation that provide value. I was learning from the people who disagreed with me. I was forced to better articulate my positions. I saw reactions to my posts indicating people found them insightful and helpful too. Now it's dead. Again.
They did it again, just now, HERE, where we were talking about what difficulty people expect for individual mobs.'
That was a solid, insightful, constructive, on-topic conversation that provide value. I was learning from the people who disagreed with me. I was forced to better articulate my positions. I saw reactions to my posts indicating people found them insightful and helpful too. Now it's dead. Again.
Franchise408 wrote: »They did it again, just now, HERE, where we were talking about what difficulty people expect for individual mobs.'
That was a solid, insightful, constructive, on-topic conversation that provide value. I was learning from the people who disagreed with me. I was forced to better articulate my positions. I saw reactions to my posts indicating people found them insightful and helpful too. Now it's dead. Again.
Even more evidence of the poor moderation methods used on this forum that are being highlighted in another thread.
An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.Increase hp - longer fight, not harder. Boring.
Increase damage / attack frequency, response timeframes - harder fight, same duration
Increased all of the above - much harder fight, slightly longer duration.
An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.Increase hp - longer fight, not harder. Boring.
Increase damage / attack frequency, response timeframes - harder fight, same duration
Increased all of the above - much harder fight, slightly longer duration.
In general, I wouldn't change the difficulty of trash mobs in any way. Impact of overland difficulty should be only for bosses, mini-bosses, some unique (named) opponents. Normal 32k HP mobs should remain either unchanged or with minimal buffs.
Sure, there is such a thing. Community indeed can differ between official forum and say reddit.Let me digress a little. I know this community want to be able to literally turn off mobs, damage, and any challenge, but if you look at forums outside of this one, where players talk about ESO but don't play it anymore, this type of "easy" mode is what killed the game for them. People here forget it's an MMO. You won't hear about it here though, because the only ones left here are the ones who enjoy the game enough to stay. Current concurrent player count, according to charts is around 2% of all the people who played the game, so obviously a lot of things are wrong, and if you read opinions outside of this bubble, it's very clear what was wrong for years.
An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.Increase hp - longer fight, not harder. Boring.
Increase damage / attack frequency, response timeframes - harder fight, same duration
Increased all of the above - much harder fight, slightly longer duration.
In general, I wouldn't change the difficulty of trash mobs in any way. Impact of overland difficulty should be only for bosses, mini-bosses, some unique (named) opponents. Normal 32k HP mobs should remain either unchanged or with minimal buffs.
Wildstar did this, it was good. I think it would especially benefit newer players or alt characters who do not have their mount speeds build up yet.o_Primate_o wrote: »how about minor expedition when players are traveling on the roads.
I think this is a very good idea. It shouldn't make the map a slog with hard wasp fights, like people have mentioned in old Craglorn. It also shouldn't negatively impact less powerful players/characters from enjoyment and progress through most overland zone content. It would also make the actual boss and/or unique encounters more meaningful/impactful for the people who want that.In general, I wouldn't change the difficulty of trash mobs in any way. Impact of overland difficulty should be only for bosses, mini-bosses, some unique (named) opponents. Normal 32k HP mobs should remain either unchanged or with minimal buffs.
An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.Increase hp - longer fight, not harder. Boring.
Increase damage / attack frequency, response timeframes - harder fight, same duration
Increased all of the above - much harder fight, slightly longer duration.
In general, I wouldn't change the difficulty of trash mobs in any way. Impact of overland difficulty should be only for bosses, mini-bosses, some unique (named) opponents. Normal 32k HP mobs should remain either unchanged or with minimal buffs.
No no, I want harder trash mobs. That's basically the entire reason I'm here. World bosses can take a while to defeat, and are at least somewhat lethal, so that's fine by me. I wouldn't mind the ability to raise their difficulty if I can but what I spend most of my time doing in the overland game is fighting disappointing enemies which die in a heartbeat. I want those enemies to feel like a challenge. Delve, public dungeon and story bosses definitely also need to be dramatically improved but like I said, I don't spend the bulk of my time fighting them.
I want my experience to be a challenge everywhere, and if my primary experience is fighting trash mobs then I want trash mobs to be a challenge. They don't HAVE to be trash. I want to be forced to consider angles and make choices when I'm entering an enemy camp instead of wrecking the entire place in moments.
The whole point of me being in this thread is to try and make things in the game matter more. To me the game is largely trash mobs, and so they should matter more.
An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.Increase hp - longer fight, not harder. Boring.
Increase damage / attack frequency, response timeframes - harder fight, same duration
Increased all of the above - much harder fight, slightly longer duration.
In general, I wouldn't change the difficulty of trash mobs in any way. Impact of overland difficulty should be only for bosses, mini-bosses, some unique (named) opponents. Normal 32k HP mobs should remain either unchanged or with minimal buffs.
No no, I want harder trash mobs. That's basically the entire reason I'm here. World bosses can take a while to defeat, and are at least somewhat lethal, so that's fine by me. I wouldn't mind the ability to raise their difficulty if I can but what I spend most of my time doing in the overland game is fighting disappointing enemies which die in a heartbeat. I want those enemies to feel like a challenge. Delve, public dungeon and story bosses definitely also need to be dramatically improved but like I said, I don't spend the bulk of my time fighting them.
I want my experience to be a challenge everywhere, and if my primary experience is fighting trash mobs then I want trash mobs to be a challenge. They don't HAVE to be trash. I want to be forced to consider angles and make choices when I'm entering an enemy camp instead of wrecking the entire place in moments.
The whole point of me being in this thread is to try and make things in the game matter more. To me the game is largely trash mobs, and so they should matter more.
When Dragons Dogma 2 came out, I spent no small amount of time just wandering areas I had already gone in, and while some of the encounters were dynamic, so I could fight different groups of enemies in the same place, many weren't, but I was still able to enjoy even early areas because this was done well. Wolves, for example, may take a low level player a half dozen hits to slay, and a higher level player can one shot them, but if your stamina is drained an opportunistic wolf on the sidelines of a battle can still run in, grab you by the neck, and run away to eat your face with their friends. Enemies can be simple and easy but still demand respect, and while I don't expect ESO to support something that dynamic, they could do anything more than nothing so that random bandits aren't interchangeable with deadra from oblivion. It is hard to feel like a cult poised to end the world is made up of members no stronger than your average street thug.
Eh? Where are you seeing that people want to turn off all damage and mobs? I haven't seen a single person saying to make ESO into something akin to Peaceful mode in Minecraft. What I've seen are people wanting things to stay the same and any difficulty increases be strictly opt-in instead of forced across the board.I don't think overland difficulty will be toggable. That's a good thing.
Let me digress a little. I know this community want to be able to literally turn off mobs, damage, and any challenge, but if you look at forums outside of this one, where players talk about ESO but don't play it anymore, this type of "easy" mode is what killed the game for them. People here forget it's an MMO. You won't hear about it here though, because the only ones left here are the ones who enjoy the game enough to stay. Current concurrent player count, according to charts is around 2% of all the people who played the game, so obviously a lot of things are wrong, and if you read opinions outside of this bubble, it's very clear what was wrong for years.
I genuinely cannot get my head around wanting every single fight you get into to be a mini boss. Difficulty and fun are very subjective tho, which is why whatever they implement will hopefully be optional.An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.Increase hp - longer fight, not harder. Boring.
Increase damage / attack frequency, response timeframes - harder fight, same duration
Increased all of the above - much harder fight, slightly longer duration.
In general, I wouldn't change the difficulty of trash mobs in any way. Impact of overland difficulty should be only for bosses, mini-bosses, some unique (named) opponents. Normal 32k HP mobs should remain either unchanged or with minimal buffs.
No no, I want harder trash mobs. That's basically the entire reason I'm here. World bosses can take a while to defeat, and are at least somewhat lethal, so that's fine by me. I wouldn't mind the ability to raise their difficulty if I can but what I spend most of my time doing in the overland game is fighting disappointing enemies which die in a heartbeat. I want those enemies to feel like a challenge. Delve, public dungeon and story bosses definitely also need to be dramatically improved but like I said, I don't spend the bulk of my time fighting them.
I want my experience to be a challenge everywhere, and if my primary experience is fighting trash mobs then I want trash mobs to be a challenge. They don't HAVE to be trash. I want to be forced to consider angles and make choices when I'm entering an enemy camp instead of wrecking the entire place in moments.
The whole point of me being in this thread is to try and make things in the game matter more. To me the game is largely trash mobs, and so they should matter more.
They did it again, just now, HERE, where we were talking about what difficulty people expect for individual mobs.'
That was a solid, insightful, constructive, on-topic conversation that provide value. I was learning from the people who disagreed with me. I was forced to better articulate my positions. I saw reactions to my posts indicating people found them insightful and helpful too. Now it's dead. Again.
Avran_Sylt wrote: »At this point Overland Content needs to be its own forum section allowing for separated posts.
SilverBride wrote: »Avran_Sylt wrote: »At this point Overland Content needs to be its own forum section allowing for separated posts.
They have announced an upcoming experiment with overland difficulty. We need to see what this entails then how they determine if the experiment will result in a permanent change or not. That will decide this issue once and for all, and this pinned thread can then be locked.
Didn't say every fight should be a mini-boss, just that they should be challenging enough to feel like they matter. And that is my opinion of course, which is why it should be optional. I understand that most people don't want to be "inconvenienced" by challenge in overland during whatever else it is they're doing but for me, overland is not simply the field I travel across to get to where I want to be, it is the place I want to be. I'm not here to achieve, I'm here to have adventures, and crushing everything in my path at level 1 deflates that sense of adventure for me. I need all overland encounters to feel like they matter in order for overland itself to feel like it matters.I genuinely cannot get my head around wanting every single fight you get into to be a mini boss. Difficulty and fun are very subjective tho, which is why whatever they implement will hopefully be optional.An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.Increase hp - longer fight, not harder. Boring.
Increase damage / attack frequency, response timeframes - harder fight, same duration
Increased all of the above - much harder fight, slightly longer duration.
In general, I wouldn't change the difficulty of trash mobs in any way. Impact of overland difficulty should be only for bosses, mini-bosses, some unique (named) opponents. Normal 32k HP mobs should remain either unchanged or with minimal buffs.
No no, I want harder trash mobs. That's basically the entire reason I'm here. World bosses can take a while to defeat, and are at least somewhat lethal, so that's fine by me. I wouldn't mind the ability to raise their difficulty if I can but what I spend most of my time doing in the overland game is fighting disappointing enemies which die in a heartbeat. I want those enemies to feel like a challenge. Delve, public dungeon and story bosses definitely also need to be dramatically improved but like I said, I don't spend the bulk of my time fighting them.
I want my experience to be a challenge everywhere, and if my primary experience is fighting trash mobs then I want trash mobs to be a challenge. They don't HAVE to be trash. I want to be forced to consider angles and make choices when I'm entering an enemy camp instead of wrecking the entire place in moments.
The whole point of me being in this thread is to try and make things in the game matter more. To me the game is largely trash mobs, and so they should matter more.
I do a lot of running around for mats, I do Surveys and Treasure Maps, I quest. I would HATE every single mob between me and what my current goal is to be more than a mild nuisance, even though I'd be more than capable of handling enemies like that. Before Craglorn was nefed I could take on those three-packs of Wasps. It was a REAL pita, but I could do it. I'd really rather not go back to the times where trash mobs required more effort than actual bosses.
Also...I do want to point out something. In this game we quite literally go toe-to-toe with several Daedric Princes, we fight massive Aedric beings (Dragons) right up in their faces, we travel to Oblivion regularly to beat up beings that never actually truly die, we take on ancient Vampires that would kill 99% of those trying to best them without any effort. Why would our characters struggle to beat mundane animals and simple bandits when you consider the much more powerful threats we've already beaten? It's like making it to the NFL but then also wanting kids playing football for fun to pose the same challenge.
I see some people here say "but I like it so easy, I like the way it is now. It should not change". Well, I'm happy you like it, but according to stats 99% of players did not, and if it continues that way, the game will die and shut down. It's time for a change or continuation of slow death.
I'd appreciate it if you didn't twist my words to suit your narrative. In the post I made right before yours, I made it clear, as I always have ever since I started posting in this thread, that I believe optional overland challenge is the best way forward. If ZOS makes overland harder for everyone, not only will a lot of people who like things as they are leave the game, some of them will simply be unable to play. You and I may both want challenge but the game doesn't exist for us alone, and the game can accommodate everyone if things are implemented properly.
The whole point of me being in this thread is to try and make things in the game matter more....
Well said, but unfortunately community on this forums want everything easy, and if you'll propose a harder, more rewarding, and challenging experience, they always say it MUST BE OPTIONAL because they enjoy it easy.
No wonder that on any other forum this game is called a "single player" game. The minor, vocal community definitely drives it that way, while the rest left.
As much as I love a lot of things about this game, looking at the dropping player count (currently sitting at 1% of total players who have the game) the single-player, everything-easy-mode, let a toddler solo the game - kind of approach, doesn't work, while games that promote a challenging experience and did not forget completely about group activities, or PvP, are much more successful. I'm glad that devs are finally seeing it.
I see some people here say "but I like it so easy, I like the way it is now. It should not change". Well, I'm happy you like it, but according to stats 99% of players did not, and if it continues that way, the game will die and shut down. It's time for a change or continuation of slow death.
Avran_Sylt wrote: »I can certainly say I don’t like West Wealds monsters having 100k HP, at least from the perspective of needing to farm 180 Rubedo Hide to refine to make a piece of gear.
Depending on drop-rate that could be upwards of needing to kill 200 100k beasts who are in groups of two or just one.
I'd appreciate it if you didn't twist my words to suit your narrative. In the post I made right before yours, I made it clear, as I always have ever since I started posting in this thread, that I believe optional overland challenge is the best way forward. If ZOS makes overland harder for everyone, not only will a lot of people who like things as they are leave the game, some of them will simply be unable to play. You and I may both want challenge but the game doesn't exist for us alone, and the game can accommodate everyone if things are implemented properly.
The whole point of me being in this thread is to try and make things in the game matter more....
Well said, but unfortunately community on this forums want everything easy, and if you'll propose a harder, more rewarding, and challenging experience, they always say it MUST BE OPTIONAL because they enjoy it easy.
No wonder that on any other forum this game is called a "single player" game. The minor, vocal community definitely drives it that way, while the rest left.
As much as I love a lot of things about this game, looking at the dropping player count (currently sitting at 1% of total players who have the game) the single-player, everything-easy-mode, let a toddler solo the game - kind of approach, doesn't work, while games that promote a challenging experience and did not forget completely about group activities, or PvP, are much more successful. I'm glad that devs are finally seeing it.
I see some people here say "but I like it so easy, I like the way it is now. It should not change". Well, I'm happy you like it, but according to stats 99% of players did not, and if it continues that way, the game will die and shut down. It's time for a change or continuation of slow death.
I will never understand this point of view. I can only surmise that it stems from a desire to compare oneself to - and feel superior to - others, and I hate that attitude. Just let people play the game how they want, their fun shouldn't make a difference to you.
Eh? Where are you seeing that people want to turn off all damage and mobs? I haven't seen a single person saying to make ESO into something akin to Peaceful mode in Minecraft. What I've seen are people wanting things to stay the same and any difficulty increases be strictly opt-in instead of forced across the board.I don't think overland difficulty will be toggable. That's a good thing.
Let me digress a little. I know this community want to be able to literally turn off mobs, damage, and any challenge, but if you look at forums outside of this one, where players talk about ESO but don't play it anymore, this type of "easy" mode is what killed the game for them. People here forget it's an MMO. You won't hear about it here though, because the only ones left here are the ones who enjoy the game enough to stay. Current concurrent player count, according to charts is around 2% of all the people who played the game, so obviously a lot of things are wrong, and if you read opinions outside of this bubble, it's very clear what was wrong for years.
You can't say "the community" wants something just because opinions voiced here are different than those voiced elsewhere. The people who want stuff either changed or to stay the same are ALL "the community". Also, a lot of people either don't have other social medias for whatever reason, or don't use those platforms to talk about ESO. That doesn't mean their opinions are somehow lesser than those given off the forums.I genuinely cannot get my head around wanting every single fight you get into to be a mini boss. Difficulty and fun are very subjective tho, which is why whatever they implement will hopefully be optional.An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.Increase hp - longer fight, not harder. Boring.
Increase damage / attack frequency, response timeframes - harder fight, same duration
Increased all of the above - much harder fight, slightly longer duration.
In general, I wouldn't change the difficulty of trash mobs in any way. Impact of overland difficulty should be only for bosses, mini-bosses, some unique (named) opponents. Normal 32k HP mobs should remain either unchanged or with minimal buffs.
No no, I want harder trash mobs. That's basically the entire reason I'm here. World bosses can take a while to defeat, and are at least somewhat lethal, so that's fine by me. I wouldn't mind the ability to raise their difficulty if I can but what I spend most of my time doing in the overland game is fighting disappointing enemies which die in a heartbeat. I want those enemies to feel like a challenge. Delve, public dungeon and story bosses definitely also need to be dramatically improved but like I said, I don't spend the bulk of my time fighting them.
I want my experience to be a challenge everywhere, and if my primary experience is fighting trash mobs then I want trash mobs to be a challenge. They don't HAVE to be trash. I want to be forced to consider angles and make choices when I'm entering an enemy camp instead of wrecking the entire place in moments.
The whole point of me being in this thread is to try and make things in the game matter more. To me the game is largely trash mobs, and so they should matter more.
I do a lot of running around for mats, I do Surveys and Treasure Maps, I quest. I would HATE every single mob between me and what my current goal is to be more than a mild nuisance, even though I'd be more than capable of handling enemies like that. Before Craglorn was nefed I could take on those three-packs of Wasps. It was a REAL pita, but I could do it. I'd really rather not go back to the times where trash mobs required more effort than actual bosses.
Also...I do want to point out something. In this game we quite literally go toe-to-toe with several Daedric Princes, we fight massive Aedric beings (Dragons) right up in their faces, we travel to Oblivion regularly to beat up beings that never actually truly die, we take on ancient Vampires that would kill 99% of those trying to best them without any effort. Why would our characters struggle to beat mundane animals and simple bandits when you consider the much more powerful threats we've already beaten? It's like making it to the NFL but then also wanting kids playing football for fun to pose the same challenge.
Avran_Sylt wrote: »I can certainly say I don’t like West Wealds monsters having 100k HP, at least from the perspective of needing to farm 180 Rubedo Hide to refine to make a piece of gear.
Depending on drop-rate that could be upwards of needing to kill 200 100k beasts who are in groups of two or just one.
That's the problem though. You asked for something significant in exchange, as if what you're asking for isn't really a greater challenge but greater rewards. I understand that people want to be rewarded for their time and achievement, but if what you really want is for the game to be fun, you shouldn't be too terribly worried about compensation because the fun you have IS the reward. Maybe you can get slightly better gear levels like in vet dungeons, but you have to give up the idea that you're going to be rewarded in a dramatically better way because that's only going to cause controversy and backlash. It's bad for everyone.[I'd appreciate it if you didn't twist my words to suit your narrative. In the post I made right before yours, I made it clear, as I always have ever since I started posting in this thread, that I believe optional overland challenge is the best way forward. If ZOS makes overland harder for everyone, not only will a lot of people who like things as they are leave the game, some of them will simply be unable to play. You and I may both want challenge but the game doesn't exist for us alone, and the game can accommodate everyone if things are implemented properly.
The whole point of me being in this thread is to try and make things in the game matter more....
Well said, but unfortunately community on this forums want everything easy, and if you'll propose a harder, more rewarding, and challenging experience, they always say it MUST BE OPTIONAL because they enjoy it easy.
No wonder that on any other forum this game is called a "single player" game. The minor, vocal community definitely drives it that way, while the rest left.
As much as I love a lot of things about this game, looking at the dropping player count (currently sitting at 1% of total players who have the game) the single-player, everything-easy-mode, let a toddler solo the game - kind of approach, doesn't work, while games that promote a challenging experience and did not forget completely about group activities, or PvP, are much more successful. I'm glad that devs are finally seeing it.
I see some people here say "but I like it so easy, I like the way it is now. It should not change". Well, I'm happy you like it, but according to stats 99% of players did not, and if it continues that way, the game will die and shut down. It's time for a change or continuation of slow death.
I will never understand this point of view. I can only surmise that it stems from a desire to compare oneself to - and feel superior to - others, and I hate that attitude. Just let people play the game how they want, their fun shouldn't make a difference to you.
I did not twist your words. I have quoted a specific part that I agreed with. As for making overland optional, I did propose an Optional VETERAN version of all zones years ago, where rewards would be much greater (not just quality of an item, it must be significant and exclusive) but some it was met with a backlash that: 1) you can't make items exclusive to veteran! It's unfair! All rewards should be accessible for everyone! 2) It would further split the tiny community and zones would have even less players, which I agree with.