SilverBride wrote: »They have already been increasing the difficulty of world bosses and story bosses and have gone too far for many as is seen in the increasing number of complaints about it. I hope they scale these back (especially the story bosses) so players won't be locked out of completing the story.
SilverBride wrote: »They have already been increasing the difficulty of world bosses and story bosses and have gone too far for many as is seen in the increasing number of complaints about it. I hope they scale these back (especially the story bosses) so players won't be locked out of completing the story.
To be fair, those complaints tend to be more about bad mechanics that artificially inflate difficulty (e.g., tedious invulnerability phases).
SilverBride wrote: »They have already been increasing the difficulty of world bosses and story bosses and have gone too far for many as is seen in the increasing number of complaints about it. I hope they scale these back (especially the story bosses) so players won't be locked out of completing the story.
To be fair, those complaints tend to be more about bad mechanics that artificially inflate difficulty (e.g., tedious invulnerability phases).
SilverBride wrote: »Regardless of why, these bosses need to be scaled down so all players can complete the story.
spartaxoxo wrote: »I forget where I saw or heard this but didn't they they were replacing the incursions with some new things? Is that just a rumor or...?
spartaxoxo wrote: »I forget where I saw or heard this but didn't they they were replacing the incursions with some new things? Is that just a rumor or...?
All I know for sure is that we'll get a new encounter in locations where Dark Fissures appear in the base game (it's on the PTS). Judging by this video of someone doing that encounter, it doesn't appear to be difficult though.
From the PTS patch notes:Reaper Strikes – New Worm Cult Themed Encounters
Strange new devices, known as Soul Reapers, have begun to surface across Tamriel, coinciding with the resurgence of the Worm Cult. Engage in these events to rescue their sacrifices and thwart the Worm Cult’s growing threat. Successfully completing Reaper Strikes will unlock the ability to purchase a unique furnishing from the Achievement Vendor and collect fragments to acquire a new Skill Style.
Keep an eye out for these Reaper Strikes in locations where Dark Fissures once appeared throughout the base game of Tamriel.
spartaxoxo wrote: »I forget where I saw or heard this but didn't they they were replacing the incursions with some new things? Is that just a rumor or...?
All I know for sure is that we'll get a new encounter in locations where Dark Fissures appear in the base game (it's on the PTS). Judging by this video of someone doing that encounter, it doesn't appear to be difficult though.
From the PTS patch notes:Reaper Strikes – New Worm Cult Themed Encounters
Strange new devices, known as Soul Reapers, have begun to surface across Tamriel, coinciding with the resurgence of the Worm Cult. Engage in these events to rescue their sacrifices and thwart the Worm Cult’s growing threat. Successfully completing Reaper Strikes will unlock the ability to purchase a unique furnishing from the Achievement Vendor and collect fragments to acquire a new Skill Style.
Keep an eye out for these Reaper Strikes in locations where Dark Fissures once appeared throughout the base game of Tamriel.
spartaxoxo wrote: »I don't want to play something separate from the existing stories. I want to enjoy the stories. While separate stuff did help spice things up a bit, they do nothing to address that core concern.
ZOS has already been working on this. The problem is they've been creating content that is separate from the existing overland experience. The obvious solution is to look for a ways to extend, rather than scale, existing encounters that are part of quests or quest zones.
So that's what those are! Thanks for the info @BasP!
spartaxoxo wrote: »Thank you! I couldn't remember the name "dark fissure" so I couldn't find this information and it was driving me nuts! Are dark fissures are those base game encounters where enemies appear with that "shoooom" sound and then it's like a vampire or something?
spartaxoxo wrote: »I don't want to play something separate from the existing stories. I want to enjoy the stories. While separate stuff did help spice things up a bit, they do nothing to address that core concern.
Ok, I know I'm not the most entertaining of writers, but I did actually go into that in my last paragraphZOS has already been working on this. The problem is they've been creating content that is separate from the existing overland experience. The obvious solution is to look for a ways to extend, rather than scale, existing encounters that are part of quests or quest zones.
They could, for instance, make more and harder NPC appear depending on your chosen difficulty. That approach gives combat designers close control over difficulty scaling. Something that no supposedly 'easy to implement' modifier will.
So that's what those are! Thanks for the info @BasP!
You're welcome!spartaxoxo wrote: »Thank you! I couldn't remember the name "dark fissure" so I couldn't find this information and it was driving me nuts! Are dark fissures are those base game encounters where enemies appear with that "shoooom" sound and then it's like a vampire or something?
Yeah, I wasn't entirely sure myself when I first read the patch notes, but I checked the UESP and those encounters are apparently called Dark Fissures.
I will never, ever understand how anyone considers Bastion Nymic to be overland content. Sure, you hunt a few tough bosses for a minute but what you're doing immediately after that is an instanced dungeon in all but name. It's just not what I'm looking for, and if that's their intention going forward, or if the solution ends up being their new Craglorn-like zone, it's not going to be a satisfying solution.SilverBride wrote: »old_scopie1945 wrote: »I don't know if this has been mentioned about overland. I have just watched Jakeclips,s latest vid on the subject, about 21 hours old. It is quite short but reassuring. He says overland will not be overpowered but there will be insertions into the zones. These will be events of harder content, I think solo and group. Nothing will be forced on the player base but will be self imposed, though one point was a bit vague.
I don't know who Jakeclips is or how he knows, but that sounds like something I'd expect them to do. Especially since Bastion Nymics were introduced as one answer to overland difficulty.
I don't think they will ever just increase the difficulty of all overland mobs, but rather will just insert more difficult content into what is already there.
spartaxoxo wrote: »The problem with the "extend" it thing is it doesn't change the existing content.
spartaxoxo wrote: »And that's what I want changed. I don't want some random add to show up and make Molag Bal look like some Banekin. I want Molag Bal to feel like a Daedric prince. I will not be satisfied with another separate solution and I don't think I am alone in that.
spartaxoxo wrote: »Scaling already works for other games, including another MMO. So I don't agree it couldn't work on this one.
spartaxoxo wrote: »The problem with the "extend" it thing is it doesn't change the existing content.
That's simply not true. It won't change the existing mobs, but it would definitely change the existing encounters and that's what matters.spartaxoxo wrote: »And that's what I want changed. I don't want some random add to show up and make Molag Bal look like some Banekin. I want Molag Bal to feel like a Daedric prince. I will not be satisfied with another separate solution and I don't think I am alone in that.
Such story boss fights are technically instanced content though. I can understand if you want those fights to be harder, but it's just not the same challenge from a technical pov.spartaxoxo wrote: »Scaling already works for other games, including another MMO. So I don't agree it couldn't work on this one.
LOTRO has been brought up, but for most of its difficulty increase it actually uses 'deus ex machina' like mechanics.
When completing a Difficulty quest, the character will gain a Difficulty debuff. This debuff has the following effects on the character:
Decreases outgoing damage
Increases incoming damage
Increases XP and Virtue XP gain
Triggers additional effects on enemy targets
The higher the Difficulty selected, the more pronounced these effects will be.
I will never, ever understand how anyone considers Bastion Nymic to be overland content.SilverBride wrote: »I don't know who Jakeclips is or how he knows, but that sounds like something I'd expect them to do. Especially since Bastion Nymics were introduced as one answer to overland difficulty.
I don't think they will ever just increase the difficulty of all overland mobs, but rather will just insert more difficult content into what is already there.
SilverBride wrote: »I will never, ever understand how anyone considers Bastion Nymic to be overland content.SilverBride wrote: »I don't know who Jakeclips is or how he knows, but that sounds like something I'd expect them to do. Especially since Bastion Nymics were introduced as one answer to overland difficulty.
I don't think they will ever just increase the difficulty of all overland mobs, but rather will just insert more difficult content into what is already there.
With that being said, we do recognize a lot of people want increased overland difficulty and the new world events (Bastion Nymics) that are instanced for up to 4 players in Necrom is one of our answers to that.
https://eso-u.com/articles/eso_developer_ama__las_vegas_global_reveal_2023
Awesome! That's really exciting! So what's going to be done about it?we do recognize a lot of people want increased overland difficulty
Instanced...for up to 4 players...and the new world events (Bastion Nymics) that are instanced for up to 4 players in Necrom is one of our answers to that.
tohopka_eso wrote: »spartaxoxo wrote: »I'm hoping that whatever system they use as the test for overland difficulty will allow us to use it in West Weald. It's a shame that they didn't introduce it with Ithelia, would have made her absolutely epic.
She was already epic to me. I still had trouble taking her down, everything was getting to chaotic and Isobel died twice saving me.
Well.... ZOS hasn't historically actually given anything the players have ever asked for as the players have asked for it - it's always been ZOS's idea of maybe sorta kinda what the players want.... and mostly pretty far off misses.
Well.... ZOS hasn't historically actually given anything the players have ever asked for as the players have asked for it - it's always been ZOS's idea of maybe sorta kinda what the players want.... and mostly pretty far off misses.
Well.... ZOS hasn't historically actually given anything the players have ever asked for as the players have asked for it - it's always been ZOS's idea of maybe sorta kinda what the players want.... and mostly pretty far off misses.
I mean they have a weird policy of not being able to take play ideas. I'm not sure if that's a thing with other games, but it does concern me because they seem to go out of their way to avoid out ideas (to follow that guideline?). If that's the case than isn't it possible that by suggesting things, we're actually removing them as a possibility? I don't see why they can't just use our ideas, I mean Blizzard has their policy where they literally own anything we make on their games.
SilverBride wrote: »I am sure by now ZoS is well aware of what players are asking for. But they may not be able to provide it in the way some want.
It seems they are injecting more difficult content into overland without completely changing overland and the story as a whole. I for one am very pleased if this is their solution because it won't affect anyone that loves overland as it is now negatively.
I would also be fine with a toggle or debuff but that doesn't seem to be the direction they are taking.
SilverBride wrote: »I am sure by now ZoS is well aware of what players are asking for. But they may not be able to provide it in the way some want.
It seems they are injecting more difficult content into overland without completely changing overland and the story as a whole. I for one am very pleased if this is their solution because it won't affect anyone that loves overland as it is now negatively.
I would also be fine with a toggle or debuff but that doesn't seem to be the direction they are taking.
I'm not surprised that you're pleased because it doesn't address the issue in a way which affects you, but it also doesn't address the issue in any kind of sensible or satisfying way for the thousands of people who have lamented it for years, some of whom have left the game because of it.
SilverBride wrote: »SilverBride wrote: »I am sure by now ZoS is well aware of what players are asking for. But they may not be able to provide it in the way some want.
It seems they are injecting more difficult content into overland without completely changing overland and the story as a whole. I for one am very pleased if this is their solution because it won't affect anyone that loves overland as it is now negatively.
I would also be fine with a toggle or debuff but that doesn't seem to be the direction they are taking.
I'm not surprised that you're pleased because it doesn't address the issue in a way which affects you, but it also doesn't address the issue in any kind of sensible or satisfying way for the thousands of people who have lamented it for years, some of whom have left the game because of it.
And when everyone heard about increased general overland difficulty there were many posting how happy they were with that, even though it would negatively affect the many players that do not want a general difficulty increase.
SilverBride wrote: »SilverBride wrote: »I am sure by now ZoS is well aware of what players are asking for. But they may not be able to provide it in the way some want.
It seems they are injecting more difficult content into overland without completely changing overland and the story as a whole. I for one am very pleased if this is their solution because it won't affect anyone that loves overland as it is now negatively.
I would also be fine with a toggle or debuff but that doesn't seem to be the direction they are taking.
I'm not surprised that you're pleased because it doesn't address the issue in a way which affects you, but it also doesn't address the issue in any kind of sensible or satisfying way for the thousands of people who have lamented it for years, some of whom have left the game because of it.
And when everyone heard about increased general overland difficulty there were many posting how happy they were with that, even though it would negatively affect the many players that do not want a general difficulty increase.
And that's not great either. I really wish more people would understand that there are solutions which can work for everyone, and that those solutions are as good for them as if they were something they wanted for themself. In an MMO, excluding other players from the game lowers the population of the game, and that is bad for everyone.