SimonThesis wrote: »We need scaling to be based not just off your character's level, but off their gear/champion points as well. If overhauling the scaling system is too much to ask, perhaps a 'Hard Mode' option that people can toggle on/off which boosts enemy health/attacks.
I'm tired of having to intentionally cripple myself to make overland content even vaguely challenging. I love questing. It's what I enjoy most in ESO. Please toss us a bone here ZOS.
I think this is a good compromise increase the scaling to gear and CP. If you want easier mobs unslot your CP and take off your gold perfected trial gear and gold perfected arena weapons. If you're CP 3600 with gold perfected trial gear and gold perfected arena weapons the mobs should scale accordingly.
Best to just focus on all the aspects that most people agree on.
implementing harder overland for ALL= NO
Implementing separate vet overland on its own server= NO
Just fight naked and gimp your character= NO
Toggle to disable CPs in overland= Maybe
Slider difficulty or scrolls in instanced quests= Yes
Seems there is currently 1 option that could be done easily without upsetting anyone and 1 option that is a possibility.
Could ZOS please consider these are viable options to make more diversity for players interest please.
@ZOS_Kevin @ZOS_GinaBruno
It can be and is more complicated than that. When we talk about increasing difficulty we don't mean mobs with a million hp and 1 shot skills - we mean mobs that force you to use mechanics like roll dodge, block, healing etc. but nobody wants to spend 5 minutes to kill a bunch of mobs and such difficulty can't be changed with scroll or slider because you would have to instantiate fights. That's why it's much better to upgrade mobs in general and add buffs that allow easy content for everyone who wants it.
No, the argument about unnecessary dedication of human resources to make such changes is pointless because since such a thread was created it means that ZOS is ready to address the topic. Anything else?
i totally hear you and that ^ sentiment seems to be the other half of this thread's argument (from what i've read) , however keep in mind: As 'users' (albeit paying customer$ ) , we are pretty much at the behest of being forced into doing a whole lotta other things in this game that may not be wanted.spartaxoxo wrote: »I don't personally support any solution that forces difficulty onto those that don't want it.
NeeScrolls wrote: »In other words, Zenimax can code & design things basically however they so choose. And there's really nothing the players can effectively do about it; other than un-sub.
SimonThesis wrote: »We need scaling to be based not just off your character's level, but off their gear/champion points as well. If overhauling the scaling system is too much to ask, perhaps a 'Hard Mode' option that people can toggle on/off which boosts enemy health/attacks.
I'm tired of having to intentionally cripple myself to make overland content even vaguely challenging. I love questing. It's what I enjoy most in ESO. Please toss us a bone here ZOS.
I think this is a good compromise increase the scaling to gear and CP. If you want easier mobs unslot your CP and take off your gold perfected trial gear and gold perfected arena weapons. If you're CP 3600 with gold perfected trial gear and gold perfected arena weapons the mobs should scale accordingly.
Sure but i mean, the same could be said about players who complain game is too easy to be fun for them, no?spartaxoxo wrote: »A lot of people would probably unsub or quit entirely if it became too hard to be fun to them.
When? err , which Update rather? or year/era ? I've been here since 2013 BETA but i take breaks for a couple months sometimes, so i might not remember every peak & valley of ESO difficulty fluctuating (for overland) .spartaxoxo wrote: »They've already did that once and it nearly killed the game,
Yeah i totally get it , especially since with the whole mix of PC vs. Console crowd, it's probably sooo much simpler to just make a blanket coded overland difficulty 'scale system' just how it is currently.spartaxoxo wrote: »They heard "it's too hard, I quit" so much that like almost of all their [Zenimax] replies on the topic mentions it.
hmm, would that only work in 'instance' phases though? Not sure how that could work client-side + server-side, relating to certain public spawn-points & such.spartaxoxo wrote: »That's why I think solutions like sliders are far better. .
NeeScrolls wrote: »Sure but i mean, the same could be said about players who complain game is too easy to be fun for them, no?
And BTW, i feel like players like you (aka "the other side of the argument", so to speak) are always thinking players like me are somehow wanting the entire maps to be VET Trials level challenge or something extreme like that. But i don't.
Frankly, i have fun playing ESO overlands right now just fine. But i just think it might be better with a slight tweak of challenge variation here & there within certain sections/enemies of overland content
hmm, would that only work in 'instance' phases though? Not sure how that could work client-side + server-side, relating to certain public spawn-points & such.
SilverBride wrote: »Overland mobs have not gotten easier over time. They are exactly the same difficulty as they have been for the past 5 years, since One Tamriel saved this game.
There is no problem with Overland mobs themselves. The problem is that some players have gotten so strong that the mobs appear too easy to them by comparison now.
Overland mobs are not too easy. Some players are just too strong. That is why a debuff is the only logical solution, because it addresses the real problem.
SilverBride wrote: »Overland mobs have not gotten easier over time. They are exactly the same difficulty as they have been for the past 5 years, since One Tamriel saved this game.
There is no problem with Overland mobs themselves. The problem is that some players have gotten so strong that the mobs appear too easy to them by comparison now.
Overland mobs are not too easy. Some players are just too strong. That is why a debuff is the only logical solution, because it addresses the real problem.
I wouldnt full agree here, normal overland mobs are still very easy even without CPs. Obviously then having powercreep through CPs and gear then makes very easy become trivial which is where the game has a problem now.
I think the game doesnt do a good job at teaching players how to play and as a result this may also arise the issue of players struggling in overland because they dont know what they are doing. They may not have the awareness of food buffs and potions, and probably dont understand using light and heavy attack between abilities, or the difference between a DOT and a spammable attack.
SilverBride wrote: »Overland mobs have not gotten easier over time. They are exactly the same difficulty as they have been for the past 5 years, since One Tamriel saved this game.
There is no problem with Overland mobs themselves. The problem is that some players have gotten so strong that the mobs appear too easy to them by comparison now.
Overland mobs are not too easy. Some players are just too strong. That is why a debuff is the only logical solution, because it addresses the real problem.
SilverBride wrote: »SilverBride wrote: »Overland mobs have not gotten easier over time. They are exactly the same difficulty as they have been for the past 5 years, since One Tamriel saved this game.
There is no problem with Overland mobs themselves. The problem is that some players have gotten so strong that the mobs appear too easy to them by comparison now.
Overland mobs are not too easy. Some players are just too strong. That is why a debuff is the only logical solution, because it addresses the real problem.
I wouldnt full agree here, normal overland mobs are still very easy even without CPs. Obviously then having powercreep through CPs and gear then makes very easy become trivial which is where the game has a problem now.
I think the game doesnt do a good job at teaching players how to play and as a result this may also arise the issue of players struggling in overland because they dont know what they are doing. They may not have the awareness of food buffs and potions, and probably dont understand using light and heavy attack between abilities, or the difference between a DOT and a spammable attack.
I know Overland mobs are easy. They are supposed to be because it's the story.
I also know how to play my character. I just don't want a challenge while questing. I know where the challenges are when I do want them.
l
3. Debuff is something that most ppl are not consider a good solution and I agree. It is not solving an issue in good way and is presented as a good solution only by those who don't want an increase difficulty. So it is a good solution for you, even when you will not be a player who will utilize that feature.
Why in this thread so many players who are against this change use "you have vet dungeons and trials" argument and think it is a good one? Should ppl start saying "hey zos should create only vet dungeons because it shouldn't be a content for casual questers"? This would be pretty toxic and thats how most this "overland is not for you then, go vet dungeon" sounds too. Toxic af and brings nothing to the discussion.
SilverBride wrote: »SilverBride wrote: »Overland mobs have not gotten easier over time. They are exactly the same difficulty as they have been for the past 5 years, since One Tamriel saved this game.
There is no problem with Overland mobs themselves. The problem is that some players have gotten so strong that the mobs appear too easy to them by comparison now.
Overland mobs are not too easy. Some players are just too strong. That is why a debuff is the only logical solution, because it addresses the real problem.
I wouldnt full agree here, normal overland mobs are still very easy even without CPs. Obviously then having powercreep through CPs and gear then makes very easy become trivial which is where the game has a problem now.
I think the game doesnt do a good job at teaching players how to play and as a result this may also arise the issue of players struggling in overland because they dont know what they are doing. They may not have the awareness of food buffs and potions, and probably dont understand using light and heavy attack between abilities, or the difference between a DOT and a spammable attack.
I know Overland mobs are easy. They are supposed to be because it's the story.
I also know how to play my character. I just don't want a challenge while questing. I know where the challenges are when I do want them.
Thats fine, but plenty of players have found them too easy and will enjoy the story and questing more if there is more difficulty than current.
This is why the thread is looking for ways to provide some optional challenges to make questing more enjoyable to a larger playerbase.
SilverBride wrote: »SilverBride wrote: »Overland mobs have not gotten easier over time. They are exactly the same difficulty as they have been for the past 5 years, since One Tamriel saved this game.
There is no problem with Overland mobs themselves. The problem is that some players have gotten so strong that the mobs appear too easy to them by comparison now.
Overland mobs are not too easy. Some players are just too strong. That is why a debuff is the only logical solution, because it addresses the real problem.
I wouldnt full agree here, normal overland mobs are still very easy even without CPs. Obviously then having powercreep through CPs and gear then makes very easy become trivial which is where the game has a problem now.
I think the game doesnt do a good job at teaching players how to play and as a result this may also arise the issue of players struggling in overland because they dont know what they are doing. They may not have the awareness of food buffs and potions, and probably dont understand using light and heavy attack between abilities, or the difference between a DOT and a spammable attack.
I know Overland mobs are easy. They are supposed to be because it's the story.
I also know how to play my character. I just don't want a challenge while questing. I know where the challenges are when I do want them.
Thats fine, but plenty of players have found them too easy and will enjoy the story and questing more if there is more difficulty than current.
This is why the thread is looking for ways to provide some optional challenges to make questing more enjoyable to a larger playerbase.
For me debuff is rather weak solution, how I "benefit" from it if there will be other players running without it?
So how much debuff I need to have on my main char to feel weaker then the new lvl 10 templar with jab skill that heals in no gear (you can clear literally every non group quest with that toon)
- rotations/improve ai (this one is only point that would require some serious development)
spartaxoxo wrote: »For me debuff is rather weak solution, how I "benefit" from it if there will be other players running without it?
This is true of all solutions and is part of playing a multiplayer game. There will always be a stronger player unless you are literally the best player in the entire region/world. Everyone else will encounter someone better sometimes. The maps are already instanced so that you don't run into people constantly unless the zone is new and overloaded.
spartaxoxo wrote: »So how much debuff I need to have on my main char to feel weaker then the new lvl 10 templar with jab skill that heals in no gear (you can clear literally every non group quest with that toon)
So what level of difficulty are you talking about? VMA? Because if you're talking about like say Crag, a debuff easily accomplishes that. Increasing the mobs damage or HP with buffs is not different than decreasing your damage and damage taken with debuffs. A 50k heavy attack is a 50k heavy attack. Games use these interchangeably depending on which will be easier to do for the current gameplay they have instituted.
spartaxoxo wrote: »The cooldown decrease is a good idea, as mobs die fairly quickly. So it will not effect most players because they wouldn't see them much anyway.- rotations/improve ai (this one is only point that would require some serious development)
This part is a massive amount of work. You're asking for almost the entire game to be overhauled with that one.
That is not exactly the answer to my concerns. In current overland you can meet beter players than kill everythin in the delve you are in etc. This is something you described. My concern is that if you deliberately gimp yourself with the debuff in reality in populated zones there is a high chance you will not have fun with highier difficulty as everyone else will be playing old, easy overland. Debuff is a solution only for quest instances where you are alone which is better then nothing but definietely not the best or even most desired solution.
but not as huge as you tried to imply. Enemies in ESO are working on some specific templates
spartaxoxo wrote: »but not as huge as you tried to imply. Enemies in ESO are working on some specific templates
No. It is. There are ton of different mob types over the years and they'd all need new mechs. Like majority of mobs types are in quest areas too. Most of them would need it. The dev themselves have said that the old content would take an enormous amount of dev effort and that's 1 reason why they don't do it.
spartaxoxo wrote: »but not as huge as you tried to imply. Enemies in ESO are working on some specific templates
No. It is. There are ton of different mob types over the years and they'd all need new mechs. Like majority of mobs types are in quest areas too. Most of them would need it. The dev themselves have said that the old content would take an enormous amount of dev effort and that's 1 reason why they don't do it.
Out of curiosity, could you mention like five enemies added this year to overland (so blackwood and deadlands) that are not using the already existing skill templates? I can only think about Ruinach and deadric caterpillar as for new creatures and i don't recall any new skills from type of enemies we saw before. So like 2 new enemy types per year with no new additions to existing template?
spartaxoxo wrote: »spartaxoxo wrote: »but not as huge as you tried to imply. Enemies in ESO are working on some specific templates
No. It is. There are ton of different mob types over the years and they'd all need new mechs. Like majority of mobs types are in quest areas too. Most of them would need it. The dev themselves have said that the old content would take an enormous amount of dev effort and that's 1 reason why they don't do it.
Out of curiosity, could you mention like five enemies added this year to overland (so blackwood and deadlands) that are not using the already existing skill templates? I can only think about Ruinach and deadric caterpillar as for new creatures and i don't recall any new skills from type of enemies we saw before. So like 2 new enemy types per year with no new additions to existing template?
Death Hoppers, Ruinachs, Bog Dogs (iirc), and haven't been to the deadlands yet but UESP mentioned 2 new enemy types added there, one of which is the caterpillar thing (inferniums). So that's 4-5 I believe.
spartaxoxo wrote: »spartaxoxo wrote: »but not as huge as you tried to imply. Enemies in ESO are working on some specific templates
No. It is. There are ton of different mob types over the years and they'd all need new mechs. Like majority of mobs types are in quest areas too. Most of them would need it. The dev themselves have said that the old content would take an enormous amount of dev effort and that's 1 reason why they don't do it.
Out of curiosity, could you mention like five enemies added this year to overland (so blackwood and deadlands) that are not using the already existing skill templates? I can only think about Ruinach and deadric caterpillar as for new creatures and i don't recall any new skills from type of enemies we saw before. So like 2 new enemy types per year with no new additions to existing template?
Death Hoppers, Ruinachs, Bog Dogs (iirc), and haven't been to the deadlands yet but UESP mentioned 2 new enemy types added there, one of which is the caterpillar thing (inferniums). So that's 4-5 I believe.
Death Hoppers are based on Dragon Frogs i think with poison attacks instead of fire breaths, besides that they share the same mmovements and animations. Same story with Bog Dog (it shares some of welvas animations for sure, not certain about the attacks). Forgot about fire behemots as they are a new type of enemy
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »but not as huge as you tried to imply. Enemies in ESO are working on some specific templates
No. It is. There are ton of different mob types over the years and they'd all need new mechs. Like majority of mobs types are in quest areas too. Most of them would need it. The dev themselves have said that the old content would take an enormous amount of dev effort and that's 1 reason why they don't do it.
Out of curiosity, could you mention like five enemies added this year to overland (so blackwood and deadlands) that are not using the already existing skill templates? I can only think about Ruinach and deadric caterpillar as for new creatures and i don't recall any new skills from type of enemies we saw before. So like 2 new enemy types per year with no new additions to existing template?
Death Hoppers, Ruinachs, Bog Dogs (iirc), and haven't been to the deadlands yet but UESP mentioned 2 new enemy types added there, one of which is the caterpillar thing (inferniums). So that's 4-5 I believe.
Death Hoppers are based on Dragon Frogs i think with poison attacks instead of fire breaths, besides that they share the same mmovements and animations. Same story with Bog Dog (it shares some of welvas animations for sure, not certain about the attacks). Forgot about fire behemots as they are a new type of enemy
Aren't dragon frogs critters? I don't remember fighting any, could you direct me where to fight one? UESP was not helpful in that regard. I don't recall any other creatures like them.
I just double checked Bog Dog because I wasn't sure about that one and you're right about them being based off Welwa. The Welwa did a bite, a charge, and a slap. The Bog Dog did the same bite and slap but at a greater frequency.
Still even if frog is a new enemy, the amount of completely new creatures zos is adding each year is not that big (still remember when ppl were crying about lack of new enemies in Elsweyr with only Dragons and terrorbirds as new)
PullaStormy wrote: »[snip]
Personally, I'd want to see a veteran version of playable zones one could set active upon entering said zone - this would put you in an instance that has the overland difficulty ramped up, and you could perhaps change the difficulty setting in cities or something. BUT - no new achievements would be added in veteran versions of zones, to keep the game fair for casual players.
I will defend casual players till the day this game shuts its servers down, they too have rights - I still remember how difficult overland was when I first had picked up the game... Please don't make ESO unapporachable for casuals, everything is fine and challenging enough for those who just want to quest in peace and have simple fun.