SilverBride wrote: »Captain_OP wrote: »...we want longer fights.
I have a hard time understanding this. There are countless quests and it can take several months for a character to get through every quest in every zone with easy mobs. Why make it take three to four times longer with difficult mobs? That doesn't make the story any more believable. In fact I find it unbelievable that a powerful character would find a wolf challenging.
But it does. It does make the story less believable because there is nothing to risk in taking down the enemies, where applicable.
That's what I enjoyed about Oblivion, yeah some Goblins and Rats were easy to kill and others were not but it always felt like a well-tempered experience. The hard fights are what makes a quest memorable. But I think part of the problem, unfort, is maybe they focused on putting in too many quests and it all blends together. For example, in Oblivion we have the hunt for Mehrunes Razor. My favorite quest from Oblivion by far. You meet varying degrees of enemies and solve interesting problems and in general it takes some time to get to know the place in order to pass the quest.
Now in Oblivion, all quests aren't like this and they don't need to be. But this is the point. Oblivion quests were engaging, intriguing, sparked the imagination a little bit and made the player question their build, their choices, the direction they were heading in the game. But if everything was just ridiculously easy like it is now with ESO Overland, no one would care about the content. ESO has some of this but overtime given the sheer volume of quests it all sort of blends together. And I say this respectfully, its also a Balance thing. It is not just about difficulty however I think that any disagreement over how difficulty should be assigned can be resolved thru lore, as this has worked just fine for all previous Elder Scrolls games.
It is literally the difference between reading a good murder mystery and reading something with no depth. I don't have much of a library anymore but growing up I had all kinds of science fiction novels and horror/murder mysteries which I always took my time reading because they were interesting and presented me with unique situations.
I don't know if Oblivion is a good example - my characters were gods with level 20 - due to spell crafting - all you need are weapons absorbing the stats from your opponents and fast weapons for a quick stats transfer - and you are a god in Oblivion, killing everything with ease and no challenge at all -- you simply absorb their strength and endurance until they are frozen in place and as powerful as a kitchen towel.
SilverBride wrote: »FlopsyPrince wrote: »And Harrowstorms illustrate the lack of value for most doing veteran overland content. I rarely see anyone doing these except during an event. I jumped in with 2 others the other day and spent 20-30 minutes trying to work it, but the pillars kept getting back to full health almost immediately, meaning we had absolutely NO PROGRESS after all that effort. This is "fun"?
At least less powerful players can do something to Dolmans. They can do nothing here because the towers are constantly healed with the spirits while masses of mobs spawn to kill you.
I am sure we will get some to jump on here that say "I solo those!" and I am sure they do. But how much of their time do they spend doing that? They most likely have gotten bored and moved on.
That is exactly what would happen to veteran overland. Lots of time making things very hard that the target audience would not stick with.
I couldn't agree more.
We already had veteran overland zones an no one played them. That and the split playerbase are two of the biggest reasons why One Tamriel was introduced. If anything ESO has gotten more casual over time and is doing better now than it ever has.
I believe it would be a huge step backward to split the playerbase again, and would cause a lot of casual players to leave, especially if a veteran overland offered better rewards.
this has been mentioned many times before. Harrowstorm, Dragons and Craglorn. Ignored by players. Other than Skyreach which is a grinding spot and people charge you gold to level you there. The rest of the Craglorn is deserted. That's why i can't take 'make overland hard pls' crowd seriously. We already know how hard overland is being ignored by the majority of the player base.
Also, trash mob is trash for a reason and is meant to be obliterated in as little time as possible. I dont know why people think buffing trash mobs would make anything more fun. I enjoy FFXIV a lot for that very reason. Minimal trash mob in stories as well as in dungeons. And i appreciate ESO for not wasting my time and let me experience stories with minimal downtime and obstacles.
Edited to add 'Dragons' to the post. Those poor things are ignored as well.
There are many mods out there, especially these days, for Oblivion and Skyrim so the situation described is not necessarily true outside of vanilla Oblivion.
What makes Oblivion such a great example, is the ability to use various realism mods to counter undesirable aspects of the game. The fact that there were/are so many of these 'realism' mods is a glowing indicator that a large portion of the associated fanbase felt there was still much work to be done with these games.
I used OOO for Oblivion and a bunch of stuff for Skyrim. If you goto Nexus Mods and just look up realism mods you will see thousands of downloads, hundreds of posts and an enormous amount of interest in these mod authors and their work.
There are many mods out there, especially these days, for Oblivion and Skyrim so the situation described is not necessarily true outside of vanilla Oblivion.
What makes Oblivion such a great example, is the ability to use various realism mods to counter undesirable aspects of the game. The fact that there were/are so many of these 'realism' mods is a glowing indicator that a large portion of the associated fanbase felt there was still much work to be done with these games.
I used OOO for Oblivion and a bunch of stuff for Skyrim. If you goto Nexus Mods and just look up realism mods you will see thousands of downloads, hundreds of posts and an enormous amount of interest in these mod authors and their work.
Sigh. You can't use the modded versions of games as examples of how ZOS should do ESO. Chances are, no one but you plays that game, and no one but you knows what it is like to play that game.
spartaxoxo wrote: »There are many mods out there, especially these days, for Oblivion and Skyrim so the situation described is not necessarily true outside of vanilla Oblivion.
What makes Oblivion such a great example, is the ability to use various realism mods to counter undesirable aspects of the game. The fact that there were/are so many of these 'realism' mods is a glowing indicator that a large portion of the associated fanbase felt there was still much work to be done with these games.
I used OOO for Oblivion and a bunch of stuff for Skyrim. If you goto Nexus Mods and just look up realism mods you will see thousands of downloads, hundreds of posts and an enormous amount of interest in these mod authors and their work.
Sigh. You can't use the modded versions of games as examples of how ZOS should do ESO. Chances are, no one but you plays that game, and no one but you knows what it is like to play that game.
Mods have been an integral part of elder scrolls series games for a pretty long time now. Many people have played these mods and if they haven't they are at least aware of their existence. I know that the anniversary edition also made some of these mods official. They are at the very least, a good example of the kinds of things that players want to see in existing franchises. This is why I think it's important to note that many players mod games to increase the difficulty or even to decrease the difficulty with God modes and survival/realistic modes both being very popular in many games.
spartaxoxo wrote: »There are many mods out there, especially these days, for Oblivion and Skyrim so the situation described is not necessarily true outside of vanilla Oblivion.
What makes Oblivion such a great example, is the ability to use various realism mods to counter undesirable aspects of the game. The fact that there were/are so many of these 'realism' mods is a glowing indicator that a large portion of the associated fanbase felt there was still much work to be done with these games.
I used OOO for Oblivion and a bunch of stuff for Skyrim. If you goto Nexus Mods and just look up realism mods you will see thousands of downloads, hundreds of posts and an enormous amount of interest in these mod authors and their work.
Sigh. You can't use the modded versions of games as examples of how ZOS should do ESO. Chances are, no one but you plays that game, and no one but you knows what it is like to play that game.
Mods have been an integral part of elder scrolls series games for a pretty long time now. Many people have played these mods and if they haven't they are at least aware of their existence. I know that the anniversary edition also made some of these mods official. They are at the very least, a good example of the kinds of things that players want to see in existing franchises. This is why I think it's important to note that many players mod games to increase the difficulty or even to decrease the difficulty with God modes and survival/realistic modes both being very popular in many games.
Yes, but that sort of experience is never coming to ESO. When people say "make it like what Oblivion did" and then they are using a pile of mods that change what Oblivion did, how does anyone know what they are talking about?
SilverBride wrote: »Captain_OP wrote: »...we want longer fights.
I have a hard time understanding this. There are countless quests and it can take several months for a character to get through every quest in every zone with easy mobs. Why make it take three to four times longer with difficult mobs? That doesn't make the story any more believable. In fact I find it unbelievable that a powerful character would find a wolf challenging.
But it does. It does make the story less believable because there is nothing to risk in taking down the enemies, where applicable.
That's what I enjoyed about Oblivion, yeah some Goblins and Rats were easy to kill and others were not but it always felt like a well-tempered experience. The hard fights are what makes a quest memorable. But I think part of the problem, unfort, is maybe they focused on putting in too many quests and it all blends together. For example, in Oblivion we have the hunt for Mehrunes Razor. My favorite quest from Oblivion by far. You meet varying degrees of enemies and solve interesting problems and in general it takes some time to get to know the place in order to pass the quest.
Now in Oblivion, all quests aren't like this and they don't need to be. But this is the point. Oblivion quests were engaging, intriguing, sparked the imagination a little bit and made the player question their build, their choices, the direction they were heading in the game. But if everything was just ridiculously easy like it is now with ESO Overland, no one would care about the content. ESO has some of this but overtime given the sheer volume of quests it all sort of blends together. And I say this respectfully, its also a Balance thing. It is not just about difficulty however I think that any disagreement over how difficulty should be assigned can be resolved thru lore, as this has worked just fine for all previous Elder Scrolls games.
It is literally the difference between reading a good murder mystery and reading something with no depth. I don't have much of a library anymore but growing up I had all kinds of science fiction novels and horror/murder mysteries which I always took my time reading because they were interesting and presented me with unique situations.
I don't know if Oblivion is a good example - my characters were gods with level 20 - due to spell crafting - all you need are weapons absorbing the stats from your opponents and fast weapons for a quick stats transfer - and you are a god in Oblivion, killing everything with ease and no challenge at all -- you simply absorb their strength and endurance until they are frozen in place and as powerful as a kitchen towel.
There are many mods out there, especially these days, for Oblivion and Skyrim so the situation described is not necessarily true outside of vanilla Oblivion.
What makes Oblivion such a great example, is the ability to use various realism mods to counter undesirable aspects of the game. The fact that there were/are so many of these 'realism' mods is a glowing indicator that a large portion of the associated fanbase felt there was still much work to be done with these games.
I used OOO for Oblivion and a bunch of stuff for Skyrim. If you goto Nexus Mods and just look up realism mods you will see thousands of downloads, hundreds of posts and an enormous amount of interest in these mod authors and their work.
spartaxoxo wrote: »There are many mods out there, especially these days, for Oblivion and Skyrim so the situation described is not necessarily true outside of vanilla Oblivion.
What makes Oblivion such a great example, is the ability to use various realism mods to counter undesirable aspects of the game. The fact that there were/are so many of these 'realism' mods is a glowing indicator that a large portion of the associated fanbase felt there was still much work to be done with these games.
I used OOO for Oblivion and a bunch of stuff for Skyrim. If you goto Nexus Mods and just look up realism mods you will see thousands of downloads, hundreds of posts and an enormous amount of interest in these mod authors and their work.
Sigh. You can't use the modded versions of games as examples of how ZOS should do ESO. Chances are, no one but you plays that game, and no one but you knows what it is like to play that game.
Mods have been an integral part of elder scrolls series games for a pretty long time now. Many people have played these mods and if they haven't they are at least aware of their existence. I know that the anniversary edition also made some of these mods official. They are at the very least, a good example of the kinds of things that players want to see in existing franchises. This is why I think it's important to note that many players mod games to increase the difficulty or even to decrease the difficulty with God modes and survival/realistic modes both being very popular in many games.
Yes, but that sort of experience is never coming to ESO. When people say "make it like what Oblivion did" and then they are using a pile of mods that change what Oblivion did, how does anyone know what they are talking about?
No, unequipping our gear/CP isn't a solution.
If it were, we would simply do that and have fun. Lots of us have tried that, and it doesn't actually make delves and overland content any more challenging or engaging.
StevieKingslayer wrote: »
I understand people dont -want- harder everything overland. Thats okay, but can we have something, anything, please?
LonePirate wrote: »in the spring of 2014. Vet zones (the VR 1-10 zones) were the precursors, not an expansion, to One Tamriel. Prior to the content nerf in July of 2014, the best gear in the game dropped from these high end zones and people still refused to play them.
Allow giants to punt us into the atmosphere
...don't you agree everything being the same level as you is stale and boring?
SilverBride wrote: »Not in the least. I find it a great stress reliever to aggro a mob and beat the heck out of them.
When I want a challenge I go after World Bosses and Dragons and Harrowstorms, or solo a dungeon. But I do not want a challenge in every single thing I do.
We're not asking for 5 minute skeever fights, we're asking that it doesn't die in 1 shot to a light attack and it would be optional.
SilverBride wrote: »
So, you know like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it. - Rich Lambert
KalyanLazair wrote: »
Maybe there could be a "Sweaty Palms" skill line that Uncle Sheogorath grants us that gives certain kiss/curse passives when you enable it. For example:
- Halve your damage, but give more XP
- Disable your CP, but give you more gold
- Halve your mitigation, but increase your treasure chest rewards
- Halve your health, but increase your chance of getting a rare lead drop
spartaxoxo wrote: »NeeScrolls wrote: »hmm i thought the game *kicks* all companions once the group is FULL in dungeons/trials , no? Or were you talking about a non-queue'd version entering manually on-foot?
I was under the impression if you went into a dungeon with 4 people the companions were kicked period, actually? Didn't realize you could have 6 do it, seems it would really trivialize it.
newtinmpls wrote: »I've played since about 2 months post PC drop, and one thing I remember - and loved - was how hard dolmens used to be. It used to be basically impossible to solo them, and I can't even count how many times folks would call for help in zone - and the best of them (the most skilled players) would be saying something like "got X dolmen but can't finish the last boss".
I liked them as "community events".
newtinmpls wrote: »SilverBride wrote: »
So, you know like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it. - Rich Lambert
Wow. Well that's pretty clear.
.From my experience with MMOs, people often do not do stuff for the fun aspect, but judge it by the gain per hour aspect.
StevieKingslayer wrote: »I'd like to point this as my reasoning for not doing dragons/harrowstorms as a hardcore 'vet instance' wisher. I turn up the harrowstorm, Im alone or with one other. I start doing it, Im enjoying how rough it is, I feel a threat....and then 30 other people show up all in one conga line and RUIN the experience for us (not exaggerating, one night i tried it constantly and i was constantly interrupted by large amounts of people showing up. No event, No reason for the zone to be popping like it clearly was). And No, I do not play in US prime time. I play Oceanic. When everyone in the US is asleep. You struggle to see one person typing in zone.
He just said dungeon, not group dungeon. You could happily go through a public dungeon grouped as 4 players and 2 companions. Only time I've seen a companion in a group dungeon is when a player left the group, a companion can come out in that case and will stay out even after a replacement player joins the group, but it will disappear when the 4th player travels into the instance.
ShalidorsHeir wrote: »I dont think this game is in a healthy state, even for casual gamers. Things are so damn easy that nobody ever needs to get in touch with the depths of this game, the game mechanics and theorycrafting, all the wonderful stuff ESO has to provide. Besides that long term players like myself (playing since beta) simply feel excluded from questing and overland content because there is no joy at all!
newtinmpls wrote: »As of yet, I have heard many many "casuals" say things like "ZoS I want X - let me throw money at you" and those things sometimes happen. What I have not seen EVER (not saying it doesn't happen - but I have not seen it) is PvP'ers or "endgame players" saying things like "Give me X and let me throw money at you".
newtinmpls wrote: »As of yet, I have heard many many "casuals" say things like "ZoS I want X - let me throw money at you" and those things sometimes happen. What I have not seen EVER (not saying it doesn't happen - but I have not seen it) is PvP'ers or "endgame players" saying things like "Give me X and let me throw money at you".
SilverBride wrote: »Spending money at the Cown Store is not a casual player thing.
ShalidorsHeir wrote: »I don't get your point at all. People buy stuff for creative content (housing / outfitting) and for cosmetics in ESO. And i would bet i spent a way more money in this game than most of those just "casually" gaming... without saying that i want something for that. As a matter of fact i only play the game and pay money for it when i feel comfortable.
After all it does impact the decision for overland content in only one way: more people being satisfied with content results in more people spending money. Also, we would not need to think of PvPers or PvEers as separate parts if all content is more attractive to everyone and would motivate players to progress for that content (in their own speed which they feel comfortable with). Not to mention that currently there is a big gap in overland and andthing else like dungeons, arenas, trials etc. So people are not prepared for that or they find it boring and do not give [Snip] about overland-> bringing in a bigger gap between certain player types which should be addressed.
ShalidorsHeir wrote: »I don't get your point at all.
SilverBride wrote: »colossalvoids wrote: »Personally I don't feel strong one shorting mobs, it's like beating a person who's unable to defend themselves. Some of us find fun and feeling that we're somewhat strong in overcoming challenges thrown at us so harder the content we beat - the more fun and satisfaction we're getting from the session. To each their own, so denying people new modes isn't the path of inclusion.
It's all a matter of personal preference. I was just making the point that not all casual players will become more hardcore just because their characters have gotten more powerful.
newtinmpls wrote: »SilverBride wrote: »Spending money at the Cown Store is not a casual player thing.
I think the point I was attempting to make is being missed.
Players who like RPG, housing, individualizing characters - these players ASK for those things AND say "I will pay you monies if you give me more of this thing"
What I do NOT see is PvP or "endgame (self defined)" players asking for things specific to their playstyles AND saying "I will pay you monies if you do this thing"
I have seen request (AND offers of money) for:
costumes
mounts
hairstyles
hair colors
pets
furnishings
housing
more housing
even yet more housing
I have NOT seen requests (AND offers of money) for:
Personal or guild hall "battlegrounds" setups
An INDIVIDUAL toggle to nerf a character (because knowing ZoS it would totally be per character)
not sure what else could go in there but happy if anyone starts a list.
As far as this gap you mentioned is concerned, this gap will stay - simply because casual don't have all day several times a week to play the game intensively enough to get to this content - some might try, but this is just not the content for the regular casual player.
Regular casuals buy stuff from the crown store to save time, they don't have otherwise - they try to fill their available time with something enjoyable, and rather buy things than to grind for them - ZOS knows that quite well, that is why there is a lot of stuff on the crown store, which is for this player group - because they are willing to pay for it, it enhances their limited playtime and frees them from having to grind for stuff - that is why things like buying sky shards for other characters is in the crown store for example - why would someone who has the time buy that in the crown store - but those who haven't will gladly do that - like me, I bought that for some of my characters for example.
SilverBride wrote: »As far as this gap you mentioned is concerned, this gap will stay - simply because casual don't have all day several times a week to play the game intensively enough to get to this content - some might try, but this is just not the content for the regular casual player.
Casual doesn't mean someone doesn't play a lot. It has to do with what they spend their time doing when they are playing. I play every day but I consider myself casual because I don't do end game content. On the other hand I've known hard core players who only log on a couple of times a week for their trial groups.
I have plenty of time to get to end game content. I just don't want to.Regular casuals buy stuff from the crown store to save time, they don't have otherwise - they try to fill their available time with something enjoyable, and rather buy things than to grind for them - ZOS knows that quite well, that is why there is a lot of stuff on the crown store, which is for this player group - because they are willing to pay for it, it enhances their limited playtime and frees them from having to grind for stuff - that is why things like buying sky shards for other characters is in the crown store for example - why would someone who has the time buy that in the crown store - but those who haven't will gladly do that - like me, I bought that for some of my characters for example.
This is also not true in my case. I have never purchased skyshards etc., because there is no deadline I have to meet. I want to enjoy playing the game myself, not pay to skip over content.
colossalvoids wrote: »trying to separate buyers in camps would be a failure
Now I know why they chose the Ouroboros as the symbol for this game.
This game started out with 3 factions to start from, each with a Silver and a Gold level (other faction play throughs as VR levels). Each new zone had an increased difficulty and you had folks grinding trash mobs just to make level cap by the time they hit their last zone in their home faction. Once you hit Silver and Gold you had to put about 10 times as much work in to gain a level. If you tried to play a zone too far ahead of your level you got your tail handed to ya. If you tried to play a zone that you were to far ahead of things fell over like dominoes and you got no credit for your efforts. A VR level character could go back and have a solo cake walk through Group Dungeons in their starting faction zones (at least the ones available at the time). Also, Craglorn overland was tuned for max level characters to at least run in pairs and if you could solo a bunch of bees you were doing good, and if you could solo a pack of Welwa (when the last one hulked out) then you were real good.
Why is it that none of this stuff exist now??????? Folks asked for it.
What is most needed for PvP is performance improvements for Cyrodiil and fixes for age old but still game breaking bugs. Would PvPers be willing to spend money when such basic things are not provided?newtinmpls wrote: »I have NOT seen requests (AND offers of money) for:
Personal or guild hall "battlegrounds" setups
An INDIVIDUAL toggle to nerf a character (because knowing ZoS it would totally be per character)
newtinmpls wrote: »I have NOT seen requests (AND offers of money) for:
Personal or guild hall "battlegrounds" setups
An INDIVIDUAL toggle to nerf a character (because knowing ZoS it would totally be per character)
What is most needed for PvP is performance improvements for Cyrodiil and fixes for age old but still game breaking bugs.
As an endgame player, no. I would not pay for a debuff toggle.
<small snip>
If they released a vet instance for overland zones, then yes. I'd definitely consider paying.