That makes so much more sense and I'd 100% agree. I'm only against self-debuffs with zero benefits as I've seen them before and know how pointless / unused they are (in games with online elements).spartaxoxo wrote: »I mean, I never stated that the debuffs couldn't come with more gains either. People are just choosing to interpret the suggestion in the least charitable way, because it's easier to argue against.
For example, earlier in the thread I mentioned it should come with something like +% gold gain +increased quality drops for example.
I don't think it should come with titles/achievements because they are one time use, but I have stated that something like blue instead of green drops or a bit more gold would be appropriate.Probably bad wording on my part, but you also cropped what I said right after in the same sentence. I was talking about online games.newtinmpls wrote: »
Private instances are best possible outcome for both parties with only concerns how much server resources it would actually require.
In the worst case I would say a core per private instance - this is what a price of 12.99/mo. or 100 dollars a year, like it is in Fallout 76, suggests - eventually several private instances of the same region could be stacked on one core, which would then generate profit, but eventually as well cause lag for some instances. The worst case would be 1 player in every region in a private instance - then we would have about 4 server blades per platform resp. global location - given instance stacking.
spartaxoxo wrote: »This is why I have suggested the following package for increasing difficulty
*Debuffs <---can be used anywhere so is a very cheap, easy change for the old stuff
*Challenge Banners for Big Bosses
*Entirely NEW zones that are adventure zones with standalone stories that are difficult <---more likely to get a ton of work for NEW things.
I was asking no one personally here - I just fear that when you ask 10 people, what they mean by challenging and they go into detail about it, that you get at least 10 different versions of what is challenging to them - on that basis how should ZOS be able to find a solution, which would satisfy most of these players - if the goal is not defined well enough. I did not address anyone of you personally with this question - I'm just worried about that "challenge" means something different to everyone.
Like challenge could be - disable all add-ons instantly - no way to connect them in such a zone - add cool downs to skills, that you can't weave or animation cancel anymore - force first person, that you are not able to zoom out and get a wide range view - add helmet view, that your field of sight is limited by your helmet - like it is done in kingdom come deliverance for example - stuff like this could make it a challenge as well - but some might not feel this to be a challenge but an annoyance.
newtinmpls wrote: »What is a challenge banner?
I was asking no one personally here - I just fear that when you ask 10 people, what they mean by challenging and they go into detail about it, that you get at least 10 different versions of what is challenging to them - on that basis how should ZOS be able to find a solution, which would satisfy most of these players - if the goal is not defined well enough. I did not address anyone of you personally with this question - I'm just worried about that "challenge" means something different to everyone.
Like challenge could be - disable all add-ons instantly - no way to connect them in such a zone - add cool downs to skills, that you can't weave or animation cancel anymore - force first person, that you are not able to zoom out and get a wide range view - add helmet view, that your field of sight is limited by your helmet - like it is done in kingdom come deliverance for example - stuff like this could make it a challenge as well - but some might not feel this to be a challenge but an annoyance.
The good starting point of defining how challenging veteran mode could be vs normal is identifying what expected power level of a player for whom normal dlc dungeons are designed and for whom vets. If first balanced around player (in group of 4) putting 5-15k dps with random gear, cp and attrubute allocation, then latter should be balanced around players who capable of putting 55-80k with semi-optimised purple gear, correct skills, CP and attrubutes. In that case the encounters should be balanced with that dps in mind while also considering healing and tanking capabilities of single induvidual. There are also 2 vet solo arenas that was balanced around solo players so they are a good indicator what could be expected from vet mode. That is my take at least.
Most of what you descibed is forcing difficulty on yourself by acting stupid.
I was asking no one personally here - I just fear that when you ask 10 people, what they mean by challenging and they go into detail about it, that you get at least 10 different versions of what is challenging to them - on that basis how should ZOS be able to find a solution, which would satisfy most of these players - if the goal is not defined well enough. I did not address anyone of you personally with this question - I'm just worried about that "challenge" means something different to everyone.
Like challenge could be - disable all add-ons instantly - no way to connect them in such a zone - add cool downs to skills, that you can't weave or animation cancel anymore - force first person, that you are not able to zoom out and get a wide range view - add helmet view, that your field of sight is limited by your helmet - like it is done in kingdom come deliverance for example - stuff like this could make it a challenge as well - but some might not feel this to be a challenge but an annoyance.
The good starting point of defining how challenging veteran mode could be vs normal is identifying what expected power level of a player for whom normal dlc dungeons are designed and for whom vets. If first balanced around player (in group of 4) putting 5-15k dps with random gear, cp and attrubute allocation, then latter should be balanced around players who capable of putting 55-80k with semi-optimised purple gear, correct skills, CP and attrubutes. In that case the encounters should be balanced with that dps in mind while also considering healing and tanking capabilities of single induvidual. There are also 2 vet solo arenas that was balanced around solo players so they are a good indicator what could be expected from vet mode. That is my take at least.
Most of what you descibed is forcing difficulty on yourself by acting stupid.
Steven19eighty101 wrote: »Just doing the western skyrim quests while leveling up some skills and just because I haven't done any questing for so long. Absolutely stunning landscapes and graphics, really cool storyline, but if I pass the controls to my 7 year old daughter while cooking dinner I can guarantee she wont die lol
Steven19eighty101 wrote: »Just doing the western skyrim quests while leveling up some skills and just because I haven't done any questing for so long. Absolutely stunning landscapes and graphics, really cool storyline, but if I pass the controls to my 7 year old daughter while cooking dinner I can guarantee she wont die lol
until she runs into a bristleback or wants to know what these redish clouds in the sky are - and both are pretty easy to reach, just following the road to dragon's bridge and follow the road in eastern direction, after passing the bridge - so she might find that quite easily.
I was asking no one personally here - I just fear that when you ask 10 people, what they mean by challenging and they go into detail about it, that you get at least 10 different versions of what is challenging to them - on that basis how should ZOS be able to find a solution, which would satisfy most of these players - if the goal is not defined well enough. I did not address anyone of you personally with this question - I'm just worried about that "challenge" means something different to everyone.
Like challenge could be - disable all add-ons instantly - no way to connect them in such a zone - add cool downs to skills, that you can't weave or animation cancel anymore - force first person, that you are not able to zoom out and get a wide range view - add helmet view, that your field of sight is limited by your helmet - like it is done in kingdom come deliverance for example - stuff like this could make it a challenge as well - but some might not feel this to be a challenge but an annoyance.
The good starting point of defining how challenging veteran mode could be vs normal is identifying what expected power level of a player for whom normal dlc dungeons are designed and for whom vets. If first balanced around player (in group of 4) putting 5-15k dps with random gear, cp and attrubute allocation, then latter should be balanced around players who capable of putting 55-80k with semi-optimised purple gear, correct skills, CP and attrubutes. In that case the encounters should be balanced with that dps in mind while also considering healing and tanking capabilities of single induvidual. There are also 2 vet solo arenas that was balanced around solo players so they are a good indicator what could be expected from vet mode. That is my take at least.
Most of what you descibed is forcing difficulty on yourself by acting stupid.
Sounds good until you think of the normal mob in overland - mudcrabs balanced to fight these veterans, skeevers as well, wolves, wasps and what not - this would exactly lead to what I said before - you will feel weaker than a newbie in this area, if it is just about scaling - I think challenge should be achieved by adding something what goes more into the role play direction than continuing just to be another fighting arena - you said you want to quest and experience overland - what is basically role playing, so why not create the challenge by adding role play aspects and make first person mandatory.
Otherwise you would just have the same as everywhere else in overland again - and feel weak compared to a newbie - dangerous mudcrabs, scaled up to fight the great warrior - ridiculous.
Well, I will stop here, these are all serious suggestions by me - but if I continue hammering on them, this might be considered baiting and I am far from wanting to bait anyone - just to eventually give it a thought, if this wouldn't be something different from pure scaling again.
It's also a great way to get vertigo.have you tried to use first person view in challenging combat situations?- It is quite different, if you don't really know where everyone is, if you don't turn in that direction - you don't have overview and combat at the same time like this, and this gets your dps down, if you still want to know whats going on around you - being forced into first person is more challenging than playing in zoomed out 3rd person.
You keep coming up with these weird suggestions to make questing challenging and you don't understand why we don't like them. You'd understand easily if you were well-versed in endgame content. (endgame content doesn't have any of those "role playing aspects" and yet manages to be quite challenging.)I would as well not scale by your max resource, but by your actually available resource at that time, this makes resource management a bit more difficult and lowers dps as well. Furthermore let the character have role play aspects - let him be a person, who experiences pain - meaning he will perform with a delay and not at full strength - surprise, being stunned for a bit when the enemy opens the fight and not the player - fear, if health gets below a certain threshold, he is converting some of his attacks into blocking and blocks instead to attack - well I had quite a few more things like that - but role playing aspects is most likely not what you guys want in a role playing game, do you?
Why do people think we care about critters in some corner? We talk about quest enemies.
Franchise408 wrote: »SilverBride wrote: »Franchise408 wrote: »SilverBride wrote: »...so what would veteran overland be used for?
To participate in the 95% of this game's content and not be boxed into a corner of repetitious dungeons and trials?
This is the part I am not understanding. Participate how? What content beyond the story and side quests would players be doing in veteran overland, because once the story is complete what else is there to do besides farming nodes or collecting surveys or digging up maps and antiquity leads? Which most would choose to do in normal overland for convenience anyway.
Would players be killing World Bosses, or doing Harrowstorms or Delves? Doing those repeatedly would become just as repetitious as dungeons and trials.
SilverBride, right now we aren't even doing the story and side-quests, because the gameplay is so disengaging it is actively driving us away.
Blackwood was an absolute waste of my money, as I don't need it for the dungeons, and the only content it gave me was unengaging quest lines and companions. I will not make the same mistake next time. If there is no content for higher end gamers, then I will no longer buy chapters.
We aren't interacting or engaging with the content, because the game design is actively driving us away. So we aren't even doing the story and side quests, and I won't, until a change is made.
Franchise408 wrote: »SilverBride wrote: »Franchise408 wrote: »SilverBride wrote: »...so what would veteran overland be used for?
To participate in the 95% of this game's content and not be boxed into a corner of repetitious dungeons and trials?
This is the part I am not understanding. Participate how? What content beyond the story and side quests would players be doing in veteran overland, because once the story is complete what else is there to do besides farming nodes or collecting surveys or digging up maps and antiquity leads? Which most would choose to do in normal overland for convenience anyway.
Would players be killing World Bosses, or doing Harrowstorms or Delves? Doing those repeatedly would become just as repetitious as dungeons and trials.
SilverBride, right now we aren't even doing the story and side-quests, because the gameplay is so disengaging it is actively driving us away.
Blackwood was an absolute waste of my money, as I don't need it for the dungeons, and the only content it gave me was unengaging quest lines and companions. I will not make the same mistake next time. If there is no content for higher end gamers, then I will no longer buy chapters.
We aren't interacting or engaging with the content, because the game design is actively driving us away. So we aren't even doing the story and side quests, and I won't, until a change is made.
I disagree that Blackwood was unengaging, I liked it far better than some of the other DLC stories. I mainly play for the stories. I'm not saying you do this, but I've played with many people that just click past all the story content just to get it done, and wonder why they didn't enjoy the story. If those people would just actually listen through the quests the first time play through, they might enjoy it more.
Chilly-McFreeze wrote: »Franchise408 wrote: »SilverBride wrote: »Franchise408 wrote: »SilverBride wrote: »...so what would veteran overland be used for?
To participate in the 95% of this game's content and not be boxed into a corner of repetitious dungeons and trials?
This is the part I am not understanding. Participate how? What content beyond the story and side quests would players be doing in veteran overland, because once the story is complete what else is there to do besides farming nodes or collecting surveys or digging up maps and antiquity leads? Which most would choose to do in normal overland for convenience anyway.
Would players be killing World Bosses, or doing Harrowstorms or Delves? Doing those repeatedly would become just as repetitious as dungeons and trials.
SilverBride, right now we aren't even doing the story and side-quests, because the gameplay is so disengaging it is actively driving us away.
Blackwood was an absolute waste of my money, as I don't need it for the dungeons, and the only content it gave me was unengaging quest lines and companions. I will not make the same mistake next time. If there is no content for higher end gamers, then I will no longer buy chapters.
We aren't interacting or engaging with the content, because the game design is actively driving us away. So we aren't even doing the story and side quests, and I won't, until a change is made.
I disagree that Blackwood was unengaging, I liked it far better than some of the other DLC stories. I mainly play for the stories. I'm not saying you do this, but I've played with many people that just click past all the story content just to get it done, and wonder why they didn't enjoy the story. If those people would just actually listen through the quests the first time play through, they might enjoy it more.
Even if we put the complains about story telling from other threads aside, point is that a good story thrives of the feelings it awakes within us: tension, danger, urgency, threat, challenge, archievement. If any and each opposition breaks from the first wind that comes their direction, none of those will come up.
A movie or book where the antagonist is facerolled isn't very thrilling either.
Not saying that each quest has to be the apex of story telling but if I blow through each and every warlord that ransacked town after town with as little as 2-3 spams while nothing can touch me, it is not engaging in any way, no matter how witty the lines, how fine the voice overs are.
Intersting lore is fine and good, if it isn't packed in engaging content it simply becomes a chore.
It's also a great way to get vertigo.have you tried to use first person view in challenging combat situations?- It is quite different, if you don't really know where everyone is, if you don't turn in that direction - you don't have overview and combat at the same time like this, and this gets your dps down, if you still want to know whats going on around you - being forced into first person is more challenging than playing in zoomed out 3rd person.You keep coming up with these weird suggestions to make questing challenging and you don't understand why we don't like them. You'd understand easily if you were well-versed in endgame content. (endgame content doesn't have any of those "role playing aspects" and yet manages to be quite challenging.)I would as well not scale by your max resource, but by your actually available resource at that time, this makes resource management a bit more difficult and lowers dps as well. Furthermore let the character have role play aspects - let him be a person, who experiences pain - meaning he will perform with a delay and not at full strength - surprise, being stunned for a bit when the enemy opens the fight and not the player - fear, if health gets below a certain threshold, he is converting some of his attacks into blocking and blocks instead to attack - well I had quite a few more things like that - but role playing aspects is most likely not what you guys want in a role playing game, do you?
Endgame content requires that we fully utilize the combat system that's already in the game. Basic things like dodging, blocking, interrupting and avoiding AoEs are needed. Damage shields / self heals are much needed. We need to use skills and builds that are appropriate for the fight (and endgame fights last more than 5 seconds, but they don't last hours either). Soloing normal dungeons for the story is super fun and is the most enjoyable questing experience I've had in ESO so far as an endgame player. Because the story told to me by the NPCs in the dungeon actually matches the associated gameplay. Solo arenas are also great fun, but I personally didn't like the story in Maelstrom Arena much. Story in Vateshran Hollows was way more interesting.
All these good things about the current combat system are obsolete in overland/questing. Getting good at the game makes questing extremely boring. And no, we are not talking about some random mudcrab or skeewer somewhere. Why do people think we care about critters in some corner? We talk about quest enemies.
I'm no stranger to high ping and server desyncs. I'm playing from Asia as I've mentioned before. I have to use a paid VPN service just to make the ping stable enough for endgame stuff and PvP. Here's some fun stuff that happened to me because of high ping/ desync,otherwise we high ping players couldn't do it - because it is pretty hard to get out of red, if the attack has happened already BEFORE we can see it and react to it - that is what high ping is like.
It's fine, I don't get angry anymore. I'm used to people on forums making all sorts of assumptions and declare what sort of player I am and what content I belong to. I will admit this is the only Elder Scrolls game I've played, as such I may be missing what questing in ESO is all about. But ESO is also the first online (MMO) game I've played, and I'm not interested in any other MMOs. I never care about competitive games without much of a story. Before coming to ESO I've spent my ~15 years of gaming playing only single player story oriented games. Story, gameplay and music. That's the 3 factors I value the most in a game. I do love role playing games with elements you described. Metro series is my favorite in that aspect. 1st person view, harsh environments, amazing story and music, weapons needed to be maintained regularly if you wanted them to work properly in combat. They must be the most immersive games I've ever played (but only the third Metro game was open world). Hell even old Far Cry 2 was excellent in such role playing aspects. But imo a game needs to be designed around it from the beginning to make it work and feel immersive.To me it seems, that you aren't really interested in the quests, but want a different and much larger combat area - it is not about role playing in a quest environment for you - like you said yourself, the content you are looking for has no role play elements (and that in a role playing game) - I'll say now something, what might make you angry - but it seems to be the truth from my point of view - you guys don't belong into overland content, you are missing what it is all about and would just mess it up for all of us normal players. If you get it as a private instance, fine, but I really fear, that my fun with exploring the overland will be ruined as soon as you guys are around there. (not to talk about, that your way of fighting leads to lag and frames per second will drop as well, if you are around - I don't want or need that)
I'm no stranger to high ping and server desyncs. I'm playing from Asia as I've mentioned before. I have to use a paid VPN service just to make the ping stable enough for endgame stuff and PvP. Here's some fun stuff that happened to me because of high ping/ desync,otherwise we high ping players couldn't do it - because it is pretty hard to get out of red, if the attack has happened already BEFORE we can see it and react to it - that is what high ping is like.
Me trying to re-summon my pet after a group wipe, Me trying to interact with a crafting station, "Target out of range": can't count the number of times I see this msg on a daily basis, every mundane interaction involves it. It's also why I can't play melee.It's fine, I don't get angry anymore. I'm used to people on forums making all sorts of assumptions and declare what sort of player I am and what content I belong to. I will admit this is the only Elder Scrolls game I've played, as such I may be missing what questing in ESO is all about. But ESO is also the first online (MMO) game I've played, and I'm not interested in any other MMOs. I never care about competitive games without much of a story. Before coming to ESO I've spent my ~15 years of gaming playing only single player story oriented games. Story, gameplay and music. That's the 3 factors I value the most in a game. I do love role playing games with elements you described. Metro series is my favorite in that aspect. 1st person view, harsh environments, amazing story and music, weapons needed to be maintained regularly if you wanted them to work properly in combat. They must be the most immersive games I've ever played (but only the third Metro game was open world). Hell even old Far Cry 2 was excellent in such role playing aspects. But imo a game needs to be designed around it from the beginning to make it work and feel immersive.To me it seems, that you aren't really interested in the quests, but want a different and much larger combat area - it is not about role playing in a quest environment for you - like you said yourself, the content you are looking for has no role play elements (and that in a role playing game) - I'll say now something, what might make you angry - but it seems to be the truth from my point of view - you guys don't belong into overland content, you are missing what it is all about and would just mess it up for all of us normal players. If you get it as a private instance, fine, but I really fear, that my fun with exploring the overland will be ruined as soon as you guys are around there. (not to talk about, that your way of fighting leads to lag and frames per second will drop as well, if you are around - I don't want or need that)
I've given all the feedback I can think of regarding overland and questing in this thread. Had enough of being told that overland isn't for people like me and enough of people making assumptions about me while knowing nothing about me. All suggestions I gave were optional as I don't want people who currently enjoy overland as it is, to be affected.
So I'll leave this thread alone.
SilverBride wrote: »@Zuboko that is awesome! I hope you will share it with us when it's complete.
One of the suggestions in this thread that seems to be widely accepted is for challenge banners that would make the quest boss fights much more difficult. Is that something you would be interested in?
SilverBride wrote: »@Zuboko thanks for sharing!
SilverBride wrote: »@Zuboko that is awesome! I hope you will share it with us when it's complete.
One of the suggestions in this thread that seems to be widely accepted is for challenge banners that would make the quest boss fights much more difficult. Is that something you would be interested in?
@SilverBride I would be open to most ideas. I was originally on the fence with it, but after I finally got to where I had a build that could run dungeons (and built the skill to do so) I started to realize how weak the overland content is.
I am happy you like the thing I threw together for this example. I don't think I would use that in my epic poem, it doesn't pack enough punch for what I want in my poem. I might try to flush that out a bit and then use it, but that is a different story. This thread has a bit of what I've written so far.
SilverBride wrote: »@Zuboko that is awesome! I hope you will share it with us when it's complete.
One of the suggestions in this thread that seems to be widely accepted is for challenge banners that would make the quest boss fights much more difficult. Is that something you would be interested in?
@SilverBride I would be open to most ideas. I was originally on the fence with it, but after I finally got to where I had a build that could run dungeons (and built the skill to do so) I started to realize how weak the overland content is.
I am happy you like the thing I threw together for this example. I don't think I would use that in my epic poem, it doesn't pack enough punch for what I want in my poem. I might try to flush that out a bit and then use it, but that is a different story. This thread has a bit of what I've written so far.
You said overland was weak after you built with a dungeon build and the skills to go with it. That's the thing though, that kind of build will inherently make overland weaker. Many casuals and new players don't have a dungeon build. They will craft their sets or use overland sets, and it takes new players a lot longer to level their first toon than subsequent ones. Overland is meant to take part in a story, not be this immersive fight to the death thing. Casuals, new players, and people like me who actually also run with dungeon and trial builds don't do overland to be challenged. I do dungeons and trials to be challenged. Overland is my time to relax and enjoy the story without sweating through my hands to get it done.