I will give another example - I revisited newbie zones for antiquities - but I tried hard to stay clear from the trash mob, because if newbies see what my armor does to these mobs, without me even fighting at all - they just get frustrated, because they still struggle with this content - to have you guys in the same zone with us, will just have the same effect, it would frustrate us and take away from our enjoyment of the game as it is - and this is a really important thing to consider for ZOS.
spartaxoxo wrote: »I will give another example - I revisited newbie zones for antiquities - but I tried hard to stay clear from the trash mob, because if newbies see what my armor does to these mobs, without me even fighting at all - they just get frustrated, because they still struggle with this content - to have you guys in the same zone with us, will just have the same effect, it would frustrate us and take away from our enjoyment of the game as it is - and this is a really important thing to consider for ZOS.
Are you trying to say you think they should do nothing at all then? Because if a separate vet overland is unrealistic and debuffs are gonna drive casuals away, then what else can they do?
I will give another example - I revisited newbie zones for antiquities - but I tried hard to stay clear from the trash mob, because if newbies see what my armor does to these mobs, without me even fighting at all - they just get frustrated, because they still struggle with this content - to have you guys in the same zone with us, will just have the same effect, it would frustrate us and take away from our enjoyment of the game as it is - and this is a really important thing to consider for ZOS.
spartaxoxo wrote: »I will give another example - I revisited newbie zones for antiquities - but I tried hard to stay clear from the trash mob, because if newbies see what my armor does to these mobs, without me even fighting at all - they just get frustrated, because they still struggle with this content - to have you guys in the same zone with us, will just have the same effect, it would frustrate us and take away from our enjoyment of the game as it is - and this is a really important thing to consider for ZOS.
Are you trying to say you think they should do nothing at all then? Because if a separate vet overland is unrealistic and debuffs are gonna drive casuals away, then what else can they do?
Nah, I said I would do 3 zones in separate instances - every 14 days changing to other zones - which would give ZOS time to cater these zones for vet players - I think tis would be a reasonable solution which would serve all the best - but it requires the will to do separate instances, even if those are just 3 at a time - and to do the work required to make it a vet zones.
Nah, I'm not joking - I run like a coward until these trash mobs return to their spawn points, because I can live being seen as a coward, but I don't want to frustrate newbies - I was one as well and it did not do me well to see how others nuke those enemies, I had to struggle with - and the same is true, when I see one of the vets nuke the content I am playing with - it is just frustrating to see that - so I'm pretty happy with them not liking easy overland - because then they will not that often interfere, whereas if they would be mixed in with us, this would be a permanent thing to happen - not something I desire actually.I will give another example - I revisited newbie zones for antiquities - but I tried hard to stay clear from the trash mob, because if newbies see what my armor does to these mobs, without me even fighting at all - they just get frustrated, because they still struggle with this content - to have you guys in the same zone with us, will just have the same effect, it would frustrate us and take away from our enjoyment of the game as it is - and this is a really important thing to consider for ZOS.
Your joking right. Like you literally stay clear of trash because some low level might see you. I have have never seen a high level do that in any MMO I have ever played. I have play a lot of them. If they get frustrated they need to get good or quite. Also there are no newbie zones in ESO. All zones are the same level as you. So for a level 1 all zones are level 1. If this was Anarchy Online or LOTRO then sure. The hiding from noobs because you have a high level toon is odd but making a noob zone not completable by noobs for the sake of high levels would be bad. But in those game zones are segregated by level. In ESO all zones are tuned for noobs except maybe Craglorn. I would love to see who actually struggles with overland and they are older than 8 and can read.
spartaxoxo wrote: »spartaxoxo wrote: »I will give another example - I revisited newbie zones for antiquities - but I tried hard to stay clear from the trash mob, because if newbies see what my armor does to these mobs, without me even fighting at all - they just get frustrated, because they still struggle with this content - to have you guys in the same zone with us, will just have the same effect, it would frustrate us and take away from our enjoyment of the game as it is - and this is a really important thing to consider for ZOS.
Are you trying to say you think they should do nothing at all then? Because if a separate vet overland is unrealistic and debuffs are gonna drive casuals away, then what else can they do?
Nah, I said I would do 3 zones in separate instances - every 14 days changing to other zones - which would give ZOS time to cater these zones for vet players - I think tis would be a reasonable solution which would serve all the best - but it requires the will to do separate instances, even if those are just 3 at a time - and to do the work required to make it a vet zones.
What? I genuinely don't understand your suggestion. What do you mean every 14 days? Like Greenshade is hard on Tuesday but come Thursday it's easy???
...instead to do 40 overland instances - do 3 - put one of each faction in those - and change the zones every 14 days - this would just be 3 new separate instances where all the vet players would be together again - and 14 days later 3 different zones of overland would be in these separate vet zones.
SilverBride wrote: »...instead to do 40 overland instances - do 3 - put one of each faction in those - and change the zones every 14 days - this would just be 3 new separate instances where all the vet players would be together again - and 14 days later 3 different zones of overland would be in these separate vet zones.
That is very restrictive. Players who want added difficulty would be forced into certain zones and then 14 days later different ones, whether they were ready to move on or not.
I would love to see who actually struggles with overland and they are older than 8 and can read.
I would love to see who actually struggles with overland and they are older than 8 and can read.
There was a thread lately of someone level in the 40s, who got killed ever so often in overland - I had a conversation with her and explained why that is and what can be done with it - she has 333 health regeneration for example - stats in the 20k range, mixed gear which she found, not upgraded, no jewelry, no food, no potions - there are these people, you can try to find this thread, it was maybe a week ago - that she was near to level 50 did not tell anything about her knowledge of the game at all. Soon she would be getting CP - and still have no clue - there are people like this in this game.
So... my idea(at least for the start):
Challenge Banners for World Bosses.
How it works:
Each WB has an Undaunted Banner like new DLC Dungeons. Using the banner moves player/group to diffrent instance (but still connected to the zone chat) with harder version of the boss.
Reasons for "Diffrent instance":
1) To avoid toxicity (changing boss difficulty to "make fun" from player/group who wants to do normal/veteran version of the boss)
2) To avoid long waiting times (when others are farming normal versions of the boss and dont want to do veteran version)
Rewards:
I dont want another Craglorn where 1 player picking up flowers gets more than entire group doing group content.
Good options(in my opinion)
1) Furnishing Items. For example:
- Vvardenfell, Shipwreck Cove - Fountain with Nereid (like in Fargrave)
2) Simple Mounts/Pets. For example:
- Vvardenfell, Nilthog's Hollow - Nix-Ox Mount
- Vvardenfell, Sulipund Grange - Mini-Hunger pet
3)Style Pages/Motifs. For example:
- Each boss in Vvardenfell has a chance to drop Ancestral Dark Elf Motif Page
4) Skins, tatoos etc.
Yes i know these rewards sounds crazy but those are just examples of rewards. If there wont be any rewards the content will be just dead.
Also adding nice rewards could add another option for making gold in game.
There would be added a new Undaunted NPC who gives a pledge to kill 3 veteran World Bosses from X zone - To help weaker players get the rewards.
Positives and negatives:
+rather easy to add veteran versions of bosses
+doesnt split the playerbase
+everyone can get a reward
+easy to test (adding this for 1 zone to see how players like it)
-a lot of rewards to create
-possible grind if rewards have low drop rate
-wont be hard with a lot of players
I would love to see who actually struggles with overland and they are older than 8 and can read.
There was a thread lately of someone level in the 40s, who got killed ever so often in overland - I had a conversation with her and explained why that is and what can be done with it - she has 333 health regeneration for example - stats in the 20k range, mixed gear which she found, not upgraded, no jewelry, no food, no potions - there are these people, you can try to find this thread, it was maybe a week ago - that she was near to level 50 did not tell anything about her knowledge of the game at all. Soon she would be getting CP - and still have no clue - there are people like this in this game.
That is the problem with this game. Overland should be a training ground. By level 40 that person should have an understanding of their class and class mechanics. This game hand holds the player and I get why. [snip] But that is a tragedy. I remember this happened in City of Heroes after an event where to much xp was mistakenly given for kills. You had people reaching max lev in matter of days without knowing what the hell they were doing. it was months where you were getting noobs joining high level content who had no clue what was going on. Overland is one of ESO's main weakness as an MMO. If some struggle with the base content of this game then the devs have failed in game design.
They could never do any other content. And the group dungeons are a joke that include Craglorn after the change. Even though I would rather have that 4 man public dungeon difficulty than nothing. Can you imaging games like Total War or Armored Core being dumb down this much so people can feel good about themselves. For crying out loud this game was marketed as a PVP Dark Age Of Camelot like game.
Its a mess.
[Edit for Conspiracy Theory.]
I would love to see who actually struggles with overland and they are older than 8 and can read.
There was a thread lately of someone level in the 40s, who got killed ever so often in overland - I had a conversation with her and explained why that is and what can be done with it - she has 333 health regeneration for example - stats in the 20k range, mixed gear which she found, not upgraded, no jewelry, no food, no potions - there are these people, you can try to find this thread, it was maybe a week ago - that she was near to level 50 did not tell anything about her knowledge of the game at all. Soon she would be getting CP - and still have no clue - there are people like this in this game.
That is the problem with this game. Overland should be a training ground. By level 40 that person should have an understanding of their class and class mechanics. This game hand holds the player and I get why. [snip] But that is a tragedy. I remember this happened in City of Heroes after an event where to much xp was mistakenly given for kills. You had people reaching max lev in matter of days without knowing what the hell they were doing. it was months where you were getting noobs joining high level content who had no clue what was going on. Overland is one of ESO's main weakness as an MMO. If some struggle with the base content of this game then the devs have failed in game design.
They could never do any other content. And the group dungeons are a joke that include Craglorn after the change. Even though I would rather have that 4 man public dungeon difficulty than nothing. Can you imaging games like Total War or Armored Core being dumb down this much so people can feel good about themselves. For crying out loud this game was marketed as a PVP Dark Age Of Camelot like game.
Its a mess.
[Edit for Conspiracy Theory.]
And that is the problem with it, it was marketed as something, what it isn't in the end - overland is ideal for role players like me, who have characters, which have "out of game" characteristics, which govern their behavior, abilities and interests in the game - none of my characters got a high bravery score, so they are all no heroes and because their score is just about average, they will stay mediocre - I won't ever play them like heroes or heroines therefore. As a role player I do not play by the numbers, but what my characters would be thinking - take my argonian for example, he is not that smart, but has a good understanding of nature. He knows that scales are beneficial to have, because they protect his body - a shield is kind of a very large and sturdy scale, he understands that and a large protective scale like a shield is good to have - so he chose 1h&shield and does fairly well with it, even it is not any near to be an optimal choice at all. But he is content with it and my other characters could not convince him better, because he is as well a pretty stubborn guy and advice-resistant.
If this game is played like an RPG, then it is quite entertaining in overland - played by the numbers one can easily outdo the content and then the result is, that it is no longer really fun to be in overlnnd - I get that - but whose fault is that - is it the marketing, which sold the game for something it isn't really?- Is it the mentality of those, who play an RPG like an MMO? Is at fault that the game mixed 2 incompatible players groups - role players vs. competitive players?- The game had an unclear concept from the very start and means something very different to people - incompatibly different sometimes.
ShalidorsHeir wrote: »I would love to see who actually struggles with overland and they are older than 8 and can read.
There was a thread lately of someone level in the 40s, who got killed ever so often in overland - I had a conversation with her and explained why that is and what can be done with it - she has 333 health regeneration for example - stats in the 20k range, mixed gear which she found, not upgraded, no jewelry, no food, no potions - there are these people, you can try to find this thread, it was maybe a week ago - that she was near to level 50 did not tell anything about her knowledge of the game at all. Soon she would be getting CP - and still have no clue - there are people like this in this game.
That is the problem with this game. Overland should be a training ground. By level 40 that person should have an understanding of their class and class mechanics. This game hand holds the player and I get why. [snip] But that is a tragedy. I remember this happened in City of Heroes after an event where to much xp was mistakenly given for kills. You had people reaching max lev in matter of days without knowing what the hell they were doing. it was months where you were getting noobs joining high level content who had no clue what was going on. Overland is one of ESO's main weakness as an MMO. If some struggle with the base content of this game then the devs have failed in game design.
They could never do any other content. And the group dungeons are a joke that include Craglorn after the change. Even though I would rather have that 4 man public dungeon difficulty than nothing. Can you imaging games like Total War or Armored Core being dumb down this much so people can feel good about themselves. For crying out loud this game was marketed as a PVP Dark Age Of Camelot like game.
Its a mess.
[Edit for Conspiracy Theory.]
And that is the problem with it, it was marketed as something, what it isn't in the end - overland is ideal for role players like me, who have characters, which have "out of game" characteristics, which govern their behavior, abilities and interests in the game - none of my characters got a high bravery score, so they are all no heroes and because their score is just about average, they will stay mediocre - I won't ever play them like heroes or heroines therefore. As a role player I do not play by the numbers, but what my characters would be thinking - take my argonian for example, he is not that smart, but has a good understanding of nature. He knows that scales are beneficial to have, because they protect his body - a shield is kind of a very large and sturdy scale, he understands that and a large protective scale like a shield is good to have - so he chose 1h&shield and does fairly well with it, even it is not any near to be an optimal choice at all. But he is content with it and my other characters could not convince him better, because he is as well a pretty stubborn guy and advice-resistant.
If this game is played like an RPG, then it is quite entertaining in overland - played by the numbers one can easily outdo the content and then the result is, that it is no longer really fun to be in overlnnd - I get that - but whose fault is that - is it the marketing, which sold the game for something it isn't really?- Is it the mentality of those, who play an RPG like an MMO? Is at fault that the game mixed 2 incompatible players groups - role players vs. competitive players?- The game had an unclear concept from the very start and means something very different to people - incompatibly different sometimes.
RP and challenge are not comparable since they do not contradict each other. The witcher 3 is for me the best RP game in terms of immersion. When i had to play it on easy i would give a damn sh!t about its RP potential. and would get rid of it.
I've been mulling over the example spartaxoxo provided from LOTRO and have to say it does have the highest chance of working in game.
I still believe that separate instances will be the most stable and easiest to manage. Unlike other MMO's that use dozens of different servers, ESO has no such limit since the shards it generates can be modified as they're made, so that isn't an issue. A separate instance also ensures that all mobs are set to a standard at load and all players in the area are influenced the same way. This would also allow npc to npc interactions, like a weak mender getting their healing buffed, as well as allow behavior changes like replacing poor npc skills with ones that better suit them. Those things wouldn't work in situations where a mix of players existed.
The 'debuff' example isn't so much a debuff as just a flag for personal hard mode. Doing damage calculations off of the existence of this flag on particular targets shouldn't be that difficult since, for example, player pets take 85% less damage from aoe attacks. A similar check could easily work for many instances, and given how many flags enemies have, based on their difficulty, type, and so on, these could be modified to make more challenging enemies at least hit hard enough and live long enough.
As I mentioned, they couldn't make things like menders heal for more, (although the option exist to add skills to npcs like this with the restriction that they can only be cast on players with the flag), nor could they replace mr mc "walksbackwardtothrowknives" knife throwing, but overall between the potential damage shifting and flag player targeting skills, this would allow those opting into challenging content to still run with others, and have a more engaging experience while doing so. When I mentioned before that instances would be more stable, I do feel that adding more checks of "if player has flag then do X" could, in large enough numbers, cause some latency. If any of you have done coding, you know how dreadful a lot of if statements can be when they add up. But aside from those pain points, this idea could work really well. Thank you spartaxoxo again for bringing this up.
ShalidorsHeir wrote: »ShalidorsHeir wrote: »I would love to see who actually struggles with overland and they are older than 8 and can read.
There was a thread lately of someone level in the 40s, who got killed ever so often in overland - I had a conversation with her and explained why that is and what can be done with it - she has 333 health regeneration for example - stats in the 20k range, mixed gear which she found, not upgraded, no jewelry, no food, no potions - there are these people, you can try to find this thread, it was maybe a week ago - that she was near to level 50 did not tell anything about her knowledge of the game at all. Soon she would be getting CP - and still have no clue - there are people like this in this game.
That is the problem with this game. Overland should be a training ground. By level 40 that person should have an understanding of their class and class mechanics. This game hand holds the player and I get why. [snip] But that is a tragedy. I remember this happened in City of Heroes after an event where to much xp was mistakenly given for kills. You had people reaching max lev in matter of days without knowing what the hell they were doing. it was months where you were getting noobs joining high level content who had no clue what was going on. Overland is one of ESO's main weakness as an MMO. If some struggle with the base content of this game then the devs have failed in game design.
They could never do any other content. And the group dungeons are a joke that include Craglorn after the change. Even though I would rather have that 4 man public dungeon difficulty than nothing. Can you imaging games like Total War or Armored Core being dumb down this much so people can feel good about themselves. For crying out loud this game was marketed as a PVP Dark Age Of Camelot like game.
Its a mess.
[Edit for Conspiracy Theory.]
And that is the problem with it, it was marketed as something, what it isn't in the end - overland is ideal for role players like me, who have characters, which have "out of game" characteristics, which govern their behavior, abilities and interests in the game - none of my characters got a high bravery score, so they are all no heroes and because their score is just about average, they will stay mediocre - I won't ever play them like heroes or heroines therefore. As a role player I do not play by the numbers, but what my characters would be thinking - take my argonian for example, he is not that smart, but has a good understanding of nature. He knows that scales are beneficial to have, because they protect his body - a shield is kind of a very large and sturdy scale, he understands that and a large protective scale like a shield is good to have - so he chose 1h&shield and does fairly well with it, even it is not any near to be an optimal choice at all. But he is content with it and my other characters could not convince him better, because he is as well a pretty stubborn guy and advice-resistant.
If this game is played like an RPG, then it is quite entertaining in overland - played by the numbers one can easily outdo the content and then the result is, that it is no longer really fun to be in overlnnd - I get that - but whose fault is that - is it the marketing, which sold the game for something it isn't really?- Is it the mentality of those, who play an RPG like an MMO? Is at fault that the game mixed 2 incompatible players groups - role players vs. competitive players?- The game had an unclear concept from the very start and means something very different to people - incompatibly different sometimes.
RP and challenge are not comparable since they do not contradict each other. The witcher 3 is for me the best RP game in terms of immersion. When i had to play it on easy i would give a damn sh!t about its RP potential. and would get rid of it.
And still the witcher 3 has a story only mode - where NPCs react with delay and do not use mechanics - it is much like ESO overland in story mode - a most of the time relaxing time in the game world with just a little bit of occasional challenge, but as well not that much, that one would really have to think - as in using the correct oils and signs and be agile - this can be played by pretty much anyone in story mode - and so is ESO overland basically as well.
Story mode in Witcher 3 is terrible - we have a given character, a bad ass who is afraid of nothing - story-mode there ruins the game experience. But the witcher is not a "play as you want" like game - he has a given role to be fleshed out by the player - that is different.
At this point you are wrong. ESO Overland is far away from being that. Since the mechanics do work anymore as soon as you outperform them with anything. And yes its a different game - but definitely not terrible. Story is far more detailed than anything you'll find in any ES game because it is not as generic. Dont forget - we are talking about difficulty, not base design.
.I've been mulling over the example spartaxoxo provided from LOTRO and have to say it does have the highest chance of working in game.
I still believe that separate instances will be the most stable and easiest to manage. Unlike other MMO's that use dozens of different servers, ESO has no such limit since the shards it generates can be modified as they're made, so that isn't an issue. A separate instance also ensures that all mobs are set to a standard at load and all players in the area are influenced the same way. This would also allow npc to npc interactions, like a weak mender getting their healing buffed, as well as allow behavior changes like replacing poor npc skills with ones that better suit them. Those things wouldn't work in situations where a mix of players existed.
The 'debuff' example isn't so much a debuff as just a flag for personal hard mode. Doing damage calculations off of the existence of this flag on particular targets shouldn't be that difficult since, for example, player pets take 85% less damage from aoe attacks. A similar check could easily work for many instances, and given how many flags enemies have, based on their difficulty, type, and so on, these could be modified to make more challenging enemies at least hit hard enough and live long enough.
As I mentioned, they couldn't make things like menders heal for more, (although the option exist to add skills to npcs like this with the restriction that they can only be cast on players with the flag), nor could they replace mr mc "walksbackwardtothrowknives" knife throwing, but overall between the potential damage shifting and flag player targeting skills, this would allow those opting into challenging content to still run with others, and have a more engaging experience while doing so. When I mentioned before that instances would be more stable, I do feel that adding more checks of "if player has flag then do X" could, in large enough numbers, cause some latency. If any of you have done coding, you know how dreadful a lot of if statements can be when they add up. But aside from those pain points, this idea could work really well. Thank you spartaxoxo again for bringing this up.
if it is just a flag as in 0 or 1 or a percentage value, one can simply inline that into the computation and avoid any branching instructions - this allows for a "slider" like implementation as well, if it is a percentage value - it is then basically "normal computation + flag * special effect" - and flag can be a percentage value as well, if it is a slider like implementation - it will be calculated in this case independently of if the player has the flag active or not, but it is as well much more likely, that the data is already in one of the low level caches and doesn't have to be fetched from RAM. Using if statements is creating a lot of unnecessary overhead, that is why this can be a burden - a simple inlined multiplication and addition on the other hand is not much of burden at all, because it takes just nanoseconds each - you would need a million of these calculation to still have pretty much no impact.
ShalidorsHeir wrote: »hehe you read it already. i was about to fix that. Anyways, as you said: its is terrible in both cases once it becomes to easy. You will sometime get to this point in ESO too.
And still the witcher 3 has a story only mode - where NPCs react with delay and do not use mechanics - it is much like ESO overland in story mode - a most of the time relaxing time in the game world with just a little bit of occasional challenge, but as well not that much, that one would really have to think - as in using the correct oils and signs and be agile - this can be played by pretty much anyone in story mode - and so is ESO overland basically as well.
Story mode in Witcher 3 is terrible - we have a given character, a bad ass who is afraid of nothing - story-mode there ruins the game experience. But the witcher is not a "play as you want" like game - he has a given role to be fleshed out by the player - that is different.
And still the witcher 3 has a story only mode - where NPCs react with delay and do not use mechanics - it is much like ESO overland in story mode - a most of the time relaxing time in the game world with just a little bit of occasional challenge, but as well not that much, that one would really have to think - as in using the correct oils and signs and be agile - this can be played by pretty much anyone in story mode - and so is ESO overland basically as well.
Story mode in Witcher 3 is terrible - we have a given character, a bad ass who is afraid of nothing - story-mode there ruins the game experience. But the witcher is not a "play as you want" like game - he has a given role to be fleshed out by the player - that is different.
Witcher 3 in story mode is still much harder than overland in ESO and you can still die if you do some really stupid stuff.
Whats interesting is my 10 year old boy and 8 year old girl used to casually grab the gamepad and have a bash in overland from time to time, and even they mentioned how easy the normal mobs were and actually got bored after a while and then started playing Zelda breath of wild as it had a better challenge.
Sylvermynx wrote: »I like overland the way it is. This is because real life is more than enough challenge for me; I want the games I play to get away from real life to NOT challenge me. I'm perfectly happy for all of you to have as much challenge as you can stand, as long as you don't insist on screwing up how I enjoy the game....
I would love to see who actually struggles with overland and they are older than 8 and can read.
There was a thread lately of someone level in the 40s, who got killed ever so often in overland - I had a conversation with her and explained why that is and what can be done with it - she has 333 health regeneration for example - stats in the 20k range, mixed gear which she found, not upgraded, no jewelry, no food, no potions - there are these people, you can try to find this thread, it was maybe a week ago - that she was near to level 50 did not tell anything about her knowledge of the game at all. Soon she would be getting CP - and still have no clue - there are people like this in this game.
That is the problem with this game. Overland should be a training ground. By level 40 that person should have an understanding of their class and class mechanics. This game hand holds the player and I get why. [snip] But that is a tragedy. I remember this happened in City of Heroes after an event where to much xp was mistakenly given for kills. You had people reaching max lev in matter of days without knowing what the hell they were doing. it was months where you were getting noobs joining high level content who had no clue what was going on. Overland is one of ESO's main weakness as an MMO. If some struggle with the base content of this game then the devs have failed in game design.
They could never do any other content. And the group dungeons are a joke that include Craglorn after the change. Even though I would rather have that 4 man public dungeon difficulty than nothing. Can you imaging games like Total War or Armored Core being dumb down this much so people can feel good about themselves. For crying out loud this game was marketed as a PVP Dark Age Of Camelot like game.
Its a mess.
[Edit for Conspiracy Theory.]
And that is the problem with it, it was marketed as something, what it isn't in the end - overland is ideal for role players like me, who have characters, which have "out of game" characteristics, which govern their behavior, abilities and interests in the game - none of my characters got a high bravery score, so they are all no heroes and because their score is just about average, they will stay mediocre - I won't ever play them like heroes or heroines therefore. As a role player I do not play by the numbers, but what my characters would be thinking - take my argonian for example, he is not that smart, but has a good understanding of nature. He knows that scales are beneficial to have, because they protect his body - a shield is kind of a very large and sturdy scale, he understands that and a large protective scale like a shield is good to have - so he chose 1h&shield and does fairly well with it, even it is not any near to be an optimal choice at all. But he is content with it and my other characters could not convince him better, because he is as well a pretty stubborn guy and advice-resistant.
If this game is played like an RPG, then it is quite entertaining in overland - played by the numbers one can easily outdo the content and then the result is, that it is no longer really fun to be in overlnnd - I get that - but whose fault is that - is it the marketing, which sold the game for something it isn't really?- Is it the mentality of those, who play an RPG like an MMO? Is at fault that the game mixed 2 incompatible players groups - role players vs. competitive players?- The game had an unclear concept from the very start and means something very different to people - incompatibly different sometimes.
I would love to see who actually struggles with overland and they are older than 8 and can read.
There was a thread lately of someone level in the 40s, who got killed ever so often in overland - I had a conversation with her and explained why that is and what can be done with it - she has 333 health regeneration for example - stats in the 20k range, mixed gear which she found, not upgraded, no jewelry, no food, no potions - there are these people, you can try to find this thread, it was maybe a week ago - that she was near to level 50 did not tell anything about her knowledge of the game at all. Soon she would be getting CP - and still have no clue - there are people like this in this game.
That is the problem with this game. Overland should be a training ground. By level 40 that person should have an understanding of their class and class mechanics. This game hand holds the player and I get why. [snip] But that is a tragedy. I remember this happened in City of Heroes after an event where to much xp was mistakenly given for kills. You had people reaching max lev in matter of days without knowing what the hell they were doing. it was months where you were getting noobs joining high level content who had no clue what was going on. Overland is one of ESO's main weakness as an MMO. If some struggle with the base content of this game then the devs have failed in game design.
They could never do any other content. And the group dungeons are a joke that include Craglorn after the change. Even though I would rather have that 4 man public dungeon difficulty than nothing. Can you imaging games like Total War or Armored Core being dumb down this much so people can feel good about themselves. For crying out loud this game was marketed as a PVP Dark Age Of Camelot like game.
Its a mess.
[Edit for Conspiracy Theory.]
And that is the problem with it, it was marketed as something, what it isn't in the end - overland is ideal for role players like me, who have characters, which have "out of game" characteristics, which govern their behavior, abilities and interests in the game - none of my characters got a high bravery score, so they are all no heroes and because their score is just about average, they will stay mediocre - I won't ever play them like heroes or heroines therefore. As a role player I do not play by the numbers, but what my characters would be thinking - take my argonian for example, he is not that smart, but has a good understanding of nature. He knows that scales are beneficial to have, because they protect his body - a shield is kind of a very large and sturdy scale, he understands that and a large protective scale like a shield is good to have - so he chose 1h&shield and does fairly well with it, even it is not any near to be an optimal choice at all. But he is content with it and my other characters could not convince him better, because he is as well a pretty stubborn guy and advice-resistant.
If this game is played like an RPG, then it is quite entertaining in overland - played by the numbers one can easily outdo the content and then the result is, that it is no longer really fun to be in overlnnd - I get that - but whose fault is that - is it the marketing, which sold the game for something it isn't really?- Is it the mentality of those, who play an RPG like an MMO? Is at fault that the game mixed 2 incompatible players groups - role players vs. competitive players?- The game had an unclear concept from the very start and means something very different to people - incompatibly different sometimes.
Not sure what RPGs you have played but what you are describing are Japanese visual novels. If I played an RPG with no challenge (which I have) they go back to the store. RPGs and and challenge are not strangers like Baulders Gate or Ultima. Original EQ had plenty of role players but still was satisfying in the challenge department. To be honest I am not sure what kind of gamers are you people because you surely not casual. You have gone beyond to the point you really don't want an actual game. Just a cosplay arena.