SilverBride wrote: »Or new players coming to eso expecting more out of the combat leave before giving the game a chance with a bad taste in their mouth talking about how stale of an experience it was.
We don't know what new players may be looking for in a game, or assume they all want difficult content. We can only accurately give our own feedback from our own experiences.
And if they don't stick around long enough to even bother giving feedback, we can't judge how many players that is, but just like you and others had issues with early ESO, so to could many others.
That is like in EVE - 50% do not even make it over their first 2 hours and 80% drop the game within a week - that is a win, because it takes a certain kind of player to enjoy a pvp everywhere game and those leaving are just not the kind of player who will benefit the community of the game - it is a win that they leave early.
They don't leave because its PVP everywhere to which you could play the game in the high sec systems if you want and be protected. They leave because it has an extreme learning curve. They tried revamping the new play experience years ago.
Statistics show though, that highsec is the most dangerous with the most kills - and that it has a huge learning curve cannot be experienced in 2 hours or a week - they leave by other reasons. CONCORD is not there to protect you anyway, to think this would be protective is what gets people killed. I think they are leaving because getting killed has consequences - it is unlike in other pvp games.
Good lord yes you can Gank in high sec. There are other full loot pvp games. You people are literally trying to turn this game into Wizards101. Also, believe it or not and hold on to your butt, plenty of us love Elderscrolls and wait for it, like playing games not visual novels. Oh oh here is another nugget, you don't work for the company. All because YOU want a software application you can log into, walk around, and larp in does not mean the rest of us are cool with that. And using the idea that you can rope off players so the newbies you so want to protect somehow can have a safe space in a mostly PVE game. A game that you can't even run trains on people for all us EQ and Asheron's Call people.
[snip]
I am not the one saying the game has to be changed - I like it as it is - [snip]
I have 17 characters so far. Only 1 of them has actually done overland quests a lot (even then not fully, I stopped near end of Cadwell's Gold). Other 16 characters don't do questing at all (except Psijic guild skill line).
I am not the one saying the game has to be changed - I like it as it is - [snip]
Is it so weird that I, a player who has experienced the more challenging content in ESO and has grown accustom to it, seeks to actually enjoy the entire rest of the world of tamriel, but I am having difficulties doing it because of how trivial the experience is? How engaging is a delve into the dead lands when the most dangerous thing to me is a tornado I willingly throw myself into? How hyped can I be for a year-long plot to stop a world ending threat, when I know after the reveal trailer that the antagonist is just going to be a pushover? Is it hard for you to imagine that for some people, the gameplay aspect of a video game, an interactive piece of media, would have the experience of the world and stories influenced by the gameplay? Is it weird to expect the same breath of available experiences provided in every other area of the game to at least in some way be respected here as well?
SilverBride wrote: »I have 17 characters so far. Only 1 of them has actually done overland quests a lot (even then not fully, I stopped near end of Cadwell's Gold). Other 16 characters don't do questing at all (except Psijic guild skill line).
How can anyone accurately evaluate something they haven't experienced?
So your point of view is 'better them to leave then risk them being put in the same instance as me?' If ZOS saw a sudden uptick in people in zones, because there are more players playing the content, they would be thrilled. That's the point of the zones existing. If you wanted to go against some of the people who oppose the idea of a vet instance then you could suggest they lower the zone population cap, causing more instances to be created anyway, which would result in a more divided player base than what veteran instances would create.
The simple fact of the matter is, ESO is an MMO, players will interact with one another. I still stand by the idea that creating a rule set to make veteran instances a thing would be the more stable option, and would bypass this issue, but the alternatives that don't use this, that do put more players 'in your way' would also leave those players, looking for a challenge, at a direct disadvantage where they very well could be going through the content at the same pace as you. So, any additional players added by such a solution into your zones would be going through content slower. The players who blitz are going to do it regardless because most of them are there for skyshards or the like, not the content.
Wow that is a pretty toxic way of thinking tbh. There is no one true way how ppl should experience elder scrolls game. And why ESO being for them just another game is a bad thing? It is what it is, an online game that for some might be a second life and for anothers just couple hours of entertainment in a week. Both playstyles are valid till they dont hurt your health or rl.
You claim most of ppl dont care about combat but it is a combact centric game where vet content is released each year so there must be a significant part of population that come here for combat. Some come for pvp. Some for housing simulator.
You are not better then any of us by "having connection to TES" whatever that means.
If devs would have the same approach then the game probably would be already dead. It is not some divine product or game of the century. It is an mmo that gather different ppl that comes here for different reasons and cheering for ppl leaving the game because they come here for the different reasons then you is, well to put it politely, not really healthful, both for the game and a person that is doing so.
Wow that is a pretty toxic way of thinking tbh. There is no one true way how ppl should experience elder scrolls game. And why ESO being for them just another game is a bad thing? It is what it is, an online game that for some might be a second life and for anothers just couple hours of entertainment in a week. Both playstyles are valid till they dont hurt your health or rl.
You claim most of ppl dont care about combat but it is a combact centric game where vet content is released each year so there must be a significant part of population that come here for combat. Some come for pvp. Some for housing simulator.
You are not better then any of us by "having connection to TES" whatever that means.
If devs would have the same approach then the game probably would be already dead. It is not some divine product or game of the century. It is an mmo that gather different ppl that comes here for different reasons and cheering for ppl leaving the game because they come here for the different reasons then you is, well to put it politely, not really healthful, both for the game and a person that is doing so.
That is the result of putting two incompatible player groups into the same game - one side doesn't like the other - they might be able to tolerate each other, if they do not interact with each other that often, but if they have to interact, then it gets bad and these feelings get out - from both sides - [snip] None of us is happy like this - [snip] - this is an elder scrolls game, a role playing game - that is where it is coming from and where it's main audience is.
ShalidorsHeir wrote: »
Wow that is a pretty toxic way of thinking tbh. There is no one true way how ppl should experience elder scrolls game. And why ESO being for them just another game is a bad thing? It is what it is, an online game that for some might be a second life and for anothers just couple hours of entertainment in a week. Both playstyles are valid till they dont hurt your health or rl.
You claim most of ppl dont care about combat but it is a combact centric game where vet content is released each year so there must be a significant part of population that come here for combat. Some come for pvp. Some for housing simulator.
You are not better then any of us by "having connection to TES" whatever that means.
If devs would have the same approach then the game probably would be already dead. It is not some divine product or game of the century. It is an mmo that gather different ppl that comes here for different reasons and cheering for ppl leaving the game because they come here for the different reasons then you is, well to put it politely, not really healthful, both for the game and a person that is doing so.
That is the result of putting two incompatible player groups into the same game - one side doesn't like the other - they might be able to tolerate each other, if they do not interact with each other that often, but if they have to interact, then it gets bad and these feelings get out - from both sides - [snip] None of us is happy like this - [snip] - this is an elder scrolls game, a role playing game - that is where it is coming from and where it's main audience is.
erm, caution please. There are less players enjoying RP only (exclusive) compared to those who enjoy combat inlcuding those who enjoy everything like me. As a matter of fact. And since we all pay somehow to run the servers and develpment in this game you can enjoy your RP as well. It needs everyone and there is no majority. YOu can make categorizes but stop flagging people to one specific and only one of these... you are just wrong at this point. Thats not how ESO works and became successful.
ShalidorsHeir wrote: »You lack the context for that change and the experience of all content types in this argument. As you did when mentioning majorities again. Thats all i have to say about these absolute statements ...
So your point of view is 'better them to leave then risk them being put in the same instance as me?' If ZOS saw a sudden uptick in people in zones, because there are more players playing the content, they would be thrilled. That's the point of the zones existing. If you wanted to go against some of the people who oppose the idea of a vet instance then you could suggest they lower the zone population cap, causing more instances to be created anyway, which would result in a more divided player base than what veteran instances would create.
The simple fact of the matter is, ESO is an MMO, players will interact with one another. I still stand by the idea that creating a rule set to make veteran instances a thing would be the more stable option, and would bypass this issue, but the alternatives that don't use this, that do put more players 'in your way' would also leave those players, looking for a challenge, at a direct disadvantage where they very well could be going through the content at the same pace as you. So, any additional players added by such a solution into your zones would be going through content slower. The players who blitz are going to do it regardless because most of them are there for skyshards or the like, not the content.
Well, who knows, maybe ZOS is as well thrilled by the idea, that there are solo players like me, who are not happy to have other people around and would gladly pay for a private instance - I would even go as far as paying 25 dollars per month to get this - they could make a fortune with players like me, if they would just drop the idea, that everyone has to be forced to deal with other players. This important it is to me. I want to quest without others interfering - and that is as valid a wish as yours to get harder content - but I am willing to pay for it, whereas you aren't.
It is as well not about going through the content slower - but about that there is no content if others kill everything - these quests are no fun, not because they are designed in a bad way, but because I very rarely ever can experience a quest like it is designed - because it is mainly empty, the enemies I am supposed to encounter are dead or not there at all - this is a lackluster experience not worth doing like this.
And why we are at it - let's be honest - you are as well not going to quest - you will blitz everything until you reach the story bosses and then fight them - because that is what you want to be harder - all the rest is just to be nuked like before.
Sylvermynx wrote: »Eh, Lysette - I believe you are the only person playing an MMORPG I've ever run across who wants that MMORPG to offer a solo, single player instance just for one person.
The reason I'm playing this game is that while I'm not about to group because I'm not going to expect people to put up with my ping, I LOVE seeing the world full and busy with other "not static NPCs" - other real people moving their characters to the beat of their own drummers.... That makes the world of ESO in the second era a living place to me. I do still play and love Oblivion and Skyrim - but even with player-created content, they're really static experiences.
*baffled* Each to her own of course - but I'd even prefer a harder overland to just another SP solo game at this point; I wouldn't last long in a harder overland, but at least the world would look like it should.
...
And why we are at it - let's be honest - you are as well not going to quest - you will blitz everything until you reach the story bosses and then fight them - because that is what you want to be harder - all the rest is just to be nuked like before.
I just want it so when an npc says "that army of monsters is unstoppable" that I'm not able to cleave through them without thought while walking through the neighborhood.
SilverBride wrote: »I just want it so when an npc says "that army of monsters is unstoppable" that I'm not able to cleave through them without thought while walking through the neighborhood.
I have done every quest in every zone on 3 characters and am starting this now on a new character. I don't remember any quests telling me that any mobs are unstoppable. The closest they get to that is telling us they need us to defeat the main story boss because we are the hero and are the one who can defeat them.
I don't have any expectation that any mobs are supposed to be unstoppable so I am not disappointed that I can easily defeat them and it makes sense to me from the story perspective.
SilverBride wrote: »I just want it so when an npc says "that army of monsters is unstoppable" that I'm not able to cleave through them without thought while walking through the neighborhood.
I have done every quest in every zone on 3 characters and am starting this now on a new character. I don't remember any quests telling me that any mobs are unstoppable. The closest they get to that is telling us they need us to defeat the main story boss because we are the hero and are the one who can defeat them.
I don't have any expectation that any mobs are supposed to be unstoppable so I am not disappointed that I can easily defeat them and it makes sense to me from the story perspective.
It's not a direct example but the idea. If they're going to build up a threat to be something that "only this artifact can solve the problem," but I know full well my sword to the problem's face would save us 5 quests, 2 emotional cutscenes, 1 side characters' death, and a Tuesday afternoon, I would just do that.
SilverBride wrote: »I just want it so when an npc says "that army of monsters is unstoppable" that I'm not able to cleave through them without thought while walking through the neighborhood.
I have done every quest in every zone on 3 characters and am starting this now on a new character. I don't remember any quests telling me that any mobs are unstoppable. The closest they get to that is telling us they need us to defeat the main story boss because we are the hero and are the one who can defeat them.
I don't have any expectation that any mobs are supposed to be unstoppable so I am not disappointed that I can easily defeat them and it makes sense to me from the story perspective.
It's not a direct example but the idea. If they're going to build up a threat to be something that "only this artifact can solve the problem," but I know full well my sword to the problem's face would save us 5 quests, 2 emotional cutscenes, 1 side characters' death, and a Tuesday afternoon, I would just do that.
spartaxoxo wrote: »SilverBride wrote: »I just want it so when an npc says "that army of monsters is unstoppable" that I'm not able to cleave through them without thought while walking through the neighborhood.
I have done every quest in every zone on 3 characters and am starting this now on a new character. I don't remember any quests telling me that any mobs are unstoppable. The closest they get to that is telling us they need us to defeat the main story boss because we are the hero and are the one who can defeat them.
I don't have any expectation that any mobs are supposed to be unstoppable so I am not disappointed that I can easily defeat them and it makes sense to me from the story perspective.
It's not a direct example but the idea. If they're going to build up a threat to be something that "only this artifact can solve the problem," but I know full well my sword to the problem's face would save us 5 quests, 2 emotional cutscenes, 1 side characters' death, and a Tuesday afternoon, I would just do that.
I don't particularly feel this way about the trash mobs, but I agree that the story and mini bosses do make me feel that. I mean Rada-Al-Saran feels like such a menace and such a huge threat. His plan is one of the wildest I have seen in an Elder Scrolls game, and his voice actor just SOLD that menace, let me tell ya. And then, we actually got to fight him, and while he was harder than previous bosses thanks to his immunity phases and the like. He was still way too easy. And it was like "Well, that's the end of that chapter."
Mannimarco, Molag Bal,, Rada-al-Saran, etc, etc. These are names that should make us nervous to face down, and triumphant when we end them, to me personally. You know I've actually jumped out of my seat and cheered at defeating hard enemies in other games? But, instead these guys are nothing.
spartaxoxo wrote: »SilverBride wrote: »I just want it so when an npc says "that army of monsters is unstoppable" that I'm not able to cleave through them without thought while walking through the neighborhood.
I have done every quest in every zone on 3 characters and am starting this now on a new character. I don't remember any quests telling me that any mobs are unstoppable. The closest they get to that is telling us they need us to defeat the main story boss because we are the hero and are the one who can defeat them.
I don't have any expectation that any mobs are supposed to be unstoppable so I am not disappointed that I can easily defeat them and it makes sense to me from the story perspective.
It's not a direct example but the idea. If they're going to build up a threat to be something that "only this artifact can solve the problem," but I know full well my sword to the problem's face would save us 5 quests, 2 emotional cutscenes, 1 side characters' death, and a Tuesday afternoon, I would just do that.
I don't particularly feel this way about the trash mobs, but I agree that the story and mini bosses do make me feel that. I mean Rada-Al-Saran feels like such a menace and such a huge threat. His plan is one of the wildest I have seen in an Elder Scrolls game, and his voice actor just SOLD that menace, let me tell ya. And then, we actually got to fight him, and while he was harder than previous bosses thanks to his immunity phases and the like. He was still way too easy. And it was like "Well, that's the end of that chapter."
Mannimarco, Molag Bal,, Rada-al-Saran, etc, etc. These are names that should make us nervous to face down, and triumphant when we end them, to me personally. You know I've actually jumped out of my seat and cheered at defeating hard enemies in other games? But, instead these guys are nothing.
Oh yeah, that guy! I saw him, mentioned him in an earlier post, I think. "You can ask ME a question, but I will ask YOU one in return, muhahaha." "How many arrows can fit in your face?" "Wut?" That's the interaction in my memory of him, to be honest, though the quest line kinda lost me before I ran across him again.
It was a failure for as long as it was level-gated and more difficult - what made it successful was opening up the world with One Tamriel and scale content to be rather easy - that made it sucessful - and that is not pointing to combat-centric at all.