Why are people against an optional difficulty toggle on your character? How does this affect your easy-mode experience in any way, shape or form? Why are you so against us all playing the game the way we want? I'm fully convinced now that the same people, that have been commenting on this thread every day for the past few months opposing an optional vet mode, are just commenting for fun. Everyone including zos can see this, it's the same few people. If you ignore these posts, you can clearly see that the majority want an optional vet mode as long as it doesn't affect those that want to continue with 1-hit mob easy mode.
SilverBride wrote: »It is still hard for me to comprehend how some players are unhappy because they have gotten stronger and aren't struggling any more. This is so contradictaory to what progression is.
I accept that some players feel that way, and even support some of the ideas presented in this thread, but I will never understand it.
The idea for some is as you rise in power, the challenges you face rise with you. Sure, standard bandits shouldn't be an issue, but killing deadric princes, ancient vampire lords, things like that? That shouldn't be an encounter that leaves such a hollow impact, because I know as a player an oversized croc under wayrest is more threatening than they are, and knowing a world ending 'threat' is less of a danger than a random pest? Hard to say I feel invested in that.
Sylvermynx wrote: »@SilverBride - this is the only game I've ever played where game content (outside of vet content) never gets harder. I LIKE it that way, but for people who still play WoW or FFXIV or whichever other games, it's a very strange concept and they generally do NOT like it.
I would have found this game really odd and probably not stuck around had I played it 20 years ago when I had better younger reflexes.... though my ping would still cause issues of course.
But having them all in the same instance will not be a good experience for them either - there are then debuffed vets and normal vets in the same environment - the debuffed one, seeking the challenge is fighting the boss, enjoying it - and a non-debuffed vet comes in, bang bash dead - like I said before - ruining the experience of the debuffed vet - they will experience then that what we casuals experience when a normal vet comes in and nukes our content - it will be the same bad experience - just that now it effects not just us casuals but those challenge seeking vets as well.
SilverBride wrote: »But having them all in the same instance will not be a good experience for them either - there are then debuffed vets and normal vets in the same environment - the debuffed one, seeking the challenge is fighting the boss, enjoying it - and a non-debuffed vet comes in, bang bash dead - like I said before - ruining the experience of the debuffed vet - they will experience then that what we casuals experience when a normal vet comes in and nukes our content - it will be the same bad experience - just that now it effects not just us casuals but those challenge seeking vets as well.
We already have level 1 to level 50 players in the same zones and sometimes others come along and engage a mob that someone else is already fighting. This won't be any different with a debuff and the same thing can and will happen in a separate veteran overland. This is the nature of multiplayer games.
spartaxoxo wrote: »
This is why I asked for a debuff slider, which only changes my character. The same solo shortcut added later by another MMO with a similar problem. I recognize that they said a vet mode all was too much work, so I offered a solution a smaller MMO with less resources found doable.
I appreciate that you don't like this idea because then you'd have more players using Overland with you. But, I am not requesting all new mechanics for everything.
I don't see how it's unreasonable to ask for a feature added years after it's launch in one MMO to this one. They chose that solution presumably because it was more cost-effective timewise.
not if separate vet instance would just let vets in, which are as well debuffed and challenge seeking - then all have the same conditions and their abilities are much alike - not like it is normal instances, where the dps range from 2k to 125k dps - this is something what should not be like this - it is just not fun to find a quest area like a "heavily guarded" fortress - nearly empty, and this is already how it is more often than not - having even more vets in this content will just make it even worse. If those are not separated - and flooding in due to the new options, this will make the gameplay for a whole lot of people a much worse experience - all these nice quests are not nice at all, if the content, which one should encounter, is already dead.
But will such a slider be really more of a challenge, or not just prolong the fight with the same outcome - this is what I ask myself with it - if there would be slider to put a cap on my damage for example, would I use it?- What would it change in my gameplay - my characters would still be tanky and wouldn't have to fear a thing in most cases - and it would just be a longer fight than normal - not much more of a challenge, but much more of a tedious chore. At least I would see it as such.
But will such a slider be really more of a challenge, or not just prolong the fight with the same outcome - this is what I ask myself with it - if there would be slider to put a cap on my damage for example, would I use it?- What would it change in my gameplay - my characters would still be tanky and wouldn't have to fear a thing in most cases - and it would just be a longer fight than normal - not much more of a challenge, but much more of a tedious chore. At least I would see it as such.
The difference is it will allow your character to actually use the skills on the skill bar and see some of the animations. Using more abilities increases the engagement and makes things more fun. And as you level, seeing another ability become unlocked and can be used also makes things more fun and gives a sense of progression which is the whole point of RPGs.
Currently its is literally pointless using any skills other than a spammable ability and heavy/light attacks.
SilverBride wrote: »SilverBride wrote: »It is still hard for me to comprehend how some players are unhappy because they have gotten stronger and aren't struggling any more. This is so contradictaory to what progression is.
I accept that some players feel that way, and even support some of the ideas presented in this thread, but I will never understand it.
The idea for some is as you rise in power, the challenges you face rise with you. Sure, standard bandits shouldn't be an issue, but killing deadric princes, ancient vampire lords, things like that? That shouldn't be an encounter that leaves such a hollow impact, because I know as a player an oversized croc under wayrest is more threatening than they are, and knowing a world ending 'threat' is less of a danger than a random pest? Hard to say I feel invested in that.
I don't know where that idea comes from. Players level and grow stronger, but the mobs don't. How would they? It doesn't matter if it's a wolf or a Daedric prince, they are what they are and that doesn't change just because our character has progressed.
We can't say that a standard mob shouldn't be an issue but certain others should be more difficult because that is redefining what this game is. The developers decide which mobs are standard and which are stronger. They created this world and the story that we engage in. Why would we think we can tweak all the mobs and completely change the basic structure of the game to something we want it to be?
Every MMO I've played has had easy leveling zones with challenges in dungeons and trials. It's a formula that works and makes sense. Why would anyone come to this game and be surprised that they do it the same way here?
And as I've said many times I support a debuff and challenge banners for quest bosses because those don't change the basic structure of the basic game. But I believe that a separate veteran overland would be very harmful for the many reasons I've stated before.
Most video games, rpgs included, start with players weak and with few abilities fighting weak enemies who have few abilities themselves. As you level you gain power but also move onto facing bigger challenges. In what other game would a level 1 player fight a dragon? In ESO though, every zone is a potential beginner zone, every story line is a potential first story line, and every big bad can be seen next to a level 10 character, still wearing the rags they start the game with, and having that player win. This isn't a bad thing, but it means that for those who are actually accustomed to facing increasing odds as their skills improve, this boss whose catered to giving the new player an engaging experience, they come off as painfully simple.
Just use the random dungeon finder and keep an eye on the players who group with you. How many know what a buff skill is and use them? How many of them know how to interrupt an enemy who is channeling a skill or break free when stunned? How many know how to manage being attacked by a big enemy in any way other than running, or how to prioritize things that aren't the boss?
"The only way a player can learn the mechanics they will find in a dungeon is by doing dungeons. Overland is for questing and the story and is not a training ground for end game content. I don't know any game where the questing zones train players for this."
No, Silver, basics of gameplay are things players should be able to learn from interacting with the game. Literally in the first 5s of playing the original mario, if you don't jump, you die. No if ands or buts, you need that skill to succeed and if you don't show the ability to time a jump to get over one enemy you won't progress. Nothing in ESO needs to be that serious, but if people can't even get a basic understanding of the game from putting dozens of hours between multiple zones, it only goes to say just how little the designers expect players to do.
This means if players need to do something like "interrupt the boss," they have no clue what "interrupting" them means. If that is tied to a "do this or wipe" mechanic, then those players leave feeling cheated because the game expected them to do something they never learned to do. If, say, healer mobs were strong enough to out heal a lot of damage, but interrupting them shut them down entirely, players could actually learn this skill outside of group content. It isn't hard to imagine many players are hesitant to join groups because they feel they would be judged, so they should be able to actually have a chance to learn the skills they need to succeed without having to group up with others.
These players never learn the basics, see anything beyond overland as too hard, and see those who have progressed to that point as elitist trying to lord their play style over them. This causes some people to leave before they really see what ESO can offer, and creates an environment where those who know how to play really have to stretch their patience to enjoy the content. And it hurts when that content is literally the world.
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No, Silver, basics of gameplay are things players should be able to learn from interacting with the game. Literally in the first 5s of playing the original mario, if you don't jump, you die. No if ands or buts, you need that skill to succeed and if you don't show the ability to time a jump to get over one enemy you won't progress. Nothing in ESO needs to be that serious, but if people can't even get a basic understanding of the game from putting dozens of hours between multiple zones, it only goes to say just how little the designers expect players to do.
Overland doesn't require player skills though, so people learn nothing. When I was in cloudrest once, there is a part in one of the fights where a few players need to disengage from the boss and kill multiple stationary targets. This player I was with cast volley on every single one, without knowing either that you can only have 1 aoe active of each skill at a time, and that volley doesn't deal its damage until a few seconds after you cast it. They never needed to pay attention to their skills long enough to learn this.
When I was fighting the hunger world boss in vvardenfel, the one that hard cc's one player and someone else has to interrupt it? Was duoing it easily with a low level player, but every time I got pinned I died because this player, even when mentioning it in chat, didn't understand what to do and what to look for. Thankfully, they had pets that held the boss long enough for me to rez each time, but all it required was 2 keys to be pressed to meaningfully engage with the fight.
Or how about the poster who mentioned one player was stuck on a quest boss for hours, but all it turned out they needed to do was turn their attention away from the boss, likely toward some glowing mcguffin, for only a moment, to progress the fight and not die?
If I'm in the dungeon finder and a player cast any buff skill, especially if they do so before a fight, they're instantly in the top 10% of players. Why wouldn't people, in an RPG, be eager to use their cool skills that they've been unlocking, especially if they make the fights easier as well?
Players aren't paying attention to what their skills do because they don't need to. Players aren't learning core combat principles that are applicable everywhere in the game, like interrupting, because enemies do that outside of dungeons. Players aren't used to doing anything more than mindlessly attacking the boss, so in fights where you need to do anything else, they're overwhelmed. And players aren't even interested in utilizing the cool skills they're gaining in an RPG because the energy required to intentionally use these skills is more than just clearing most fights without them. That is what I mean, these aren't "Dungeon specific mechanics," they're the heart of what makes ESO's gameplay different than other mmo's.
SilverBride wrote: »Overland doesn't require player skills though, so people learn nothing. When I was in cloudrest once, there is a part in one of the fights where a few players need to disengage from the boss and kill multiple stationary targets. This player I was with cast volley on every single one, without knowing either that you can only have 1 aoe active of each skill at a time, and that volley doesn't deal its damage until a few seconds after you cast it. They never needed to pay attention to their skills long enough to learn this.
When I was fighting the hunger world boss in vvardenfel, the one that hard cc's one player and someone else has to interrupt it? Was duoing it easily with a low level player, but every time I got pinned I died because this player, even when mentioning it in chat, didn't understand what to do and what to look for. Thankfully, they had pets that held the boss long enough for me to rez each time, but all it required was 2 keys to be pressed to meaningfully engage with the fight.
Or how about the poster who mentioned one player was stuck on a quest boss for hours, but all it turned out they needed to do was turn their attention away from the boss, likely toward some glowing mcguffin, for only a moment, to progress the fight and not die?
If I'm in the dungeon finder and a player cast any buff skill, especially if they do so before a fight, they're instantly in the top 10% of players. Why wouldn't people, in an RPG, be eager to use their cool skills that they've been unlocking, especially if they make the fights easier as well?
Players aren't paying attention to what their skills do because they don't need to. Players aren't learning core combat principles that are applicable everywhere in the game, like interrupting, because enemies do that outside of dungeons. Players aren't used to doing anything more than mindlessly attacking the boss, so in fights where you need to do anything else, they're overwhelmed. And players aren't even interested in utilizing the cool skills they're gaining in an RPG because the energy required to intentionally use these skills is more than just clearing most fights without them. That is what I mean, these aren't "Dungeon specific mechanics," they're the heart of what makes ESO's gameplay different than other mmo's.
Some players never learn anything no matter if it's in the tutorial or a veteran trial. But overland is for questing and the story. It does not require critical thinking. It does not require mechanics. And it is not a training ground for dungeons or other end game content.
Historically in every game I have ever played... and I was an end game raider up until I came to ESO because been there done that... end game skills are learned by doing end game content. Why should ESO be different?
Why does "questing and story" only mean "to a degree that a new player can complete it without issue?"