barney2525 wrote: »The vast majority of players I observe simply run past everything, from point A to point B. It doesn't matter what the difficulty level is if you simply speed past everything.
barney2525 wrote: »The vast majority of players I observe simply run past everything, from point A to point B. It doesn't matter what the difficulty level is if you simply speed past everything.
This is what I've noticed, too. They can't be fussed to deal with an enemy that they hyperbolically claim takes "one light attack" to kill, but I'm meant to believe they'll want to stick around for a protracted fight?
Well, I think overland difficulty is fine as is, so I'd prefer ZOS to spend their development time elsewhere.
barney2525 wrote: »The vast majority of players I observe simply run past everything, from point A to point B. It doesn't matter what the difficulty level is if you simply speed past everything.
This is what I've noticed, too. They can't be fussed to deal with an enemy that they hyperbolically claim takes "one light attack" to kill, but I'm meant to believe they'll want to stick around for a protracted fight?
Well, I think overland difficulty is fine as is, so I'd prefer ZOS to spend their development time elsewhere.
Franchise408 wrote: »barney2525 wrote: »The vast majority of players I observe simply run past everything, from point A to point B. It doesn't matter what the difficulty level is if you simply speed past everything.
This is what I've noticed, too. They can't be fussed to deal with an enemy that they hyperbolically claim takes "one light attack" to kill, but I'm meant to believe they'll want to stick around for a protracted fight?
Well, I think overland difficulty is fine as is, so I'd prefer ZOS to spend their development time elsewhere.
I don't think overland difficulty is fine where it is, and this is exactly where I want them spending their development time
RaptorRodeoGod wrote: »barney2525 wrote: »The vast majority of players I observe simply run past everything, from point A to point B. It doesn't matter what the difficulty level is if you simply speed past everything.
This is what I've noticed, too. They can't be fussed to deal with an enemy that they hyperbolically claim takes "one light attack" to kill, but I'm meant to believe they'll want to stick around for a protracted fight?
Well, I think overland difficulty is fine as is, so I'd prefer ZOS to spend their development time elsewhere.
Why waste an extra second fighting something mindlessly when there's actual interesting combat to run to?
DeathStalker wrote: »They will complain until the overland difficulty is made harder. When it is implemented and backfires, which it will, they push all the blame on " poorly implemented ".
There is already harder overland content in a way. Take dragons for example. How many of these people complaining are farming dragons? Almost nobody touches dragons ever. Why? because they are TOO HARD. How much content in DLC zones was made to be harder and is completely ignored and almost never touched? How much of this same content would be played by casuals including trials and vet dungeons if a lower difficulty was given? They have harder content in a lot of DLC zones and it's ignored, make the base game zones harder and they will be ignored by the majority of players as well.
Tommy_The_Gun wrote: »I don't think making "bullet sponge" Overland enemies is a good idea. Cuz this is how they are going to do that, right ? I don't think making every enemy to be on "Dark Souls" level of deadly would work for ESO & ESO's Lag. Imagine every Troll or Minotaur to have way more HP.... whyyyy ? Imagine Murkmire World Boss with even more HP... WHYYYY ?! Why it should take 5 years for every solo player (with optimized build) to kill a world boss alone when the zone is dead empty ? ? ?
I must admit, I find certain things a bit jarring... things that have aged very, very poorly.
Like during the last 'leg' of the DB questline when, during an encounter, an NPC utters (with not a hint of irony in her voice) Get ready for a real fight! and then the NPC she is referring to is dead before touching the ground.
Is a rather 'extreme' example but I can see how this might actually kill some people's immersion dead.
Tommy_The_Gun wrote: »I don't think making "bullet sponge" Overland enemies is a good idea. Cuz this is how they are going to do that, right ? I don't think making every enemy to be on "Dark Souls" level of deadly would work for ESO & ESO's Lag. Imagine every Troll or Minotaur to have way more HP.... whyyyy ? Imagine Murkmire World Boss with even more HP... WHYYYY ?! Why it should take 5 years for every solo player (with optimized build) to kill a world boss alone when the zone is dead empty ? ? ?
DeathStalker wrote: »They will complain until the overland difficulty is made harder. When it is implemented and backfires, which it will, they will push all the blame on " poorly implemented ".
There is already harder overland content in a way. Take dragons for example. How many of these people complaining are farming dragons? Almost nobody touches dragons ever. Why? because they are TOO HARD. How much content in DLC zones was made to be harder and is completely ignored and almost never touched? How much of this same content would be played by casuals including trials and vet dungeons if a lower difficulty was given? They have harder content in a lot of DLC zones and it's ignored, make the base game zones harder and they will be ignored by the majority of players as well.
RaptorRodeoGod wrote: »The harder content within the zones is not the focus of the zones main story, which is why people say overland isn't hard. It's not because harder content does not exists within overland, It's because the stories are a cakewalk for many players.
tomofhyrule wrote: »I must admit, I find certain things a bit jarring... things that have aged very, very poorly.
Like during the last 'leg' of the DB questline when, during an encounter, an NPC utters (with not a hint of irony in her voice) Get ready for a real fight! and then the NPC she is referring to is dead before touching the ground.
Is a rather 'extreme' example but I can see how this might actually kill some people's immersion dead.
Devil's Advocate though - there are people for whom those fights do take a while. There are already people who say that they're struggling to complete certain questlines because the end boss is too hard for them.
Even for players who could take the bosses down with no problem, it's really fun to do things not-as-intended. We've got how many sets in this game so far? Why not use one of the silly ones to have fun while you're doing it? Or if you aren't built to do damage, you don't really do much - I remember the first time the Crow boss released and I got through it, then when I talked to others about it they were talking about invincibility phases? And I was like ??? I didn't have those. Well, I'm a tank so I wasn't DPSing it fast enough, so he never went invuln because I was going slow enough.
A global 'solution' is going to hurt one group or another. Either it'll be too easy and be a yawnfest for people in their 100k parse gear, or it'll be too tough for people who don't spend hours practicing their parse. That's where some customization may need to come in.
Also - most of the 'overland' people talk about being too easy are story endbosses. I don't know if anyone's going around saying "I wish every overland mob was a v14 Craglorn wasp because I want my farming runs to be as hard as vDSR!"
I'm not averse to difficulty. But I just don't see how they can make content that scales to the absurd power levels that veteran players can obtain without it borking the experience for literally everyone else.
Darth_LucSky wrote: »DeathStalker wrote: »They will complain until the overland difficulty is made harder. When it is implemented and backfires, which it will, they will push all the blame on " poorly implemented ".
There is already harder overland content in a way. Take dragons for example. How many of these people complaining are farming dragons? Almost nobody touches dragons ever. Why? because they are TOO HARD. How much content in DLC zones was made to be harder and is completely ignored and almost never touched? How much of this same content would be played by casuals including trials and vet dungeons if a lower difficulty was given? They have harder content in a lot of DLC zones and it's ignored, make the base game zones harder and they will be ignored by the majority of players as well.
I remember going to Cold Harbour for the first time and being actually frightened by all the Daedra, feeling immersed in that otherwordly and gloomy place, afraid from straying too far away from safety. It was an amazing feeling, and it is something that we don't have anymore. The main character feels almost like a god. All I want is to be able to be afraid again, to actually feel the pressure of being an adventurer, not some deity with god-like powers.
Tommy_The_Gun wrote: »I don't think making "bullet sponge" Overland enemies is a good idea. Cuz this is how they are going to do that, right ? I don't think making every enemy to be on "Dark Souls" level of deadly would work for ESO & ESO's Lag. Imagine every Troll or Minotaur to have way more HP.... whyyyy ? Imagine Murkmire World Boss with even more HP... WHYYYY ?! Why it should take 5 years for every solo player (with optimized build) to kill a world boss alone when the zone is dead empty ? ? ?
Bullet sponginess is not the only option, in fact is not even the preferred option.
Chances are all mobs will have invulnerability phases, every other offensive action they perform will be a hard CC that doesn't trigger immunity and groups of mobs will have 'channellers' in the periphery
fall0athboy wrote: »Tommy_The_Gun wrote: »I don't think making "bullet sponge" Overland enemies is a good idea. Cuz this is how they are going to do that, right ? I don't think making every enemy to be on "Dark Souls" level of deadly would work for ESO & ESO's Lag. Imagine every Troll or Minotaur to have way more HP.... whyyyy ? Imagine Murkmire World Boss with even more HP... WHYYYY ?! Why it should take 5 years for every solo player (with optimized build) to kill a world boss alone when the zone is dead empty ? ? ?
Bullet sponginess is not the only option, in fact is not even the preferred option.
Chances are all mobs will have invulnerability phases, every other offensive action they perform will be a hard CC that doesn't trigger immunity and groups of mobs will have 'channellers' in the periphery
Which is funny because I know the fanbase **hated** Gold Road's love of invulnerability phases.
I'm not averse to difficulty. But I just don't see how they can make content that scales to the absurd power levels that veteran players can obtain without it borking the experience for literally everyone else.
I feel like this is an arguement based against a tiny minority of those that want harder content. Most folks just want story bosses that don't fall over when you look at them the wrong way. I love the stories, but it's hard for some of us to be engaged with them when they're so easy.
Funnily enough, Fallout 76 got overland difficulty right with One Wasteland. It baffles me that One Tamriel went so far down the easy scale.