You are familiar with group dungeons, yes? The one whos icon is a torch and a plus sign? You know what the description of these groups say, right? Well, guess what - the dialogue in the quests connected with these, still treat you as if you are on your own, not in a group of four.
Fanboy Fail again.
I'm considering offering a cash prize to anyone - ANYONE - who can offer a logical argument in favor of continuing to disable dual-players in currently solo-only content, as I know what I ask to be impossible.
This is the reason I support not allowing other players into the boss fights. It's really the only thing keeping bots out of the vet areas.I'm considering offering a cash prize to anyone - ANYONE - who can offer a logical argument in favor of continuing to disable dual-players in currently solo-only content, as I know what I ask to be impossible.
Because the main story line is the only thing holding back the flood of bots into the vet zones, even if it's starting to crack a little too. I know this doesn't address the spirit of the discussion, but at this point I think most people would agree that anything holding back the bots until some kind of permanent "solution" is found shouldn't be messed with.
Once that's no longer an issue, one way or another, I'd be in favor of your idea if it came with a slightly higher difficulty. And for the mages and fighter's guild quest, same deal since they don't affect zone progression.
This is the reason I support not allowing other players into the boss fights. It's really the only thing keeping bots out of the vet areas.I'm considering offering a cash prize to anyone - ANYONE - who can offer a logical argument in favor of continuing to disable dual-players in currently solo-only content, as I know what I ask to be impossible.
Because the main story line is the only thing holding back the flood of bots into the vet zones, even if it's starting to crack a little too. I know this doesn't address the spirit of the discussion, but at this point I think most people would agree that anything holding back the bots until some kind of permanent "solution" is found shouldn't be messed with.
Once that's no longer an issue, one way or another, I'd be in favor of your idea if it came with a slightly higher difficulty. And for the mages and fighter's guild quest, same deal since they don't affect zone progression.
... and the vestige would still be the hero, so nothing has changed. Plenty of other MMOs allow others, be they warped in, magicked in, fill-in-the-blank-in; it's a fictional universe based on a video game, wherein we've seen plenty of implausible things - so having a friend zapped in to help is hardly some sort of stretch, and below I'll provide a handy-dandy example from another popular MMO.The history is already set in stone, as it had been for years in previous Elder Scrolls games. There was no sidekick. There were 5 Companions, not 5 and a buddy.
... as currently written, sure. Yet in SWTOR, my wife's character was a powerful Sith Lord, facing down some uber bad dude - alone. Yet she then leveraged her awesome Dark-Side sorcery to bring in a lowly Imperial Agent (my character) to assist. When it was over, she was still the hero, getting all the credit, my character relegated to the shadows and ignored.You're supposed to face the trial alone.
If it fixes the issue of forced-solo instances, then I'll be content.Besides, they're patching phased groups anyway, to ensure that people who are in different phases join the same phase when grouped.
Ah, the ole, "Game designers designed this game the way it is, and if you don't like it then STFU and play something else" argument...Zero_Tolerance wrote: »Like in any other online game, people think that everything is for everyone. If it is too hard and if you don't want to improve yourself to win then go away to play something else.
And if you think you really deserve to get through all the content in ESO, even though you don't have the skill, go shield bash. Any noob can do it and it'll win everything for you.
Those defending their egos tend to favor that particular one.
I'm considering offering a cash prize to anyone - ANYONE - who can offer a logical argument in favor of continuing to disable dual-players in currently solo-only content, as I know what I ask to be impossible.
I'm considering offering a cash prize to anyone - ANYONE - who can offer a logical argument in favor of continuing to disable dual-players in currently solo-only content, as I know what I ask to be impossible.
Making the game too ez for those who can solo but will choose to duo if possible to speed it up and avoid failure.
Ah, the ole, "Game designers designed this game the way it is, and if you don't like it then STFU and play something else" argument...Zero_Tolerance wrote: »Like in any other online game, people think that everything is for everyone. If it is too hard and if you don't want to improve yourself to win then go away to play something else.
And if you think you really deserve to get through all the content in ESO, even though you don't have the skill, go shield bash. Any noob can do it and it'll win everything for you.
Those defending their egos tend to favor that particular one.
I'm considering offering a cash prize to anyone - ANYONE - who can offer a logical argument in favor of continuing to disable dual-players in currently solo-only content, as I know what I ask to be impossible.
Making the game too ez for those who can solo but will choose to duo if possible to speed it up and avoid failure.
There are ways to balance the game so that people wanting hard challenges have them yet more causal players can advance through the game as well. I am hoping that we will see such balancing implemented within the next 90 days. In the end the overall game is healthier and we all benefit with a subscriber base that is as large as possible. I erect the spine of hopeful waiting.
BSGDevastator wrote: »Well, I can only give my opinion and tell about my experiences, but here I come:
There's no boss who's too hard. There are alot of bosses who are too easy. I, as a NB Vampire with alot of self healing through Leeching Strikes and Siphon Health, can easily solo any stunnable Boss. If they now have 20k health or 10000k health, the only thing that increases is the duration of the fight.
I think CC should be weakened against ANY boss so you can't just stunlock them. Against Harvesters I recommend using AOE spells to hit all balls simultaneously. I honestly don't know if that works, since I've never had to try it (again, stunlock OP).
I've tried my first Veteran dungeon yesterday and it was the best thing I've EVER seen in my entire life which only consists out of MMO.
My whole group got taken out by the first boss (an enormous spider) and I had to fight it all by myself. (The boss was at around 20%hp already)
I managed to kill it by kiting it and dodging the majority of attacks and poison spells.
That was pretty fun and it felt like a real accomplishment.
The second boss was WAY harder. It is a 3m big girl with shadow-oriented spells.
Basicly what the boss does is chain two players together to deal alot of DoT if you didn't manage to break it.
After that, one player gets chained to the ground by 4 shadows, while the sword of damocles slowly comes closer and closer.
If your group didn't manage to take one of those shadows out, you were dead. Instantly.
The third move made her disappear while around 5-7 shadows fought us instead of her.
One heavy attack = around 1500dmg
Even with our unbalanced group (1 DK Tank, 1 DK DPS, 1 NB DPS, 1 NB Healer) and some stupid mistakes (namely someone reviving one of us while another one is sentenced to death by the sword of damocles) we brought the boss down to 30% hp.
We tried to defeat the boss 16 times and never managed to do so.
However, that bossfight was still too easy imo. If my teammates only would've gotten the concept of not reviving someone while another is beeing chained to the ground... Oh well.
Anyways, I think a bossfight should punish every just so small mistake your group does, leading to your failure.
A bossfight shouldn't be easy and let you get away with even the slightest mistake.
Analyzing the behaviour of a boss and then countering its abilities is what should win you the fight.
If the chance to kill a boss is at 0.01% then that's perfectly fine. He's not impossible to kill, thus you can win.
You just have to find a way, switch your skillsets, etc etc.
If you can't defeat a boss, level up, get better gear and try him again. There's always a way to defeat a boss and even if he's a harvester and the orbs spawn directly besides him, there's still a way to defeat him.
I am not saying L2P. Not at all. What I'm saying is, that you're not flexible enough. You can't try to defeat a boss over and over again without changing your playstyle even the slightest. Sometimes you have to admit that you don't have the slightest chance to defeat a boss. Then you have to tell yourself that you can't make it and that you will improve yourself and come back later.
I'm going back to that Shadow-damocles sword boss when I've grown a little stronger and then I'll be more than happy to beat his ass.
Ah, the ole, "Game designers designed this game the way it is, and if you don't like it then STFU and play something else" argument...Zero_Tolerance wrote: »Like in any other online game, people think that everything is for everyone. If it is too hard and if you don't want to improve yourself to win then go away to play something else.
And if you think you really deserve to get through all the content in ESO, even though you don't have the skill, go shield bash. Any noob can do it and it'll win everything for you.
Those defending their egos tend to favor that particular one.
I'm considering offering a cash prize to anyone - ANYONE - who can offer a logical argument in favor of continuing to disable dual-players in currently solo-only content, as I know what I ask to be impossible.
Making the game too ez for those who can solo but will choose to duo if possible to speed it up and avoid failure.
Too easy or too hard are always matters of opinion, and basing a decision whether or not to deny grouping based on such opinion would be illogical.
Moreover, the tweak to that is relatively simple: Scale the instance difficulty between one or two players. Its a fairly old and common practice in video gaming.
I'm considering offering a cash prize to anyone - ANYONE - who can offer a logical argument in favor of continuing to disable dual-players in currently solo-only content, as I know what I ask to be impossible.
Lore. And dialogue.
It's not "There are the heroes that rescued King Casamir!" it's "There's the hero that rescued King Casamir!"
Lore wise, there is only one soul shriven who returns and takes on Molag Bal, not two. In the storyline you are alone, because you are the hero, and only you can save the day. There are not 6 Companions, there are 5.
Incorrect, sir.
Or is your assertion that every encounter in the game a forced-solo instance?
starkerealm wrote: »
Incorrect, sir.
Or is your assertion that every encounter in the game a forced-solo instance?
I believe Sariias was attempting to articulate, "buh, I dunwanna share wif ofer kids!!!"
Right, because no hero ever has a sidekick or help.
And in other MMOs, when I was helping my wife, the NPCs talked to her - while I just stood there ready to assist.
Next?
The history is already set in stone, as it had been for years in previous Elder Scrolls games. There was no sidekick. There were 5 Companions, not 5 and a buddy.
Only 5 made the journey. No one else helped them in the end. The rest is history.
You're supposed to face the trial alone. There's plenty of other things to do in game with other people.
Besides, they're patching phased groups anyway, to ensure that people who are in different phases join the same phase when grouped.
isengrimb16_ESO wrote: »isengrimb16_ESO wrote: »Some of these are not a learn to play type issue. Some of us have disabilities that make some of these battles impossible for us. Then there are the in game glitches that sometimes work for us but mostly against us.
I cant see the spell/power attack windups.
I had to turn active combat cues to always on.
There was some guy(thats still here and I wont name) that claims that should be cheating.
When its built into the game...
That's dumb. That would be calling Deadly Boss Mods a "cheat".
I call it a trainer (and a good teacher it was for me, too.) Most WoW players call it mandatory, even for LFR.
He did call DBM that actually.
*facepalm* I don't use mods in ESO because I don't want to. I enjoy the playstyle, and while WoW might have taught me a few things, it also failed in some areas, and taught the wrong things in others. I need the boot in the arse ESO is giving me, yet I don't find it frustratingly hard, like I did most other, old games that I'd try for 30 seconds and never look at again (so to speak).
That sort of thing doesn't really affect other players, except insofar that you're playing better than you might be without them.
That being said, I wouldn't mind the solo instances being duo-able, but no more than teams of two; otherwise you get into the large-group faceroll thing I mentioned earlier. It's not even that I mind others facerolling stuff, it's when they demand it be made even HARDER, thus forcing everyone into a faceroll groupfinding situation. But the thing is, once you allow two, well, the third-wheelers over there will complain they can't bring their buddy, too. If two, why not three? etc. Unless they introduce "flex" technology, the whole idea of main quest bosses being checks goes out the window.
And I'm speaking here as someone who has never even bothered TRYING to play Skyrim, Oblivion OR Morrowind WITHOUT /tgm.
Obviously not, unless you're assuming everyone posting in here isn't a real player, or is lying about having issues.starkerealm wrote: »
Incorrect, sir.
Or is your assertion that every encounter in the game a forced-solo instance?
I believe Sariias was attempting to articulate, "buh, I dunwanna share wif ofer kids!!!"
What?
No... what I meant was that ESO is going to have to take every single player quest in game and make a second formula to adjust it for two players, because otherwise it'd be stupid easy.
Or they could just open up the solo instances to party members... you know, like how most of the non-main quest instances already are.Then they're going to have actually go into each quest and change the stats, unless they have some sort of over-encompassing code applying when there's two people which probably will have the exact same imbalance people are complaining about here.
So, your entire complaint is... they'd have to patch the game? I don't know if you've noticed, but there's already been downtime two or three times a week, every week, since launch. I also seem to think there were a few patches already.Then they have to implement it, get millions of players to download the change meaning server downtime, and then maybe a small percentage of players can play with their spouses.
I never said that it doesn't affect anyone, I'm not sure where you're getting that.
And I don't have a complaint, I'm not sure where you're getting that either. I was saying that in order to let a small percentage of players play together, the entire rest of the playerbase would have to be affected. That's a fact, not a complaint. That was also only one factor in the argument I made.
And marketing still doesn't prevent the people with Ring of Mara being a minority- though I do see the contradiction it represents.
starkerealm wrote: »
Catering to couples may have been a singularly stupid idea on their part. They have to keep both happy with the game, and if the screw one of them over, both will leave. Doing this with major chunks of gameplay that are forced single player was beyond stupid.
Zero_Tolerance wrote: »Like in any other online game, people think that everything is for everyone. If it is too hard and if you don't want to improve yourself to win then go away to play something else.
And if you think you really deserve to get through all the content in ESO, even though you don't have the skill, go shield bash. Any noob can do it and it'll win everything for you.
I have to disagree with the op in general, Yes I've had some frustrating boss fights but overall i haven't had many issues, I think if every boss was easily killable the game would be boring and not worth my money. Challenging is good, something that makes you rethink your strategy is good, mindless fights where you just run up and swing your sword til the boss dies are just a waste of time. I see way to many people who just dogpile their way through content, jumping on every mob with 3-4 other players, never learning how to use their class effectively, then they get to solo content and are pit against a boss that doesn't let you just stand there and swing......and oh no it's the games fault it's balanced wrong cause it's to hard! TO THE FORUMS!!!!!
demonlkojipub19_ESO wrote: »Id rather fights not be easy enough to just use light and heavy attacks, and maybe push 1 skill button. No, thats not an exadderated representation of what people are asking for, thats how easy it will be if they start swinging the nerf bat becuse some people cant display enough skill in combat.
robertlive2014 wrote: »isengrimb16_ESO wrote: »... Pelial, I think his name is - it takes place on a ship, and you had to fight a sea serpent while fighting boarders - I'm not sure what he hits me with, but it hits like a truck ...
This was one of the best quests in the game. I enjoyed it a lot and completing it was satisfying. I encountered it in the VR6-VR10 range (iirc), so my assumption is the encounter I played was as hard as it gets. I believe my strategy was face tank with bash interrupts, and quick swaps to my AOE bar for killing those adds. Face tank with bash interrupts is my build's preferred strategy when dealing with bosses that have OP ranged spell attacks.