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ESO's biggest problems: bugs and difficulty

  • Cogo
    Cogo
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    True, and off topic, I wish I had your skill by expressing you so well, so short and to the point.

    You are talking about single player games though.

    AND, one of the features in ESO was just that you need to watch your back whereever you are. Its the game. And Every boss, event, place, whatever, may be to hard for someone or a group. They can choose to talks about how they could beat it. Or they are perfectly able to leave it for another day, or it was simply to hard.

    Thats great!
    Edited by Cogo on 31 May 2014 12:34
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • digitalprowlerb14_ESO
    OP the issue is, there really isn't a play as you want system in the game...yea you can but its an illusion as all skills for their intended uses are not created equal. you get 5 slots and a weapon swap, guess no one told beth/zeni that combat was the absolute worst part of elder scrolls.

    i like seeing the same skill sets on 100s of characters over and over and over again in pvp. It's like...I killed a thousand different people today and 900 of them had the same set up lol, you know, just like one of them I'm using /rubs face....

    why not just have 4 classes and 10 skills to choose from total, scrap the rest of the game and lets just do that..../sarcasm off
  • Endolith
    Endolith
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    Steal from the best? WoW is boring and uninspiring. Numbers does not equal best, unless you also believe McDonalds makes the best food and One Direction makes the best music.
  • Talmet
    Talmet
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    Sakiri wrote: »
    Talmet wrote: »
    Phazzle wrote: »
    Cogo wrote: »
    I got a small news for you. ESO encounters are not supposed to be anywhere close to wow where you can solo lower lvl bosses.

    They made an exellent AI, lot of different tactics for even more different situations, where the team needs to find the way to beat it.

    Anything thats easily killed is out right boring. Thats what WoW does.

    I am not alone in this thinking. Something that is very difficult to overcome, where most cant, but some can, only triggers more thinking how to beat it. At least among those ESO players I talk too.

    WoW players wount accept this, and shouldnt, because Blizzard is delivering an MMO where everyone should be able to "COMPLETE" everything.

    And just because you fail at something, doesnt mean you cant do it. Try again, new team, new tactics, whatever.

    Good post, I see where you are coming from.

    The distinction that I would make, however is that WoW players are not able to complete everything either. Few players raid, even fewer players raid hardmodes and only a fraction of players ever down those hardmode bosses.

    All of the normal content is meant to be completed, yes; but there is still exclusive content that only a select few can experience. In ESO, veteran ranking is the only way to go if you don't want to PvP, and it is homogeneously difficult.

    WoW players have their cake and eat it too. All of the content is the right mixture of accessibility and exclusivity. ESO is a brand new MMO and perhaps it will get this way eventually, but I fear that ESO will alienate a very important market if they ignore them for too long.

    I'm really confused by your post....

    It's ok in wow, that there is difficult content. but it isn't ok in eso???

    As you said "All of the normal content is meant to be completed, yes; but there is still exclusive content that only a select few can experience." That exclusive content is eso includes vet ranks. If you don't want to do vet content, then you can play through those stories on an alt in another faction.

    The problem with this answer is that Ive seen that there is no plan to increase the level cap, only VR cap.

    You just said yo every person having trouble to *** off, that all new content is exclusive.

    In the wow example, the exclusive content is heroic raiding. Things like the green fire questline for warlocks. Rare drop mounts.

    Not questing, not unlocking a new level cap and the content after.

    It would be like EQ2s Skyshrine patch being ONLY for the elite, when it increased the level cap to 92. It had a solo quest line that got you there, not just a zone (Skyshrine itself ) designed for a full group.

    So the fact that the first content patch was only for vet content (actually, it was just raiding content) shows that there won't be any non-vent content released ever?

    -thieves guild, dark brotherhood & crime system all disprove that statement.

    the first patch was for raiders, the next won't be. Oh, and as you're seemingly totally fixated on WoW, wow's content patches were mostly exclusive content as well...i.e. addition of BWL, AQ20/40, naxx, etc...all exclusive content that very few people ever played, and yet WoW lasted just fine.
    Phazzle wrote: »
    Talmet wrote: »


    I'm really confused by your post....

    It's ok in wow, that there is difficult content. but it isn't ok in eso???

    As you said "All of the normal content is meant to be completed, yes; but there is still exclusive content that only a select few can experience." That exclusive content is eso includes vet ranks. If you don't want to do vet content, then you can play through those stories on an alt in another faction.

    Let me clarify. The 'easy' content in WoW can be played perpetually as well as the difficult content. You can choose the path you follow. With ESO you only get the difficult content. If you aren't skilled or dedicated enough you have nowhere to go once you hit vet ranks.

    Allowing players to choose their difficulty is not new for Bethesda. It wouldn't change the game one iota for players who prefer a more challenging game.

    You have no where to go? You have exploration, you have rp, you have lore & most importantly, you have alts. If you aren't going to do vet content, then after finishing coldharbor there's two whole factions that you haven't done yet.

    To be clear, I'm not against ZoS adding additional difficulties to vet content...but lets wait till they get vet content actually working at least partially smoothly before they start adding whole new difficulties, ok? How about we wait till they get NB passives working, and stop playing with the current difficulty for vet....
  • taylorwilenskiub17_ESO
    Mobs are difficult making players have to prepare before each fight (time sink).

    Mobs are extremely frequent, resulting in more battle preparations (time sink).

    Questing is the best way to level, infinite mobs in your way when trying to quest (more time sink).

    This game doesn't cater to casual gamers who just want to go kill a few monsters and do a few quests because every quest is a chore.

  • Sandhya
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    OP, can't agree more. The thing I've been thinking for the past weeks, especially when experiencing Craglorn update, was: 'Where is my carrot'. I already have all my carrots since I turned level 50.

    Because really, I could make the shiny yellow item at level 10 if I wanted to. But I can also make it at VR12, with higher stats. Loot in the game is awarded and provided in a very awkward and unsatisfying manner. There are no loot rolls either. There is no excitement. Just a grind for that set piece you'd still NEED. And we need it, because content is scaled from a min-maxers' perspective.

    The above is, to me, the heart of problem this game has. Scaling and loot/itemization feels unnatural, uncanny and overly punishing. Not just the mobs. Look at research for 8 traited gear - then compare it to your stacks of Alloys, Wax and Motifs.
    Edited by Sandhya on 31 May 2014 17:54
  • Korozenn
    Korozenn
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    I'm far more used to the easier difficulty even the hardest difficulty modes of past TES games presented myself, but I think the issues here are more in-line with three main concerns: 1) There are only a handful of builds that seem even remotely pliable for Veteran Rank content, which poses a huge problem for a game that advertises you can "play as you want", 2) 2/4 classes are currently broken and need their skills fixed (ZeniMax needs to stop the nerfing and fix the classes that are borked now---the Templar and the Nightblade), and 3) ZeniMax does need to observe the population of different zones and areas of the game at all time periods to run a full-scale game balance of mobs that may have been scaled for larger groups to take down.

    As the game stands now, it's difficult to find anyone to group up with due to a lot of people who have unfortunately canceled their subscription or just don't play any longer. We shouldn't be held accountable for not being able to complete areas during the more inactive times of the day due to a lack of players being logged on and active in that same particular area. It's just not reasonable to players to force them to wait until the population increases again to even remotely make certain areas of the game viable.

    There 'does' need to be a difficulty nerf, specifically for Veteran Zones and certain quest bosses on the Main Story quests too (ZeniMax...you should know what we're referring to when we mention that). The game's solo content needs to be viable for a large multitude of builds---not just a small number of them. Group content needs to properly scale (Public Dungeons and Dark Anchors included in that mix) to satisfy the number of players in those particular areas. From what I've heard, VR zones are practically barren, and if it's been any indication for me in lower-level zones, the result isn't different there either.

    ZeniMax needs to just accept the fact that the population isn't always active and that enemies/the amount of enemies need to scale depending on how many people are currently in your same instance for public dungeons, especially. The rest of the content needs to be balanced in these zones so that a wide variety of builds can still make it past the Main Story and/or do solo content in VR zones.

    I'm not saying to get rid of the difficulty or the challenge---I'm just saying to be reasonable with how you approach it, specifically when it comes to the fact that players have totally different builds from each other most of the time. You need to meet us at some point of a compromise, or else you risk having only a niche group of players that like the game being as difficult as it is now.
  • Sakiri
    Sakiri
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    the first patch was for raiders, the next won't be. Oh, and as you're seemingly totally fixated on WoW, wow's content patches were mostly exclusive content as well...i.e. addition of BWL, AQ20/40, naxx, etc...all exclusive content that very few people ever played, and yet WoW lasted just fine.

    Next won't be?

    Next one is expanding Craglorn.

    Naxx added Argent Dawn stuff that could be done solo.

    AQ added Silithus, which could mostly be done solo.

    Black temple patch added Netherwing quest line.

    Sunwell patch added IQD, which was mostly solo, a group zone, and a raid.

    Trial of the Crusader added a group zone, a crap ton of dailies and a raid.

    ICC added group dungeons and a raid.

    Onto Cataclysm... Troll patch brought a quest line along with the ZA/ZG dungeons. HoT added a new quest line.

    Into Mists of Pandaria, Isle of Giants was a free form zone. No quests. World boss and mobs to farm.

    Isle of Thunder added an entire plethora of dailies and solo quest lines.

    Escalation(5.3) was all solo.

    Siege of Orgimmar was the last raid patch before I left, and they added shortly after that the Timeless Isle, with a few quests, a main storyline, and free form "find things to do" with rare spawns and collections. Almost all of it could be done solo or grouped.

    If you think the majority of their content patches were "exclusive" content, since you know, group content hasn't been challenging since 2005, you're out of your mind. Sorry.

    And I'm not the one fixated on WoW. Especially if you read the friggin post you quoted. EverQuest 2 is not WoW, and I've played both for 9 years. Even their raid patches mostly came with solo content.

    Seriously. Learn to read.
  • Talmet
    Talmet
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    Sakiri wrote: »
    And I'm not the one fixated on WoW. Especially if you read the friggin post you quoted. EverQuest 2 is not WoW, and I've played both for 9 years. Even their raid patches mostly came with solo content.

    Seriously. Learn to read.

    Yes, you mentioned EQ2, you also keep bringing up WoW throughout this thread.
    Sakiri wrote: »
    Next won't be?

    Next one is expanding Craglorn.

    I apologize I should have said "perhaps the next won't be." Thieves guild & dark brotherhood are almost certainly not going to be group content...I have no idea how they are going to do those tbh. Are they going to be lvling up content like fighters/mage guild, or just vet content (which would be really odd)?
    Sakiri wrote: »
    If you think the majority of their content patches were "exclusive" content, since you know, group content hasn't been challenging since 2005, you're out of your mind. Sorry.

    What I said was "wow's content patches were mostly exclusive content as well" Please learn to read yourself....Each patch was mostly raiding content. That's why they are even NAMED after the freaking raid they added. Yes, they had some non-raiding stuff, but most of the time the only reason to do the solo stuff was to be able to do the raid.

    i.e. the naxx 40 patch added argent dawn stuff true. Why did you do the argent dawn stuff though? To be able to do naxx 40. Oh, and naxx 40 dropped in 2006...if you think naxx 40 wasn't challenging, then you never cleared it.

    I never played through TBC content due to real life stuff, but from what I've heard TBC raids were pretty difficult as well....so I'm not sure why you think that group content in WoW stopped being difficult in 2005.
    Edited by Talmet on 1 June 2014 02:43
  • Thevampirenight
    Thevampirenight
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    I posted this in a other discussion talking about this problem here it is about the npc enemys and players not loading up fast sometimes and you have to wait but its worse during pvp because there not loaded on your screen the compass is showing theres enimys but there not loaded and you take damage and die thats the worst problem with out having the abilty to attack them or defend you self the other im not sure if you had this problem but when fasttraveling or loading into a area or quest area it freezes and sometimes it unfreezes after three minutes and starts to load again then it takes you to the log screen and says unknown error most of the time it stays freezed then takes you to the login screen Ive lost lots of gold to this problem

    Heres a video showing a simuller or the same problem with the pvp players not loaded up http://www.youtube.com/watch?v=8yChUupd3bo for the pvp that someone made
    Edited by Thevampirenight on 1 June 2014 03:24
    PC NA
    Please add Fangs to Vampires.
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