SilverBride wrote: »I got the house and it's so big I don't care about opening additional wings. So I will now say goodNIGHT, market.
CameraBeardThePirate wrote: »Finedaible wrote: »I think the problem lies in ZoS always making it incredibly difficult to onboard players into the harder content. There's always been this big divide between difficulty modes with no intuitive way to get paired up. We have group finder now, but I'll be lucky if I ever see a group on there. ZoS always treated the game as if their consumers would play the game 8 hours per day non-stop and the insane content grind reflects that. This is why games that pair players up automatically tend to be popular these days, ain't nobody got the attention span for grouping up and rehearsing a 3 hour play.
Honestly it has a lot to do with overland scaling/difficulty.
At launch, you were forced to get used to difficult content as every new zone you entered and every new dungeon you unlocked was much harder than the last.
After One Tamriel, players are never forced to hit a difficulty spike.
Don't get me wrong, One Tamriel was a net positive for the game, but it made it so that the only difficult content is veteran dungeons and trials, so players are never forced to re-evaluate their builds, learn specific combat mechanics, or get a grasp on how to improve very specific parts of their combat gameplay.
SilverBride wrote: »I got the house and it's so big I don't care about opening additional wings. So I will now say goodNIGHT, market.
Yeah, the wings are super disappointing to me too. I’m glad the house is good on its own. It’s begging for more floors to be added to it by players!CameraBeardThePirate wrote: »Finedaible wrote: »I think the problem lies in ZoS always making it incredibly difficult to onboard players into the harder content. There's always been this big divide between difficulty modes with no intuitive way to get paired up. We have group finder now, but I'll be lucky if I ever see a group on there. ZoS always treated the game as if their consumers would play the game 8 hours per day non-stop and the insane content grind reflects that. This is why games that pair players up automatically tend to be popular these days, ain't nobody got the attention span for grouping up and rehearsing a 3 hour play.
Honestly it has a lot to do with overland scaling/difficulty.
At launch, you were forced to get used to difficult content as every new zone you entered and every new dungeon you unlocked was much harder than the last.
After One Tamriel, players are never forced to hit a difficulty spike.
Don't get me wrong, One Tamriel was a net positive for the game, but it made it so that the only difficult content is veteran dungeons and trials, so players are never forced to re-evaluate their builds, learn specific combat mechanics, or get a grasp on how to improve very specific parts of their combat gameplay.
I get a sense that 0 of the people complaining about dying instantly will be doing the harder half of overland difficulty, considering the harder half one-shot my overland dps. People have soloed in Night Market but you have to actually build for it and I’m getting a sense that people think their builds are better than they are. So then yeah, it becomes a problem of “the content is too hard” and not “my build needs upgrades for this”.
twisttop138 wrote: »SilverBride wrote: »I got the house and it's so big I don't care about opening additional wings. So I will now say goodNIGHT, market.
Yeah, the wings are super disappointing to me too. I’m glad the house is good on its own. It’s begging for more floors to be added to it by players!CameraBeardThePirate wrote: »Finedaible wrote: »I think the problem lies in ZoS always making it incredibly difficult to onboard players into the harder content. There's always been this big divide between difficulty modes with no intuitive way to get paired up. We have group finder now, but I'll be lucky if I ever see a group on there. ZoS always treated the game as if their consumers would play the game 8 hours per day non-stop and the insane content grind reflects that. This is why games that pair players up automatically tend to be popular these days, ain't nobody got the attention span for grouping up and rehearsing a 3 hour play.
Honestly it has a lot to do with overland scaling/difficulty.
At launch, you were forced to get used to difficult content as every new zone you entered and every new dungeon you unlocked was much harder than the last.
After One Tamriel, players are never forced to hit a difficulty spike.
Don't get me wrong, One Tamriel was a net positive for the game, but it made it so that the only difficult content is veteran dungeons and trials, so players are never forced to re-evaluate their builds, learn specific combat mechanics, or get a grasp on how to improve very specific parts of their combat gameplay.
I get a sense that 0 of the people complaining about dying instantly will be doing the harder half of overland difficulty, considering the harder half one-shot my overland dps. People have soloed in Night Market but you have to actually build for it and I’m getting a sense that people think their builds are better than they are. So then yeah, it becomes a problem of “the content is too hard” and not “my build needs upgrades for this”.
I think you're exactly right. I think it also suffers from a lack of identity. Who is the content for. I'm very disappointed about no dungeons this year and this is supposed to scratch that itch, as Tomofhyrule reminded us. It won't. It's too easy for hm players in a group. It's a zone, but very few quests and little story, so it's not for the story or quest crowd either. The rewards are abysmal so people that like to collect will be disappointed. I think that's almost the worst part. The bad rewards. We know Zos can make cool furnishings and style pages and stuff but they just took some fargrave assets, slapped together a house and filled the rewards with overland gear. Not a great intro to seasonal content.
DarTheed