Persephonius wrote: »Please give us the option to keep it the difficulty it is somehow, not all of us want content to be watered down cause of a few carebears.
I do not like this change at all.
Why cant the questing content be easier for more people to enjoy. Then have solo dungeons, public dungeons, world bosses, dolmens etc the difficult parts where those who seek difficulty can find that? Something for everyone?
But, that is exactly how it is right now.
LonePirate wrote: »Persephonius wrote: »Please give us the option to keep it the difficulty it is somehow, not all of us want content to be watered down cause of a few carebears.
I do not like this change at all.
Why cant the questing content be easier for more people to enjoy. Then have solo dungeons, public dungeons, world bosses, dolmens etc the difficult parts where those who seek difficulty can find that? Something for everyone?
But, that is exactly how it is right now.
Are we playing the same game? In the VR zones, the solo dungeons, the public dungeons, world bosses and dolmens are all easier than the quest content, especially the Cadwell's Almanac quests. Today, I've cleared several VR8 and VR9 solo dungeons - all of them without any assistance because the zones are dead. If these changes help repopulate the VR zones, we should all be grateful and willing to give them a chance. I would rather see the Veteran zones teeming with people after a slight decrease in difficulty than to experience more of the emptiness that fills the upper VR zones nowadays.
this^^^^^^^^^^^^^^^^^^^^^^^^^^^^^MrBeatDown wrote: »Im neutral on this change. It really doesn't matter to me if its easier than before. I think my biggest issue with finding people to play with is the fact that people would rather power level in Craglorn instead of power level by questing and playing the Vet dungeons.
Craglorn destroyed the vet zones completely. Try to make a V6-V10 dungeon group and see how long it takes you. It took me about 8 hours to find a group of newbs that couldn't even get passed the first boss 2 days ago. This is really sad. My V12 ran those dungeons in 15 minutes or less before craglorn. That was the best power leveling in the game and it gave great loot.
They said they nerfed the xp exploits in Craglorn to stop this. But it simply wasn't enough. They have found new xp exploits that allow them to continue to power level in craglorn. That is not healthy for the game. It is extremely difficult to find quest groups in craglorn due to all the LF Grind groups cluttering up the chat. Tower Runs and Shadow runs need to go away. These people need to be doing dungeon runs and earning there xp that way or playing daily quest. I get tired of these people camping a few bosses in craglorn and exploiting them.
They need to nerf those bosses in craglorn so that they only give xp 1 time per day to kill the grind group in craglorn. If not, they will just find some new spot to exploit a boss at a spawn and continue not playing in the vet zones making them look like ghost towns.
You got 2 full vet zones for people to level and 6 Vet 1-10 dungeons for them to do xp runs in and they choose to go to a V12 group zone and exploit it starting at V1. It needs a serious fix. Put and end to it. Make them play all the other zones or dungeons to get xp. That would solve a majority of the complaints about the game being to difficult. I just got my Alt up to V7 today. Its a Melee NB. The game is still pretty easy for me. I Have SOLO'D all the way up to this point. I haven't had any real problems that I could not solve by myself.
That's why I remain neutral on this subject, I could care less if they made it easier or not, I think the main problem is that craglorn is still being fully exploited and its taking players away from the zone and it makes the V1-V10 zones appear harder than they really are because they are ghost towns. Instead of having to wait 5 minutes for someone to come help you kill that world boss you now have to wait 4 hours. That's because they are in Craglorn camping the Shadow boss or Bouncing between The tower boss and outside spawns. Its Such Huge waste of V1-V10 zones. THey might as well not even exist. Looks like all the exploiters want is 1-50 zone and craglorn. The rest is garbage to them.
we failed to:ZOS_JessicaFolsom wrote: »One of the guiding principles of our Veteran gameplay was to encourage you (not force you) to group. We wanted you to be able to reach max level by playing solo if you wished, but still encourage you to group with others along the way. This principle was the reason we made our post-50 zones more difficult; we wanted you to get together with others to take on tougher challenges and form social bonds while you did so. But we understand that, despite our vision...
I've used 20 soul gems on a single VR8 boss... at that point I gave up and am awaiting the changes.Just a shout out to all people linking care bear and nerf bat and complaining about how it should be this hard...reality check. VR content is easy, and boring. I already have made it to VR12, doing every quest up until my VR 10 area ( stopped half way through), and every area was the same, easy, boring, frustrating pattern.
Attack, kill one mob.
Die, revive.
Attack, kill remaining one or two mobs.
When gear broke or I leveled up, make new gear.
Repeat.
This is very easy, very boring, very frustrating. In no way is it hard once you accept the fact that you need to either do a lot of running from way shrines or spend 30 to 50 soul gems each zone reviving. That is the part that is unacceptable. Should delves be hard enough to somewhat force you to groups? Absolutely. Should phasing "solo" quests or open world quests be so hard to force you to group? Absolutely not.
You need to let go of the misplaced pride you had in being so stubborn that dieing would not stop you from leveling and realize that while this is a game, above all, ZeniMax is a business. For them to be successful and keep this game running they need to retain customers. To do that, the difficult content needs to be optional. That is why most MMOs consider the PVP the end game content, because it is as easy or as hard as the player base makes it, and is optional. So any main stream questing and leveling needs to be set to a level that will keep people playing, not quitting after dumping 20 grand soul gems just to complete all the quests in their first VR zone.
What he said.
born2beagator wrote: »
Arsenic_Touch wrote: »The rewards in general are a problem, 1-50 not just in the veteran zones. It's been a big complaint since forever, you forgot to add the carrot and keep dangling an empty line in front of people.
Part of the issue with veteran content is that you can use stamina based builds 1-50 and succeed without much issue but the moment you take those builds into the veteran zones, you find out how badly stamina skills are balanced.
It's kind of mind boggling that you're going to nerf the difficulty of veteran content before addressing these balance issues.
Seems that way, excellent news, isn't it.Catches_the_Sun wrote: »I'm not one bit happy about these changes. You've gotta be kidding me. I guess the WoW crowd has won another round (big surprise, their numbers will always exceed everybody else). If I wanted a Singleplayer game, Skyrim is far superior to ESO in every way.
Maybe, you know, they looked at the FACTS .. like perhaps the numbers of players who reach 50(1) and then give up, leading to the empty VR zones most of us admit exist, even though some refused to because they feared ZOS would do just what they're doing.dean_steusloffub17_ESO wrote: »ZOS_JessicaFolsom wrote: »Hi everyone,
Starting next week on Monday, July 7th, you’ll see the first significant change we’re making to the Veteran System. We’re implementing some balance changes to content in post-50 zones that will make it much more like the content from levels 1-50.
I'm scared. Unfortunately, since the majority of the people that post do so because they don't like something, that is what a good portion of changes and tweaks are based on.
What isn't taken into consideration is the number of people that LIKE the challenge. I'm sure we'll be hearing from them shortly (as in when the changes go into effect).
Persephonius wrote: »LonePirate wrote: »Persephonius wrote: »Please give us the option to keep it the difficulty it is somehow, not all of us want content to be watered down cause of a few carebears.
I do not like this change at all.
Why cant the questing content be easier for more people to enjoy. Then have solo dungeons, public dungeons, world bosses, dolmens etc the difficult parts where those who seek difficulty can find that? Something for everyone?
But, that is exactly how it is right now.
Are we playing the same game? In the VR zones, the solo dungeons, the public dungeons, world bosses and dolmens are all easier than the quest content, especially the Cadwell's Almanac quests. Today, I've cleared several VR8 and VR9 solo dungeons - all of them without any assistance because the zones are dead. If these changes help repopulate the VR zones, we should all be grateful and willing to give them a chance. I would rather see the Veteran zones teeming with people after a slight decrease in difficulty than to experience more of the emptiness that fills the upper VR zones nowadays.
But the problem is, everyone is regarding the VR zones as if they should have a higher population. Every MMO I have played, the higher level zones/areas/planets are always virtually dead, this should be expected. As the game progresses in time, a larger percentage of the player base is at max level engaged in the end-game. There is typically a larger population at the starter areas as people start new chars and stop before completely leveling them far more often than leveling them to max level as the game progresses in time. As this game progresses, the new zones will be where the action is, not the current VR zones. Naturally, if you start playing an MMO months/years after it's release, the population that is right there with you in level will not match the population that was like this just after launch (with a few exceptions ofcourse). This is an inevitable issue anyway, so instead of altering these zones in attempt to fix this population issue (which cannot work), a better method is to introduce content, that will have a high population that will alleviate the problem of grouping with other players while leveling.
I know a lot of people complained that the vet levels are hard, but do we really want to go down the path of 'dummy' down the game? I know a few encounters need to be edited has they force you to group, but there is only a few of those quest 'bosses'
The Craglorn allowing people to still fast exp by grinding one or two bosses, so those who do not want to do the 50+ and 50++ can still bypass it and get to V12. I did all the normal quests and got to V10 without the need to 'grind'.
I agrees with some 'twinks' but are you really making it 'easy' mode due to players complains?
VR is leveling content, not end-game so your argument doesn't apply.ItsRejectz wrote: »So because of crying babies, we are now going to have the game dummed down and made easy. FFS, seriously! People complain about zenimax possibly ruining the game, when in fact it's the whining community that will end up destroying it.
It's end game content for christ , it's not meant to feel how it did at the start!
Persephonius wrote: »Persephonius wrote: »I don't understand. It seems to me that ZOS are taking these forums too seriously. Everyone I have spoken to in-game have said the exact opposite. That the VR zones were far too easy, the endgame trials are too easy to 'cheese', and the overall feeling of accomplishment is missing as doing everything was a face-roll.
Changing the VR content is not improving the experience of the players that have complained about them, as they will likely never do it, or do it once and forget about it; but rather punishing the players that actually like the VR zones. This will diminish the lifetime of the current content. It would have made more sense to introduce alternatives to the VR zones in levelling
I have felt that the 'big challenges' were coming, the things that get players hooked and make them analyze their character builds rigorously and needing to build strong team orientated mechanisms to accomplish the main endgame objectives. One of the main elements of an MMO are the player-to-player driven interactions which enable far greater complexity than is achievable in a single player game. People choose to play an MMO for these interactions in one form or another. These changes appear to be pushing the game in the direction of a purely single player experience, which does not make any sense. The best experiences I have had in MMO's come from team orientated progression 'raiding'; and the large scale PvP interactions that come from player driven economies and high pressure/consequence PvP battles (such are my experiences in EvE online, Swtor and WoW). I have seen many negative comments around the place as to the state of Swtor, but one of my most memorable times in an MMO comes from joining a Progression team for Denova Nightmare Mode when it was released. It was stated over and over by the player base that this operation was undoable. This was not received by the developers of the operation as criticism, but as praise (no matter how it was worded ). No matter how much it was criticized for being too hard, players continued to attempt it, and eventually it was completed (and once a way was found, it was very doable by a lot of people). That was an achievement worth having! This was reason to keep playing the game and improve not only your character and your own skills, but your teamwork.
It seemed to me so far that it was not really understood what player builds could accomplish in ESO, such as where trial bosses have been killed in literally 20 seconds or less. I can see that the actual mechanics of the trials are challenging, but the ability to completely ignore them and defeat bosses in seconds is purely a PvE content balancing issue. I was expecting that this would be addressed in future trials after greater insight of what can be done with character builds has been understood. With these changes to the VR system, I am now concerned that if ever a truly challenging trial is released, where a true progression raid team can sink their teeth into, it will be re-balanced as too many people will complain they can no longer cheese the mechanics. These complaints I believe have been mis-interpreted. Instead of buckling under and giving in, they should be interpreted as what they really are: hey you have developed something that is quite challenging here and is making me think and adapt what I have been doing, I cannot plant my face on the keyboard and roll side to side anymore.
Everyone that has complained that content is too hard, consider this. After you have face-roll grinded your way to vet-12 in a matter of days, completed the main endgame achievements after a week or so, what then?
Comparing people that spindle ground, or anomaly ground their way to VR12 than ran through trials to people that are just trying to quest are comparing apples to oranges. I can guarantee that most (I mean 51%+) of the "hardcore trial runners" that you have been talking to, did some sort of vet dungeon grinding, or anomaly grinding, to get to VR12 long before they thought about completing the quests.
I know a lot of you are going to suddenly be up in arms about how you completed the quests, etc. That is why I said most and pointed out 51%, not all. You already know that most people that hit VR12 early did it by grinding spindle, or whatever. Very few, and I mean very very few people hit VR10 solely by completing all the quests before starting to grind the rest of their experience.
The biggest part you are forgetting is that there are already hundreds of people that "face roll to vet 12 in a matter of days" by taking advantage of things like spindle or anomaly grinding. So telling someone that they should have to spend months grinding quests to go from VR1 to VR10, when people already are going VR1 to VR12 in less than a week is a very weak argument.
The point to the VR1-10 content is to allow someone to experience the content without re-rolling, and to allow them to collect more skill points. It should not cost them a wheelbarrow full of soul gems and a warehouse full of frustration to get there. Not when there are already so many work around options to get to VR12 quickly without subjecting yourself to the areas.
I for one completed all 3 zones before ever going to craglorn. I don't know, I must have been playing a different game, it was no where near as difficult as you are making it out to be. I don't hold much regard for people that grind dungeons to level then complain that they have ran out of content afterwards. My argument is that, I believe the majority of people that did the work-around grinds and missed everything are probably complaining the loudest that it is all too hard. There are a lot of players with a similar mindset to myself, that are not active on the forum (I only started on this forum yesterday as I strongly disagree with this change and want to put my opinion out there). So my concern is that the feedback is coming from a skewed and biased set of players that is not a real indication of what the majority actually want.