Zenimax is doing what they have to do to repopulate VR zones, plain and simple, its not about whinning, or player feedback, its about what is really happening in VR zones. Ghost towns, at any time, so if you force grouping in a place where there is no one to group with you doing it wrong.
This may not be the best solution to the problem, but Zeni is betting that making VR easier more people will want to play in it. If people want VR to stay hard the go play in those zones not just Craglorn. A couple days last week I played in VR6 and VR7 zones without seeing another player for over 4 hours.
AlienDiplomat wrote: »
Alright so I checked and also talked with Guildees about the current VR change. It would seem all ZoS did is fully revert the difficulty of VR enemies to pre-1.2 (Craglorn). I wouldn't exactly call that a nerf because the difficulty was already in place before patch 1.2 ramped it up more. I haven't checked VR Dungeons yet but did a little questing and it's pretty much exactly like it was pre-Craglorn, which arguably was pretty easy, but still.
AlienDiplomat wrote: »
nerevarine1138 wrote: »Alright so I checked and also talked with Guildees about the current VR change. It would seem all ZoS did is fully revert the difficulty of VR enemies to pre-1.2 (Craglorn). I wouldn't exactly call that a nerf because the difficulty was already in place before patch 1.2 ramped it up more. I haven't checked VR Dungeons yet but did a little questing and it's pretty much exactly like it was pre-Craglorn, which arguably was pretty easy, but still.
Your guildies are confused.
Any change in regular VR enemy difficulty in 1.2 was a glitch that was corrected within a couple of days. The difficulty has not been intentionally adjusted until today.
Ragnar_Lodbrok wrote: »Really do you people know how badly this game was losing subs BECAUSE of VR?
vyndral13preub18_ESO wrote: »I cant wait to get home and see the hundreds of people filling the VR content tonight. They will be there right?
Hehe
More to the point, even if many do go there to see what it's now like, how many will still be there in 2 weeks time.
nerevarine1138 wrote: »Alright so I checked and also talked with Guildees about the current VR change. It would seem all ZoS did is fully revert the difficulty of VR enemies to pre-1.2 (Craglorn). I wouldn't exactly call that a nerf because the difficulty was already in place before patch 1.2 ramped it up more. I haven't checked VR Dungeons yet but did a little questing and it's pretty much exactly like it was pre-Craglorn, which arguably was pretty easy, but still.
Your guildies are confused.
Any change in regular VR enemy difficulty in 1.2 was a glitch that was corrected within a couple of days. The difficulty has not been intentionally adjusted until today.
Sorry but they and I are NOT confused. I was questing in a VR6 zone THE DAY Craglorn hit for something like 7 hours until the server went down. I remember vividly my own capabilities against the various enemies in that zone. Today I went and did some quests in VR and it was pretty much identical to pre-1.2. Yes for a few days after 1.2 VR were all but impossible and ZoS did "fix" that but they ALSO increased all Health and damage output of VR enemies with 1.2 and that part stayed until today (at least mostly) because they gave us more VP per kill with that patch.
Spin it any way you like but today's change just fully reverted VR enemies to pre-1.2 difficulty.
Ragnar_Lodbrok wrote: »Really do you people know how badly this game was losing subs BECAUSE of VR?
No not because of VR just players who dont know how to play. I soled all the way through all the VR1 to VR10 zones just fine....I dont get it.
wrlifeboil wrote: »
Unrealistic. That kind of philosphy doesn't apply to triple-A games that cost nine figures to develop and sell. Trying to cater to elitists only works for high priced luxury goods that can make money selling fewer units, not mass market video games. You only need the elitists to buy the box or download then go away. The masses stay around to pay the bills and keep the lights on.
This is not really true. The "masses" in this game, or the most vocal, seem to consist of solo players, explorers, and RPs, that don't want to do group content or dungeons. If they would have grouped, there would be no need to change any VR content, as it was pointed out that they reason for the difference in difficulty between VR and 1-50 was to try to introduce people to grouping.
At some point, even these gamers will hit max level, and there is even less for them to do than there is for grinders. This is NOT an exploration game like Skyrim. You can't go back to previous areas and get new quests, you can't replay content unless you create an alt, and you can't continue to explorer once you've found an area. These are the people that will realize this isn't Skyrim and will leave.
MMO vets and grinders have been proven to stay in games for years, even doing the same content over and over every day.
nikolaj.lemcheb16_ESO wrote: »Just did some V8 tests. Mob health is reduced by a third, the damage they do is trivial and you don't even have to think about any tactics against groups of 3 mobs....
I would say dumped down. If anyone has problems now then it is a problem between chair and screen.
@ReevsterYa I am going to record 100s of hours of video just for you..not , and what i mean is I finished all of cadwells silver/gold solo and most of the other solo VR content, and ya there are a few( very few) places that you needed to group for.
jeradlub17_ESO wrote: »OP you are DUMP !!!! rflmao
How the heck did you even do that? P isn't anywhere near B
wrlifeboil wrote: »Unrealistic. That kind of philosphy doesn't apply to triple-A games that cost nine figures to develop and sell. Trying to cater to elitists only works for high priced luxury goods that can make money selling fewer units, not mass market video games. You only need the elitists to buy the box or download then go away. The masses stay around to pay the bills and keep the lights on.
nerevarine1138 wrote: »nerevarine1138 wrote: »Alright so I checked and also talked with Guildees about the current VR change. It would seem all ZoS did is fully revert the difficulty of VR enemies to pre-1.2 (Craglorn). I wouldn't exactly call that a nerf because the difficulty was already in place before patch 1.2 ramped it up more. I haven't checked VR Dungeons yet but did a little questing and it's pretty much exactly like it was pre-Craglorn, which arguably was pretty easy, but still.
Your guildies are confused.
Any change in regular VR enemy difficulty in 1.2 was a glitch that was corrected within a couple of days. The difficulty has not been intentionally adjusted until today.
Sorry but they and I are NOT confused. I was questing in a VR6 zone THE DAY Craglorn hit for something like 7 hours until the server went down. I remember vividly my own capabilities against the various enemies in that zone. Today I went and did some quests in VR and it was pretty much identical to pre-1.2. Yes for a few days after 1.2 VR were all but impossible and ZoS did "fix" that but they ALSO increased all Health and damage output of VR enemies with 1.2 and that part stayed until today (at least mostly) because they gave us more VP per kill with that patch.
Spin it any way you like but today's change just fully reverted VR enemies to pre-1.2 difficulty.
Maybe you should re-read my post, because it may jog your memory.
If you played the day Craglorn hit, you would have seen an unintended increase in VR enemy difficulty. They fixed that. At no point did they intentionally alter the difficulty of the enemies to match the VP gain for kills. You can go ahead and check the 1.1.2 patch notes for confirmation that no such change was intended.
Today's change was to make the enemies easier than they have been at any point since release.
wrlifeboil wrote: »Unrealistic. That kind of philosphy doesn't apply to triple-A games that cost nine figures to develop and sell. Trying to cater to elitists only works for high priced luxury goods that can make money selling fewer units, not mass market video games. You only need the elitists to buy the box or download then go away. The masses stay around to pay the bills and keep the lights on.
There's not a single MMOs in 2 decades that tanked at launch and then recovered thanks to dumbing it down to WoW levels. Not one.
So, the "philosophy" did not work for 2 decades, it's not going to suddenly work for ESO.
Quite the contrary.
1) Less lag, few hotkeys + telegraphed skills, superior PvP (and free) game that actually has the numbers: GW2.
2) Simpleton oriented, yet polished, sturdy, dependable game that actually has the numbers: WoW.
3) Intelligent player oriented, no discounts, harsh game that is slowly growing since 2003 despite spitting on simpletons' faces: EvE Online.
ESO:
- Simpleton oriented.
- Not polished, not sturdy, laggy.
- Classes imbalances.
- Furiously losing numbers.
So, in which category do we put this AAA game?
Zenimax is doing what they have to do to repopulate VR zones, plain and simple, its not about whinning, or player feedback, its about what is really happening in VR zones. Ghost towns, at any time, so if you force grouping in a place where there is no one to group with you doing it wrong.
This may not be the best solution to the problem, but Zeni is betting that making VR easier more people will want to play in it. If people want VR to stay hard the go play in those zones not just Craglorn. A couple days last week I played in VR6 and VR7 zones without seeing another player for over 4 hours.
So if you are correct and the difficulty really was the reason people weren't in VR then next week those zones will be buzzing with activity right?
We'll see
nerevarine1138 wrote: »nerevarine1138 wrote: »Alright so I checked and also talked with Guildees about the current VR change. It would seem all ZoS did is fully revert the difficulty of VR enemies to pre-1.2 (Craglorn). I wouldn't exactly call that a nerf because the difficulty was already in place before patch 1.2 ramped it up more. I haven't checked VR Dungeons yet but did a little questing and it's pretty much exactly like it was pre-Craglorn, which arguably was pretty easy, but still.
Your guildies are confused.
Any change in regular VR enemy difficulty in 1.2 was a glitch that was corrected within a couple of days. The difficulty has not been intentionally adjusted until today.
Sorry but they and I are NOT confused. I was questing in a VR6 zone THE DAY Craglorn hit for something like 7 hours until the server went down. I remember vividly my own capabilities against the various enemies in that zone. Today I went and did some quests in VR and it was pretty much identical to pre-1.2. Yes for a few days after 1.2 VR were all but impossible and ZoS did "fix" that but they ALSO increased all Health and damage output of VR enemies with 1.2 and that part stayed until today (at least mostly) because they gave us more VP per kill with that patch.
Spin it any way you like but today's change just fully reverted VR enemies to pre-1.2 difficulty.
Maybe you should re-read my post, because it may jog your memory.
If you played the day Craglorn hit, you would have seen an unintended increase in VR enemy difficulty. They fixed that. At no point did they intentionally alter the difficulty of the enemies to match the VP gain for kills. You can go ahead and check the 1.1.2 patch notes for confirmation that no such change was intended.
Today's change was to make the enemies easier than they have been at any point since release.
Source?
Ouch. Wildstar has a lot of problems, many of them just like ESO. I hope you have fun there, but it's riddled with bugs, the PvP is a bad joke, there is zero end game solo play, teleporting harvesting bots run rampant and alts are severely discouraged. If you love grinding (and I mean a lot of grinding), you'll love Wildstar.JoseDelgadoCub17_ESO wrote: »LOL I quit ESO and my sub runs out in a few days but hearing this I'll pass. If I wanted everything handed to me I would have played WoW, guess I'm of to wildstar then.
waiting on more data before getting riled up either way. lot of people, many of the same handful on either side of the debate repeatedly throwing out made up statistics and speaking for the majority of players like they know what the majority of players are.
devs dont use forums to make decisions, they use exit polls, bug reports and data from many sources. If they made this decision it is because it was warranted with their marketing strategy and was worked on for months prior to release. If the tweak is too far they will modify it after analyzing the new data. remain calm.
The Devs and Admins must be staring at this thread with their mouths open not knowing what to do.
For weeks everyone(I say everyone because I have never seen a thread about VR content being too easy)has complained about VR content being "too hard" and "no fun" and "why can V1-V12 be like 1-50", and now ZOS has answered the call, and we have the same forum burning them at the stake.
I have not been in game yet so it may have been over adjusted but the patch notes do say "the first in a series of changes we'll be making to improve the post-50 experience overall."
I am one of the people that wanted to see the difficulty adjusted in VR so if they did gimp it a little too much then I will enjoy some easier XP. I'm sure they will turn the difficulty back up next update.