SteveCampsOut wrote: »And there it is. Ignorance. Can't see how brushing off an entire segment of players as irrelevant is disrespectful.
I'm not saying they are irrelevant, I'm saying all they want is an easy game that involves no challenge and it's proven that those games fail big time. Thus I'm saying they are wrong and we shouldn't listen to them if we want the game to succeed which is why this patch is awesome.
It's quite a different thing.
How do you know what they want? Have you actually surveyed multiple players who didn't want the new dungeon scaling? Or are you some type of psychic? Just how did you gather the information for your opinion in your original post "The part of the community complaining about this are just solo/casual players who want an easy mode game that doesn't involve any challenge because in their minds "games are supposed to be for fun and not hard.""
@Rudyard Please don't feed the trolls
SuraklinPrime wrote: »@magnusnet this game spawned from a very popular solo franchise. You were always going to see a high solo population and a good number of MMO virgins and ZOS will presumably want to keep taking subs from those players while working to get them grouping.
I mostly fall into that category myself but have begun to love PvP and grouping but still like to solo too.
Personally I agree vet should not have been nerfed and I am glad I finished it before they did. A handful of encounters needed tweaking but a global nerf was harmful as it acted as a training ground.
Scaling will prove to be the same, tweaks and balances needed to get it just right.
But overall they are still going to need to provide solo content, by all means make it challenging content but doable by one competent player.
Then again, I've been playing MMORPGs for years and this is the first one where I see so much QQ related to the difficulty of the game and I blame that on solo players. VR pre nerf was a difficulty wall but still doable. VR post nerf was just boring.
I myself like the update. The increased difficulty of the solo quest lines is a joy, especially when I unintentionally outleveled the content prior.
However, I contend with a certain amount of players that there should be an option to play those quests with the original difficulty (with a sub-par reward. Preferably a really really sub-par reward). If they really feel like the quest lines scaling difficulty serve as a big wall to their progress/enjoyment to the game, then I suppose it wouldn't be much to allow them to get by. At least, that's how I feel for the main quest. There are simply some players who don't have the patience and/or skills to breach it without a level boost, and seeing how most want to progress through the main quest I feel there should be a little amount of leeway. Just a little.
The daily quests are 'meh' for me, but I know a great amount of players are enjoying it. Kind of conflicted on the rewards though, but they are passable.
Now if I were to rate it based on my personal biased enjoyability, I'd say 6 out of 10. Don't get me wrong, I am fine with the content presented, but overall I don't feel it adds much fun to my playthrough save for the dungeon scaling.
The part of the community complaining about this are just solo/casual players who want an easy mode game that doesn't involve any challenge because in their minds "games are supposed to be for fun and not hard", yet, any study will prove that easy games don't hold the players attention for long so this is a very good change in my opinion.
Currently, solo content difficulty is suposed to lower when the game detects you're having problems completing it. I'd rather ZOS expand on this idea and make mobs easier if you die to them a couple of times than implement complex systems that will just fail and take up a lot of dev ressources.
I agree with the op on most of his points, but I felt that this broad brushstroke of a certain segment of the community was somewhat disrespectful.
Currently, solo content difficulty is suposed to lower when the game detects you're having problems completing it. I'd rather ZOS expand on this idea and make mobs easier if you die to them a couple of times than implement complex systems that will just fail and take up a lot of dev ressources.
And this is an important point. I was first dismayed when I read the patch notes detailing how solo content would "compensate" for a player who was having difficulty, but now I realize that a player who has limited skills or an inability to complete solo quests won't be frustrated to the point of quitting the game. The only quibble I might have with this is that perhaps it should be an option for players. If I'm having an off night, and having difficulty with a solo quest, I don't want the game deciding for me whether the content is too difficult or not. Like the op, I'm a player who wants challenging content even if I have to die numerous times to complete it.
SteveCampsOut wrote: »The part of the community complaining about this are just??? solo/casual players who want an easy mode game that doesn't involve any challenge because in their minds "games are supposed to be for fun and not hard", yet, any study will prove that easy games don't hold the players attention for long so this is a very good change in my opinion.
The l33tnezz of this statement is just dripping with joy juice! Makes me all warm and fuzzy inside! Really! I LOVE being told what I want! HONEST! It just makes my day! The whole "just solo/casual players" comment is just ooozing with respect for a healthy segment of the people in this game. I feel so moved!
Don't get me wrong, many solo/casual players like challenges and prolly welcome these changes as I do. But the only people who are complaining are mostly the people who should be playing solo games where you can just pop up console and enable God mode. Those people will never be satisfied and will end up leaving anyways. It's a good thing ZOS is moving forward and accepting that thus finally turning this game into a great one as it should have been since the beginning.
SteveCampsOut wrote: »And there it is. Ignorance. Can't see how brushing off an entire segment of players as irrelevant is disrespectful.
I'm not saying they are irrelevant, I'm saying all they want is an easy game that involves no challenge and it's proven that those games fail big time. Thus I'm saying they are wrong and we shouldn't listen to them if we want the game to succeed which is why this patch is awesome.
It's quite a different thing.
How do you know what they want? Have you actually surveyed multiple players who didn't want the new dungeon scaling? Or are you some type of psychic? Just how did you gather the information for your opinion in your original post "The part of the community complaining about this are just solo/casual players who want an easy mode game that doesn't involve any challenge because in their minds "games are supposed to be for fun and not hard.""
Because it's the arguments they've been using in these same forums since launch when ever they where complaining VR levels where hard, trials where had, their "Play as you want" builds werent working, they wanted more solo content, etc etc etc.
SteveCampsOut wrote: »The part of the community complaining about this are just??? solo/casual players who want an easy mode game that doesn't involve any challenge because in their minds "games are supposed to be for fun and not hard", yet, any study will prove that easy games don't hold the players attention for long so this is a very good change in my opinion.
The l33tnezz of this statement is just dripping with joy juice! Makes me all warm and fuzzy inside! Really! I LOVE being told what I want! HONEST! It just makes my day! The whole "just solo/casual players" comment is just ooozing with respect for a healthy segment of the people in this game. I feel so moved!
Don't get me wrong, many solo/casual players like challenges and prolly welcome these changes as I do. But the only people who are complaining are mostly the people who should be playing solo games where you can just pop up console and enable God mode. Those people will never be satisfied and will end up leaving anyways. It's a good thing ZOS is moving forward and accepting that thus finally turning this game into a great one as it should have been since the beginning.
ZOS wants to make money. The wild changes in difficulty and rate you can progress make people leave. They make less money. But, if you want a tiny elitist game, good on ya. Have fun.
SteveCampsOut wrote: »And there it is. Ignorance. Can't see how brushing off an entire segment of players as irrelevant is disrespectful.
I'm not saying they are irrelevant, I'm saying all they want is an easy game that involves no challenge and it's proven that those games fail big time. Thus I'm saying they are wrong and we shouldn't listen to them if we want the game to succeed which is why this patch is awesome.
It's quite a different thing.
How do you know what they want? Have you actually surveyed multiple players who didn't want the new dungeon scaling? Or are you some type of psychic? Just how did you gather the information for your opinion in your original post "The part of the community complaining about this are just solo/casual players who want an easy mode game that doesn't involve any challenge because in their minds "games are supposed to be for fun and not hard.""
Because it's the arguments they've been using in these same forums since launch when ever they where complaining VR levels where hard, trials where had, their "Play as you want" builds werent working, they wanted more solo content, etc etc etc.
Stop!
Don't mistake Casuals for "its too hard for me players" please. I am a Casual and I loved the idea of VR content. The Single Player Campaigns in a much harder difficulty, wonderful and a much wanted feature of me since many years.
Everyone could play in his own difficulty setting, I don't know if I would had played in gold or silver but there was something for everyone in this game.
I hate what ZO did to VR content, to give us Craglorn where the only difficulty is finding a group does not make me as a Casual happy. The first VR we had was sufficient for my needs and would had kept me busy for at least a year.
Solo also has not much to do with Casuals. People that want to solo demand this because of the negative attitude of Elitists. You know those who spam DPS meters, demand achievements or TS. These people are the reason why so many want solo content as they don't see any light in the tunnel of group content as long Elitism exists.
I love to play in groups but over the years even I do it less often now. Especially if you play a tank or healer you are the victim of constant abuse and this isn't something you enjoy much.
Don't get me wrong, not every group is like that and I am sure some TS groups can be kind as well but the majority sadly isn't and they spoil the fun for group oriented content.
SteveCampsOut wrote: »The part of the community complaining about this are just??? solo/casual players who want an easy mode game that doesn't involve any challenge because in their minds "games are supposed to be for fun and not hard", yet, any study will prove that easy games don't hold the players attention for long so this is a very good change in my opinion.
The l33tnezz of this statement is just dripping with joy juice! Makes me all warm and fuzzy inside! Really! I LOVE being told what I want! HONEST! It just makes my day! The whole "just solo/casual players" comment is just ooozing with respect for a healthy segment of the people in this game. I feel so moved!
Don't get me wrong, many solo/casual players like challenges and prolly welcome these changes as I do. But the only people who are complaining are mostly the people who should be playing solo games where you can just pop up console and enable God mode. Those people will never be satisfied and will end up leaving anyways. It's a good thing ZOS is moving forward and accepting that thus finally turning this game into a great one as it should have been since the beginning.
ZOS wants to make money. The wild changes in difficulty and rate you can progress make people leave. They make less money. But, if you want a tiny elitist game, good on ya. Have fun.
Having nothing to do makes people leave.
Having an easy game you can just steam roll & finish quickly thus leading to having nothing to do makes people leave.
They make less money.
Changing the content to make it more challenging, introduce a gear grind and a skill grind as well as other stuff like the nice head sets you get on final bosses and thus give people a reason to login to the game every day to clear content thus having something to do all the time even if they are max level <= Makes people stay. <= They make more money.
As long as it's not a difficulty wall, then it's all good. Vr dungeons are still easy as pie in my opinion and just a bit longer. Solo content difficulty lowers if you're having issues.
I want a large living game and it's gonna be that way. I hadn't seen Belkhart or home cities so alive in a lot of time. I hadn't seen that much people logged into the guilds for a long time.
Guess those people are enjoying the content & making money for ZOS instead of complaining.
Problem is that the systems such as the one you describe require a lot of coding and planing since you also have to scale the rewards and think about a LOT of stuff to avoid exploits, balance issues, etc etc etc.
SNIP
Edit: The fact the VR content is easy never pushed them to experiment try new stuff or just go to Tamriel Foundry to find good working builds where people actually thought about what they where doing. Slightly harder content pushes people to try & get better.
Weird thing is since I made my post, everybody LOL's my comments, says I'm being disrespectful, "how do you know that's what we want" (my personal favorite, especially when it's not followed by "This is what I want") etc etc etc but nobody has actually said: Hey you're wrong, I don't want dungeon scaling because....
SteveCampsOut wrote: »And there it is. Ignorance. Can't see how brushing off an entire segment of players as irrelevant is disrespectful.
I'm not saying they are irrelevant, I'm saying all they want is an easy game that involves no challenge and it's proven that those games fail big time. Thus I'm saying they are wrong and we shouldn't listen to them if we want the game to succeed which is why this patch is awesome.
It's quite a different thing.

@Rudyard Please don't feed the trolls
@AngryNord
Not trolling I genuinely believe everything I'm saying (even if I do intentionally use some words & sentences to annoy people) and if someone feels I'm being unfair or have any argument as to why content shouldn't scale to their level other than the ones I posted in OP. I invite them to post them.
Weird thing is since I made my post, everybody LOL's my comments, says I'm being disrespectful, "how do you know that's what we want" (my personal favorite, especially when it's not followed by "This is what I want") etc etc etc but nobody has actually said: Hey you're wrong, I don't want dungeon scaling because....

I fail to see the relation between them.
There's quite a lot of irony in these statements. You first say that building code for a sliding scale system would be a daunting task. Then you go on to say that the harder VR content is a good thing because it pushes players to get better.
I can't help but wonder if the devs were to actually work on coding the harder sliding scale system wouldn't it then push them harder to get better? Why should devs be off the hook for what they get paid for (aka. "developing") and paying players be the only ones forced to improve?
In addition I don't agree that alienating and entire segment (not to mention significantly larger portion) of your paying customer base just to keep a small hardcore portion of the entire community is the way to create longevity in any market.
The truth is the sliding scale system would let everyone have their cake and eat it too.for all.
Edits: Just for the record I enjoy the change as well, agree with you there, I just feel it should be adjustable.
Won't lie. The moment I read "gear grind" and then "skill grind" I almost disregarded the post. Can not even begin to tell you how much those ideas become a major turn off for me if it becomes paramount in the game. It may be fine in moderation, but if that becomes the point of the game I'd rather transfer to one that would satiate my needs. (No offence to you personally, as this is just an opinion).
I can't say for certain your ideal of vertical progression will kill the game. That seems far to presumptuous given the evidence (or lack thereof). But I do know one thing for certain; there are many who hold similar ideals as me. They would favor a more sandbox-esque game, preferring horizontal progression over vertical. More, ahem, 'passionate' players will claim that sandbox is undoubtedly the future of MMOs and that vertical progression is poison, but all I see in the matter is merely an alternative on how to enjoy a game.
I don't think I will ever see a radical horizontal/sandbox transformation of the game, nor do I expect it to. But I certainly don't want at least some of the aforementioned aspects to be totally forgotten and botched. The game would loose a great amount of its appeal otherwise.
To be blunt, I think that your ideal is hazardous to the game in that it only appeals to a certain variety of players instead of combination of various groups. Sort of like leaning to one side of the political spectrum and not toward the moderate center where the majority of the people lie.
That being said, most previous updates including the current certainly do their job in enriching the game in various aspects for mainly the group-minded, with a decent amount of non-Craglorn related content and quality of life additions.
Weird thing is since I made my post, everybody LOL's my comments, says I'm being disrespectful, "how do you know that's what we want" (my personal favorite, especially when it's not followed by "This is what I want") etc etc etc but nobody has actually said: Hey you're wrong, I don't want dungeon scaling because....
I think they have and your simply choosing selectively what to hear. The scaling is not doable for some if not most casual players. Your choosing to paint casuals as one broad brush....
These are human beings with all sorts of socioeconomic backgrounds all with different amounts of playtime and competence that just want to enjoy what they paid money for. Not simply just "casuals". Some have health issues (i.e. arthritis) and can't compete at their current level and need to over level. They still have a challenge when overleveled.
You and this system are currently pigeon-holing all of them. We need a sliding scale to cater to every walk of ESO player.