SteveCampsOut wrote: »@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....
Seriously? Genuinely not trolling but "Intentionally using words to annoy people"? me thinks you do not know the meaning of the word if this is what you truly believe!
I never said I didn't want scaling because that's not what I wanted. My entire dialog with you has been about your dismissive attitude towards people who don't fit your idea of an MMO player. I've been playing MMO's for as
long as MMO's have been around. Probably longer than you've been shaving.
Update 5 is a turning point in this game in my opinion regarding PVE content at least.
There is still horizontal progression being added with the crafting daylies and at some extent the undaunted quests but we finally have some vertical progression: Stuff do do, stuff to grind in order to improve our characters further, loot that makes us rerun instances over and over again in order to get the good traits on the new armors, the loot from Arena HM is stabilized after level 6.
There is still work to be done on the rewards like the fact that no mater our position on weekly trials we still get one item we can't trade when PVP players get 6+ items if they're on top positions. If weekly position had an influence on the loot quantity and quality as well as allowing people to trade/sell the sucky armors like the Heavy or the Medium would be really nice! Some work should also be done to limit the random traits from the new sets so that it doesn't become a real endless grind just to get 5 pieces with the correct traits. At least when I clear content, I no longer have the feeling I've just spent hours working for literally nothing.
Dungeon scaling brings back some challenge into the game forcing people to actually play smart instead of just steamrolling everything on easy mode. 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. ZOS just needs to make sure that the difficulty doesn't become a wall like VR areas used to be so that people now have a challenge but can still complete the instances they must also make sure that, if they end up nerfing the scalable content, it doesn't become a piece of cake again.
Looks like ZOS really got it right this time and is moving in the right direction, finally catering to the needs of MMO players who might end up returning to the game.
Patch content: 10/10! please keep on it and put more vertical progression to the game!
Edit: Oh and the ornate traits in many of the loot items is also a very nice addition as well as the gold we can loot from most dead NPCs. This should help most decent players not loose money while just playing the game at VR levels.
lordrichter wrote: »Update 5 is a turning point in this game in my opinion regarding PVE content at least.
Dungeon scaling brings back some challenge into the game forcing people to actually play smart instead of just steamrolling everything on easy mode. ... [snip] ... ZOS just needs to make sure that the difficulty doesn't become a wall like VR areas used to be so that people now have a challenge but can still complete the instances
Looks like ZOS really got it right this time and is moving in the right direction, finally catering to the needs of MMO players who might end up returning to the game.
I don't always agree with @magnusnet, but on the above I agree. I think that Dungeon Scaling is a significant step in the right direction. I never expected it to be perfect and polished, but they are on the right track and as they continue to refine and tune, it will get better. (Not that everyone will think so)
As it is currently implemented and tuned, solo scaling is a win for solo players. This definitely goes in the "proof ZOS cares about solo players" column. I can say this because I am a solo player. I have grouped with someone maybe two times since April and I have never been in a group larger than three.
I entered Update 5 with some nervousness. I was in favor of an opt-out system and was seriously concerned that they were going to ruin the game for me. After actually playing with it, and then sitting down and thinking about what happened, I admit that my nervousness was unfounded and I no longer think solo scaling needs to be optional.
It needs to be tuned. I like the idea of a difficulty slider, but mostly it is so that I don't have to wait for them to tune it. Honestly, I don't want to have to mess with a difficulty slider and I don't want the added complexity in the game code. Properly built, this system does not need an opt-out or a slider.
Sorry, I cannot speak on group dungeon scaling.
Undaunted and Crafting Writs... goodness. The crafting dailies and the Undaunted dailies give me hope that there will eventually be Mage and Fighter's Guild dailies. I can use the crafting writs for the characters I am leveling crafting skills. I can see why people who are already max level would not be as excited. I don't group, so I will never use the Undaunted stuff, but this is the sort of thing I want to see for the other Guilds.
Parrotbrain wrote: »Update 5 is a turning point in this game in my opinion regarding PVE content at least.
There is still horizontal progression being added with the crafting daylies and at some extent the undaunted quests but we finally have some vertical progression: Stuff do do, stuff to grind in order to improve our characters further, loot that makes us rerun instances over and over again in order to get the good traits on the new armors, the loot from Arena HM is stabilized after level 6.
There is still work to be done on the rewards like the fact that no mater our position on weekly trials we still get one item we can't trade when PVP players get 6+ items if they're on top positions. If weekly position had an influence on the loot quantity and quality as well as allowing people to trade/sell the sucky armors like the Heavy or the Medium would be really nice! Some work should also be done to limit the random traits from the new sets so that it doesn't become a real endless grind just to get 5 pieces with the correct traits. At least when I clear content, I no longer have the feeling I've just spent hours working for literally nothing.
Dungeon scaling brings back some challenge into the game forcing people to actually play smart instead of just steamrolling everything on easy mode. 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. ZOS just needs to make sure that the difficulty doesn't become a wall like VR areas used to be so that people now have a challenge but can still complete the instances they must also make sure that, if they end up nerfing the scalable content, it doesn't become a piece of cake again.
Looks like ZOS really got it right this time and is moving in the right direction, finally catering to the needs of MMO players who might end up returning to the game.
Patch content: 10/10! please keep on it and put more vertical progression to the game!
Edit: Oh and the ornate traits in many of the loot items is also a very nice addition as well as the gold we can loot from most dead NPCs. This should help most decent players not loose money while just playing the game at VR levels.
Please quote the research that has been done; Generalization just weakens your argument and in this case is laughable. I completely disagree with you. Just because soloing old content is not YOUR playstyle, why deprive it from others who find it enjoyable and fun? Some people (read introverts) do not enjoy grouping with other players, and in random groups I have often encountered rude and obnoxious players that put me off grouping. Then there is the question of the skill points. Now players will be FORCED to group to get the skillpoints for those lower level dungeons which in my opinion is unfair.
That said I do feel that a challenge is still sometimes enjoyable, so for all the PVE instances why not scale it to the number of people as well as the level so that it still presents a challenge? That way people can still get the skill point without being forced to group, and the elitists can shut up about everything not being "handed on a platter"
What elitists like you fail to bear in mind is that without the 'casuals' you and the OP clearly despise there IS NO GAME that needs a population you think you 'cement'.frosth.darkomenb16_ESO wrote: »Not to mention that hardcore players are the cement that holds a population together..
Parrotbrain wrote: »Update 5 is a turning point in this game in my opinion regarding PVE content at least.
There is still horizontal progression being added with the crafting daylies and at some extent the undaunted quests but we finally have some vertical progression: Stuff do do, stuff to grind in order to improve our characters further, loot that makes us rerun instances over and over again in order to get the good traits on the new armors, the loot from Arena HM is stabilized after level 6.
There is still work to be done on the rewards like the fact that no mater our position on weekly trials we still get one item we can't trade when PVP players get 6+ items if they're on top positions. If weekly position had an influence on the loot quantity and quality as well as allowing people to trade/sell the sucky armors like the Heavy or the Medium would be really nice! Some work should also be done to limit the random traits from the new sets so that it doesn't become a real endless grind just to get 5 pieces with the correct traits. At least when I clear content, I no longer have the feeling I've just spent hours working for literally nothing.
Dungeon scaling brings back some challenge into the game forcing people to actually play smart instead of just steamrolling everything on easy mode. 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. ZOS just needs to make sure that the difficulty doesn't become a wall like VR areas used to be so that people now have a challenge but can still complete the instances they must also make sure that, if they end up nerfing the scalable content, it doesn't become a piece of cake again.
Looks like ZOS really got it right this time and is moving in the right direction, finally catering to the needs of MMO players who might end up returning to the game.
Patch content: 10/10! please keep on it and put more vertical progression to the game!
Edit: Oh and the ornate traits in many of the loot items is also a very nice addition as well as the gold we can loot from most dead NPCs. This should help most decent players not loose money while just playing the game at VR levels.
Please quote the research that has been done; Generalization just weakens your argument and in this case is laughable. I completely disagree with you. Just because soloing old content is not YOUR playstyle, why deprive it from others who find it enjoyable and fun? Some people (read introverts) do not enjoy grouping with other players, and in random groups I have often encountered rude and obnoxious players that put me off grouping. Then there is the question of the skill points. Now players will be FORCED to group to get the skillpoints for those lower level dungeons which in my opinion is unfair.
That said I do feel that a challenge is still sometimes enjoyable, so for all the PVE instances why not scale it to the number of people as well as the level so that it still presents a challenge? That way people can still get the skill point without being forced to group, and the elitists can shut up about everything not being "handed on a platter"
All I'll reply to this is what I always reply. This is a multiplayer game, an MMORPG that requires you to group to clear part of it's content. It's the way this game and hundreds of others are made. Nobody is forcing you to play it.
Nobody is forcing you either to group to get skillpoints since nobody is forcing you to get those skillpoints, you can have a perfectly leveled character without those group dungeon skillpoints and still have enough skillpoints to enjoy the game.
I really don't see the point of playing an MMORPG (and expect to be able to experience all the content it brings to the table) if all you want to do is play solo anyways, never will. And catering to those people needs ruins the experience for MMO players.
fromtesonlineb16_ESO wrote: »What elitists like you fail to bear in mind is that without the 'casuals' you and the OP clearly despise there IS NO GAME that needs a population you think you 'cement'.frosth.darkomenb16_ESO wrote: »Not to mention that hardcore players are the cement that holds a population together..
If all those you despise left the game would close, there aren't enough of you to keep the lights on alone.
Parrotbrain wrote: »
MMORPG -MASSIVELY multiplayer online roleplaying game
Nothing in that term suggests forced grouping, does it? Many players playing, yes but there is no mention in this term of forced grouping.
The reason why many solo people prefer the MMO franchise is because of the "MASSIVELY" aspect.
Most MMORPGs have development cycles that can last for more than a decade with continually added new content. I personally know of no single-player game that does the same - basically they add maybe a few DLCs and one expansion, or two if you are lucky, and that is the end of the line for your character. One cannot develop his or her storyline further. Take Skyrim for example, they had three or four DLCs and no expansion and that was basically the end of the line for the game (where developer support was concerned). No new official lore, no new continuity to the main story line - that is it(your character couldn't even travel out of Skyrim and see the rest of the world). If I am lucky I could wait for the sequel 4-6 years down the line by which time I would have already stopped playing the game.
Parrotbrain wrote: »I wish people stop suggesting that people should play "single player" games if they want to play solo in MMOs - it's not the same thing.
I invest a lot of time in my character, why should I not be able to have as much fun in my way as other players? Why should the developers not cater to the solo segment of the game? Just because I do not want to continually interact with other people does not mean I do not enjoy the presence of other players. I enjoy the economy and crafting for one thing.
I know no one is forcing me to get skillpoints, but if it is what I like to do by myself for fun, why should there be such a significant barrier in the way for me to do it? How do you know what I find enjoyable or not? If they scale the instances to the number of players, no one would be forcing you to do it by yourself, so why do you expect me to be forced to group if I want to improve my character by getting more skillpoints?
Parrotbrain wrote: »Nobody is forcing me to sub to this game, but yet here I am, putting bread on the table for the developers and their families, and ensuring that the project continues and more content gets developed to the benefit of all. Why then, do some players feel that not everyone has an equal say when we are all contributing an equal amount to the benefit of the game? Should all the solo/casual players then unsubscribe and go back to playing "single player games?"
Parrotbrain wrote: »Would that make the players that want forced grouping for all happy? I personally feel that if the situation continues with the lack of repeatable high-level solo content this may be the case sooner or later until something changes. Maybe Dragon Age III and Warlords of Draenor will be good company until then.
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!
ExiledKhallisi wrote: »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!
Being hit for 4000 unblockable damage while fighting a boss with 200k health in a 4 man GRP (try to imagine 2 DPS trying to do 200kdmg) is not difficulty, its stupidity.
Talking about the new scaled vet elden hollow
If your group is bigger than 6 members gain 75% damage reduction.
bellanca6561n wrote: »
It's a silly point of course because the term MMO didn't exist until the late '90s and citing what the letters stand for is just as silly because the genre has outgrown its acronym. You don't call members of the NAACP colored people.
bellanca6561n wrote: »...this forum represents the community for this game about as well as a bouncer represents a club...
bellanca6561n wrote: »...this forum represents the community for this game about as well as a bouncer represents a club...
Omg... best.. quote.. ever.
Can I put you in my sig for this, @bellanca6561n ?