DocFrost72 wrote: »To explain my answer: How these dungeons work is that stories one and two for each dungeon both get a normal and veteran version. My hopes; ZoS takes this opportunity to impliment what amounts to a pseudo middle ground for us.
Right now, the new Vet DLC dungeons are a good challenge, and the old normal dungeons are easy to old hands. I would like to see old normal dungeons be the intro level, vet story one dungeons and normal story two be the middle.ground meant for your average player, and vet story two dungeons be for hardcore players.
In this way, we get a lot of content for your average player, and a fair amount of more casual and more hardcore content.
[/quote]@Doctordarkspawn
You really need to realize these two facts:That being said, the answer to the question "how difficult should veteran versions of dungeons be?" is quite simple.
- We are not losing the CP system, it is here to stay.
- We are not getting additional new difficulties.
Doctordarkspawn wrote: »My group consists of me and my brother so my vote goes to base game difficulty since group dungeons don't scale based on the number of players in your group.
So basically, you agree they are too easy.
And you purposefully gimp yourself to make it challenging.
Therefore everybody else shouldn't have fun playing challenging content.
And here, we have the primary reason this is happening.
The group that want the higher difficulty cannot deal with or concieve that anything else than their difficulty wants -exist-. No compromises, no discussion, we must rip the content from their cold dead hands and make it our own.
Doctordarkspawn wrote: »@Doctordarkspawn
You really need to realize these two facts:That being said, the answer to the question "how difficult should veteran versions of dungeons be?" is quite simple.
- We are not losing the CP system, it is here to stay.
- We are not getting additional new difficulties.
Doctordarkspawn wrote: »My group consists of me and my brother so my vote goes to base game difficulty since group dungeons don't scale based on the number of players in your group.
So basically, you agree they are too easy.
And you purposefully gimp yourself to make it challenging.
Therefore everybody else shouldn't have fun playing challenging content.
And here, we have the primary reason this is happening.
The group that want the higher difficulty cannot deal with or concieve that anything else than their difficulty wants -exist-. No compromises, no discussion, we must rip the content from their cold dead hands and make it our own.
Which part of NORMAL. DUNGEON. DIFFICULTY. DO. YOU. NOT. UNDERSTAND?
Two exact dungeons, same loot, different difficulties.
What more of a compromise do you need?
End. Of. Discussion.
And if that's the case you need to understand I'm not going to sit there and watch you rip the content I've been doing at the difficulty I've been doing it from my grasp, repurpose it for your hardcore fix, and do absolutely nothing about it.
There is no compromise. You are taking content that was previously doable, and raising the bar on it. And given how Zeni is still experimenting with difficulty, I dont believe they can do it right.
The discussion is not over. I understand what your saying, I just disagree with it. I dont condone taking a hatchet to the metrics because of a fad that's currently in vogue that will pass like any other.
@Dubhliam, I will not suffer for your enjoyment. Telling me to do so is unreasonable. And if you cannot understand the objections, like so many others cant, Do Not Post.
Wifeaggro13 wrote: »Doctordarkspawn wrote: »@Doctordarkspawn
You really need to realize these two facts:That being said, the answer to the question "how difficult should veteran versions of dungeons be?" is quite simple.
- We are not losing the CP system, it is here to stay.
- We are not getting additional new difficulties.
Doctordarkspawn wrote: »My group consists of me and my brother so my vote goes to base game difficulty since group dungeons don't scale based on the number of players in your group.
So basically, you agree they are too easy.
And you purposefully gimp yourself to make it challenging.
Therefore everybody else shouldn't have fun playing challenging content.
And here, we have the primary reason this is happening.
The group that want the higher difficulty cannot deal with or concieve that anything else than their difficulty wants -exist-. No compromises, no discussion, we must rip the content from their cold dead hands and make it our own.
Which part of NORMAL. DUNGEON. DIFFICULTY. DO. YOU. NOT. UNDERSTAND?
Two exact dungeons, same loot, different difficulties.
What more of a compromise do you need?
End. Of. Discussion.
And if that's the case you need to understand I'm not going to sit there and watch you rip the content I've been doing at the difficulty I've been doing it from my grasp, repurpose it for your hardcore fix, and do absolutely nothing about it.
There is no compromise. You are taking content that was previously doable, and raising the bar on it. And given how Zeni is still experimenting with difficulty, I dont believe they can do it right.
The discussion is not over. I understand what your saying, I just disagree with it. I dont condone taking a hatchet to the metrics because of a fad that's currently in vogue that will pass like any other.
@Dubhliam, I will not suffer for your enjoyment. Telling me to do so is unreasonable. And if you cannot understand the objections, like so many others cant, Do Not Post.
Well sir according to the pole your it the minority . We will what Zeni does
Doctordarkspawn wrote: »@Doctordarkspawn
You really need to realize these two facts:That being said, the answer to the question "how difficult should veteran versions of dungeons be?" is quite simple.
- We are not losing the CP system, it is here to stay.
- We are not getting additional new difficulties.
.Doctordarkspawn wrote: »My group consists of me and my brother so my vote goes to base game difficulty since group dungeons don't scale based on the number of players in your group.
So basically, you agree they are too easy.
And you purposefully gimp yourself to make it challenging.
Therefore everybody else shouldn't have fun playing challenging content.
And here, we have the primary reason this is happening.
The group that want the higher difficulty cannot deal with or concieve that anything else than their difficulty wants -exist-. No compromises, no discussion, we must rip the content from their cold dead hands and make it our own.
And if that's the case you need to understand I'm not going to sit there and watch you rip the content I've been doing at the difficulty I've been doing it from my grasp, repurpose it for your hardcore fix, and do absolutely nothing about it.
There is no compromise. You are taking content that was previously doable, and raising the bar on it. And given how Zeni is still experimenting with difficulty, I dont believe they can do it right.
The discussion is not over. I understand what your saying, I just disagree with it. I dont condone taking a hatchet to the metrics because of a fad that's currently in vogue that will pass like any other.
I want difficulty but not overused cheese mechanics and lazy development. Adding a million hps to a boss is also not my idea of challenging.
I tried the normal versions on pts, they're still solable for a competent player.
Judging by the feedback from the PTS subforum, veteran versions are absolutely the same, just with more Health.
1. You are assuming players have left which would not have left anyway had the game not changed or changed in a different way. Some people will leave, some will come in their place. Some will leave for a period for different reasons and come back later. In the end it might be more profitable for a business to cater to a smaller, but more dedicated player base that pays for subscription and certain features, than make a game that seeks to please all, but fails pleasing the right people and fails in the end.
2. How is revamping old content "stealing", especially if the content was made by the same team in the first place? They are only adding hard modes for the vanilla game dungeons. They will now function exactly like the DLC ones and trials after the patch. This in fact makes more sense as all group content in the game now has a normal mode, a veteran mode and a hard mode for the veteran mode end boss.
3. You are assuming all dungeon were released with the intent of having a 2nd chapter. Which is in fact may not be true at all. Making a sequel for dungeons that hint at some daedric artifact (Fungal Grotto, Elden Hollow) contain undead or daedra of some type (Banished Cells, City of Ash, Crypt of Hearts) or in which a different type of enemy appears near or at the end (Darkshade Caverns) makes sense. Which doesn't mean that such content will not be eventually released. But that's not due to "laziness" but limited resources. For example seeing Selene returns makes a lot of sense since she is undead and hints it herself, but seeing the Lamia from Arx Corinium does not, since she is but an animal, and not undead. Zombie/Daedric Lamias don't really fit into the lore.
One Tamriel is a huge overhaul already, and doing it right consumes all resources available. Which are limited, because there is a limited number of developers, which can only work for a limited number of hours, because, alas, they are mortal humans and not some daedra or soul shriven condemned for eternity. IMO they work hard, and they have improved quite a few things. Despite the fact that "devhating" has become a popular sport both on forum and within the game itself. If people think themselves so smart, they should come with constructive solution, not insulting and cursing people for not catering to them specifically. Don't like it, don't play it.