I found the regular monsters in the pve zones such as bangokarai and auridon wayyyy too easy for solo play, i should mention ive played since beta and have cp at the cap. I wish there was some monster behavior that required me to interrupt certain mobs or something like that, just to keep combat reactive, atm its a tad boring because you kill everything in one rotation.
Agreed. There's no real need for this change, as it just makes it much harder to complete. It should be left as-was, set to four generals per zone for each Tier 2-5 zone. The Tier 1 zones could be set to possibly spawn any General, like Cyrodiil and the former Silver/Gold zones.Dark Anchors
...
Every zone can now spawn any of Molag Bal’s Generals.
The Achievement General Executioner is already quite hard to complete when currently the Generals are divided between the top 4 maps of a zone and I know Cyrodill can already spawn all of them.
Modifying this so each zone will spawn ALL of the Generals just takes a difficult (but fun) achievement into a serious grind (and not so much fun) achievement.
You can imagine the effort to complete this will be significantly increased as the chance of a General spawning is already low and then getting the ones you need will be from the complete list and not a smaller group.
I see no advantage at all for any player in this change.
Suggesting you have not thought this fully through is perhaps not fair but hey, this is the PTS for people to try out your ideas and provide comment
Please reconsider this part of the change and leave the General spawning as it is.
Agreed. There's no real need for this change, as it just makes it much harder to complete. It should be left as-was, set to four generals per zone for each Tier 2-5 zone. The Tier 1 zones could be set to possibly spawn any General, like Cyrodiil and the former Silver/Gold zones.Dark Anchors
...
Every zone can now spawn any of Molag Bal’s Generals.
The Achievement General Executioner is already quite hard to complete when currently the Generals are divided between the top 4 maps of a zone and I know Cyrodill can already spawn all of them.
Modifying this so each zone will spawn ALL of the Generals just takes a difficult (but fun) achievement into a serious grind (and not so much fun) achievement.
You can imagine the effort to complete this will be significantly increased as the chance of a General spawning is already low and then getting the ones you need will be from the complete list and not a smaller group.
I see no advantage at all for any player in this change.
Suggesting you have not thought this fully through is perhaps not fair but hey, this is the PTS for people to try out your ideas and provide comment
Please reconsider this part of the change and leave the General spawning as it is.
Nazarousb14_ESO wrote: »Logged in to the PTS to try and test a few things, and I can see my UI but have a black screen other than that. This is in the character select screen and in game. I will try a repair later tonigt.
update* A restart of game and system failed to fix it.
update**Just Ran the repair and it did not fix it. I also submitted an in game bug report, with system specs and a screen shot.
Agreed. There's no real need for this change, as it just makes it much harder to complete. It should be left as-was, set to four generals per zone for each Tier 2-5 zone. The Tier 1 zones could be set to possibly spawn any General, like Cyrodiil and the former Silver/Gold zones.Dark Anchors
...
Every zone can now spawn any of Molag Bal’s Generals.
The Achievement General Executioner is already quite hard to complete when currently the Generals are divided between the top 4 maps of a zone and I know Cyrodill can already spawn all of them.
Modifying this so each zone will spawn ALL of the Generals just takes a difficult (but fun) achievement into a serious grind (and not so much fun) achievement.
You can imagine the effort to complete this will be significantly increased as the chance of a General spawning is already low and then getting the ones you need will be from the complete list and not a smaller group.
I see no advantage at all for any player in this change.
Suggesting you have not thought this fully through is perhaps not fair but hey, this is the PTS for people to try out your ideas and provide comment
Please reconsider this part of the change and leave the General spawning as it is.
This!
So much this.
I have spent a fair amount of time chasing that achievement, I could not imagine completing it with such an increased RNG factor.
JasonSilverSpring wrote: »
Hi, are you by chance using Nvidia's DSR? I have noticed on the PTS that if I set a resolution above my monitor's resolution using DSR I get this black screen with nothing but the UI. If I lower resolution to monitor level or lower everything displays.
w3ng_vgeb17_ESO wrote: »JasonSilverSpring wrote: »
Hi, are you by chance using Nvidia's DSR? I have noticed on the PTS that if I set a resolution above my monitor's resolution using DSR I get this black screen with nothing but the UI. If I lower resolution to monitor level or lower everything displays.
Same problem here with an Nvidia GTX 980 Ti. DSR is working fine with the live version and I'd prefer if it stayed this way.
So here we go. Since the anouncement of one tamriel I felt the fear of being to powerfull for this game.
Being a player since launch I've seen many nerf's to the game, and in my oppinion a bit of an over nerf.
This is yet another nerf to the game as a whole, and I resent that as an endgame player all content even more became boaring.
I love the game and the amount of content, but I do not like that it's so easy (mostly talking about zones/wb/delves etc.) I wish there was a downscaling or removal of CP in normal zones or on wb's . the reason for this is that it would require skill to get things done again.
On the goldcoast I went naked to try out how that would effect the expiernce... no buffs etc... it was still one or two hits for mobs to go down.
A lot of my friends are endgame and we love to trail, but outside that we like to play the game... do delves (i.e. for the new daylies) go take on some worldbosses. But at this point this is just no fun...
Please zos, make this game intersting for us all... make us able to ejoy the full game... some people are even leaving till a new trial or hard content because they are bores out of their minds... I don't like that and it's not good for the game...
Darkonflare15 wrote: »So here we go. Since the anouncement of one tamriel I felt the fear of being to powerfull for this game.
Being a player since launch I've seen many nerf's to the game, and in my oppinion a bit of an over nerf.
This is yet another nerf to the game as a whole, and I resent that as an endgame player all content even more became boaring.
I love the game and the amount of content, but I do not like that it's so easy (mostly talking about zones/wb/delves etc.) I wish there was a downscaling or removal of CP in normal zones or on wb's . the reason for this is that it would require skill to get things done again.
On the goldcoast I went naked to try out how that would effect the expiernce... no buffs etc... it was still one or two hits for mobs to go down.
A lot of my friends are endgame and we love to trail, but outside that we like to play the game... do delves (i.e. for the new daylies) go take on some worldbosses. But at this point this is just no fun...
Please zos, make this game intersting for us all... make us able to ejoy the full game... some people are even leaving till a new trial or hard content because they are bores out of their minds... I don't like that and it's not good for the game...
To be honest even without cp the content is going to be too easy for someone who are ready knows how to play the game. There is no way to remedy this without screwing over new players.
It must be a very hard thing to balance well. For every one player who finds it too easy, there is most likely one who finds it too hard.So here we go. Since the anouncement of one tamriel I felt the fear of being to powerfull for this game.
Being a player since launch I've seen many nerf's to the game, and in my oppinion a bit of an over nerf.
This is yet another nerf to the game as a whole, and I resent that as an endgame player all content even more became boaring.
I love the game and the amount of content, but I do not like that it's so easy (mostly talking about zones/wb/delves etc.) I wish there was a downscaling or removal of CP in normal zones or on wb's . the reason for this is that it would require skill to get things done again.
On the goldcoast I went naked to try out how that would effect the expiernce... no buffs etc... it was still one or two hits for mobs to go down.
A lot of my friends are endgame and we love to trail, but outside that we like to play the game... do delves (i.e. for the new daylies) go take on some worldbosses. But at this point this is just no fun...
Please zos, make this game intersting for us all... make us able to ejoy the full game... some people are even leaving till a new trial or hard content because they are bores out of their minds... I don't like that and it's not good for the game...
Totally possible. They already have all the systems they would need coded. All they need is a new status effect like battle spirit that also buffs XP and drops in non-instanced, non-PVP areas + a new UI toggle in settings. Not sure if it would need to be auto-disabled for duels, or just have it be a gentleman's agreement which mode to duel at.Balance is difficult, if it somehow possible to have overland hardmode without seperating players that would be awesome. Maybe players can opt for hardmode and it lowers there stats by two thirds but doubles the xp and drops?
Yeah, based on how Battle Spirit works, a self-inflicted nerfing debuff sounds like it would be doable.silvereyes wrote: »Totally possible. They already have all the systems they would need coded. All they need is a new status effect like battle spirit that also buffs XP and drops in non-instanced, non-PVP areas + a new UI toggle in settings. Not sure if it would need to be auto-disabled for duels, or just have it be a gentleman's agreement which mode to duel at.Balance is difficult, if it somehow possible to have overland hardmode without seperating players that would be awesome. Maybe players can opt for hardmode and it lowers there stats by two thirds but doubles the xp and drops?
This is something that Matt Firor specifically talked about in a recent reddit AMA. They really like the idea, but haven't gotten to it yet. I wouldn't be surprised if it makes it's way into update 13 or 14.flaminghomer71 wrote: »Please make the game harder and/or give us some sort of "Hard Mode" option.
Silver_Strider wrote: »I'm not sure about how to improve the difficulty of WB but Dolmens should have a system in place that can suck players into the Anchor (similar to how the NPCs get sucked up and enter into a facility where the Dolmen is maintained in Coldharbour that players would need to shut down and escape from as a sort of hard mode for them.
Maybe have some Fighter's Guild NPC outside the Anchor that can initiate this so that only players that talk to the NPC are transferred so that players can opt out of it if they don't want to do it. It could be a way to obtain gold jewelry for the overworld sets in that area but limit it to once per Anchor, per day so that, at most, 3 are available to players a day.
Silver_Strider wrote: »I'm not sure about how to improve the difficulty of WB but Dolmens should have a system in place that can suck players into the Anchor (similar to how the NPCs get sucked up and enter into a facility where the Dolmen is maintained in Coldharbour that players would need to shut down and escape from as a sort of hard mode for them.
Maybe have some Fighter's Guild NPC outside the Anchor that can initiate this so that only players that talk to the NPC are transferred so that players can opt out of it if they don't want to do it. It could be a way to obtain gold jewelry for the overworld sets in that area but limit it to once per Anchor, per day so that, at most, 3 are available to players a day.
Maybe rather than being sucked into a dolmen, at some point in the anchor you could choose to get close up to the anchor and travel up into Coldharbour for an extra-challenging fight. Theoretically, every anchor (or zone?) could have it's own specific fight when you travel to Coldharbour and there can be an achievement for completing that fight.
The whole overland experience would be improved by adding something like this. It would actually be really cool if this only happened a few times per day per anchor and there was a zone-wide announcement that one of these special dolmens has spawned.
Something like this could motivate players to spend time in a wide variety of zones and quest or hang out, shop etc while waiting for this anchor, and they would travel to it when it spawned. They could make these fights especially hard (for 10-12 players).... I don't know, maybe I'm reaching too far now, but I think the idea is cool.
I would be cautious about acroas the board area empowering because of risk to new players... but certainly having wandering mobs switch from animams and humanoids to undead and daedra if there is not enemy specific threat... that sounds good.
Have city folk look out and worry as clanfear patrol where wolves once did.
I have a question concerning quest levels.
With the battle leveling all NPC are CP160, got that.
But what about quest levels.
I tried PTS with both in-game and addon quest trackers and got the same result.
First main quest, go to Harborage, on a new level 3 character is listed in journal and addon as level 3. Is that display simply leftover from previous system? With battle leveling is it just going to match whatever my current character level is?
With all zones battle leveled, do quest levels have any meaning any more? I used to use the quest tracker to stay on +/- 5 level for XP etc. With CP160 NPC battle leveling that doesn't come in to play but what about quests?
Other than the Alliance Story/Main/Guild quests that have linear story progression, will players have any consideration with whether a quest is above or below their current character level?
JasonSilverSpring wrote: »
I believe quests will stay at your level. I think the point with this update is that you won't end up out leveling quests if you are a completionist (like me) or under leveling quests if you skip many side quests as you progress.
Aside from having to do the main story quests in order I think you can essentially do the quests in any order you please.
Dagoth_Rac wrote: »Random lower level mats. Wonderful. "Don't worry, new player. In 4 or five days I might have enough mats to make your gear. Hope you don't mind dying in the meantime."I'm still trying to figure out the crafting/materials.
Unfortunately I've leveled crafting on all my characters to some extent. I get the impression I'm never going to see iron/jute again. While the majority of my characters are in the high cp range, I'm the crafter or one of the crafters for the 5 guilds I belong to. I make gear for people still wearing their coldharbor jammies. The new players have no idea what to look for to gather their own mats. New players don't *want* to waste playing time to collect their own mats.
I took my main crafter to stonefalls, and picked up a lovely haul of rubedite level stuff. Good for my characters, not so good for that level 10.
If you do writs every non survey writ provides you 25pc random lower level mat.
Also every non crafter and mid crafter will be getting lower level mats half the time.
You haven't run into any of the new players recently, have you.... They are level one and asking about how to get perfect roe and ambrosia to make it to the cp levels in a couple of hours. Those players are NOT going to go out and gather mats for any reason. While I would personally rather not let them in my guilds with that attitude, the guildmasters don't agree.
And right now I don't want to waste my ruby level mats to do writs. It takes time to gather them, and so far the returns haven't been that great, for me.
You should be doing writs. On any particular day, you may come out losing. But in the long run, between the 664 gold per writ, the ornate/intricate items, the gold upgrade mats, the surveys, etc., you will come out ahead. The only potential problem is the bugged blacksmith writ that sometimes shows up and ask for 5 rubedite items.
And the intricate items that come as writ rewards decon to 4-9 ruby mats, not the 3 ruby mats like the intricate items dropped by trash mobs.
Lower level mats will only be a problem for like a week or so when Update 12 launches. Doing writs every day will generate lots of lower level materials. It will not be long before players are swimming in them and they are going cheap at guild traders. In particular, many non-crafters do writs just for chance at gold upgrade mats for their CP160 gear. They will have no interest in rawhide or cotton or ebony ingots or whatever. Those can go right in the guild bank.
On that note ^ , with quest levels no longer meaning anything and always being equal to player level, ZOS might as well remove quest levels from display completely, like they did with NPC levels.
On that note ^ , with quest levels no longer meaning anything and always being equal to player level, ZOS might as well remove quest levels from display completely, like they did with NPC levels.
And I also checked a few Live/PTS quests on one of my still leveling L40 characters and there was no diff in Quest Turn-in XP.
I thought if we had to kill higher leveled Quest NPC and Quest Bosses we would see more XP but so far there isn't. I was hoping for a more lucrative CP Quest Grind next week.