seedubsrun wrote: »I've been playing MMOs for 15 years now and have been through the full lifespan of a couple. Any time players QQ about more hard content tailored to them, and the devs actually listen, it's a disaster. 2/3rds of these "hardcore" people quit, any casuals who bumble into it quit, and everyone cries on the forums. While there ARE a small amount of people who enjoy the challenge and are satisfied, or suck at it but L2P without complaining, this minority of players are almost never worth the total dev time/effort it took to make the content hard in the first place.
If you want a legitimately hard solo MMO overworld experience, go boot up a classic EQ1 server. You just won't find it in this generation of MMOs outside of specialized encounters... this is coming from someone who chased that goal for years before giving up.
Again, seems to have missed what the OP was asking for. Not generally harder content but the option to toggle a harder difficulty. This would give options but not hurt anyone. Also, I'm always hesitant to accept opinions that basically say "It's never worked before so it'll never work in the future". Every game is a bit different and there's a;ways those games that figure out what no one else could. ESO has a choice between normal and vet and even a hard mode vet (for certain things) for everything except overland content. There's already determined values for the differences between normal and vet foes as far as damage dealt, health, resistances, etc. It shouldn't be that big of a stretch to implement this for overland play.
CromulentForumID wrote: »seedubsrun wrote: »I've been playing MMOs for 15 years now and have been through the full lifespan of a couple. Any time players QQ about more hard content tailored to them, and the devs actually listen, it's a disaster. 2/3rds of these "hardcore" people quit, any casuals who bumble into it quit, and everyone cries on the forums. While there ARE a small amount of people who enjoy the challenge and are satisfied, or suck at it but L2P without complaining, this minority of players are almost never worth the total dev time/effort it took to make the content hard in the first place.
If you want a legitimately hard solo MMO overworld experience, go boot up a classic EQ1 server. You just won't find it in this generation of MMOs outside of specialized encounters... this is coming from someone who chased that goal for years before giving up.
Again, seems to have missed what the OP was asking for. Not generally harder content but the option to toggle a harder difficulty. This would give options but not hurt anyone. Also, I'm always hesitant to accept opinions that basically say "It's never worked before so it'll never work in the future". Every game is a bit different and there's a;ways those games that figure out what no one else could. ESO has a choice between normal and vet and even a hard mode vet (for certain things) for everything except overland content. There's already determined values for the differences between normal and vet foes as far as damage dealt, health, resistances, etc. It shouldn't be that big of a stretch to implement this for overland play.
But in this game, everyone is scaled to one point, and the mobs are likewise scaled.
It's also an open-world game, so you can't spawn mobs based on the team/group/person that loads into an instance. You can do that in dungeons, because it is instanced. Unless I am missing something, I can't think of any kind of way that would work in the open game world. I don't think they can supercharge the mob for you while leaving it "normal" for that level 10 who just came over the hill picking flowers.
So, any kind of "hard mode" option would be a debuff to your character, like a poster earlier in the thread mentioned.
Instead of some kind of supported game mode, couldn't you just not assign Champion Points? Doesn't that accomplish the same thing? For ease of use, maybe they could have a "Suppress CP" option so you don't need to pay for resets when you want to do harder content.
Players are unwilling to depower themselves, they want what they earned, but they still complain about difficulty. Is it that much better if a game mode is doing the debuff instead of you personally?
I have talked to people new to the game and they do die a fair amount, or they think the difficulty is just fine. I really don't feel like they're lying to me or are mentally deficient.
In the end, the players who want the overland content more difficult are choosing to not exercise some options they have. It's hard to push for Dev resources to be spent on such a thing.
However, if the devs would not have to spend a ton of time post-implementation, I would think they could do something like have a level 1-4 of additional difficulty. Each different level applies a different version of a "debuff Battle Spirit" to your character. You wouldn't get any additional loot or XP, because then players feel like they are "FORCED" to play on these difficulty levels.
Overland I feel is in the right place, sure it's a cake walk when you're legendary gear, C630 optimised builds but that's not what the content was designed or balanced around.
The end game challenge is veteran group content or Maelstrom, that's where the testing is. Sure some of it's old and easy now due to mechanics being known etc.
As I always say if you want to have a hard time in overworld content at end game just take your gear off for a while and make yourself some low level weapons.
Overworld IS instanced. You just don't notice it most of the time, since the game tends to group you and your friends together in the same instance. Yes, ZOS would have to make some changes, such as warning you when you are about to enter a veteran instance because you are fast travelling to a friemd, but I'm sure they could come up with something.CromulentForumID wrote: »It's also an open-world game, so you can't spawn mobs based on the team/group/person that loads into an instance. You can do that in dungeons, because it is instanced. Unless I am missing something, I can't think of any kind of way that would work in the open game world.
Overworld IS instanced. You just don't notice it most of the time, since the game tends to group you and your friends together in the same instance. Yes, ZOS would have to make some changes, such as warning you when you are about to enter a veteran instance because you are fast travelling to a friemd, but I'm sure they could come up with something.CromulentForumID wrote: »It's also an open-world game, so you can't spawn mobs based on the team/group/person that loads into an instance. You can do that in dungeons, because it is instanced. Unless I am missing something, I can't think of any kind of way that would work in the open game world.
Giles.floydub17_ESO wrote: »Closed instances can have a vet mode but open world needs to be all one setting. Further, it cannot be made to challenging if we want this game to continue. Newer players do not have the experience those of us that have been around for awhile have. Run them off and the game certainly meets an early end.
Those of us that have solid gear and have developed skills playing the game should find the open world much easier. That is life in most modern successful MMOs. change your gear, wear white quality with no set bonus, that will offer you challenge,
If you are wearing your gold, or even purple and especially BiS, set bonus gear then you are most certainly working to make it easier for yourself.
I don't think that'd work for those who want a hard mode because it doesn't seem like they want hard mode just for the challenge, but they want the challenge while decked out in their CP 160 gear and 630 CP. But that's just my understanding of the OP's ideas, so I could be wrong.Darkestnght wrote: »You can always remove all your CP points and put on some un-matched gear or less gear. There are ways to make overland harder other than making a vet version. I run around with no armor sometimes just to make it more difficult.
Why do I need to restrict myself to just a few areas, and repeat them over and over? I enjoy questing and exploration... Vet mode toggle for overland content would solve the problem.. People who like the easy mode can do that. People who like hard mode can do that...
I don't think that'd work for those who want a hard mode because it doesn't seem like they want hard mode just for the challenge, but they want the challenge while decked out in their CP 160 gear and 630 CP. But that's just my understanding of the OP's ideas, so I could be wrong.
The old vet zones and original Craglorn were exactly like this, and they were empty especially every faction's final vet zones. The mudcrabs could oneshot you - that should give a pretty good idea of the difficulty of all the mobs.
blabliblargh wrote: »Not sure it would make stuff really harder but it just render combat longer and more tedious.
People do vet dungeons instead of normal just because of the increased difficulty or for purple set drops, more pledge keys, achievements etc etc. I wouldn't mind doing a bit harder version of overland content for a bit greater rewards as well.
@Lord-Otto
So what's the point of gimping yourself? There's no greater rewards for doing so! Why do people run dungeons in and other content on vet mode and hard mode? Because of the greater rewards, achievements, highscore, etc. otherwise people wouldn't do it. I'm reluctant to do the rest of the quest with my alts. I have 2 factions and 2 expansions/dlc's to do, in easy mode.
A huge part of the content in the game is quests and exploration, and once you hit CP160, there's usually a ton of content and quests left to do, especially if you're playing an alt already with high CP. And that content is not fun to do at the difficulty level it's at now. You basically just run through it all, and enemies and bosses flying everywhere without a scratch on you.
Questing and exploration is a HUGE part of the game in PvE, so what's the harm in adding a switch in the settings. "Vet mode for overworld"? It's not like they have to redesign anything. Just bump some values.
Septimus_Magna wrote: »Overland is already instanced, thats why you sometimes cannot see group members. Once you teleport to player you're in the same instance and you can see eachother.
You might need to reload the UI to switch between normal and veteran overland but there's no reason why this wouldnt work.
@Lord-Otto
So what's the point of gimping yourself? There's no greater rewards for doing so! Why do people run dungeons in and other content on vet mode and hard mode? Because of the greater rewards, achievements, highscore, etc. otherwise people wouldn't do it. I'm reluctant to do the rest of the quest with my alts. I have 2 factions and 2 expansions/dlc's to do, in easy mode.
A huge part of the content in the game is quests and exploration, and once you hit CP160, there's usually a ton of content and quests left to do, especially if you're playing an alt already with high CP. And that content is not fun to do at the difficulty level it's at now. You basically just run through it all, and enemies and bosses flying everywhere without a scratch on you.
Questing and exploration is a HUGE part of the game in PvE, so what's the harm in adding a switch in the settings. "Vet mode for overworld"? It's not like they have to redesign anything. Just bump some values.
I still think you're a hypocrite - no personal offense, it's just the most fitting description.
1. If you want greater rewards, vet dungeons, trials and Maelstrom are there. Try to get that BiS Maelstrom or Moondancer weapon, you will have the "pleasure" of doing difficult content overandoverandoverandover. The better you play, the faster and more efficient that farming goes, so there is your endgame reward.
2. Exploration is NOT combat. Have you found M'aiq everywhere? Have you caught all rare fish? Have you read all yellow books? Discovered and understood all the easter eggs? THIS is exploration, and it is unaffected by combat. In fact, having to fight a raid boss every five steps severely diminishes your explorer spirit. I have played Oblivion on the highest difficulty slider - twelve times as much damage taken, a twelth of damage dealt. Exploration becomes tedious. So much that you rush it, focus more on combat, because you MUST. In the end, it kills your throughness, your non-meta build and your immersion. I have experience with that.
3. If you keep that in mind, you see why things are the way they are. You CAN choose exploration or combat. You simply want a mix of those two, and you want it to be brought to you, and you want to show that off - it's hypocritical. You can have rewards, you can have exploration, and you can have "survival mode". You are just not willing to pick it, and that is despicable. If you're not willing to gimp yourself, why should ZOS be willing to program a new mode just for you?
People would choose whether they want to be in a normal or vet instance, and any one instance would only have vet mode or only normal people in it. What you describe would never be allowed to happen.CromulentForumID wrote: »You have 10 people in the instance, and 5 have "vet" and 5 do not.
There is a huge gap between overland and vMA, or between normal MA and vMA for that matter. I have tried vMA many times, and failed. Some content is TOO hard (for me) and I have no desire to apply myself to it (now and again, I do). It's too much like work. I have a day job, thank you very much. On the other hand most content is way too easy. Then you have the schizophrenic content, like vet Tempest Island, which you can breeze through solo, but the final fight is incredibly hard, and you fail. I fail it solo and with many random PUGs alike.If you want greater rewards, vet dungeons, trials and Maelstrom are there. Try to get that BiS Maelstrom or Moondancer weapon, you will have the "pleasure" of doing difficult content overandoverandoverandover. The better you play, the faster and more efficient that farming goes, so there is your endgame reward.
That is a totally false statement for how I play the game. I NEED to alternate between somewhat challenging combat and exploration, otherwise I am bored out of my mined. Most NPCs have become incredibly lazy and whiny, in my eyes, because I am so powerful, and they so incompetent. What they consider great battles is such meaningless steamrolling to me, it results in a big disconnect that breaks the immersion.Exploration is NOT combat. Have you found M'aiq everywhere? Have you caught all rare fish? Have you read all yellow books? Discovered and understood all the easter eggs? THIS is exploration, and it is unaffected by combat.
I totally agree. Oblivion had a terrible, very lazily done scaling system. The same actually happened with One Tamriel, in the lesser dungeons, where some bosses - and I think mobs as well - just got more health, while doing less damage. It's tedious and boring. The combat I favor would feature lowish health and more damage all round. Like vMA, but not as extreme.In fact, having to fight a raid boss every five steps severely diminishes your explorer spirit. I have played Oblivion on the highest difficulty slider - twelve times as much damage taken, a twelth of damage dealt. Exploration becomes tedious.
kylewwefan wrote: »Well, after rethinking this a bit. No. Even Overland content is just about perfect IMO. Leveling toons up in all purple training gear, they don't feel overpowered in any way. Even on max level toons it feels about right. I don't feel like there's any real danger, and with legendary gears....I shouldn't IMO.
I do feel some of these world bosses could be toned down a bit though. Trying to farm gear, there's not always large groups to help out. Like any of the world bosses farming Spinners or spriggans are not so easy to solo. They should be more like the Dolmens difficulty level.