They should implement a third difficulty, where all red stuff on ground is 1 hit mechanic, and you cannot revive players while in combat, and monsters hit harder. Reward for doing this is gold gear instead of purple, like last boss drops gold monster mask etc. Also, add new achivments to these dungeons, and maybe new mechanics to boss fights?
anitajoneb17_ESO wrote: »
NO
So are you after challenging gameplay, or rewards?1. normal. same as the current normal mode.
2. veteran. a bit easier than the current veteran mode.
3. elite. harder than the current veteran mode. ranked, leader board, weekly reward, better loot, yolo, for premade groups only.
This kind of comments... seriously, with all due respect, think a bit before talking ***.
Merlin13KAGL wrote: »I thought Pugs usually were the additional level of difficulty?Flameheart wrote: »I ran in some PUGs where I indeed thought you need an additional level of difficulty:
Beginner - Normal - Veteran
"Altars
Altars
Altars
...."
Me PUG-ing Wayrest Sewers 2 back in the day, to the other 3 players which were beating on a ghostly harvester, after being explained what to do in detail before the fight started
anitajoneb17_ESO wrote: »This kind of comments... seriously, with all due respect, think a bit before talking ***.
And you should read the whole thread before writing out of context.
I've already explained how what you call "options" becomes a "must" and has consequences for all players. I'm quite tired of the 0.01% top trying to impose their norms onto everyone else.
anitajoneb17_ESO wrote: »This kind of comments... seriously, with all due respect, think a bit before talking ***.
And you should read the whole thread before writing out of context.
I've already explained how what you call "options" becomes a "must" and has consequences for all players. I'm quite tired of the 0.01% top trying to impose their norms onto everyone else.
Sorry I cannot see anything influencing your actual game joy by having another level mode for dungeons...
Flameheart wrote: »So my image of a beginner level would be a 5-10 minutes prelude where all players just have to read skill tooltips of one random skill line and answer a mutiple choice question afterwards. Until then all mobs are passive and unattackable. I thought about that nice Khajiit from the crown box game as the teacher.
anitajoneb17_ESO wrote: »Flameheart wrote: »So my image of a beginner level would be a 5-10 minutes prelude where all players just have to read skill tooltips of one random skill line and answer a mutiple choice question afterwards. Until then all mobs are passive and unattackable. I thought about that nice Khajiit from the crown box game as the teacher.
Sure... there should be an exam and perhaps also a diploma to even start a game that people have paid for... just to make sure that your future dungeon buddies are up to your expectations... ???
(edit : sorry if I sound sarcastic but in fact I am... "good" players and their expectations... is it that difficult to get that not everyone is like you ? that not everyone is meant nor obliged nor wanting to be good in a video game ?)
Flameheart wrote: »noun: exaggeration; plural noun: exaggerations
a statement that represents something as better or worse than it really is
Actually your sarcasm detector failed.
...but actually there is also a big difference between not knowing basics like skill effects described in a tooltip (heavy frost staff attacks have a taunt effect) and instance specific mechanics or game mechanics hidden in a sublevel of mathematics.
The former should be easily avoidable, the later comes with playing and experience. We never stop learning.
anitajoneb17_ESO wrote: »Flameheart wrote: »noun: exaggeration; plural noun: exaggerations
a statement that represents something as better or worse than it really is
Actually your sarcasm detector failed.
...but actually there is also a big difference between not knowing basics like skill effects described in a tooltip (heavy frost staff attacks have a taunt effect) and instance specific mechanics or game mechanics hidden in a sublevel of mathematics.
The former should be easily avoidable, the later comes with playing and experience. We never stop learning.
Well, if ZOS had implemented such a "reading comprehension" test they'd have lost me (and probably many others) as a customer, since I didn't know what a tank was, let alone a taunt, and not even a heavy attack, when I first started the game. So yeah... I'm exaggerating ?
These are not things you learn in a tutorial (let alone in a "forced" tutorial). You learn it by playing and by being in a guild and socializing and playing with people. I remember the very first question I asked my first guildies when I first joined that guild, it was "aggro ? what's aggro ?". And for one person like me who isn't shy and asks questions and doesn't mind being a newb, there are dozens who will never join a guild, never speak up and never ask for fear of other people's reactions. So yeah...
Flameheart wrote: »Not you, I was sarcastic and exaggerating. It was just a hint, that reading tooltips might prevent some of the more annyoing mistakes somebody is able to make.
In fact dungeons should be seen as a preparatory content for trials, which are real end game content. If guilds get tensed about 4 man dungeon completion they have no reason to keep going. The purpose of guilds is to allow people to organize for trials, since it's much harder to band 12 people together.
Imo dungeondifficulty is too low to prepare for trials. You don't need to play as a group to complete them...so how do they prepare for anything?
anitajoneb17_ESO wrote: »I think it's a good thing when more challenging to do things give out better rewards. That's what progression is.
That's what you think, what you enjoy, and that's of course ok as such. But if you see this from ZOS' point of view, they have to gain AND retain as many players as possible - with an incredible variety of interests and motivations.
Among these varieties of players, many will not WANT to progress (because "gitting gud" isn't their motivation) and also many will not BE ABLE to progress beyond a certain level.
ZOS' interest is to make "progression" as artificial as can be, because what they want is to keep people playing together and not create such a wide gap as the one we're stuck in right now (DPS 1x=>20x for instance).
ZOS needs to keeps a "feeling" of progression, but needs to keep the actual progress of good players as low as possible.
Giles.floydub17_ESO wrote: »Maybe Zos can create the more challenging dungeons and require clears of HM of all trials for a player to have access. Then it would be like a reward.
anitajoneb17_ESO wrote: »Giles.floydub17_ESO wrote: »Maybe Zos can create the more challenging dungeons and require clears of HM of all trials for a player to have access. Then it would be like a reward.
Yeah... like... they're going to develop complicated, interesting and sophisticated content... just to sell it to 0.01% of the playerbase ??? Dream on
Admittedly they could do that bundled with other DLC or expansion content... but look at what happened with Imperial City... they originally intended to make it accessible only to factions with ownership of certains keeps... they had to back off on that because people threatened to sur them : they were supposed to access the content they'd paid for without conditions.
Also, look at the people complaining that battlegrounds are bundled with Morrowind...
The general point is that new content isn't meant as a REWARD for good players. It's meant to be SOLD to the largest possible population.
MLGProPlayer wrote: »
CP has allowed players to become walking raid bosses. 630 CP (660 CP next patch) literally makes you invincible while giving you astronomical DPS.
Giles.floydub17_ESO wrote: »What you left in the quote was intended as a joke. It's to drive home the point there is plenty of challenging PvE in the game and adding (what would be) a 4th tier of difficulty for the dungeons is not needed.
Giles.floydub17_ESO wrote: »In fact dungeons should be seen as a preparatory content for trials, which are real end game content. If guilds get tensed about 4 man dungeon completion they have no reason to keep going. The purpose of guilds is to allow people to organize for trials, since it's much harder to band 12 people together.
Imo dungeondifficulty is too low to prepare for trials. You don't need to play as a group to complete them...so how do they prepare for anything?
Making a more challenging version of the dungeons would not make much of a difference.
Increased difficulty would merely be more HP on NPCs and bosses and more damage being out out. Zos has no reason to nothing with adding mechanics.
It would add one thing. It would add more entertainment in the forums about QQ that it's to difficult and that all these players cannot play well enough (read as cannot find players to carry me).
Dungeons are really just that stepping stone for players to get used to some mechanics and such. Trials are intended to be the stronger challenge and they are.
Maybe Zos can create the more challenging dungeons and require clears of HM of all trials for a player to have access. Then it would be like a reward.
Merlin13KAGL wrote: »I thought Pugs usually were the additional level of difficulty?Flameheart wrote: »I ran in some PUGs where I indeed thought you need an additional level of difficulty:
Beginner - Normal - Veteran
NO
anitajoneb17_ESO wrote: »This kind of comments... seriously, with all due respect, think a bit before talking ***.
And you should read the whole thread before writing out of context.
I've already explained how what you call "options" becomes a "must" and has consequences for all players. I'm quite tired of the 0.01% top trying to impose their norms onto everyone else.