@Daus yes it is. I love this game in its present state, there is content for everyone. I can spend hours questing without feeling the need to smash anything in frustration.
Interesting, guess we can divert resources to fixing pvp then, pve is happy.
What if they added a way to switch the whole zone to a hard mode then? Would be interesting.
Shouldn't be too hard to do so theoretically. They already use instancing to change the world around you in a zone after doing certain quests. The problem is whether it would be worth the added hardware needed vs. how many would actually use it. It would be just like running a separate server, and would most likely be more cost effective to just add a "hardmode" server. Which they're unllikely to do since going with the whole "megaserver" thing.
YOOO Hardmode server would be legit maybe even a Hardmode OpenWorld PVP server.
I would love to see an intensely Difficult DLC where the quests and delves and public dungeons made you fear to go alone. They could make it an oblivion gate themed dlc to allow some instancing to create a creepy dark looming feel without seeing 20 other players in zone plowing through the quests.
- Make the quests encourage the use of smart pulling or sneaking past mobs
- Add certain environment activated effects such as levers or traps inside of dungeons that can One Hit kill player or enemies (Think Amped up thieves guild traps)
- Have a new 4 person trial like vDSA a the new raid within it
I think having a hardcore difficult questing zone that has vibes of dark souls esk style risk would be a very rewarding addition to the questing community for as it is currently you just steam roll the content. Maybe they make it when you enter the oblivion gate DLC you are cut off from the mundus, and thus your CP is disabled, this would make for some interesting play where one cannot out scale the content by a large amount and make running hybrid builds to beat the content possibly more valid. I am primarily a PvP'er and have found the only challenging PvE was vDSA,.vMA, and vMoL (the last trial I completed before going fully to pvp).
I think the Zenimax employees disservice their great story quests by not helping increase the immersion and feeling of danger, the need to... ask for help to do a quest. These things are common in many MMOs where all quests are solo'd but I think a DLC where they made things so hard only the elite could go alone and not without a fair share of suffering, all else would band with their friends, it would make for some great content and enhance and enrich the story and aura of urgency to save x from y within the DLC.
I think once ZoS takes care of this they can next introduce a new PVP dlc with a factionless open world pvp zone as it's focus.
Thoughts?
ZoS Job Offers?
Post script 1: I think commenters are lost in the , but it’s just elitist trying to be elitist comments due to me saying its dangerous to go alone without much suffering. The whole point of that comment was because I was inferring that difficulty is used as a deterrent so folks would actually need to group for overland content that isn’t mass farming dolmens in Alikr Desert.
I am also sick of the because it was like this at launch we shouldn’t make a new DLC hard mentality. There is a lot of players who also left after that era because everything was a mindless cake walk. You don’t see yourself progress and become stronger in zone because you can beat the whole overland content in bogus gear and a crown stood broom without even dying.
The Go do vet trials and dungeons comment is also weak, one most of them are not even that hard and two they are stale one off instanced areas, and they also gate off most players due to knowing 11 other people with similar schedules. VMA and VDSA are the most unimaginative trials to date, just standing and fighting in a different retextured rectangle for multiple rounds. *yawns*
Finally this content isn’t forced onto you, it is an optional DLC. If DLCs were forced on to players we would actually have a population inside of Imperial City, because by your argument we forced it on them.
Uriel_Nocturne wrote: »Nope.
Not interested in any way.
Edit = And besides, Dark Souls isn't "insanely" difficult either. Once you learn your timing with their slow-as-hell combat, the game is a cakewalk.
seedubsrun wrote: »Imagine if the game was harder from the start (It was, I get it, let's not get microscopic with this) not crazy hard but hard enough to the point where as you progress actually learning the mechanics of the game becomes necessary- how to construct a build, how to form a rotation, how to work skills with other players, etc.
CardboardedBox wrote: »Mmmmm, I don't know. Something with super difficulty like that seems like a lot of people would pass on buying it, making it not too profitable from zos's side. Im not hating on the idea, I just don't know if it's something zos would go for or not. Maybe if it's packaged with something else?
I would love to see an intensely Difficult DLC where the quests and delves and public dungeons made you fear to go alone. They could make it an oblivion gate themed dlc to allow some instancing to create a creepy dark looming feel without seeing 20 other players in zone plowing through the quests.
- Make the quests encourage the use of smart pulling or sneaking past mobs
- Add certain environment activated effects such as levers or traps inside of dungeons that can One Hit kill player or enemies (Think Amped up thieves guild traps)
- Have a new 4 person trial like vDSA a the new raid within it
I think having a hardcore difficult questing zone that has vibes of dark souls esk style risk would be a very rewarding addition to the questing community for as it is currently you just steam roll the content. Maybe they make it when you enter the oblivion gate DLC you are cut off from the mundus, and thus your CP is disabled, this would make for some interesting play where one cannot out scale the content by a large amount and make running hybrid builds to beat the content possibly more valid. I am primarily a PvP'er and have found the only challenging PvE was vDSA,.vMA, and vMoL (the last trial I completed before going fully to pvp).
I think the Zenimax employees disservice their great story quests by not helping increase the immersion and feeling of danger, the need to... ask for help to do a quest. These things are common in many MMOs where all quests are solo'd but I think a DLC where they made things so hard only the elite could go alone and not without a fair share of suffering, all else would band with their friends, it would make for some great content and enhance and enrich the story and aura of urgency to save x from y within the DLC.
I think once ZoS takes care of this they can next introduce a new PVP dlc with a factionless open world pvp zone as it's focus.
Thoughts?
ZoS Job Offers?
Post script 1: I think commenters are lost in the , but it’s just elitist trying to be elitist comments due to me saying its dangerous to go alone without much suffering. The whole point of that comment was because I was inferring that difficulty is used as a deterrent so folks would actually need to group for overland content that isn’t mass farming dolmens in Alikr Desert.
I am also sick of the because it was like this at launch we shouldn’t make a new DLC hard mentality. There is a lot of players who also left after that era because everything was a mindless cake walk. You don’t see yourself progress and become stronger in zone because you can beat the whole overland content in bogus gear and a crown stood broom without even dying.
The Go do vet trials and dungeons comment is also weak, one most of them are not even that hard and two they are stale one off instanced areas, and they also gate off most players due to knowing 11 other people with similar schedules. VMA and VDSA are the most unimaginative trials to date, just standing and fighting in a different retextured rectangle for multiple rounds. *yawns*
Finally this content isn’t forced onto you, it is an optional DLC. If DLCs were forced on to players we would actually have a population inside of Imperial City, because by your argument we forced it on them.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Drummerx04 wrote: »Doctordarkspawn wrote: »
1. People dont like to group quest.
PEOPLE DONT LIKE TO GROUP QUEST.
I dont understand why people just dont *** get this. There's allways gonna be the one guy who wants to sit there and lisen to somethin', one guy who just wants to rush, it's easier to just quest alone and because Craglorn is too hard to solo completely, it failed.
CRAGLORN IS LIVING PROOF OF WHY THIS VISION IS TRASH. So going ahed and trying to retain people by doing this isn't gonna *** work.
2. I dont underestimate how many players are actually true 'end game'. I just dont friggin care.
They should have no bearing on what content is produced outside of annual trial and dungeon content. Sorry. But we've tried it your way, it just isn't profitable or -worth- a damn.
You seem to be against this idea of forced grouping rather strongly, and you'll notice that I was also against it. I simply think the mobs you find in the wild for this proposed DLC should be an actual threat and be scaled up relative to other zones. I suggested vMA as a starting point because the mobs in there hit hard, but they don't have 300k+ health, so low skill players in the zone wouldn't take 5 years to kill an add.
There was a time when I wasn't very good at the game and I wandered into craglorn and was summarily defeated, but that made it more interesting because I knew I had some character building to do. One day I knew I could come back and explore craglorn more freely, and when I finally could handle the zone I got exploring and killing everything I could and it was hella fun. Also note that this was well after Craglorn's initial release and it was and still is my favorite zone.
And finding help on quests in Craglorn was such a problem because of the way the game phases quests. It's not that no one wanted to help me with Crag quests, it's that no one could help me with Crag quests because they already completed them. If ZOS just allowed players to actually group and repeat the quest content with their friends (with perhaps only gold rewarded at the end of the second playthrough of a quest to prevent exploits), I doubt it would have been such a problem.
You also really can't use Craglorn as your example because the majority of the current playerbase did not see it at release and the game is also quite different now with CP, gear power, and widely available build guide videos online. It really is just time for ZOS to try it again with everything they've learned about making content.
I can use it. Because I saw it at release.
I saw the original game at release too. Wanna know what drove me away within the first month of launch? What drove so many people away, what was the eventual nail in the coffin for the sub model which killed the casual want to play even further?
The difficulty of the vet zones.
Face it. What you want cannot work. The center cannot hold.
Isn’t that just your fallacy of why everyone left. You are one user, yet you speak for everyone that quit? A lot of people left because of lack of content, there was no raids at release, there was a time before craglorn. People didn’t leave because of challenging thoughtful content it was just a monotonous unrewarding grind and when you wanted to try a new character it started all over again so people felt trapped in their class. I originally left due to the gross class imbalance of PvP when it was actually just elder staves online, it wasn’t even pve related, but you spoke for me right? Don’t attribute an absolute modifier and an unprovable point to counter an argument you don’t like because it honestly is derailing a constructive post.
Firstly, I think your confusing fallacy and theory.
Secondly, I know there was a time before craglorn, I was there. First thirty days of release. (Switching internet providers ate that account, but yes, I was there.) And part of the problem was the lack of content, part of it was the grind, but the thing that ultimately drove casuals away was the balls out hard nature of the game.
That's the thing. It drove so many players away who came back in droves when the stupid scaling, difficulty, and sub requirement was dropped. So dont give me that. Really. Dont.
As for you, go ahed and speak for yourself. But dont attribute your dark souls zone as the be all end all cure for this games ills, because not only will it not, it'll sell like absolute ass and be a losing investment.
Also. Nothing about this thread is constructive. It's childish demanding, throwing crap at anyone who disagrees. You want your zone. Screw anyone who thinks different because it will make you happy and damn whether or not the idea is popular or profitable. Well, life dont work like that.
I would love to see an intensely Difficult DLC where the quests and delves and public dungeons made you fear to go alone.
NightbladeMechanics wrote: »I would love to see an intensely Difficult DLC where the quests and delves and public dungeons made you fear to go alone.
This was IC on launch. The mix of herds of players storming through the whole place, predatory small groups and gankers lurking, and insanely difficult PvE bosses made it such a thrill.
Always sadly amuses me to see people push the idea of "hard" content forced onto everyone - and while this if for an 'optional' dlc, anyone who wanted to do the story would be forced to struggle with it - forgetting the fact that those who like hard combat are an extreme minority of the playerbase.
Of course those in agreement with the idea always chip in with stories how their guilds and friends all left, and everyone wants harder content - this is association bias. Fact is people associate with like-minded people... thus those seeking challenges will generally seek each other out, and will not hang around those not interested in hard content. Thus when the content isn't hard enough, they see people, friends, guild mates, etc leaving.... but do not see the hordes of players who like it as it is staying.
Also, Dark Souls is not hard - it's a game of timing and memorization. As long as you can memorize the timings of the enemies attacks, and the attack patters, you have the game beat. It's why people can beat the game with only the starting gear and never having leveled up.... because they knew the timings of when to dodge, when to parry, when to block, when to attack, etc.
Oh, and if a person with a medical disability which effect's reflex's and response times can beat Dark Souls 1, 2, and 3... can't really call the games all that hard! lol
I did see someone suggest a harder server/instance for those who want it - I feel sad for those who want harder content, as this is the best option for them... but I doubt ZOS will go with it due to the increased cost's. This would be the best option imo because it gives those who want harder content what they want - ZOS can make the combat, ai, skills, etc better to make it a lot harder - without negatively effecting the game for everyone else.
There is a beacon of hope for this tho - I am sure ZOS knows there is a demand for harder content, but also knows that if they implemented it into the game for everyone they would chase more customers away than the harder content would draw in. However after many, many years Blizzard has finally capitulated and is opening a "Classic" WoW server.
How does this fit in? If this is successful for Blizzard and has enough patronage, it's quite possible that ZOS will decide that a more 'hard' server could be profitable for them as well.
Other than this though, after Craglorn was a dismal failure... I doubt you will see any mainstream content for ESO being "hard" or requiring groups - I'm talking the story & overland content, not dungeons or trials.
I may not personally like hard content, but I will say that an optional difficulty level/instance/server for those seeking to challenge themselves would be a great idea.
NightbladeMechanics wrote: »I would love to see an intensely Difficult DLC where the quests and delves and public dungeons made you fear to go alone.
This was IC on launch. The mix of herds of players storming through the whole place, predatory small groups and gankers lurking, and insanely difficult PvE bosses made it such a thrill.
I think DLCs should be accessible to all who pay for them so not insanly difficult - though difficulty options would be good. I think zos and many players are burned by the craglorn experience which quickly died - so I wouldn’t expect a difficult zone anytime soon. I still believe all quest content should be soloable, no exceptions.
The problem with Craglorn was not that it was hard, but that it artificially required grouping up even for the quest line. It was totally unnecessary because the difficulty would have been great otherwise.
Kiralyn2000 wrote: »seedubsrun wrote: »Imagine if the game was harder from the start (It was, I get it, let's not get microscopic with this) not crazy hard but hard enough to the point where as you progress actually learning the mechanics of the game becomes necessary- how to construct a build, how to form a rotation, how to work skills with other players, etc.
Thing is, I can't think of an MMO that actually teaches that in-game. It's all "go watch strats on Youtube, read the wiki, and watch these streamers" whenever people ask how to actually play, in every MMO forum I've ever visited. "How dare you step in a dungeon without having studied the boss fights first!"
Autumnhart wrote: »NightbladeMechanics wrote: »I would love to see an intensely Difficult DLC where the quests and delves and public dungeons made you fear to go alone.
This was IC on launch. The mix of herds of players storming through the whole place, predatory small groups and gankers lurking, and insanely difficult PvE bosses made it such a thrill.
Agree. It was beautiful.
It isn't the failure of Craglorn that's the most instructive about what level of challenge the playerbase actually wants - it's the failure of IC.