This, its also lots of calls for the craglorn normal trials, do all 3 for 15 crystals and some nice gear.MLGProPlayer wrote: »MLGProPlayer wrote: »I think overland is fine as it is.
Yes it's drop dead easy for me with > max CP and yellow set gear, all skills and passives unlocked and some understanding of rotation but I see lowbies dying all the time to mobs in the base zones, so clearly it's not too easy for them.
Since bringing in and keeping new players are the lifeblood of the game, it can't be made harder.
But my point is, why does every zone need to be for lowbies?
When a new player starts the game, they'll usually play through the story in order. By the time they get to the DLC areas, they are in the CP levels.
Because there is no enforced order to play the story! The whole point of this being a TES game is that people can do the zones in whatever order they fancy. Plus, unless people do research and look up the intended story order, it's really, really easy to get sidetracked, since that intended story order is not always clearly defined in-game.
The game's devs made a deliberate choice to make all the zones equal and to fully support wander-in-any-direction questing rather than follow-this-roadmap questing. This is clear from both their design decisions and their public comments on the matter. And frankly, I think this is a perfectly fine model. I have no idea why you are so obsessed with your straightjacket roadmap model that few care for.
And you never replied to my earlier objection: Would a tripling of difficulty make a zone any less boring for you? If you really are a "MLG Pro Player" as your name would suggest, then I would expect that you would find a more difficult zone to be just as boring, only more tedious.
We had that once before, when Craglorn was "hard" and designed for groups. And as a solo player running around Craglorn, I had no problem killing anything I ran across and surviving whatever hazards there were. Was it harder than the regular zones? Sure. Did that make it a challenge? LOL, no. Was it fun? No. What it was, though, was a bloody nuisance on my Nirncrux circuit.
And I have no idea why you are so obsessed with having this be in the open world. There is a reason why the most difficult content is all locked behind private instances, because that's the only way to get the kind of controlled, restricted environment to make the challenge meaningful and to enable interesting mechanics. For example, soloing a DLC world boss is an overland activity that can be challenging and fun--that is, if you ever get a chance to. Even on the rare occasion that I am able to start a world boss solo, 90% of the time, a zerg will show up to mow it down before I'm done with it.
You want a challenge? Great, so do I. Go do the parts of the game that are designed for that. This strange obsession with converting the general overland into something that it was never meant to be is nonsensical.
I like RPGs. I like questing and exploring. I also like being challenged.
Adventuring in an RPG doesn't have to be easy. Dungeons and trials are such a small part of the game, and they don't have any exploration element to them.
The person you quoted, Code is correct. Offered a very good and rational explanation of why the game is how it is and why it will not change as you desire.
For the more challenging content Zos created instanced content. Starting with dungeons, vet dungeons and those that are interested and up for it there is the vet trials and vet HM trials.
I have said before, do the vet trials. Saying it is to much work to put together a 12 man team is an excuse. Join a raid guild and it become very easy. Since you are such a strong and experienced player I expect you will be able to get into a good raid guild.
Either way it is unlikely Zos will change any DLCs or create one to provide a stronger challenge to experienced players. They want to be able to sell the DLCs to everyone. It would be bad for business.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think overland is fine as it is.
Yes it's drop dead easy for me with > max CP and yellow set gear, all skills and passives unlocked and some understanding of rotation but I see lowbies dying all the time to mobs in the base zones, so clearly it's not too easy for them.
Since bringing in and keeping new players are the lifeblood of the game, it can't be made harder.
But my point is, why does every zone need to be for lowbies?
When a new player starts the game, they'll usually play through the story in order. By the time they get to the DLC areas, they are in the CP levels.
Because there is no enforced order to play the story! The whole point of this being a TES game is that people can do the zones in whatever order they fancy. Plus, unless people do research and look up the intended story order, it's really, really easy to get sidetracked, since that intended story order is not always clearly defined in-game.
The game's devs made a deliberate choice to make all the zones equal and to fully support wander-in-any-direction questing rather than follow-this-roadmap questing. This is clear from both their design decisions and their public comments on the matter. And frankly, I think this is a perfectly fine model. I have no idea why you are so obsessed with your straightjacket roadmap model that few care for.
And you never replied to my earlier objection: Would a tripling of difficulty make a zone any less boring for you? If you really are a "MLG Pro Player" as your name would suggest, then I would expect that you would find a more difficult zone to be just as boring, only more tedious.
We had that once before, when Craglorn was "hard" and designed for groups. And as a solo player running around Craglorn, I had no problem killing anything I ran across and surviving whatever hazards there were. Was it harder than the regular zones? Sure. Did that make it a challenge? LOL, no. Was it fun? No. What it was, though, was a bloody nuisance on my Nirncrux circuit.
And I have no idea why you are so obsessed with having this be in the open world. There is a reason why the most difficult content is all locked behind private instances, because that's the only way to get the kind of controlled, restricted environment to make the challenge meaningful and to enable interesting mechanics. For example, soloing a DLC world boss is an overland activity that can be challenging and fun--that is, if you ever get a chance to. Even on the rare occasion that I am able to start a world boss solo, 90% of the time, a zerg will show up to mow it down before I'm done with it.
You want a challenge? Great, so do I. Go do the parts of the game that are designed for that. This strange obsession with converting the general overland into something that it was never meant to be is nonsensical.
I like RPGs. I like questing and exploring. I also like being challenged.
Adventuring in an RPG doesn't have to be easy. Dungeons and trials are such a small part of the game, and they don't have any exploration element to them.
The person you quoted, Code is correct. Offered a very good and rational explanation of why the game is how it is and why it will not change as you desire.
For the more challenging content Zos created instanced content. Starting with dungeons, vet dungeons and those that are interested and up for it there is the vet trials and vet HM trials.
I have said before, do the vet trials. Saying it is to much work to put together a 12 man team is an excuse. Join a raid guild and it become very easy. Since you are such a strong and experienced player I expect you will be able to get into a good raid guild.
Either way it is unlikely Zos will change any DLCs or create one to provide a stronger challenge to experienced players. They want to be able to sell the DLCs to everyone. It would be bad for business.
But once again you ignored my point: Trials don't offer any RPG gameplay. They are just short, linear instances.
I've also offered plenty of suggestions to make the overworld content more difficult without affecting other players.
Well, before your point is it was to much effort to find 12 players willing to go at it for 3 hours. Though I do not know would stop you from RPG in trials. I RPG a strong and skilled warrior in trials all the time.
Regardless, nothing is stopping you from RPG in the open world as it is. It does not need to be a significant challenge to RPG.
A core component of open world RPGs is exploration, as I mentioned. Exploration without challenge isn't fun.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think overland is fine as it is.
Yes it's drop dead easy for me with > max CP and yellow set gear, all skills and passives unlocked and some understanding of rotation but I see lowbies dying all the time to mobs in the base zones, so clearly it's not too easy for them.
Since bringing in and keeping new players are the lifeblood of the game, it can't be made harder.
But my point is, why does every zone need to be for lowbies?
When a new player starts the game, they'll usually play through the story in order. By the time they get to the DLC areas, they are in the CP levels.
Because there is no enforced order to play the story! The whole point of this being a TES game is that people can do the zones in whatever order they fancy. Plus, unless people do research and look up the intended story order, it's really, really easy to get sidetracked, since that intended story order is not always clearly defined in-game.
The game's devs made a deliberate choice to make all the zones equal and to fully support wander-in-any-direction questing rather than follow-this-roadmap questing. This is clear from both their design decisions and their public comments on the matter. And frankly, I think this is a perfectly fine model. I have no idea why you are so obsessed with your straightjacket roadmap model that few care for.
And you never replied to my earlier objection: Would a tripling of difficulty make a zone any less boring for you? If you really are a "MLG Pro Player" as your name would suggest, then I would expect that you would find a more difficult zone to be just as boring, only more tedious.
We had that once before, when Craglorn was "hard" and designed for groups. And as a solo player running around Craglorn, I had no problem killing anything I ran across and surviving whatever hazards there were. Was it harder than the regular zones? Sure. Did that make it a challenge? LOL, no. Was it fun? No. What it was, though, was a bloody nuisance on my Nirncrux circuit.
And I have no idea why you are so obsessed with having this be in the open world. There is a reason why the most difficult content is all locked behind private instances, because that's the only way to get the kind of controlled, restricted environment to make the challenge meaningful and to enable interesting mechanics. For example, soloing a DLC world boss is an overland activity that can be challenging and fun--that is, if you ever get a chance to. Even on the rare occasion that I am able to start a world boss solo, 90% of the time, a zerg will show up to mow it down before I'm done with it.
You want a challenge? Great, so do I. Go do the parts of the game that are designed for that. This strange obsession with converting the general overland into something that it was never meant to be is nonsensical.
I like RPGs. I like questing and exploring. I also like being challenged.
Adventuring in an RPG doesn't have to be easy. Dungeons and trials are such a small part of the game, and they don't have any exploration element to them.
The person you quoted, Code is correct. Offered a very good and rational explanation of why the game is how it is and why it will not change as you desire.
For the more challenging content Zos created instanced content. Starting with dungeons, vet dungeons and those that are interested and up for it there is the vet trials and vet HM trials.
I have said before, do the vet trials. Saying it is to much work to put together a 12 man team is an excuse. Join a raid guild and it become very easy. Since you are such a strong and experienced player I expect you will be able to get into a good raid guild.
Either way it is unlikely Zos will change any DLCs or create one to provide a stronger challenge to experienced players. They want to be able to sell the DLCs to everyone. It would be bad for business.
But once again you ignored my point: Trials don't offer any RPG gameplay. They are just short, linear instances.
I've also offered plenty of suggestions to make the overworld content more difficult without affecting other players.
Well, before your point is it was to much effort to find 12 players willing to go at it for 3 hours. Though I do not know would stop you from RPG in trials. I RPG a strong and skilled warrior in trials all the time.
Regardless, nothing is stopping you from RPG in the open world as it is. It does not need to be a significant challenge to RPG.
A core component of open world RPGs is exploration, as I mentioned. Exploration without challenge isn't fun.
No offense, but you kind of have an answer for everything. When one answer is turned upside down you change to another. When the difficulty of putting together a raid was negated it became this RPG thing.
I do not think you would be happy with anything. If they did increase the difficulty it would either not be enough for you or it would be to much.
MLGProPlayer wrote: »Yes, exactly - overland is for low levels (with some possible exceptions), and vet trials are for end game. The other is for in between.
But that's not fair.
95% of the game is overland content. There are only 6 trials. Trials also take a ton of time to organize and can't happen on a whim (if you're not in a serious trials guild, you're lucky to complete 1-2 trials a week).
There is other end game content too, like vet dungeons, vDSA, and vMA, but again, that's just a drop in the bucket when it comes to the game's content. All the exploration and story telling happens in the overworld.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think overland is fine as it is.
Yes it's drop dead easy for me with > max CP and yellow set gear, all skills and passives unlocked and some understanding of rotation but I see lowbies dying all the time to mobs in the base zones, so clearly it's not too easy for them.
Since bringing in and keeping new players are the lifeblood of the game, it can't be made harder.
But my point is, why does every zone need to be for lowbies?
When a new player starts the game, they'll usually play through the story in order. By the time they get to the DLC areas, they are in the CP levels.
Because there is no enforced order to play the story! The whole point of this being a TES game is that people can do the zones in whatever order they fancy. Plus, unless people do research and look up the intended story order, it's really, really easy to get sidetracked, since that intended story order is not always clearly defined in-game.
The game's devs made a deliberate choice to make all the zones equal and to fully support wander-in-any-direction questing rather than follow-this-roadmap questing. This is clear from both their design decisions and their public comments on the matter. And frankly, I think this is a perfectly fine model. I have no idea why you are so obsessed with your straightjacket roadmap model that few care for.
And you never replied to my earlier objection: Would a tripling of difficulty make a zone any less boring for you? If you really are a "MLG Pro Player" as your name would suggest, then I would expect that you would find a more difficult zone to be just as boring, only more tedious.
We had that once before, when Craglorn was "hard" and designed for groups. And as a solo player running around Craglorn, I had no problem killing anything I ran across and surviving whatever hazards there were. Was it harder than the regular zones? Sure. Did that make it a challenge? LOL, no. Was it fun? No. What it was, though, was a bloody nuisance on my Nirncrux circuit.
And I have no idea why you are so obsessed with having this be in the open world. There is a reason why the most difficult content is all locked behind private instances, because that's the only way to get the kind of controlled, restricted environment to make the challenge meaningful and to enable interesting mechanics. For example, soloing a DLC world boss is an overland activity that can be challenging and fun--that is, if you ever get a chance to. Even on the rare occasion that I am able to start a world boss solo, 90% of the time, a zerg will show up to mow it down before I'm done with it.
You want a challenge? Great, so do I. Go do the parts of the game that are designed for that. This strange obsession with converting the general overland into something that it was never meant to be is nonsensical.
I like RPGs. I like questing and exploring. I also like being challenged.
Adventuring in an RPG doesn't have to be easy. Dungeons and trials are such a small part of the game, and they don't have any exploration element to them.
The person you quoted, Code is correct. Offered a very good and rational explanation of why the game is how it is and why it will not change as you desire.
For the more challenging content Zos created instanced content. Starting with dungeons, vet dungeons and those that are interested and up for it there is the vet trials and vet HM trials.
I have said before, do the vet trials. Saying it is to much work to put together a 12 man team is an excuse. Join a raid guild and it become very easy. Since you are such a strong and experienced player I expect you will be able to get into a good raid guild.
Either way it is unlikely Zos will change any DLCs or create one to provide a stronger challenge to experienced players. They want to be able to sell the DLCs to everyone. It would be bad for business.
But once again you ignored my point: Trials don't offer any RPG gameplay. They are just short, linear instances.
I've also offered plenty of suggestions to make the overworld content more difficult without affecting other players.
Well, before your point is it was to much effort to find 12 players willing to go at it for 3 hours. Though I do not know would stop you from RPG in trials. I RPG a strong and skilled warrior in trials all the time.
Regardless, nothing is stopping you from RPG in the open world as it is. It does not need to be a significant challenge to RPG.
A core component of open world RPGs is exploration, as I mentioned. Exploration without challenge isn't fun.
No offense, but you kind of have an answer for everything. When one answer is turned upside down you change to another. When the difficulty of putting together a raid was negated it became this RPG thing.
I do not think you would be happy with anything. If they did increase the difficulty it would either not be enough for you or it would be to much.
Nothing has changed. This was my argument from the very first page.
Literally the fourth post on the first page:
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »Just kidding. I see a lot of folks saying the game's overland content difficulty is "just right".
LOL. Yea, there is good HM content in the game for those of us that are interested in a challenge. Overland is not the place for it.
Yet overland is 95% of the game.
Running the same dungeons over and over again is boring. Vet players should be able to experience story content every now and then too.
@MLGProPlayer
Exactly. Considering it is probably much less than 5% of the game that has cleared all trial HMs (not including vAS HM0 it seems clear that overland is as it should be.
Good point.
Oh, and no one is holding back vet players from experiencing the story content. Nothing at all.
Vet trials require herculean organization skills. You need to make sure that 12 people can stay on the computer for a few hours as you work through the mechanics of the trial. That's why so few people run them. It's the same reason no one did group content in Craglorn (forming groups takes a lot of effort).
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think overland is fine as it is.
Yes it's drop dead easy for me with > max CP and yellow set gear, all skills and passives unlocked and some understanding of rotation but I see lowbies dying all the time to mobs in the base zones, so clearly it's not too easy for them.
Since bringing in and keeping new players are the lifeblood of the game, it can't be made harder.
But my point is, why does every zone need to be for lowbies?
When a new player starts the game, they'll usually play through the story in order. By the time they get to the DLC areas, they are in the CP levels.
Because there is no enforced order to play the story! The whole point of this being a TES game is that people can do the zones in whatever order they fancy. Plus, unless people do research and look up the intended story order, it's really, really easy to get sidetracked, since that intended story order is not always clearly defined in-game.
The game's devs made a deliberate choice to make all the zones equal and to fully support wander-in-any-direction questing rather than follow-this-roadmap questing. This is clear from both their design decisions and their public comments on the matter. And frankly, I think this is a perfectly fine model. I have no idea why you are so obsessed with your straightjacket roadmap model that few care for.
And you never replied to my earlier objection: Would a tripling of difficulty make a zone any less boring for you? If you really are a "MLG Pro Player" as your name would suggest, then I would expect that you would find a more difficult zone to be just as boring, only more tedious.
We had that once before, when Craglorn was "hard" and designed for groups. And as a solo player running around Craglorn, I had no problem killing anything I ran across and surviving whatever hazards there were. Was it harder than the regular zones? Sure. Did that make it a challenge? LOL, no. Was it fun? No. What it was, though, was a bloody nuisance on my Nirncrux circuit.
And I have no idea why you are so obsessed with having this be in the open world. There is a reason why the most difficult content is all locked behind private instances, because that's the only way to get the kind of controlled, restricted environment to make the challenge meaningful and to enable interesting mechanics. For example, soloing a DLC world boss is an overland activity that can be challenging and fun--that is, if you ever get a chance to. Even on the rare occasion that I am able to start a world boss solo, 90% of the time, a zerg will show up to mow it down before I'm done with it.
You want a challenge? Great, so do I. Go do the parts of the game that are designed for that. This strange obsession with converting the general overland into something that it was never meant to be is nonsensical.
I like RPGs. I like questing and exploring. I also like being challenged.
Adventuring in an RPG doesn't have to be easy. Dungeons and trials are such a small part of the game, and they don't have any exploration element to them.
The person you quoted, Code is correct. Offered a very good and rational explanation of why the game is how it is and why it will not change as you desire.
For the more challenging content Zos created instanced content. Starting with dungeons, vet dungeons and those that are interested and up for it there is the vet trials and vet HM trials.
I have said before, do the vet trials. Saying it is to much work to put together a 12 man team is an excuse. Join a raid guild and it become very easy. Since you are such a strong and experienced player I expect you will be able to get into a good raid guild.
Either way it is unlikely Zos will change any DLCs or create one to provide a stronger challenge to experienced players. They want to be able to sell the DLCs to everyone. It would be bad for business.
But once again you ignored my point: Trials don't offer any RPG gameplay. They are just short, linear instances.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think overland is fine as it is.
Yes it's drop dead easy for me with > max CP and yellow set gear, all skills and passives unlocked and some understanding of rotation but I see lowbies dying all the time to mobs in the base zones, so clearly it's not too easy for them.
Since bringing in and keeping new players are the lifeblood of the game, it can't be made harder.
But my point is, why does every zone need to be for lowbies?
When a new player starts the game, they'll usually play through the story in order. By the time they get to the DLC areas, they are in the CP levels.
Because there is no enforced order to play the story! The whole point of this being a TES game is that people can do the zones in whatever order they fancy. Plus, unless people do research and look up the intended story order, it's really, really easy to get sidetracked, since that intended story order is not always clearly defined in-game.
The game's devs made a deliberate choice to make all the zones equal and to fully support wander-in-any-direction questing rather than follow-this-roadmap questing. This is clear from both their design decisions and their public comments on the matter. And frankly, I think this is a perfectly fine model. I have no idea why you are so obsessed with your straightjacket roadmap model that few care for.
And you never replied to my earlier objection: Would a tripling of difficulty make a zone any less boring for you? If you really are a "MLG Pro Player" as your name would suggest, then I would expect that you would find a more difficult zone to be just as boring, only more tedious.
We had that once before, when Craglorn was "hard" and designed for groups. And as a solo player running around Craglorn, I had no problem killing anything I ran across and surviving whatever hazards there were. Was it harder than the regular zones? Sure. Did that make it a challenge? LOL, no. Was it fun? No. What it was, though, was a bloody nuisance on my Nirncrux circuit.
And I have no idea why you are so obsessed with having this be in the open world. There is a reason why the most difficult content is all locked behind private instances, because that's the only way to get the kind of controlled, restricted environment to make the challenge meaningful and to enable interesting mechanics. For example, soloing a DLC world boss is an overland activity that can be challenging and fun--that is, if you ever get a chance to. Even on the rare occasion that I am able to start a world boss solo, 90% of the time, a zerg will show up to mow it down before I'm done with it.
You want a challenge? Great, so do I. Go do the parts of the game that are designed for that. This strange obsession with converting the general overland into something that it was never meant to be is nonsensical.
I like RPGs. I like questing and exploring. I also like being challenged.
Adventuring in an RPG doesn't have to be easy. Dungeons and trials are such a small part of the game, and they don't have any exploration element to them.
The person you quoted, Code is correct. Offered a very good and rational explanation of why the game is how it is and why it will not change as you desire.
For the more challenging content Zos created instanced content. Starting with dungeons, vet dungeons and those that are interested and up for it there is the vet trials and vet HM trials.
I have said before, do the vet trials. Saying it is to much work to put together a 12 man team is an excuse. Join a raid guild and it become very easy. Since you are such a strong and experienced player I expect you will be able to get into a good raid guild.
Either way it is unlikely Zos will change any DLCs or create one to provide a stronger challenge to experienced players. They want to be able to sell the DLCs to everyone. It would be bad for business.
But once again you ignored my point: Trials don't offer any RPG gameplay. They are just short, linear instances.
I've also offered plenty of suggestions to make the overworld content more difficult without affecting other players.
Well, before your point is it was to much effort to find 12 players willing to go at it for 3 hours. Though I do not know would stop you from RPG in trials. I RPG a strong and skilled warrior in trials all the time.
Regardless, nothing is stopping you from RPG in the open world as it is. It does not need to be a significant challenge to RPG.
A core component of open world RPGs is exploration, as I mentioned. Exploration without challenge isn't fun.
No offense, but you kind of have an answer for everything. When one answer is turned upside down you change to another. When the difficulty of putting together a raid was negated it became this RPG thing.
I do not think you would be happy with anything. If they did increase the difficulty it would either not be enough for you or it would be to much.
Nothing has changed. This was my argument from the very first page.
Literally the fourth post on the first page:
Read your replies to me again.
Here, I will help with that. This is from page 6MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »Just kidding. I see a lot of folks saying the game's overland content difficulty is "just right".
LOL. Yea, there is good HM content in the game for those of us that are interested in a challenge. Overland is not the place for it.
Yet overland is 95% of the game.
Running the same dungeons over and over again is boring. Vet players should be able to experience story content every now and then too.
@MLGProPlayer
Exactly. Considering it is probably much less than 5% of the game that has cleared all trial HMs (not including vAS HM0 it seems clear that overland is as it should be.
Good point.
Oh, and no one is holding back vet players from experiencing the story content. Nothing at all.
Vet trials require herculean organization skills. You need to make sure that 12 people can stay on the computer for a few hours as you work through the mechanics of the trial. That's why so few people run them. It's the same reason no one did group content in Craglorn (forming groups takes a lot of effort).
Stating it is to much work to deal with vet trials though that is incorrect since your example is merely progression for a group and really not a strong argument for someone wanting more challenge.
Then from Page 7 the reason the challenge for vet trials does not count is because you want RPG.MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think overland is fine as it is.
Yes it's drop dead easy for me with > max CP and yellow set gear, all skills and passives unlocked and some understanding of rotation but I see lowbies dying all the time to mobs in the base zones, so clearly it's not too easy for them.
Since bringing in and keeping new players are the lifeblood of the game, it can't be made harder.
But my point is, why does every zone need to be for lowbies?
When a new player starts the game, they'll usually play through the story in order. By the time they get to the DLC areas, they are in the CP levels.
Because there is no enforced order to play the story! The whole point of this being a TES game is that people can do the zones in whatever order they fancy. Plus, unless people do research and look up the intended story order, it's really, really easy to get sidetracked, since that intended story order is not always clearly defined in-game.
The game's devs made a deliberate choice to make all the zones equal and to fully support wander-in-any-direction questing rather than follow-this-roadmap questing. This is clear from both their design decisions and their public comments on the matter. And frankly, I think this is a perfectly fine model. I have no idea why you are so obsessed with your straightjacket roadmap model that few care for.
And you never replied to my earlier objection: Would a tripling of difficulty make a zone any less boring for you? If you really are a "MLG Pro Player" as your name would suggest, then I would expect that you would find a more difficult zone to be just as boring, only more tedious.
We had that once before, when Craglorn was "hard" and designed for groups. And as a solo player running around Craglorn, I had no problem killing anything I ran across and surviving whatever hazards there were. Was it harder than the regular zones? Sure. Did that make it a challenge? LOL, no. Was it fun? No. What it was, though, was a bloody nuisance on my Nirncrux circuit.
And I have no idea why you are so obsessed with having this be in the open world. There is a reason why the most difficult content is all locked behind private instances, because that's the only way to get the kind of controlled, restricted environment to make the challenge meaningful and to enable interesting mechanics. For example, soloing a DLC world boss is an overland activity that can be challenging and fun--that is, if you ever get a chance to. Even on the rare occasion that I am able to start a world boss solo, 90% of the time, a zerg will show up to mow it down before I'm done with it.
You want a challenge? Great, so do I. Go do the parts of the game that are designed for that. This strange obsession with converting the general overland into something that it was never meant to be is nonsensical.
I like RPGs. I like questing and exploring. I also like being challenged.
Adventuring in an RPG doesn't have to be easy. Dungeons and trials are such a small part of the game, and they don't have any exploration element to them.
The person you quoted, Code is correct. Offered a very good and rational explanation of why the game is how it is and why it will not change as you desire.
For the more challenging content Zos created instanced content. Starting with dungeons, vet dungeons and those that are interested and up for it there is the vet trials and vet HM trials.
I have said before, do the vet trials. Saying it is to much work to put together a 12 man team is an excuse. Join a raid guild and it become very easy. Since you are such a strong and experienced player I expect you will be able to get into a good raid guild.
Either way it is unlikely Zos will change any DLCs or create one to provide a stronger challenge to experienced players. They want to be able to sell the DLCs to everyone. It would be bad for business.
But once again you ignored my point: Trials don't offer any RPG gameplay. They are just short, linear instances.
Basically, you want short, linear open world RPG PvE challenge.
As I stated, your reasoning seems to be changing. If there were change I seriously doubt you would be pleased with it. Either it would still not be challenging enough to meet your desires or it will be to challenging for you.
Regardless, it will not happen for the very logical and rational reasoning that others have presented here. Again, if you want challenging content, vMA and vet trials, It will not be happening in the open world, period.
Prof_Bawbag wrote: »Whilst waiting for a boss respawn in a public dungeon the other day, someone had obviously parked their lvl 33 toon waiting on the respawn too. I stood there for about 3mins watching a single trash mob enemy hack away at him. The guy's health regen all but negated the npc's damage output. After 3mins the guy had come back from whatever he was doing and carried on as normal. It's kind of farcical tbh.
MLGProPlayer wrote: »Yes, exactly - overland is for low levels (with some possible exceptions), and vet trials are for end game. The other is for in between.
But that's not fair.
95% of the game is overland content. There are only 6 trials. Trials also take a ton of time to organize and can't happen on a whim (if you're not in a serious trials guild, you're lucky to complete 1-2 trials a week).
There is other end game content too, like vet dungeons, vDSA, and vMA, but again, that's just a drop in the bucket when it comes to the game's content. All the exploration and story telling happens in the overworld.
people be fair!
I see often enough other (new) players hacking and battling around NPC-enemies, that don´t even bother me.
But they have a hard time and enjoying that as it is hard for them to do so.
If you are new it is hard here.
but I liked in the old days the concept of WoW more were you had zones for distinct lvl´s, and that was more challenging for
a progress oriented player.
but yeah for 95% of the new players it is challenge enough to work about an npc for 10 minutes, and that is not a boss(!)
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think overland is fine as it is.
Yes it's drop dead easy for me with > max CP and yellow set gear, all skills and passives unlocked and some understanding of rotation but I see lowbies dying all the time to mobs in the base zones, so clearly it's not too easy for them.
Since bringing in and keeping new players are the lifeblood of the game, it can't be made harder.
But my point is, why does every zone need to be for lowbies?
When a new player starts the game, they'll usually play through the story in order. By the time they get to the DLC areas, they are in the CP levels.
Because there is no enforced order to play the story! The whole point of this being a TES game is that people can do the zones in whatever order they fancy. Plus, unless people do research and look up the intended story order, it's really, really easy to get sidetracked, since that intended story order is not always clearly defined in-game.
The game's devs made a deliberate choice to make all the zones equal and to fully support wander-in-any-direction questing rather than follow-this-roadmap questing. This is clear from both their design decisions and their public comments on the matter. And frankly, I think this is a perfectly fine model. I have no idea why you are so obsessed with your straightjacket roadmap model that few care for.
And you never replied to my earlier objection: Would a tripling of difficulty make a zone any less boring for you? If you really are a "MLG Pro Player" as your name would suggest, then I would expect that you would find a more difficult zone to be just as boring, only more tedious.
We had that once before, when Craglorn was "hard" and designed for groups. And as a solo player running around Craglorn, I had no problem killing anything I ran across and surviving whatever hazards there were. Was it harder than the regular zones? Sure. Did that make it a challenge? LOL, no. Was it fun? No. What it was, though, was a bloody nuisance on my Nirncrux circuit.
And I have no idea why you are so obsessed with having this be in the open world. There is a reason why the most difficult content is all locked behind private instances, because that's the only way to get the kind of controlled, restricted environment to make the challenge meaningful and to enable interesting mechanics. For example, soloing a DLC world boss is an overland activity that can be challenging and fun--that is, if you ever get a chance to. Even on the rare occasion that I am able to start a world boss solo, 90% of the time, a zerg will show up to mow it down before I'm done with it.
You want a challenge? Great, so do I. Go do the parts of the game that are designed for that. This strange obsession with converting the general overland into something that it was never meant to be is nonsensical.
I like RPGs. I like questing and exploring. I also like being challenged.
Adventuring in an RPG doesn't have to be easy. Dungeons and trials are such a small part of the game, and they don't have any exploration element to them.
The person you quoted, Code is correct. Offered a very good and rational explanation of why the game is how it is and why it will not change as you desire.
For the more challenging content Zos created instanced content. Starting with dungeons, vet dungeons and those that are interested and up for it there is the vet trials and vet HM trials.
I have said before, do the vet trials. Saying it is to much work to put together a 12 man team is an excuse. Join a raid guild and it become very easy. Since you are such a strong and experienced player I expect you will be able to get into a good raid guild.
Either way it is unlikely Zos will change any DLCs or create one to provide a stronger challenge to experienced players. They want to be able to sell the DLCs to everyone. It would be bad for business.
But once again you ignored my point: Trials don't offer any RPG gameplay. They are just short, linear instances.
I've also offered plenty of suggestions to make the overworld content more difficult without affecting other players.
Well, before your point is it was to much effort to find 12 players willing to go at it for 3 hours. Though I do not know would stop you from RPG in trials. I RPG a strong and skilled warrior in trials all the time.
Regardless, nothing is stopping you from RPG in the open world as it is. It does not need to be a significant challenge to RPG.
A core component of open world RPGs is exploration, as I mentioned. Exploration without challenge isn't fun.
No offense, but you kind of have an answer for everything. When one answer is turned upside down you change to another. When the difficulty of putting together a raid was negated it became this RPG thing.
I do not think you would be happy with anything. If they did increase the difficulty it would either not be enough for you or it would be to much.
Nothing has changed. This was my argument from the very first page.
Literally the fourth post on the first page:
Read your replies to me again.
Here, I will help with that. This is from page 6MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »Just kidding. I see a lot of folks saying the game's overland content difficulty is "just right".
LOL. Yea, there is good HM content in the game for those of us that are interested in a challenge. Overland is not the place for it.
Yet overland is 95% of the game.
Running the same dungeons over and over again is boring. Vet players should be able to experience story content every now and then too.
@MLGProPlayer
Exactly. Considering it is probably much less than 5% of the game that has cleared all trial HMs (not including vAS HM0 it seems clear that overland is as it should be.
Good point.
Oh, and no one is holding back vet players from experiencing the story content. Nothing at all.
Vet trials require herculean organization skills. You need to make sure that 12 people can stay on the computer for a few hours as you work through the mechanics of the trial. That's why so few people run them. It's the same reason no one did group content in Craglorn (forming groups takes a lot of effort).
Stating it is to much work to deal with vet trials though that is incorrect since your example is merely progression for a group and really not a strong argument for someone wanting more challenge.
Then from Page 7 the reason the challenge for vet trials does not count is because you want RPG.MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think overland is fine as it is.
Yes it's drop dead easy for me with > max CP and yellow set gear, all skills and passives unlocked and some understanding of rotation but I see lowbies dying all the time to mobs in the base zones, so clearly it's not too easy for them.
Since bringing in and keeping new players are the lifeblood of the game, it can't be made harder.
But my point is, why does every zone need to be for lowbies?
When a new player starts the game, they'll usually play through the story in order. By the time they get to the DLC areas, they are in the CP levels.
Because there is no enforced order to play the story! The whole point of this being a TES game is that people can do the zones in whatever order they fancy. Plus, unless people do research and look up the intended story order, it's really, really easy to get sidetracked, since that intended story order is not always clearly defined in-game.
The game's devs made a deliberate choice to make all the zones equal and to fully support wander-in-any-direction questing rather than follow-this-roadmap questing. This is clear from both their design decisions and their public comments on the matter. And frankly, I think this is a perfectly fine model. I have no idea why you are so obsessed with your straightjacket roadmap model that few care for.
And you never replied to my earlier objection: Would a tripling of difficulty make a zone any less boring for you? If you really are a "MLG Pro Player" as your name would suggest, then I would expect that you would find a more difficult zone to be just as boring, only more tedious.
We had that once before, when Craglorn was "hard" and designed for groups. And as a solo player running around Craglorn, I had no problem killing anything I ran across and surviving whatever hazards there were. Was it harder than the regular zones? Sure. Did that make it a challenge? LOL, no. Was it fun? No. What it was, though, was a bloody nuisance on my Nirncrux circuit.
And I have no idea why you are so obsessed with having this be in the open world. There is a reason why the most difficult content is all locked behind private instances, because that's the only way to get the kind of controlled, restricted environment to make the challenge meaningful and to enable interesting mechanics. For example, soloing a DLC world boss is an overland activity that can be challenging and fun--that is, if you ever get a chance to. Even on the rare occasion that I am able to start a world boss solo, 90% of the time, a zerg will show up to mow it down before I'm done with it.
You want a challenge? Great, so do I. Go do the parts of the game that are designed for that. This strange obsession with converting the general overland into something that it was never meant to be is nonsensical.
I like RPGs. I like questing and exploring. I also like being challenged.
Adventuring in an RPG doesn't have to be easy. Dungeons and trials are such a small part of the game, and they don't have any exploration element to them.
The person you quoted, Code is correct. Offered a very good and rational explanation of why the game is how it is and why it will not change as you desire.
For the more challenging content Zos created instanced content. Starting with dungeons, vet dungeons and those that are interested and up for it there is the vet trials and vet HM trials.
I have said before, do the vet trials. Saying it is to much work to put together a 12 man team is an excuse. Join a raid guild and it become very easy. Since you are such a strong and experienced player I expect you will be able to get into a good raid guild.
Either way it is unlikely Zos will change any DLCs or create one to provide a stronger challenge to experienced players. They want to be able to sell the DLCs to everyone. It would be bad for business.
But once again you ignored my point: Trials don't offer any RPG gameplay. They are just short, linear instances.
Basically, you want short, linear open world RPG PvE challenge.
As I stated, your reasoning seems to be changing. If there were change I seriously doubt you would be pleased with it. Either it would still not be challenging enough to meet your desires or it will be to challenging for you.
Regardless, it will not happen for the very logical and rational reasoning that others have presented here. Again, if you want challenging content, vMA and vet trials, It will not be happening in the open world, period.
Did you miss the post I quoted? Page 1, post 4. That was my original argument. Nothing changed.
You're literally creating a strawman.
This, its also lots of calls for the craglorn normal trials, do all 3 for 15 crystals and some nice gear.MLGProPlayer wrote: »MLGProPlayer wrote: »I think overland is fine as it is.
Yes it's drop dead easy for me with > max CP and yellow set gear, all skills and passives unlocked and some understanding of rotation but I see lowbies dying all the time to mobs in the base zones, so clearly it's not too easy for them.
Since bringing in and keeping new players are the lifeblood of the game, it can't be made harder.
But my point is, why does every zone need to be for lowbies?
When a new player starts the game, they'll usually play through the story in order. By the time they get to the DLC areas, they are in the CP levels.
Because there is no enforced order to play the story! The whole point of this being a TES game is that people can do the zones in whatever order they fancy. Plus, unless people do research and look up the intended story order, it's really, really easy to get sidetracked, since that intended story order is not always clearly defined in-game.
The game's devs made a deliberate choice to make all the zones equal and to fully support wander-in-any-direction questing rather than follow-this-roadmap questing. This is clear from both their design decisions and their public comments on the matter. And frankly, I think this is a perfectly fine model. I have no idea why you are so obsessed with your straightjacket roadmap model that few care for.
And you never replied to my earlier objection: Would a tripling of difficulty make a zone any less boring for you? If you really are a "MLG Pro Player" as your name would suggest, then I would expect that you would find a more difficult zone to be just as boring, only more tedious.
We had that once before, when Craglorn was "hard" and designed for groups. And as a solo player running around Craglorn, I had no problem killing anything I ran across and surviving whatever hazards there were. Was it harder than the regular zones? Sure. Did that make it a challenge? LOL, no. Was it fun? No. What it was, though, was a bloody nuisance on my Nirncrux circuit.
And I have no idea why you are so obsessed with having this be in the open world. There is a reason why the most difficult content is all locked behind private instances, because that's the only way to get the kind of controlled, restricted environment to make the challenge meaningful and to enable interesting mechanics. For example, soloing a DLC world boss is an overland activity that can be challenging and fun--that is, if you ever get a chance to. Even on the rare occasion that I am able to start a world boss solo, 90% of the time, a zerg will show up to mow it down before I'm done with it.
You want a challenge? Great, so do I. Go do the parts of the game that are designed for that. This strange obsession with converting the general overland into something that it was never meant to be is nonsensical.
I like RPGs. I like questing and exploring. I also like being challenged.
Adventuring in an RPG doesn't have to be easy. Dungeons and trials are such a small part of the game, and they don't have any exploration element to them.
The person you quoted, Code is correct. Offered a very good and rational explanation of why the game is how it is and why it will not change as you desire.
For the more challenging content Zos created instanced content. Starting with dungeons, vet dungeons and those that are interested and up for it there is the vet trials and vet HM trials.
I have said before, do the vet trials. Saying it is to much work to put together a 12 man team is an excuse. Join a raid guild and it become very easy. Since you are such a strong and experienced player I expect you will be able to get into a good raid guild.
Either way it is unlikely Zos will change any DLCs or create one to provide a stronger challenge to experienced players. They want to be able to sell the DLCs to everyone. It would be bad for business.
Now I would not mind if CWC had current craglorn difficulty. its not designed to be done by new low level players the same way normal dlc dungeons are not for them,
My theory is that MMOs are full of new age kids who think everything should be "accessible", but then again this is my first and only MMO.
The overworld is too easy even with no CP. There should at least be some mix of the past and new level scaling. Best case scenario is that they add difficulties to choose from WHERE THE ENEMIES DON'T JUST HAVE MORE HP AND DEAL MORE DAMAGE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!....... but where their chance to block, dodge, reposition, and bash is increased.
MehrunesFlagon wrote: »DieAlteHexe wrote: »He's spot on about this.
It's far too easy. Find it truly concerning that anyone thinks it's "just right".
Well, brace yourself because a lot of us are pretty content.
Not all of us are young, quick and into adrenaline rushes. Some of us enjoy a more moderate experience.
I think there should be an option, though, for those who crave the challenge but I do NOT think it (increased difficulty) should be "across the board". Too many would leave and we don't want that.
I'm notyoung,and am stoned all the time.Still prefer elevated difficulty.
martinhpb16_ESO wrote: »I've stopped playing overland its just not worth it. I gave up on the last 3 DLC etc because it was so easy and therefore, for me meh.
This is a real shame as one of he reasons I came to this game from LOTRO was that ESO had decent, varied,overland content.
Sadly ESO has gone for the lowest common denominator on its overland difficulty levels. I miss adventuring in tamriel.
Overland content is now like farming for mats.
Doctordarkspawn wrote: »martinhpb16_ESO wrote: »I've stopped playing overland its just not worth it. I gave up on the last 3 DLC etc because it was so easy and therefore, for me meh.
This is a real shame as one of he reasons I came to this game from LOTRO was that ESO had decent, varied,overland content.
Sadly ESO has gone for the lowest common denominator on its overland difficulty levels. I miss adventuring in tamriel.
Overland content is now like farming for mats.
If the difficulty is what kept you engaged, I'm not sorry the game has lost you.
Because in this respect, the game has changed for the better. If they got they're head out of they're tookus, and started designing something where classes had nuance, or multiple setups worked, we might actually be able to get closer to what brought you into the series.
The problem, here, is the game simply isn't good enough to be difficult, while being fun. Time and again it's shown this. When it is difficult, it tends to be because of mechanical overload. Rather than a test of skill or speed, or build. The closest is Maelstrom. (Which I will continue to call a test of your ability to memorize enemy spawns and your DPS until the day I die.) Which is damn near abandoned.
People keep expecting this game to become dark souls. It's not good enough to be dark souls. Or even anything else close to it.