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ESO's overland content is too hard

  • martinhpb16_ESO
    martinhpb16_ESO
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    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.

    Part of the sell with ESO was that there would be all-round content for endgamers as much as other types of player. ESO prided itself on catering for many play styles.

    The picture you paint and the state of overland content at the moment is that there is no overland content for endgamers.

    Thank you for sympathising for my predicament. Lets hope that all styles will be catered for again. There is a limit to how far loyalty can go and I have been spending money elsewhere because ESO is not delivering for me.
    Edited by martinhpb16_ESO on December 27, 2017 9:49PM
    At least the spelling is difficult for you.
    Hew's Bane*
  • Radinyn
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    It's fine.
  • Sweetpea704
    Sweetpea704
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    Go stand next to that world boss in Greenshade by the shore. You know, the two lions. Video that one. There are still some challenges. But, I'm glad that I am not constantly assaulted while farming mats by every freaking mob like it is a world boss, thank you very much.
  • Katahdin
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    The problem is that difficulty is relative.

    What is difficult for a level 12 character with no CP is vastly different than what is difficult for a max CP player that has been playing for 3+ years and has experience and understanding of the game.

    We had real progression before 1T with vet zones. I enjoyed that progression. But the majority of the playerbase hated it didnt do it and complained bitterly about it. The vet zones were mostly empty.

    They are never going to make a whole new version/instance of the entire game for vet players.

    In the world of 1T, where it's pretty much go anywhere, do anything, you will never be able to reconcile the difference between a level 12 with no CP and a max level, max CP, 3 year veteran unless you nerf the hell put of the max CP character.

    Nobody wants that so we are where we are.
    Edited by Katahdin on December 28, 2017 12:17AM
    Beta tester November 2013
  • CromulentForumID
    CromulentForumID
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    *points to signature*

    All this would be solved if we could set our own personal difficulty for the game, no? All it would take is instancing missions and such. Too bad such a basic MMO concept is lost with this game and it's white knights.

    All it would take is completely redesigning how we initiate quests and missions in the game. :)

    I mean, yes, instances for our quests would enable us to set our own difficulty. But when traveling from mission door to mission door?

    You take can't an open world game with phasing and say "Just Instance." Unless you want to log off for a year and come back to Tamriel: Instanced.

  • Saint_Bud
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    I saw max cp player that fail on this npc.

    Just trolling.

    But play it with no cp gear and at level 3. The problem is that the overland content musst be for eveyone and not have a recoment min level. Also singelplayer rpg like skyrim have differant difficult levels without change the level in menue. Player normaly dont see it because the questline forced them to easyer areas first. Best would be if the dlc would have a recommend min level from 50 or even cp 160, but for that ists to late.

    PVP Saint-Bud magicka Templar: AR 49
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    Stop playing PVE because its boring, content not disigned for melee players and class balance and sustain is ***
  • Cpt_Teemo
    Cpt_Teemo
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    You can always try and tank a WB without moving and healing?
  • aaisoaho
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    The problem? Consept of flow.
    569f9797c5f0bf5c6b27ef820bf36f8e.jpg
    The difficulty does not increase over time/over learning, so experienced players are bored and if you try to increase the difficulty, less experienced players feels anxiety. Without anything that prepares you for endgame content, the less skilled players feels anxiety when trying to play the end-game.

    This is why I liked the old system: we had a difficulty curve on the overland content. There was some problems with it and by fixing the problems, we lost the difficulty curve.

    And no, artificial difficulty increase trough upping the strenght of mobs or lowering the stats of chars is not a good option, because we'd lose the feel of progression. How about adding some additional mechanics instead? (Just no OHKOs on easier content) And I think they should add some content with difficulty a bit less than group dungeons and a bit more than public dungeons, also some content with difficulty in between vet dungeons and normal dungeons (and in between vet trials and vet dungeons). Then point the players towards hard enough content for them with breadcrumbs and weenies etc.
  • randomkeyhits
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    I always look at it as that famous bell curve. Ignoring all the reasons for where players are on the curve, age, disability, skill (or lack of), its still a curve.

    Then look at the middle point, that "average" player, the one that ZOS are supposed to be aiming for.

    Is that you? most will say oh hell no, I'm way to the right of that guy which is fair enough the forums are a small percentage of the player base and usually contains more of the invested players.

    But then be honest and say well, that "average" player, he's no trials player, can barely hold down 15K dps, not so hot on mechanics or whatever.

    THEN.... admit 50% of the player base are worse and some are much, much worse, Overland has to cater for these players so no, its not going to get harder. I find most of it ridiculously easy but even so I wouldn't expect it to change.

    What I would want though is a tiered system for all instanced content, so for each dungeon/trial there would be say
    • no cp version, level 45ish target
    • at least cp 160
    • at least cp 400
    • at least cp 640
    • at least cp 880
    and so on.

    So when player CP goes beyond a certain point they create a new tier which would be difficult at first but as you get stronger slowly get a bit easier. Added difficulty preferably with mechanics and clever environmental stuff rather than boss health += XXX hp. Adding the new tier would be a heavy piece of work for sure but being able to come back to old dungeons with new twists to learn? priceless.
    EU PS4
  • DieAlteHexe
    DieAlteHexe
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    I always look at it as that famous bell curve. Ignoring all the reasons for where players are on the curve, age, disability, skill (or lack of), its still a curve.

    Then look at the middle point, that "average" player, the one that ZOS are supposed to be aiming for.

    Is that you? most will say oh hell no, I'm way to the right of that guy which is fair enough the forums are a small percentage of the player base and usually contains more of the invested players.

    But then be honest and say well, that "average" player, he's no trials player, can barely hold down 15K dps, not so hot on mechanics or whatever.

    THEN.... admit 50% of the player base are worse and some are much, much worse, Overland has to cater for these players so no, its not going to get harder. I find most of it ridiculously easy but even so I wouldn't expect it to change.

    What I would want though is a tiered system for all instanced content, so for each dungeon/trial there would be say
    • no cp version, level 45ish target
    • at least cp 160
    • at least cp 400
    • at least cp 640
    • at least cp 880
    and so on.

    So when player CP goes beyond a certain point they create a new tier which would be difficult at first but as you get stronger slowly get a bit easier. Added difficulty preferably with mechanics and clever environmental stuff rather than boss health += XXX hp. Adding the new tier would be a heavy piece of work for sure but being able to come back to old dungeons with new twists to learn? priceless.

    So long as it's just for dungeons/trials, I like this idea.


    Dirty, filthy casual aka Nancy, the Wallet Warrior Carebear Potato Whale Snowflake
  • Sadetius
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    @aaisoaho

    Flow is definitely a problem, (as I mentioned earlier as well)
    and you are right there are better ways of creating difficulty then through difficulty multipliers alone. I would love to see enemies gaining more abilities, or tweaked attack timings.


    I personally would still prefer a hardmode, however I do agree that player population, and community splitting might be an issue. Still at this point it is unknown what will happen, to determine this a couple of things would be needed :

    - What number of players is needed to make a zone feel lively?
    - What would be the projected player count for the hard mode zones? (how many current players would be there, and what what would be the acquisition of new players?)

    Sadly, in order to figure this out we would need transparency of ZOS, player numbers, heat maps, and a few surveys
    (I would love to get my hands on some player heat maps and statistics.)

    Nonetheless if it would prove that, the hard mode zones, would still feel lively, albeit probably with a lower population then the standard zones, I would see no problem with implementing them As they would completely optional and would not impact other players. And then the ' Hard Fun' players will be happy for having a challenge when questing, and the 'Easy Fun' players will not have to worry that their play style will be affected. The only question then remains : "what are the resource requirements needed to implement them?"

    As for the argument of just take your gear, don't use champion points, this removes a crucial element out of the RPG.
    Loot and character progression are important factors in an RPG. As Neal Hallford stated in his book of Swords & circuitry
    "One of the major joys of playing an RPG comes from finding cool new stuff and then putting it into the hands of the avatar.”

    (source : Hallford, N., Hallford, J., & LaMothe, A. (2001). Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games. Premier Press, Incorporated.)

    so by not using gear you are just throwing away a huge part of the game, not to mention crafting will be probably not used as well.

    In addition you are removing a part of character progression by ignoring the champion points system.





    Edited by Sadetius on December 28, 2017 12:22PM
  • Ashamray
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    What is that color filter? It's your game or just video?
    Boadrig, EU PC

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  • Aliyavana
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    We need to up the damage for red telegrams
  • Asardes
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    I just trained 4 characters, taking advantage of the double XP bonus during the event. Long time ago, when I leveled my first 2 alts I made several training sets I use to this day, and just pass them along newer characters. One combo is 5 Hunding's Rage and 4/3 Night Mother's Gaze, for stamina characters, the other is 5 Armor of the Seducer 3 Torug's Pact for magicka characters. Those come in levels 14, 24, 34 and 44 versions I swap out as I level. I leveled 10-50 in normal Maelstrom, then hit the dolmens in order to fully train my weapon skills, meaning advancing the skill line to 50, and all skills under it to morph rank IV: 2W, 2H, 1H+S and bow for stamina, resto & destro for magicka. In order to minimize the number of skill resets needed, I also don't spec in any passive while training so this leaves the character rather weak. My characters also stay in the level 44 gear while doing their latter part of their training, with things leveled at CP160, and most of the skills on their bar are also ineffective/non-functional, and kept there just to train them and their skill line, with just 1-2 effective skills remaining. I've had no issue whatsoever clearing dolmens, despite my self imposed weakness, and doing it solo in many cases - I pick a less frequented zone due to other advantages. After I finish that part I usually do a full respec, spec only the essential skills needed to fill 2 bars, then spec everything else in crafting passives so that char can start doing the craft writs until I can get to play it.

    If I can beat dolmens - which are supposed to be group content - in severely underrated gear, spamming 1-2 skills and with no passives allocated and without help from other players, it's pretty clear how low the difficulty of the overland content is graded. I still do overland content on my developing characters to this day, because even when everything is trained fully, they still need those skill points to be fully effective. But I find that increasingly boring with each new character. For example my stamina sorcerer still had a few hundred reputation points needed to fully level Fighters Guild and unlock Dawnbreaker but everything else was fully trained, so I did his full crafter respec, keeping just 2 skill points and gave him some blue & purple CP160 gear sets I had stored on one of my alts (5 Sunderflame, 5 Leviathan, 2 Stormfist) as it was the next char's turn to get the training gear. I started my dolmen circuit again to fully level Fighters Guild and things just melted as soon as I touched them. It was just laughable, mobs turning to blue puffs of smoke as soon as they landed on my Hurricane AoE or succumbing to a belated Rearming Trap left on the other side of the dolmen. I mean this is way too low for any kind of player.
    Edited by Asardes on December 28, 2017 2:58PM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • Doctordarkspawn
    Doctordarkspawn
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    Jade1986 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.

    I have yet to see one person argue it should be dark souls difficulty, and I would welcome some proof of your assumptions.

    And I have yet to see anyone argue that it should be anymore nuanced then a simple 'you do less damage, they do more'. Which is worthless and will just make the game tedious.

    I would welcome another suggestion on how to make the game engaging besides making the kill timers longer.
  • idk
    idk
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    Jade1986 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.

    I have yet to see one person argue it should be dark souls difficulty, and I would welcome some proof of your assumptions.

    And I have yet to see anyone argue that it should be anymore nuanced then a simple 'you do less damage, they do more'. Which is worthless and will just make the game tedious.

    I would welcome another suggestion on how to make the game engaging besides making the kill timers longer.

    I the reality is everyone in this thread wanting a more challenging open world content aren't even asking for the same thing. Heck, some refuse to do the more re challenging content in the game went it is yet want more.

    Heck, if they did ramp up the difficulty in a noticeable manner there would most certainly be players who thing it's ridiculously easy and others, some actualiunij this thread, would come to these forums saying they made it to hard and it's to challenging for them. That's a guarantee.
  • Doctordarkspawn
    Doctordarkspawn
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    idk wrote: »
    Jade1986 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.

    I have yet to see one person argue it should be dark souls difficulty, and I would welcome some proof of your assumptions.

    And I have yet to see anyone argue that it should be anymore nuanced then a simple 'you do less damage, they do more'. Which is worthless and will just make the game tedious.

    I would welcome another suggestion on how to make the game engaging besides making the kill timers longer.

    I the reality is everyone in this thread wanting a more challenging open world content aren't even asking for the same thing. Heck, some refuse to do the more re challenging content in the game went it is yet want more.

    Heck, if they did ramp up the difficulty in a noticeable manner there would most certainly be players who thing it's ridiculously easy and others, some actualiunij this thread, would come to these forums saying they made it to hard and it's to challenging for them. That's a guarantee.

    Good point, because as someone else said, difficulty is subjective.

    So maybe we should find out -what we want- and give specifics before we go off half cocked. That helps the designers, and the people who wont compromise.
  • wsmith97ub17_ESO
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    No, this would be very unfair to new people.

    I notice this when i solo overland bosses. I am mediocre at best, with middling gear, but i can cruise control through bosses usually.

    The problem is when players run in to help (not asked for or needed) and they die in seconds. That tells me overland difficulty does not need to be buffed.

    Add more solo content as an option maybe, idk.

    It is the mind, that is the mind, confusing the mind. Do not leave the mind, oh mind, to the mind.
  • Jade1986
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    Jade1986 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.

    I have yet to see one person argue it should be dark souls difficulty, and I would welcome some proof of your assumptions.

    And I have yet to see anyone argue that it should be anymore nuanced then a simple 'you do less damage, they do more'. Which is worthless and will just make the game tedious.

    I would welcome another suggestion on how to make the game engaging besides making the kill timers longer.

    Personally I would take more engaging battles with more diverse mechanics over a simple difficulty hike. However, I would take a difficulty hike over leaving it as is.
  • Getern
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    CP scalling or two instances of zones (normal/vet). Either will do, both can be implemented same time. With significantly better reward, harder it gets.
  • Ley
    Ley
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    Disclaimer, I don't really mind the current state of the overland.

    A possible solution for both sides though. Add a mechanic that gives the player a random debuff while doing overland content, but in return you get a increased rewards from mobs (item drop rate, exp, item quality, gold amount) from overland mobs. Having a RNG debuff would make it difficult to build a character around a specific mechanic. If you really wanted to liven things up, give players the option of stacking multiple debuffs for more rewarding loot/exp (diminishing returns).
    Leylith - MagSorc | Leyloth - StamPlar | Leynerd - MagPlar | Leylit - StamBlade | Ley Eviticus - StamDK | Leydor - MagDen | Leylum - StamSorc | Leylux - MagBlade
  • idk
    idk
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    idk wrote: »
    Jade1986 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.

    I have yet to see one person argue it should be dark souls difficulty, and I would welcome some proof of your assumptions.

    And I have yet to see anyone argue that it should be anymore nuanced then a simple 'you do less damage, they do more'. Which is worthless and will just make the game tedious.

    I would welcome another suggestion on how to make the game engaging besides making the kill timers longer.

    I the reality is everyone in this thread wanting a more challenging open world content aren't even asking for the same thing. Heck, some refuse to do the more re challenging content in the game went it is yet want more.

    Heck, if they did ramp up the difficulty in a noticeable manner there would most certainly be players who thing it's ridiculously easy and others, some actualiunij this thread, would come to these forums saying they made it to hard and it's to challenging for them. That's a guarantee.

    Good point, because as someone else said, difficulty is subjective.

    So maybe we should find out -what we want- and give specifics before we go off half cocked. That helps the designers, and the people who wont compromise.

    The forums has never been a place people endnote uo agreeing on something like this. It's why we have tiered instanced content at varying difficulty levels.

    Take into consideration that a small percentage of the player base has cleared all HM trails yet many find vet 4 man dungeons very challenging. Heck, some find normal 4 man dungeons challenging.

    For that reason open world will remain as if is. For that reason a new dlc containing more challenging content is extremely unlikely due to it being bad business in a game like this.
  • MLGProPlayer
    MLGProPlayer
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    Katahdin wrote: »
    The problem is that difficulty is relative.

    What is difficult for a level 12 character with no CP is vastly different than what is difficult for a max CP player that has been playing for 3+ years and has experience and understanding of the game.

    We had real progression before 1T with vet zones. I enjoyed that progression. But the majority of the playerbase hated it didnt do it and complained bitterly about it. The vet zones were mostly empty.

    They are never going to make a whole new version/instance of the entire game for vet players.

    In the world of 1T, where it's pretty much go anywhere, do anything, you will never be able to reconcile the difference between a level 12 with no CP and a max level, max CP, 3 year veteran unless you nerf the hell put of the max CP character.

    Nobody wants that so we are where we are.

    You don't need experience to do well in overland though. Your level alone makes you OP in this game. I purposely didn't use any "endgame tactics" in the video to showcase this. I didn't dodge, evade, block, or shield on defence. On offence, I only spammed one ability and light attacks. I didn't do any animation cancelling either. I played as "nooby" as possible, and the difficulty was still trivial.

    Edited by MLGProPlayer on December 28, 2017 10:28PM
  • MLGProPlayer
    MLGProPlayer
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    idk wrote: »
    idk wrote: »
    Jade1986 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.

    I have yet to see one person argue it should be dark souls difficulty, and I would welcome some proof of your assumptions.

    And I have yet to see anyone argue that it should be anymore nuanced then a simple 'you do less damage, they do more'. Which is worthless and will just make the game tedious.

    I would welcome another suggestion on how to make the game engaging besides making the kill timers longer.

    I the reality is everyone in this thread wanting a more challenging open world content aren't even asking for the same thing. Heck, some refuse to do the more re challenging content in the game went it is yet want more.

    Heck, if they did ramp up the difficulty in a noticeable manner there would most certainly be players who thing it's ridiculously easy and others, some actualiunij this thread, would come to these forums saying they made it to hard and it's to challenging for them. That's a guarantee.

    Good point, because as someone else said, difficulty is subjective.

    So maybe we should find out -what we want- and give specifics before we go off half cocked. That helps the designers, and the people who wont compromise.

    The forums has never been a place people endnote uo agreeing on something like this. It's why we have tiered instanced content at varying difficulty levels.

    Take into consideration that a small percentage of the player base has cleared all HM trails yet many find vet 4 man dungeons very challenging. Heck, some find normal 4 man dungeons challenging.

    For that reason open world will remain as if is. For that reason a new dlc containing more challenging content is extremely unlikely due to it being bad business in a game like this.

    There is a ton of instanced content in the overworld that can have tiered difficulty as well.

    Public dungeons, delves, and most story quests are all instanced separate from the overworld. They could easily implement normal and vet difficulties for these.
    Edited by MLGProPlayer on December 28, 2017 10:27PM
  • Aumintor
    Aumintor
    I quit playing the game a while ago mainly because of how easy the overland content was and the crown crates.

    I would like to see a hardcore mode where all enemies deal significantly more damage or something of the sort as well.
  • Doctordarkspawn
    Doctordarkspawn
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    idk wrote: »
    idk wrote: »
    Jade1986 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.

    I have yet to see one person argue it should be dark souls difficulty, and I would welcome some proof of your assumptions.

    And I have yet to see anyone argue that it should be anymore nuanced then a simple 'you do less damage, they do more'. Which is worthless and will just make the game tedious.

    I would welcome another suggestion on how to make the game engaging besides making the kill timers longer.

    I the reality is everyone in this thread wanting a more challenging open world content aren't even asking for the same thing. Heck, some refuse to do the more re challenging content in the game went it is yet want more.

    Heck, if they did ramp up the difficulty in a noticeable manner there would most certainly be players who thing it's ridiculously easy and others, some actualiunij this thread, would come to these forums saying they made it to hard and it's to challenging for them. That's a guarantee.

    Good point, because as someone else said, difficulty is subjective.

    So maybe we should find out -what we want- and give specifics before we go off half cocked. That helps the designers, and the people who wont compromise.

    The forums has never been a place people endnote uo agreeing on something like this. It's why we have tiered instanced content at varying difficulty levels.

    Take into consideration that a small percentage of the player base has cleared all HM trails yet many find vet 4 man dungeons very challenging. Heck, some find normal 4 man dungeons challenging.

    For that reason open world will remain as if is. For that reason a new dlc containing more challenging content is extremely unlikely due to it being bad business in a game like this.

    Pretty much this.

    And yet the OP will screech and screech when it'd be better for them to find another game.
  • MLGProPlayer
    MLGProPlayer
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    idk wrote: »
    idk wrote: »
    Jade1986 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.

    I have yet to see one person argue it should be dark souls difficulty, and I would welcome some proof of your assumptions.

    And I have yet to see anyone argue that it should be anymore nuanced then a simple 'you do less damage, they do more'. Which is worthless and will just make the game tedious.

    I would welcome another suggestion on how to make the game engaging besides making the kill timers longer.

    I the reality is everyone in this thread wanting a more challenging open world content aren't even asking for the same thing. Heck, some refuse to do the more re challenging content in the game went it is yet want more.

    Heck, if they did ramp up the difficulty in a noticeable manner there would most certainly be players who thing it's ridiculously easy and others, some actualiunij this thread, would come to these forums saying they made it to hard and it's to challenging for them. That's a guarantee.

    Good point, because as someone else said, difficulty is subjective.

    So maybe we should find out -what we want- and give specifics before we go off half cocked. That helps the designers, and the people who wont compromise.

    The forums has never been a place people endnote uo agreeing on something like this. It's why we have tiered instanced content at varying difficulty levels.

    Take into consideration that a small percentage of the player base has cleared all HM trails yet many find vet 4 man dungeons very challenging. Heck, some find normal 4 man dungeons challenging.

    For that reason open world will remain as if is. For that reason a new dlc containing more challenging content is extremely unlikely due to it being bad business in a game like this.

    Pretty much this.

    And yet the OP will screech and screech when it'd be better for them to find another game.

    Find me one example on this forum where I've said that. You're the only one "screeching" in these threads and telling anyone who disagrees with you that this game isn't for them.
    Edited by MLGProPlayer on December 28, 2017 11:29PM
  • Pinja
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    Look I'm not trying to get into a boss fight while farming nodes. One tamriel already scaled things up, no need to nerf the prime end game overland content.
    If your stuck doing overland content is that because you can't do end game content?
    If your doing it for quest entertainment, make a new character or take your armor/ set pieces off.

    The OG IC sewers got nerfed due to player difficulties. +Crag
    I'd say as a glass in Max CP armor u should be able to one shot everything. It's just a Mudcrab...
    Edited by Pinja on December 28, 2017 11:36PM
    Pinja for Dual Wands.
    Pinja's three server solutions:
  • Seri
    Seri
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    Jade1986 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.

    I have yet to see one person argue it should be dark souls difficulty, and I would welcome some proof of your assumptions.

    And I have yet to see anyone argue that it should be anymore nuanced then a simple 'you do less damage, they do more'. Which is worthless and will just make the game tedious.
    I assume based on that, you think it was a waste for ZoS to implement vet versions of all the old normal dungeons where they literally only differ by the mobs/bosses doing more dmg and having more health.

    I remember when they difficulty split was implemented people were commenting about 'oh, that's cool they added that mechanic' despite the fact it was there the whole time.

    I know open world / above ground can't directly be changed (hence the various suggestions above of a player based self debuff) but I'd be more than happy with simply the story/instanced areas gain a 'vet' version (given they're instanced anyway) and be buffed equivalent of the gap between normal and vet of the base dungeons. Sure a 60kdps is still going to burn it they might at least see one of the mechanics of a 'powerful' quest boss who had been uncontrollably terrorising an entire zone.
    EP CP160+ Templar, Sorc, NB
    DC CP160+ Templar, Sorc, DK
  • Doctordarkspawn
    Doctordarkspawn
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    idk wrote: »
    idk wrote: »
    Jade1986 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.

    I have yet to see one person argue it should be dark souls difficulty, and I would welcome some proof of your assumptions.

    And I have yet to see anyone argue that it should be anymore nuanced then a simple 'you do less damage, they do more'. Which is worthless and will just make the game tedious.

    I would welcome another suggestion on how to make the game engaging besides making the kill timers longer.

    I the reality is everyone in this thread wanting a more challenging open world content aren't even asking for the same thing. Heck, some refuse to do the more re challenging content in the game went it is yet want more.

    Heck, if they did ramp up the difficulty in a noticeable manner there would most certainly be players who thing it's ridiculously easy and others, some actualiunij this thread, would come to these forums saying they made it to hard and it's to challenging for them. That's a guarantee.

    Good point, because as someone else said, difficulty is subjective.

    So maybe we should find out -what we want- and give specifics before we go off half cocked. That helps the designers, and the people who wont compromise.

    The forums has never been a place people endnote uo agreeing on something like this. It's why we have tiered instanced content at varying difficulty levels.

    Take into consideration that a small percentage of the player base has cleared all HM trails yet many find vet 4 man dungeons very challenging. Heck, some find normal 4 man dungeons challenging.

    For that reason open world will remain as if is. For that reason a new dlc containing more challenging content is extremely unlikely due to it being bad business in a game like this.

    Pretty much this.

    And yet the OP will screech and screech when it'd be better for them to find another game.

    Find me one example on this forum where I've said that. You're the only one "screeching" in these threads and telling anyone who disagrees with you that this game isn't for them.

    Then provide a model you'd like to see. What do you want? Mechanical difficulty? A sheer increase, as you've said, just modifying the damage done and damage taken stats?

    Of course, to paraphrase a movie, you cant do -that-. Cuz that'd make it real.

    Edited by Doctordarkspawn on December 29, 2017 1:24AM
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