DieAlteHexe wrote: »I'd like to give some feedback here because it's relevant.
I quit playing roughly 1 year ago, mostly due to the game being too easy. I just came back now to see if anything has changed, and I can see from this thread that it has not.
For everyone arguing the game shouldn't be made more challenging: just know that it's keeping a lot of people away. I know of at least 3 people who don't play because it's too easy.
I'm not asking to make the game a hardcore Dark Souls like game, but when mobs LITERALLY CANNOT KILL YOU then there is a problem. It's BORING to have no sense of danger in the world.FearlessOne_2014 wrote: »If you want super hard and seriously hardcore open world content in a MMO. Lucky for you one does exist with those standards. Just be prepare to grind your ass off like no other MMO to date.
I heard lvl 64 to 65 in that MMO takes 1 1/2 years of hardcore grinding. Don't know if it's true of not. However that's what I've been told.
There is one being created...it's called Pantheon: Rise of the Fallen.
Conversely, a lot of people have returned since 1T. I know pretty much one entire guild that has.
As you point out, there are MMOs out there that are better suited for the type challenge folk are wanting. I doubt strongly this one will be changed. Best that folk do their research or, as often happens, either adjust when changes are made that don't suit (I've left more than a few MMOs due to this) or seek out one that does.
DieAlteHexe wrote: »I'd like to give some feedback here because it's relevant.
I quit playing roughly 1 year ago, mostly due to the game being too easy. I just came back now to see if anything has changed, and I can see from this thread that it has not.
For everyone arguing the game shouldn't be made more challenging: just know that it's keeping a lot of people away. I know of at least 3 people who don't play because it's too easy.
I'm not asking to make the game a hardcore Dark Souls like game, but when mobs LITERALLY CANNOT KILL YOU then there is a problem. It's BORING to have no sense of danger in the world.FearlessOne_2014 wrote: »If you want super hard and seriously hardcore open world content in a MMO. Lucky for you one does exist with those standards. Just be prepare to grind your ass off like no other MMO to date.
I heard lvl 64 to 65 in that MMO takes 1 1/2 years of hardcore grinding. Don't know if it's true of not. However that's what I've been told.
There is one being created...it's called Pantheon: Rise of the Fallen.
Conversely, a lot of people have returned since 1T. I know pretty much one entire guild that has.
As you point out, there are MMOs out there that are better suited for the type challenge folk are wanting. I doubt strongly this one will be changed. Best that folk do their research or, as often happens, either adjust when changes are made that don't suit (I've left more than a few MMOs due to this) or seek out one that does.
I hear ya. I played before 1T, and philosophically speaking 1T isn't something I agree with. But that's a whole different topic
Overland content isn't there to "teach people how to be ready for dungeons" and it's also not there to give all the vet players something to throw their epeens out and measure them.
It's there to tell a story. All the quests, all the lore books, all the random NPC's you meet along your journey are there to tell a story - to you.
That is the only function of the overland content.
Everyone has access to this story, from the dude who just stepped off the ship to the one kitted out in full trial gear and has a surplus of CP.
MLGProPlayer wrote: »Overland content isn't there to "teach people how to be ready for dungeons" and it's also not there to give all the vet players something to throw their epeens out and measure them.
It's there to tell a story. All the quests, all the lore books, all the random NPC's you meet along your journey are there to tell a story - to you.
That is the only function of the overland content.
Everyone has access to this story, from the dude who just stepped off the ship to the one kitted out in full trial gear and has a surplus of CP.
But that's what a book is for. A video game is supposed yo be interactive. It's supposed to resist you in some way.
FearlessOne_2014 wrote: »If you want super hard and seriously hardcore open world content in a MMO. Lucky for you one does exist with those standards. Just be prepare to grind your ass off like no other MMO to date.
I heard lvl 64 to 65 in that MMO takes 1 1/2 years of hardcore grinding. Don't know if it's true of not. However that's what I've been told.ParaNostram wrote: »I'm not asking to make the game a hardcore Dark Souls like game, but when mobs LITERALLY CANNOT KILL YOU then there is a problem. It's BORING to have no sense of danger in the world.
Why are people making this false binary that it either has to be Timmy's first MMO or Dark Souls in difficulty? Personally if it was an arbitrary binary like gender I would choose Dark Souls over this.
The point I made (that you apparently missed) is that they can increase the difficulty without going overboard on it.
For example, right now the game is SO EASY they could literally increase mob health pools by 20% and damage by 15-30% and people would probably not even notice. That's how WEAK Overland is right now.
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: »Overland content isn't there to "teach people how to be ready for dungeons" and it's also not there to give all the vet players something to throw their epeens out and measure them.
It's there to tell a story. All the quests, all the lore books, all the random NPC's you meet along your journey are there to tell a story - to you.
That is the only function of the overland content.
Everyone has access to this story, from the dude who just stepped off the ship to the one kitted out in full trial gear and has a surplus of CP.
But that's what a book is for. A video game is supposed to be interactive. It's supposed to resist you in some way.
MLGProPlayer wrote: »Overland content isn't there to "teach people how to be ready for dungeons" and it's also not there to give all the vet players something to throw their epeens out and measure them.
It's there to tell a story. All the quests, all the lore books, all the random NPC's you meet along your journey are there to tell a story - to you.
That is the only function of the overland content.
Everyone has access to this story, from the dude who just stepped off the ship to the one kitted out in full trial gear and has a surplus of CP.
But that's what a book is for. A video game is supposed to be interactive. It's supposed to resist you in some way.
Except no.
Every single game has a story to it. Every. Single. One. Even CoD had a story mode. Hell, Elder Scrolls games are all about the story!
I get that some folks might want their story mode harder, but that can exclude the fresh-off-the-boat new player. Story mode is available to all. So it must cater to the individual who not only has no gear or CP, but also the one who doesn't recognize all the mob mechanics by sight, doesn't yet know how to block or dodge, is still fumbling with their inventory, has no idea what skills are good and who is still thrilled to get their first item of green gear from a quest.
Overland is story mode. Plain and simple.
If you want harder content then there are areas catered to this. Dungeons, trials, areas of Craglorn or, for fun, step foot in PvP where you aren't running against scripted mechanics that you can *yawn* *faceroll* over because every single person is an entity with their own build and play-style that you have to dynamically adjust to in order not to be run over.
Everyone here is looking at overland content behind vet coloured glasses - and that can't be helped. It's easy because you have so much knowledge about the game and it's now impossible to put yourself in a new player's position. Even if you take your gear off and take out your CP.. you still have the knowledge of how to play, what to do and what to look out for. It will never be hard.
MLGProPlayer wrote: »Overland content isn't there to "teach people how to be ready for dungeons" and it's also not there to give all the vet players something to throw their epeens out and measure them.
It's there to tell a story. All the quests, all the lore books, all the random NPC's you meet along your journey are there to tell a story - to you.
That is the only function of the overland content.
Everyone has access to this story, from the dude who just stepped off the ship to the one kitted out in full trial gear and has a surplus of CP.
But that's what a book is for. A video game is supposed to be interactive. It's supposed to resist you in some way.
Except no.
Every single game has a story to it. Every. Single. One. Even CoD had a story mode. Hell, Elder Scrolls games are all about the story!
I get that some folks might want their story mode harder, but that can exclude the fresh-off-the-boat new player. Story mode is available to all. So it must cater to the individual who not only has no gear or CP, but also the one who doesn't recognize all the mob mechanics by sight, doesn't yet know how to block or dodge, is still fumbling with their inventory, has no idea what skills are good and who is still thrilled to get their first item of green gear from a quest.
Overland is story mode. Plain and simple.
If you want harder content then there are areas catered to this. Dungeons, trials, areas of Craglorn or, for fun, step foot in PvP where you aren't running against scripted mechanics that you can *yawn* *faceroll* over because every single person is an entity with their own build and play-style that you have to dynamically adjust to in order not to be run over.
Everyone here is looking at overland content behind vet coloured glasses - and that can't be helped. It's easy because you have so much knowledge about the game and it's now impossible to put yourself in a new player's position. Even if you take your gear off and take out your CP.. you still have the knowledge of how to play, what to do and what to look out for. It will never be hard.
I noticed this was the most challenging time for me when leveling up, after hitting 50 w no cp. I didnt have full set gear with best traits either. It could be pretty tough, especially in a public dungeon.MLGProPlayer wrote: »I've suggested a toggle before that removes CP and downscales your gear to level 50.
Overland difficulty is fine. It needs to be accessible to the greatest number of people.
Yes, overland is easy for me. I don't see that as a problem. I'm trying to get a quest skill point, get to a writ survey, grab a skyshard, farm mats, etc. Mobs are nuisances that get in my way, and I don't like the prospect of spending more time than needed. I already dread getting skyshards on my trials tank that has zero damage.
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.
Bryanonymous wrote: »Take...
Off...
Your...
Armor.
Serious. There is not difference between a difficulty slider and your armor. None. Both are optional. Both make enemies hit harder.
Oh, except one is available now without much reward, and the other will not happen and is a pointless whine for some who’s egos need attention.
ParaNostram wrote: »I've been a TES player as long as i've been an MMO player and I'll tell you what it sure hurts my soul that I find myself not wanting to explore because of how painfully easy everything will be. I remember vanilla ESO, I remember challenge.
I miss being challenged.
There has to be a way to make it more enjoyable for end game characters without making it impossibly hard for newbies. Come on people its 21st century.
Removing the cost of disabling/enabling CP would be a good start. Or make it an optional nerf that gives increased drop rate or something.
MLGProPlayer wrote: »MLGProPlayer wrote: »Overland content isn't there to "teach people how to be ready for dungeons" and it's also not there to give all the vet players something to throw their epeens out and measure them.
It's there to tell a story. All the quests, all the lore books, all the random NPC's you meet along your journey are there to tell a story - to you.
That is the only function of the overland content.
Everyone has access to this story, from the dude who just stepped off the ship to the one kitted out in full trial gear and has a surplus of CP.
But that's what a book is for. A video game is supposed to be interactive. It's supposed to resist you in some way.
Except no.
Every single game has a story to it. Every. Single. One. Even CoD had a story mode. Hell, Elder Scrolls games are all about the story!
I get that some folks might want their story mode harder, but that can exclude the fresh-off-the-boat new player. Story mode is available to all. So it must cater to the individual who not only has no gear or CP, but also the one who doesn't recognize all the mob mechanics by sight, doesn't yet know how to block or dodge, is still fumbling with their inventory, has no idea what skills are good and who is still thrilled to get their first item of green gear from a quest.
Overland is story mode. Plain and simple.
If you want harder content then there are areas catered to this. Dungeons, trials, areas of Craglorn or, for fun, step foot in PvP where you aren't running against scripted mechanics that you can *yawn* *faceroll* over because every single person is an entity with their own build and play-style that you have to dynamically adjust to in order not to be run over.
Everyone here is looking at overland content behind vet coloured glasses - and that can't be helped. It's easy because you have so much knowledge about the game and it's now impossible to put yourself in a new player's position. Even if you take your gear off and take out your CP.. you still have the knowledge of how to play, what to do and what to look out for. It will never be hard.
But what is a new player doing in CWC or Orsinium? These are endgame zones if you follow the story. How many people are still new by the time they reach these zones?
Players don't stay "new" forever. Yet every piece of content released is designed for new players. How many zones do new players need before they learn how to play? The base game should be more than enough (that's 16 zones).
What on earth makes you think they are "endgame"? There is nothing in the CwC story that predates or postdates the main storyline. The developers' original intent when they launched Orsinium--with the then-new battle-leveling--was that anyone could jump right in and play it, even if they just started the game.MLGProPlayer wrote: »But what is a new player doing in CWC or Orsinium? These are endgame zones if you follow the story. How many people are still new by the time they reach these zones?
You seem to have a pretty peculiar understanding of what "every" means. I'm pretty sure the HotR dungeons are not "designed for new players". Nor is Asylum in CwC. Nor are Battlegrounds and HoF in Morrowind. Nor is the upcoming Dragon Bones dungeon pack. With the sole exception of the Dark Brotherhood DLC, every content update has had some content targeted squarely at the endgame.MLGProPlayer wrote: »Players don't stay "new" forever. Yet every piece of content released is designed for new players.
The zone content is not there to teach people to play. That's not what they're there for! The zones exist to tell a story. People learn to play in normal SC1/FG1/BC1, then moving on through the other normals, the storyline-II and DLC normals, through vet dungeons, normal trials, vet Craglorn trials, and finally the vet DLC trials.MLGProPlayer wrote: »How many zones do new players need before they learn how to play? The base game should be more than enough (that's 16 zones).
MLGProPlayer wrote: »MLGProPlayer wrote: »Overland content isn't there to "teach people how to be ready for dungeons" and it's also not there to give all the vet players something to throw their epeens out and measure them.
It's there to tell a story. All the quests, all the lore books, all the random NPC's you meet along your journey are there to tell a story - to you.
That is the only function of the overland content.
Everyone has access to this story, from the dude who just stepped off the ship to the one kitted out in full trial gear and has a surplus of CP.
But that's what a book is for. A video game is supposed to be interactive. It's supposed to resist you in some way.
Except no.
Every single game has a story to it. Every. Single. One. Even CoD had a story mode. Hell, Elder Scrolls games are all about the story!
I get that some folks might want their story mode harder, but that can exclude the fresh-off-the-boat new player. Story mode is available to all. So it must cater to the individual who not only has no gear or CP, but also the one who doesn't recognize all the mob mechanics by sight, doesn't yet know how to block or dodge, is still fumbling with their inventory, has no idea what skills are good and who is still thrilled to get their first item of green gear from a quest.
Overland is story mode. Plain and simple.
If you want harder content then there are areas catered to this. Dungeons, trials, areas of Craglorn or, for fun, step foot in PvP where you aren't running against scripted mechanics that you can *yawn* *faceroll* over because every single person is an entity with their own build and play-style that you have to dynamically adjust to in order not to be run over.
Everyone here is looking at overland content behind vet coloured glasses - and that can't be helped. It's easy because you have so much knowledge about the game and it's now impossible to put yourself in a new player's position. Even if you take your gear off and take out your CP.. you still have the knowledge of how to play, what to do and what to look out for. It will never be hard.
But what is a new player doing in CWC or Orsinium? These are endgame zones if you follow the story. How many people are still new by the time they reach these zones?
Players don't stay "new" forever. Yet every piece of content released is designed for new players. How many zones do new players need before they learn how to play? The base game should be more than enough (that's 16 zones).
MehrunesFlagon wrote: »Bryanonymous wrote: »Take...
Off...
Your...
Armor.
Serious. There is not difference between a difficulty slider and your armor. None. Both are optional. Both make enemies hit harder.
Oh, except one is available now without much reward, and the other will not happen and is a pointless whine for some who’s egos need attention.
actually there is. If you have ever done any true vet content you would realize this.It's called mechanics.Not just more health and hitting you harder.
MLGProPlayer wrote: »Just kidding. I see a lot of folks saying the game's overland content difficulty is "just right". So I made a quick video.
Part 1: I stand in front of two enemies in the Clockwork City (the latest overland DLC in the game), not blocking, dodging, evading, or shielding. I literally just stand there. It takes them 55 seconds to kill me... For reference, I am wearing 5 light armour, 1 medium, 1 heavy (with all armour passives unlocked). Basically, I am the definition of a glass cannon. My character is CP 675.
Part 2: I attack the enemies, using only light attacks and my spammable (cliff racer). I do not animation cancel. I do not summon a pet (so the 5 piece bonus of Necropotence is not active). I do not cast any buffs. Standard blue food is active. The first enemy dies from 2 light attacks and 2 cliff racers. The second dies from just 2 cliff racers.
My gear was entirely craftable/tradable for this video, meaning even the worst player in the history of ESO can obtain it as it doesn't require you to beat any content (you just buy it with gold).
How can anyone possibly find this content challenging once they've hit endgame? Overland content was clearly designed for low levels in mind only.https://www.youtube.com/watch?v=N6FFj68_BBc
The video was just uploaded so it might take a while for higher resolutions to be available.
MLGProPlayer wrote: »Just kidding. I see a lot of folks saying the game's overland content difficulty is "just right". So I made a quick video.
Part 1: I stand in front of two enemies in the Clockwork City (the latest overland DLC in the game), not blocking, dodging, evading, or shielding. I literally just stand there. It takes them 55 seconds to kill me... For reference, I am wearing 5 light armour, 1 medium, 1 heavy (with all armour passives unlocked). Basically, I am the definition of a glass cannon. My character is CP 675.
Part 2: I attack the enemies, using only light attacks and my spammable (cliff racer). I do not animation cancel. I do not summon a pet (so the 5 piece bonus of Necropotence is not active). I do not cast any buffs. Standard blue food is active. The first enemy dies from 2 light attacks and 2 cliff racers. The second dies from just 2 cliff racers.
My gear was entirely craftable/tradable for this video, meaning even the worst player in the history of ESO can obtain it as it doesn't require you to beat any content (you just buy it with gold).
How can anyone possibly find this content challenging once they've hit endgame? Overland content was clearly designed for low levels in mind only.https://www.youtube.com/watch?v=N6FFj68_BBc
The video was just uploaded so it might take a while for higher resolutions to be available.
It doesn’t matter what MMO you play, if you play it long enough, it gets to be stupidly easy. No exceptions. Get over it. Screwing up the open-world content for everyone else because you’ve been playing the game for a while isn’t a solution.
MLGProPlayer wrote: »Just kidding. I see a lot of folks saying the game's overland content difficulty is "just right". So I made a quick video.
Part 1: I stand in front of two enemies in the Clockwork City (the latest overland DLC in the game), not blocking, dodging, evading, or shielding. I literally just stand there. It takes them 55 seconds to kill me... For reference, I am wearing 5 light armour, 1 medium, 1 heavy (with all armour passives unlocked). Basically, I am the definition of a glass cannon. My character is CP 675.
Part 2: I attack the enemies, using only light attacks and my spammable (cliff racer). I do not animation cancel. I do not summon a pet (so the 5 piece bonus of Necropotence is not active). I do not cast any buffs. Standard blue food is active. The first enemy dies from 2 light attacks and 2 cliff racers. The second dies from just 2 cliff racers.
My gear was entirely craftable/tradable for this video, meaning even the worst player in the history of ESO can obtain it as it doesn't require you to beat any content (you just buy it with gold).
How can anyone possibly find this content challenging once they've hit endgame? Overland content was clearly designed for low levels in mind only.https://www.youtube.com/watch?v=N6FFj68_BBc
The video was just uploaded so it might take a while for higher resolutions to be available.
It doesn’t matter what MMO you play, if you play it long enough, it gets to be stupidly easy. No exceptions. Get over it. Screwing up the open-world content for everyone else because you’ve been playing the game for a while isn’t a solution.
Bryanonymous wrote: »I remember the classic arguments before 1t, players would complain that as they leveled up and went further into silver and gold, it felt to them like there was no progression because the difficulty always remained high as they went up in level.
Now I personally love a challenge, which is why I always play games on hard and I minimize all UI elements that are not essential, however looking back, it’s easy to identify what the problem is...
Progression in this game rewards players by making the game easier. Every time you level up, you unlock more ‘skills’ (lol) which actually make the game easier. Of course, they also level the enemies around you so it doesn’t get too easy, but that ends at cp160.
At that point, the only content that will be hard will be specifically designed to exceed the battle level. It’s a flaw in the design of the reward system itself. They based their reward for progression on making the game easier. Those who say they don’t want to take armor off because it defeats the purpose of the rewards they earned... by attempting to raise the difficulty, that’s exactly what you want. Your reward was to make the game easier. No much of a reward, I know, but that’s was the level grind is.