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ESO's overland content is too hard

  • iNSiPiD1
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    iNSiPiD1 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.
    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 :)
  • DieAlteHexe
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    iNSiPiD1 wrote: »
    iNSiPiD1 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.
    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 :)

    I did too. Was here at the beginning. For unrelated reasons, I had to stop playing, only returned last October. I heard about 1T when it released and really had no idea what to make of it. I rather like it. NO game is perfect, this one included but overall I'm content.

    If the company is looking to continue their game, draw in more numbers then 1T was a smart move on their part. And they were, so they did. Big companies like this don't generally tend to shoot themselves in the wallet.


    Dirty, filthy casual aka Nancy, the Wallet Warrior Carebear Potato Whale Snowflake
  • MLGProPlayer
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    Niobium 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.
    Edited by MLGProPlayer on December 25, 2017 3:21PM
  • DieAlteHexe
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    Niobium 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.

    Oh, c'mon, this is hyperbolic. The game is not that easy unless you're an alt twink with crafted armor, in which case, just don't be a twink and carry on.

    Sure there are harder, grindier MMOs and if that's what one's preference is, then go to it. Again, I've no objection is harder content is added but I do firmly object to futzing with all overland content. A lot of people enjoy it with no alternative in game whereas those who enjoy a challenge do have alternatives.

    Perhaps ZMax can be convinced to ADD (keyword there) more challenging content for those who crave it. Have my vote if they do.

    Dirty, filthy casual aka Nancy, the Wallet Warrior Carebear Potato Whale Snowflake
  • billp_ESO
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    It's a side effect of One Tamriel. Sure you can go anywhere now, but nowhere has much higher mobs than anywhere else.

    In the old days, in other games, you could try to venture into a zone that was higher than you to get a challenge.

    Even level mobs too easy? Try the +1's, or the +3's, or the +5's. One Tamriel takes this away.

  • code65536
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    iNSiPiD1 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.
    iNSiPiD1 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.

    And if they did that, would the game suddenly become interesting enough for you to come back? Somehow, I doubt that.

    Also, if you think the game is too easy, go try to beat vAS HM. Go on, give it a shot.

    I don't think anyone can call the game "too easy" if they don't avail themselves to the hard content that the game has.
    Nightfighters ― PC/NA and PC/EU

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  • Wifeaggro13
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    smacx250 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.

    its ver sad. the writing was on the wall when Paul left/ fired depending on who you talk to. the game went the online RPG frior direction at a fast pace there is no turning back . its in full money mode and will not evolve or enrich. just more of the same.
  • Niobium
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    Niobium 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
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    Niobium wrote: »
    Niobium 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).
    Edited by MLGProPlayer on December 25, 2017 5:21PM
  • Radinyn
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    Let's ping people from ZOS, it always works
  • Prof_Bawbag
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    Niobium wrote: »
    Niobium 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 wouldn't say TES games are about the story. Quite the opposite. They all have weak ass stories attached to them. TES games for me are about the open world. Bethesda give players a gaming world that allows us to create our own stories. Hell, you can plough 1000's of hours into them and never touch the main story arc and that's a good thing. Old BioWare games were about the story, had pretty stagnant worlds to accommodate that story, but no one bought into BioWare games to shape the world around them in minute detail and 1001 ways like we can do in Bethesda games.

    Bethsada = ready made worlds for people to create their own stories, but rather weak implemented stories

    BioWare of yesteryear = all about the story and characters, but had very linear worlds.

    Edited by Prof_Bawbag on December 25, 2017 5:39PM
  • Motherball
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    I've suggested a toggle before that removes CP and downscales your gear to level 50.
    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.

    I still can’t solo many world bosses in under 10 min even with 300cp full set gear of desired traits so hopefully people don’t confuse tedium with difficulty.
    Edited by Motherball on December 25, 2017 6:27PM
  • MehrunesFlagon
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    code65536 wrote: »
    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.

    Try using something other than sword and board while you are questing etc......
  • Doctordarkspawn
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    idk 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.

    If you've run out of content, methinks that what your experiencing is burnout, and taking a sledgehammer to the game for the rest of us isn't how to deal with your burnout. Not unless you are an exceptionally badly ajusted individual.

    Take a break. Stop blaming the game for your issue. Stop feeding your greed as an excuse to take from others. LEAVE.
    Edited by Doctordarkspawn on December 25, 2017 6:35PM
  • MehrunesFlagon
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    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.
  • Doctordarkspawn
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    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.

    I remember ESO.

    I remember it being tedious and *** garbage with a difficulty spike that hit the vet zones like a truck. Every fight was a fight for your life and the process of geting to point A, from point B, was littered with about a thousand freaking fights. I also remember a time when it was Elder Staves Online.

    I dont miss Vanilla ESO.
    Edited by Doctordarkspawn on December 25, 2017 6:41PM
  • Night_Wolf2112
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    I have 660CP... started a new character and just didn't use it. I just used basic crafted gear every 10 levels. Knowledge of mechanics and skills obviously provides all I need to know... but things at least don't die instantly and they could dmg me.

    Now, when I got to level 45 and could go to undaunted stuff I added in my CP and armor sets.... that's when the face roll began. So there is a way for a old player with a new toon to get somewhat of a challenge. But... an old player with an old toon is just cake in the over world.
  • MehrunesFlagon
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    Ankael07 wrote: »
    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.

    I like the idea of making parts of the zones/new advanced bosses sectioned off.Obviously this would have to be done in a way that would not damage the current zone.
    Imagine for example over Overchargers as you approach Sanctum Ophidia.Actually a perfect idea since it is already a designated end game area.Just simply build upon existing end game areas perhaps.
  • Doctordarkspawn
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    Niobium wrote: »
    Niobium 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).

    Players dont have to.

    Do you quest for the difficulty? IF so, YOUR PLAYING THE WRONG GAME. In fact, if you quest for difficulty in most games, your doing it wrong and need to, and this is the key part, AJUST YOUR EXPECTATIONS. They're there to tell a story. People shouldn't be subjected to difficulty just because you think they should.

    Edited by Doctordarkspawn on December 25, 2017 6:43PM
  • code65536
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    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?
    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.

    Players don't stay "new" forever. Yet every piece of content released is designed for new players.
    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.

    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).
    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.

    Stop trying to make something into what it was never meant to be. There is plenty of content for the endgame, and for people who are deep in the endgame, even a 3x buff to the overland would not make it any less boring--instead, it would just make it more of a nuisance for when we need to grab skyshards or farm mats.

    Let me tell you what will happen if ZOS decided tomorrow to triple the health and damage of the overland enemies:
    • A lot of people--particularly those new to the game, people without CP, people without matching gear sets, etc.--will suddenly find much of the game either inaccessible or simply exhausting.
    • The endgame crowd--the kind that breezes through vMA flawlessly and romps through vMoL in well under half an hour--would still find it to be boringly easy.
    • The endgame crowd, when they need to do things like farm mats or get a skyshard or do a skill point quest--will soon find the new difficulty to be tedious--still not a challenge, but now more of a speed bump. We don't get a whole lot of time to do these sorts of in-game chores--there are people who sit at low skill points and/or never farm mats because they barely have any time outside of their raids--and I guarantee you that more than a few of us will be grumbling loudly at this.

    So... what in bloody blazes are you trying to accomplish here? Because I don't think you--and many others in this thread--have really thought this out.


    PS: I will protest very loudly at any potential nerfs to endgame content and frankly was disappointed that HotR was a slight step down in difficulty compared to SotH. The game needs difficult content for us in the endgame, but that does not justify making the general content difficult. We have our space. They have theirs. And that's the way it should be.
    Edited by code65536 on December 25, 2017 7:02PM
    Nightfighters ― PC/NA and PC/EU

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  • Korah_Eaglecry
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    Niobium wrote: »
    Niobium 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).

    Except they arent endgame zones. They are built for endgame players to walk into and not OSK everything. But since day one Orsinium was built to allow a brand new level 4 baby character run in there and experience the story. Orsinium changed the way ZOS approached new content. From then on out anyone could play new content and didnt have to wait to be VR 16. You can literally pick up the quests for every new zone in the first big city new characters encounter.

    There is still content in those zones for max level players like Maelstrom and a Trial in CwC. But thats where the endgame content is.

    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • phileunderx2
    phileunderx2
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    I think the difficulty is fine. I don't mind that over world is easy. If I want to be challenged I know where to go. Solo a dungeon, pug a dlc dungeon, go to pvp land or go take on a world boss. but I am old and slow and have slow internet. So I will always be considered a scrub but whatever.
  • Bryanonymous
    Bryanonymous
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    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.

    Lmao. No. The mechanics in this game are not rocket science. Button mashing and avoiding x, y, and z, plus having cp??? And similar players is what defeats vet content. If you think it’s anythig beyond that, you either don’t know the game very well, or you’re lying to yourself. The combat in this game is lame. It’s a generic hack job of other mmo’s, and there are much better combat mechanics in other games. This game doesn’t even have real hit detection. It’s all rng, hit or dodge, enemies hitting you from 10 feet away bs. Skill in this game is making your character easy mode.

    Take your pick people: Sense of progression or difficult content. You won’t get both. Not when they continue to raise the CP cap. The higher you build those stats, the easier existing content will become. This is exactly why I absolutely hate the enless level fake progression grind. It’s a substitute for real difficulty.

    I recommend playing Assassins Creed: Origins on nightmare difficulty with no UI. Now that game has some great mechanics.
    Edited by Bryanonymous on December 25, 2017 6:59PM
  • srfrogg23
    srfrogg23
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    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
    MLGProPlayer
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    srfrogg23 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.

    But you don't need to screw up open-world content for everyone else. There are perfectly viable solutions to give content to everyone.

    1. A toggle that downscales your character
    2. More mixed zones, like Craglorn, that offer both basic quests and delves as well as veteran ones
    3. Normal and vet instances of delves, public dungeons, and story line quests (these all occur in separate instances already so it would be incredibly easy to implement)

    Veteran players have stuck around the game for the longest, and probably poured the most money into it as well. They deserve some love.
    Edited by MLGProPlayer on December 25, 2017 7:45PM
  • Mitrenga
    Mitrenga
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    I came here to make fun of the OP and write my argument but his/her post was pun intended, so nothing to do for me here.
  • nnargun
    nnargun
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    srfrogg23 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.

    Very convincing argument. Just because something seems to be the norm doesn't mean it can't / shouldn't be optimized.
    We don't wanna screw the game for newbies. We want both, reasonable challenge for newbies and for vets. Sure there are the dungeons and raids for experienced players but I don't enjoy running the same instances over and over very much. I wanna explore the open world. And many others seem to want that too. Nobody says it's as easy as just making everything stupid hard. That would be as ridiculous as making everything stupid easy. There is no simple solution obviously.

    As a start I think delves should be instanced. It's only annoying to see other players there anyways imo. I've cleared all delves on several characters and I've never ever come across a newbie asking for help at a boss. So what's the point in them being public? Make them instanced and add a difficulty slider for a start.

    Then, as others suggested, maybe add zones with higher difficulty. 16 zones of cake are more than enough!
    Don't bring up Craglorn please. That was intended as a group area if I'm not mistaken. That's not what's being asked for.

    There are some really good ideas in this and other threads. I'm really hoping ZOS is interested in making their game better even if it doesn't necessarily mean more sales.

    Edit: I wonder if the actual problem is that there is not much content for vet solo players. It's basically vMA and that's it. I think that's at least partly what I'm really missing. And please do yourself a favor and don't point me to the MMO lable of the game. Stupidest argument ever.
    Edited by nnargun on December 25, 2017 8:44PM
    [PC EU][GERMAN][ENGLISH][730~ CP]
    Flawless Conquerer - vHoF HM - vAS+1 - vMoL - vCR
    the Kuhn - Dunmer - MagNB
    Samjuel-EL - Orc - StamNB
    Son Hala - Altmer - MagSorc
    Draxyl - Argonian - Warden
  • Bryanonymous
    Bryanonymous
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    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.
    Edited by Bryanonymous on December 25, 2017 8:45PM
  • nnargun
    nnargun
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    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.

    More skills shouldn't make the game easier though. That's the point. Content should get harder so that the extra skills are actually needed to proceed. Overall it should make the game harder because you have to handle more skills and mechanics at the same time. I level to be able to do some content I couldn't do before, not to be able to rush where I could only go slow before.
    Edited by nnargun on December 25, 2017 8:50PM
    [PC EU][GERMAN][ENGLISH][730~ CP]
    Flawless Conquerer - vHoF HM - vAS+1 - vMoL - vCR
    the Kuhn - Dunmer - MagNB
    Samjuel-EL - Orc - StamNB
    Son Hala - Altmer - MagSorc
    Draxyl - Argonian - Warden
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