Part 1: I stand in front of two enemies in the Clockwork City

exeeter702 wrote: »Motherball wrote: »exeeter702 wrote: »
So you enjoy a game without player risk or failure states? You do not want a game, you want an "experience"
So solitaire, golf, majong, crossword puzzles, and wheres waldo are just experiences now. Thank you for the lesson in semantics.
In my opinion, you get back what you put in to any game or experience. It only takes a little imagination to tailor the experience to your liking. ESO allows players to do this more than any other online rpg ive ever played. Maybe players could take some initiative instead of expecting the game to force every experience.
The distinction was relevant to my point. Obviously there is a bit of hyperbole when claiming there is absolutely zero ways to fail in overland, but you really have to try or be highly inpet at playing a game of this type. If someone exclusively wants to take in a story being told to them or "faff about" with housing which is perfectly fine mind you, that persons perspective on the subject is flawed since they are considering how a difficulty spike would effect their comfort zone as opposed how it would or would not benefit the game in general.
Also every game you mentioned has a failure state.
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.
exeeter702 wrote: »Motherball wrote: »After reading both sides of the argument and a variety of possible solutions, the one I like best is the suggestion for some kind of player debuff that is only applied by the player themselves and thus adjusts their stats and the amount of damage they take while increasing reward possibilities (higher percentages for higher tiered rewards). Tying it to some kind of story/achievements may also make people more likely to participate and work towards being able to do that mode. Some people still won't be happy with this because its purposefully 'cripples' their character but it seems to be the best compromise between providing more of a challenge for those who want it while incentivizing doing so for the added rewards/achievements without forcing it on those who are satisfied.
Why does their have to be xtra rewards though? Shouldnt the reward be that you get to play the game without falling asleep? Players will then think they need to do the hard mode because all their friends are, and will complain its too hard. I dont think there needs to be any incentive or extra reward beyond the fact that players would have more options.
Without getting into the difficulties of implementing a difficulty slider or toggle in an open level scaled environment without mob tagging lockouts or seperate instances, creating arbitrary difficulty spikes just for the sake of rarely work. Players by nature will always take the path of least resistence for equitable rewards. There needs to be a measurable incentive, otherwise engagement falls flat.
MLGProPlayer wrote: »MLGProPlayer wrote: »Just kidding. I see a lot of folks saying the game's overland content difficulty is "just right".
LOL. Yea, there is good HM content in the game for those of us that are interested in a challenge. Overland is not the place for it.
Yet overland is 95% of the game.
Running the same dungeons over and over again is boring. Vet players should be able to experience story content every now and then too.
@MLGProPlayer
Exactly. Considering it is probably much less than 5% of the game that has cleared all trial HMs (not including vAS HM0 it seems clear that overland is as it should be.
Good point.
Oh, and no one is holding back vet players from experiencing the story content. Nothing at all.
Motherball wrote: »exeeter702 wrote: »Motherball wrote: »After reading both sides of the argument and a variety of possible solutions, the one I like best is the suggestion for some kind of player debuff that is only applied by the player themselves and thus adjusts their stats and the amount of damage they take while increasing reward possibilities (higher percentages for higher tiered rewards). Tying it to some kind of story/achievements may also make people more likely to participate and work towards being able to do that mode. Some people still won't be happy with this because its purposefully 'cripples' their character but it seems to be the best compromise between providing more of a challenge for those who want it while incentivizing doing so for the added rewards/achievements without forcing it on those who are satisfied.
Why does their have to be xtra rewards though? Shouldnt the reward be that you get to play the game without falling asleep? Players will then think they need to do the hard mode because all their friends are, and will complain its too hard. I dont think there needs to be any incentive or extra reward beyond the fact that players would have more options.
Without getting into the difficulties of implementing a difficulty slider or toggle in an open level scaled environment without mob tagging lockouts or seperate instances, creating arbitrary difficulty spikes just for the sake of rarely work. Players by nature will always take the path of least resistence for equitable rewards. There needs to be a measurable incentive, otherwise engagement falls flat.
I hear what you are saying, but if that were true the title of the thread would be “more rewards” not “harder game”. It would be extremely shallow of someone to deny fun engaging content simply because there is no reward, in my opinion. Entertainment is the reward.
MLGProPlayer wrote: »Motherball wrote: »exeeter702 wrote: »Motherball wrote: »After reading both sides of the argument and a variety of possible solutions, the one I like best is the suggestion for some kind of player debuff that is only applied by the player themselves and thus adjusts their stats and the amount of damage they take while increasing reward possibilities (higher percentages for higher tiered rewards). Tying it to some kind of story/achievements may also make people more likely to participate and work towards being able to do that mode. Some people still won't be happy with this because its purposefully 'cripples' their character but it seems to be the best compromise between providing more of a challenge for those who want it while incentivizing doing so for the added rewards/achievements without forcing it on those who are satisfied.
Why does their have to be xtra rewards though? Shouldnt the reward be that you get to play the game without falling asleep? Players will then think they need to do the hard mode because all their friends are, and will complain its too hard. I dont think there needs to be any incentive or extra reward beyond the fact that players would have more options.
Without getting into the difficulties of implementing a difficulty slider or toggle in an open level scaled environment without mob tagging lockouts or seperate instances, creating arbitrary difficulty spikes just for the sake of rarely work. Players by nature will always take the path of least resistence for equitable rewards. There needs to be a measurable incentive, otherwise engagement falls flat.
I hear what you are saying, but if that were true the title of the thread would be “more rewards” not “harder game”. It would be extremely shallow of someone to deny fun engaging content simply because there is no reward, in my opinion. Entertainment is the reward.
I agree with this. I don't need greater rewards for my effort. I just want to have fun playing the game.
Prof_Bawbag wrote: »Whilst waiting for a boss respawn in a public dungeon the other day, someone had obviously parked their lvl 33 toon waiting on the respawn too. I stood there for about 3mins watching a single trash mob enemy hack away at him. The guy's health regen all but negated the npc's damage output. After 3mins the guy had come back from whatever he was doing and carried on as normal. It's kind of farcical tbh.
Why is that incompatible?exeeter702 wrote: »You do not want a game, you want an "experience"
exeeter702 wrote: »Doctordarkspawn wrote: »exeeter702 wrote: »DieAlteHexe wrote: ».....exeeter702 wrote: »DieAlteHexe wrote: »ArvenAldmeri wrote: »The fact that the overland content is this easy just makes noobs stay noobs because they think they are doing well since they are fine completing all the quests and tiny dungeons etc. The amount of people who never look up for build is rather scary tbh because sometimes you need people who have max CP and still cant play the game properly (we had a guy join trial using inner fire as spammable... he was NOT tank)
I don't think you are taking into account the number of people who are not trying for nor gearing up to do PvP or vet dungeons etc.
Hi. I'm one of them. I have no interest in those but I have a lot of interest in the quests, most of the achievements, crafting, faffing about with my houses etc.
I'm playing the game "properly" when I can avail myself of the content I want and not croak.
Not everyone plays an MMO to compete.
-signed,
Content PermaNoob
So you enjoy a game without player risk or failure states? You do not want a game, you want an "experience"
I have no idea what you're trying to insinuate with this comment so I can't really debate it with you. But I can say this, I enjoy this game a lot. That I don't want adrenaline pumping "excitement" does not mean that I "do not want a game...", it simply means that I enjoy THIS game pretty much as is.
Because when a game fails to engage the player in ways that incentivize overcoming challenge with clear failure and victory states, it becomes more of an interactive experience with no risk/reward dynamic.
The argument here is that in this game such a dynamic exists in end game / pvp which is such a paltry amount of the games overall package.
It has nothing to do with epeen elitism and everything to do with wanting a game that does not coddle players, and actually respects their intellegence while creating an enviroment that lends itself to the entirety of the game without sacrificing integrity.
Having an accessible ie without challenge, overland experience solely for story delivery is not some kind of mandatory rule. Creating an overland experience that delivers on the narrative front while pushing players to overcome mild odds and teach them aspects of the game that creates in them a desire to test themselves in more difficult environments like dungeons or trials.
It is the game design ideology of "here, keep playing this if you are comfortable, we wont make it hard for you, so stay in your comfort zone and enjoy the content"
Vs
"Here, we are going to provide you the tools and lessons, via early progression game play so you can learn and improve. This empowerment will hopefully encourage you to step out of your comfort zone and rise to the fair challenge we present you with. Resulting in higher engagement overall"
Some people want their mmos al la carte in that each different type of content can be isolated from one another and be exclusively "enough" for a given player. Others want the game in its entirety to lend itself to all aspects of it in some way or another.
Having cleared cwc and vvardenfell recently on a new character without spending cp and only using looted and queat reward gear, i do not believe the difficulty is in a good place in this game in a good spot. And would like to think a little nore highly of the capabilities of your average 16+ year old gamer to be able to handle a little more than what we currently have as eso overland content.
Correction: It fails to engage -you-.
REPEAT AFTER ME SUBJECT 2045. I AM NOT ALL PLAYERS. I AM NOT ALLL PLAYERS.
Sigh.... why are you even here man. Honeslty, are you even contributing to anything right now? Spare me the caps lock please.
MLGProPlayer wrote: »Motherball wrote: »exeeter702 wrote: »Motherball wrote: »After reading both sides of the argument and a variety of possible solutions, the one I like best is the suggestion for some kind of player debuff that is only applied by the player themselves and thus adjusts their stats and the amount of damage they take while increasing reward possibilities (higher percentages for higher tiered rewards). Tying it to some kind of story/achievements may also make people more likely to participate and work towards being able to do that mode. Some people still won't be happy with this because its purposefully 'cripples' their character but it seems to be the best compromise between providing more of a challenge for those who want it while incentivizing doing so for the added rewards/achievements without forcing it on those who are satisfied.
Why does their have to be xtra rewards though? Shouldnt the reward be that you get to play the game without falling asleep? Players will then think they need to do the hard mode because all their friends are, and will complain its too hard. I dont think there needs to be any incentive or extra reward beyond the fact that players would have more options.
Without getting into the difficulties of implementing a difficulty slider or toggle in an open level scaled environment without mob tagging lockouts or seperate instances, creating arbitrary difficulty spikes just for the sake of rarely work. Players by nature will always take the path of least resistence for equitable rewards. There needs to be a measurable incentive, otherwise engagement falls flat.
I hear what you are saying, but if that were true the title of the thread would be “more rewards” not “harder game”. It would be extremely shallow of someone to deny fun engaging content simply because there is no reward, in my opinion. Entertainment is the reward.
I agree with this. I don't need greater rewards for my effort. I just want to have fun playing the game.
I'm getting the idea that some want harder overland content which is perfectly fine to request but due to One Tamriel is probably impossible so going naked is an option but sustain would be awful and I agree but doesn't the bad sustain that comes with being naked also be under the harder conditions
They're not split into 'normal' and 'vet' versions that have two difficulty toggles though - they're the 'group' vs 'solo' delves instead.MLGProPlayer wrote: »I'm getting the idea that some want harder overland content which is perfectly fine to request but due to One Tamriel is probably impossible so going naked is an option but sustain would be awful and I agree but doesn't the bad sustain that comes with being naked also be under the harder conditions
Craglorn has easy and hard delves/dungeons, so it's definitely possible in One Tamriel.
That'd be nice to see but I'm not sure 'every instance' needs to be tackled to start with. Just the public dungeons and the quest/story instances (hell, even just future story instances or DLC only if the quick balance check required is too much effort for all the pre-existing story content). Public and delve dungeons should (although it is ZOS...) be relatively well balanced compared to each-other so the vet mode toggle scaling should be relatively consistent.Another way to do it is to have normal and vet versions of all instances (like delves, public dungeons, and quest instances). These are instanced already, so allowing you to set difficulty would be incredibly easy to implement.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »Just kidding. I see a lot of folks saying the game's overland content difficulty is "just right".
LOL. Yea, there is good HM content in the game for those of us that are interested in a challenge. Overland is not the place for it.
Yet overland is 95% of the game.
Running the same dungeons over and over again is boring. Vet players should be able to experience story content every now and then too.
@MLGProPlayer
Exactly. Considering it is probably much less than 5% of the game that has cleared all trial HMs (not including vAS HM0 it seems clear that overland is as it should be.
Good point.
Oh, and no one is holding back vet players from experiencing the story content. Nothing at all.
Vet trials require herculean organization skills. You need to make sure that 12 people can stay on the computer for a few hours as you work through the mechanics of the trial. That's why so few people run them. It's the same reason no one did group content in Craglorn (forming groups takes a lot of effort).
Again guys. I think for most people complaining about overland being too easy it's really a lack of solo content. Because as soon as overland is too easy there is only MA. Personally I want more of that. No matter where it comes from. All other endgame content requires me to group which I personally don't want all the time.
This is not about being wrong or right. I love this game, I play it a lot, solo and in groups. I don't wanna take anything from anyone. I just want MORE. How can anyone argue with this?
Maybe it's not possible to make the overland difficulty right for everyone but what the heck is the problem with discussing it? Why does everyone feel personally attacked all the time?
Discussions on these forums are rarely constructive because people are always afraid that something will be taken from them. And other people fuel those feelings obviously. Hence all the censorship in the other overland thread. I don't need mindless agreement. But I also don't need stupid close minded comments all the time. If you can deal with stupidity, fine. I can't, so I'm out.
Motherball wrote: »exeeter702 wrote: »Motherball wrote: »After reading both sides of the argument and a variety of possible solutions, the one I like best is the suggestion for some kind of player debuff that is only applied by the player themselves and thus adjusts their stats and the amount of damage they take while increasing reward possibilities (higher percentages for higher tiered rewards). Tying it to some kind of story/achievements may also make people more likely to participate and work towards being able to do that mode. Some people still won't be happy with this because its purposefully 'cripples' their character but it seems to be the best compromise between providing more of a challenge for those who want it while incentivizing doing so for the added rewards/achievements without forcing it on those who are satisfied.
Why does their have to be xtra rewards though? Shouldnt the reward be that you get to play the game without falling asleep? Players will then think they need to do the hard mode because all their friends are, and will complain its too hard. I dont think there needs to be any incentive or extra reward beyond the fact that players would have more options.
Without getting into the difficulties of implementing a difficulty slider or toggle in an open level scaled environment without mob tagging lockouts or seperate instances, creating arbitrary difficulty spikes just for the sake of rarely work. Players by nature will always take the path of least resistence for equitable rewards. There needs to be a measurable incentive, otherwise engagement falls flat.
I hear what you are saying about the difficulty for the sake of it, but if the least resistance statement were true the title of the thread would be “more rewards” not “harder game”. It would be extremely shallow of someone to deny fun engaging content simply because there is no reward, in my opinion. Entertainment is the reward.
Doctordarkspawn wrote: »exeeter702 wrote: »Doctordarkspawn wrote: »exeeter702 wrote: »DieAlteHexe wrote: ».....exeeter702 wrote: »DieAlteHexe wrote: »ArvenAldmeri wrote: »The fact that the overland content is this easy just makes noobs stay noobs because they think they are doing well since they are fine completing all the quests and tiny dungeons etc. The amount of people who never look up for build is rather scary tbh because sometimes you need people who have max CP and still cant play the game properly (we had a guy join trial using inner fire as spammable... he was NOT tank)
I don't think you are taking into account the number of people who are not trying for nor gearing up to do PvP or vet dungeons etc.
Hi. I'm one of them. I have no interest in those but I have a lot of interest in the quests, most of the achievements, crafting, faffing about with my houses etc.
I'm playing the game "properly" when I can avail myself of the content I want and not croak.
Not everyone plays an MMO to compete.
-signed,
Content PermaNoob
So you enjoy a game without player risk or failure states? You do not want a game, you want an "experience"
I have no idea what you're trying to insinuate with this comment so I can't really debate it with you. But I can say this, I enjoy this game a lot. That I don't want adrenaline pumping "excitement" does not mean that I "do not want a game...", it simply means that I enjoy THIS game pretty much as is.
Because when a game fails to engage the player in ways that incentivize overcoming challenge with clear failure and victory states, it becomes more of an interactive experience with no risk/reward dynamic.
The argument here is that in this game such a dynamic exists in end game / pvp which is such a paltry amount of the games overall package.
It has nothing to do with epeen elitism and everything to do with wanting a game that does not coddle players, and actually respects their intellegence while creating an enviroment that lends itself to the entirety of the game without sacrificing integrity.
Having an accessible ie without challenge, overland experience solely for story delivery is not some kind of mandatory rule. Creating an overland experience that delivers on the narrative front while pushing players to overcome mild odds and teach them aspects of the game that creates in them a desire to test themselves in more difficult environments like dungeons or trials.
It is the game design ideology of "here, keep playing this if you are comfortable, we wont make it hard for you, so stay in your comfort zone and enjoy the content"
Vs
"Here, we are going to provide you the tools and lessons, via early progression game play so you can learn and improve. This empowerment will hopefully encourage you to step out of your comfort zone and rise to the fair challenge we present you with. Resulting in higher engagement overall"
Some people want their mmos al la carte in that each different type of content can be isolated from one another and be exclusively "enough" for a given player. Others want the game in its entirety to lend itself to all aspects of it in some way or another.
Having cleared cwc and vvardenfell recently on a new character without spending cp and only using looted and queat reward gear, i do not believe the difficulty is in a good place in this game in a good spot. And would like to think a little nore highly of the capabilities of your average 16+ year old gamer to be able to handle a little more than what we currently have as eso overland content.
Correction: It fails to engage -you-.
REPEAT AFTER ME SUBJECT 2045. I AM NOT ALL PLAYERS. I AM NOT ALLL PLAYERS.
Sigh.... why are you even here man. Honeslty, are you even contributing to anything right now? Spare me the caps lock please.
I'm here because you apparently cant understand that people have different viewpoints than yours, and that's the core of your issue.
exeeter702 wrote: »Motherball wrote: »exeeter702 wrote: »Motherball wrote: »After reading both sides of the argument and a variety of possible solutions, the one I like best is the suggestion for some kind of player debuff that is only applied by the player themselves and thus adjusts their stats and the amount of damage they take while increasing reward possibilities (higher percentages for higher tiered rewards). Tying it to some kind of story/achievements may also make people more likely to participate and work towards being able to do that mode. Some people still won't be happy with this because its purposefully 'cripples' their character but it seems to be the best compromise between providing more of a challenge for those who want it while incentivizing doing so for the added rewards/achievements without forcing it on those who are satisfied.
Why does their have to be xtra rewards though? Shouldnt the reward be that you get to play the game without falling asleep? Players will then think they need to do the hard mode because all their friends are, and will complain its too hard. I dont think there needs to be any incentive or extra reward beyond the fact that players would have more options.
Without getting into the difficulties of implementing a difficulty slider or toggle in an open level scaled environment without mob tagging lockouts or seperate instances, creating arbitrary difficulty spikes just for the sake of rarely work. Players by nature will always take the path of least resistence for equitable rewards. There needs to be a measurable incentive, otherwise engagement falls flat.
I hear what you are saying about the difficulty for the sake of it, but if the least resistance statement were true the title of the thread would be “more rewards” not “harder game”. It would be extremely shallow of someone to deny fun engaging content simply because there is no reward, in my opinion. Entertainment is the reward.
Its a natural law of video games really.. the majority of players will not bother with facing more pushback from a game if there is no incentive or yeild. That has been proven time and time again across multiple games over the years.
Not to sound rude, but entertainment is its own reward is a bit of a naive statement. If that were the case, then self imposed handicaps to raise your own personal stakes would be enough. You might have a small dedicated group of the player base partake in hardmode overland content but thst would be the exception to the rule. Even a title attached to clearing the various zones on a raised difficulty would be enough of an incentive mind you, but there needs to be a carrot at the end of the stick no matter what.