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Proposal to increase difficulty of base ESO content

  • Lysette
    Lysette
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    Adernath wrote: »
    DaveMoeDee wrote: »
    Adernath wrote: »
    In my opinion all they should do is to stop releasing new content for newbies and instead focus on overland veteran and group content, similar or slightly above to our current Craglorn. With 1T released it is not hard anymore to find a group if in need for it.

    I love the game but that change would make me lose interest. A future of repeating the same grind over and over feels pointless to me, and I think a decent amount of ESO players are in the same boat.

    What do you find grindy in a bit harder content like Craglorn+? I am not asking for increasing gear levels, only for tougher overland mobs in new content and DLCs which are not related to zones in which new players usually begin. For example in Clockwork City everything just dies by staring at it long enough ...

    Well, DLC is not just for experienced players - at least not the non-dungeon DLCs - same goes for chapters. They are advertised as anyone can go there even as a newbie right away. So this content has to be newbie friendly and basically be playable with no CP and just blue gear. IMO it is suitable to expect even from a newbie to get blue gear after a few levels in. One can as well expect that at least a one-stat food item - a green one - is used by newbies. But when it comes to enchanting, I found quite a few newbies, who had no idea, that this can be done already on a low level - they simply missed that. If content would be made so, that it just pleases experienced players, real newbies would leave the game, because the content would be too frustrating for them.

    Never forget that TES comes from the RPG genre, which isn't challenging combat-wise, but is about storytelling and RP gameplay. With Fallout 4 Bethesda made the game more like a shooter and they were blamed for doing that. Ok, sales numbers are actually giving the point to Bethesda, as Fallout 4 even outrun the sales of Skyrim. Still, a new crowd bought Fallout 4 and a lot of the RPG crowd didn't like the game that much. I wouldn't have played Fallout 4, if I would have been forced to play in hardmode from the very start, but I am really liking hardmore there, I even took part in the beta and suggest the save-exit to be added. But as I said, I wouldn't have played the game at all, if I would have been forced to start with hardmode. My first playthrough was on normal - because Fallout 4 is more like a shooter and I wasn't used to shooters.

    Hardmode as a concept is for experienced players, newbies should not be confronted with a difficulty like that at start. Simply because thy do not expect it to be a hard game - TES games were always easily playable on the combat side - the genre is not about combat-challenge.
    Edited by Lysette on May 5, 2018 10:43AM
  • theyancey
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    Nope, the reason the game as nerfed is because there are just not the number of players to financially support a harder game. People voted with their dollars to have an easier solo PvE environment. For ZOS to do anything else would be to commit corporate suicide. Just debuff yourself if you wish.
  • OutLaw_Nynx
    OutLaw_Nynx
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    GO PLAY DARK SOULS
  • DanteYoda
    DanteYoda
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    No..

    Because not everyone has the same threshold of difficulty.. For me personally open world is hard as.. Others find it a breeze..

    Making the difficulty ramp up would make a lot of customers just give up and walk away.. Not everyone enjoys challenge many customers enjoy a laid back approach of open world after a hard day at work.

    You have hard content in the form of insane dungeons and pvp.
    Edited by DanteYoda on May 5, 2018 1:07PM
  • Lysette
    Lysette
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    DanteYoda wrote: »
    No..

    Because not everyone has the same threshold of difficulty.. For me personally open world is hard as.. Others find it a breeze..

    Making the difficulty ramp up would make a lot of customers just give up and walk away.. Not everyone enjoys challenge many customers enjoy a laid back approach of open world after a hard day at work.

    You have hard content in the form of insane dungeons and pvp.

    Just a hint, if you feel the open world is hard already - look at your rings and amulets - do you have healthy ones with health regen on them?- you can change an enchantment by simply enchanting over the already existing enchantment - make it health regen, so that you have more sustain. Then does your gear have enchantments to strengthen your main stats?- do you use health absorb enchantments on your weapons, so that you regain health with every hit on the enemy?- Are you using at least blue food items - or those from events, which scale to any level - a really good one for stamina characters is the dubious camoran from the jester event - it is still expensive though. These few things can help you to have an easier time in Tamriel.
  • Adernath
    Adernath
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    Lysette wrote: »
    Adernath wrote: »
    DaveMoeDee wrote: »
    Adernath wrote: »
    In my opinion all they should do is to stop releasing new content for newbies and instead focus on overland veteran and group content, similar or slightly above to our current Craglorn. With 1T released it is not hard anymore to find a group if in need for it.

    I love the game but that change would make me lose interest. A future of repeating the same grind over and over feels pointless to me, and I think a decent amount of ESO players are in the same boat.

    What do you find grindy in a bit harder content like Craglorn+? I am not asking for increasing gear levels, only for tougher overland mobs in new content and DLCs which are not related to zones in which new players usually begin. For example in Clockwork City everything just dies by staring at it long enough ...

    Well, DLC is not just for experienced players - at least not the non-dungeon DLCs - same goes for chapters. They are advertised as anyone can go there even as a newbie right away. So this content has to be newbie friendly and basically be playable with no CP and just blue gear. IMO it is suitable to expect even from a newbie to get blue gear after a few levels in. One can as well expect that at least a one-stat food item - a green one - is used by newbies. But when it comes to enchanting, I found quite a few newbies, who had no idea, that this can be done already on a low level - they simply missed that. If content would be made so, that it just pleases experienced players, real newbies would leave the game, because the content would be too frustrating for them.

    Never forget that TES comes from the RPG genre, which isn't challenging combat-wise, but is about storytelling and RP gameplay. With Fallout 4 Bethesda made the game more like a shooter and they were blamed for doing that. Ok, sales numbers are actually giving the point to Bethesda, as Fallout 4 even outrun the sales of Skyrim. Still, a new crowd bought Fallout 4 and a lot of the RPG crowd didn't like the game that much. I wouldn't have played Fallout 4, if I would have been forced to play in hardmode from the very start, but I am really liking hardmore there, I even took part in the beta and suggest the save-exit to be added. But as I said, I wouldn't have played the game at all, if I would have been forced to start with hardmode. My first playthrough was on normal - because Fallout 4 is more like a shooter and I wasn't used to shooters.

    Hardmode as a concept is for experienced players, newbies should not be confronted with a difficulty like that at start. Simply because thy do not expect it to be a hard game - TES games were always easily playable on the combat side - the genre is not about combat-challenge.

    Me: I want to see the following change to the current status quo, because of ...
    You: The current status quo is how it is supposed to be, so it has to be newbie friendly ...

    No, you have to come forward with a substantial argument. Coming with 'supposed this supposed that' is a meaningless knockout argument; if you want to criticize or discuss an aspect of something you have to go into the detail why it is supposed or advertised to be like this.

    And frankly speaking, newbies start the game usually without any DLCs at all. In particular they do not start in Clockwork City or in Coldharbour (the zone). That's why they will also not be confronted with difficult content (in case these non-starter zones would actually be made more difficult), unless they would decide to visit these areas. In games of old, if you are a low level toon and go into high level zones, expect to get your a55 handed to you. I really love these old and reliable systems which make a difference between leveled toons and newbies. It will not drive newbies away from the game, only from the area. They can come back later or with a friend (thanks to One Tamriel this is even more easier) and find new and challenging content there.

    In my opinion there was no need to make Vvardenfell or Summerset a starter area, because the base game is already overwhelmingly large with nice starting zones. Also, veteran players are getting bored very fast with new content. People who never knew about ESO before don't care if they play in a new zone or in an old one, so its better to keep old players busy with new zones. That DLC zones are not explicitly for experienced players - meaning the status quo - is exactly what I do not like. Exactly this is what I want to see changed from the current status and in the future. So don't start again with a knockout argument like 'supposed to be' please.

    The world should definitively be tougher in some areas so that experienced players get some challenge outside of dungeons. That's why I want to see these areas buffed in a reasonable manner. It does not have to be extremely difficult or a chore, but it should be a bit more unforgiving so that I can actually see some achievement due to my skills - and not just by my reading patience.
    Edited by Adernath on May 5, 2018 2:21PM
  • xericdx
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    I really don't understand why we keep discussing about increasing the difficulty of the base content, which of course pisses off a lot of people, and don't discuss about giving players a choice, so everybody is happy. Like the initial proposal of the post
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  • Motherball
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    Im all for the option of more challenge, but I don’t think there should be any extra reward. The extra challenge is the reward, imo.
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