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Difficulty of this game.....

  • Mystrius_Archaion
    Mystrius_Archaion
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    Facefister wrote: »
    jcm2606 wrote: »
    Katahdin's second suggestion is realistically what should happen.

    I am in the same boat as you, overland content is far too easy for seasoned players.[...]

    Isn't that the point? Random bandits, novice necromancers or wildlife should pose no threat to "professionals" and "veterans".

    Another agreement with my signature, at least the latter half of it. B)
  • LifenLemons
    LifenLemons
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    jcm2606 wrote: »
    Katahdin's second suggestion is realistically what should happen.

    I am in the same boat as you, overland content is far too easy for seasoned players. It isn't even the fact that our characters are fully built that's the problem, it's simply the fact that we know how the game works mechanically. Newer players don't fully grasp this, though, so overland content ranges from a moderate challenge, to very difficult. You can look on the forums for threads about how overland content is too hard. Hell, I can remember several threads from newer players asking for help with defeating K'tora, a quest line boss that is part of the Summerset Isles main quest line.

    Scaling the world to the player isn't the solution, though. It won't work in "public" instances. If you're CP 750 (current CP cap), fighting a quest line boss in a "public" instance, and you have a level 21 friend with you, how should the boss scale? If a level 13 player who wasn't in your group was also there, how should the boss scale? It can't. If it scales to the highest level player, making the fight challenging for them, it becomes impossible for the lower level players. If it scales to the lowest level player, it becomes brain dead easy for the higher level players. This approach to scaling works in "private" instances, ie group dungeons, but it doesn't work in "public" instances.

    The solution is to scale the player to the world, which is the approach the game has used since One Tamriel. This way, the world remains a fixed level, but the players are the ones that scale, making the problem a whole lot simpler. The problem with the system they have now is the mobs themselves are far too low leveled, and hence players are scaling to a level that is far too low.

    Raising the level, however, isn't the solution, either. Raising the level will kill any sense of progression. Even though we are detesting it, the fact that we are able to kill bosses that newer players legitimately struggle with shows the sense of progression. Your power level stays constant -- at least constant when you take into account players changing their builds as they earn more skill and attribute points, and acquire new gear pieces to keep up with the gear grind -- until you hit the level of the world (CP 160), and from there you grow stronger by earning and spending more CP. When One Tamriel was first announced, people had serious concerns about how it could kill any sense of progression. Here we are coming up to 2 years since One Tamriel's release, and progression remains. We don't want to remove it.

    So, the solution is really to apply another layer of scaling to the player, adjusting stats to make their experience easier or harder, based on a selected difficulty setting. The beautiful thing is, a system like this already exists. Battle Spirit. Battle Spirit is a status effect applied when you enter Cyrodiil that changes various stats to provide balance in PVP. Battle Spirit gives you an extra 5000 maximum health, reduces damage taken by 50%, reduces healing received by 50%, reduces the effectiveness of damage shields by 50%, and increases the range of abilities by 8 meters if the ability has a base range greater than 28 meters.

    This system could work similarly. When in an overland instance, players are given a special status effect that adjusts several stats, based on the selected questing difficulty that they have chosen. It should adjust "behind the scenes" stats that aren't shown to the player, such as damage dealt, damage taken, healing, etc. That way "surface level" stats remain intact, and so builds are easier to manage and share while in overland zones. Plus, it also prevents any cases of "why do I have 5000 less magicka and stamina?"

    OR... If the game is too easy, you can alter your armour, lower your weapons. Or maybe scratch your weapons all together and go in for a fist fight on Bosses :D
    Occasional Online Opinionated Flyby Conversationalist // Part Time Coffee Addict // Hobosapien // Casual Gamer // SAST
  • jcm2606
    jcm2606
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    Facefister wrote: »
    jcm2606 wrote: »
    Katahdin's second suggestion is realistically what should happen.

    I am in the same boat as you, overland content is far too easy for seasoned players.[...]

    Isn't that the point? Random bandits, novice necromancers or wildlife should pose no threat to "professionals" and "veterans".


    Yes, but at the same time, there has to be content there to challenge players. As it stands currently, overland content makes up for at least 60-70% of the whole game. When 60-70% of the whole game is brain dead easy for seasoned players, that's when there's a problem.

    The beauty of a system like I've suggested, though, is it solves this problem without affecting other players. Since the scaling is applied to the player, I can turn my difficulty up, and quest alongside a friend who has it all the way down.
    jcm2606 wrote: »
    So, the solution is really to apply another layer of scaling to the player, adjusting stats to make their experience easier or harder, based on a selected difficulty setting. The beautiful thing is, a system like this already exists. Battle Spirit. Battle Spirit is a status effect applied when you enter Cyrodiil that changes various stats to provide balance in PVP. Battle Spirit gives you an extra 5000 maximum health, reduces damage taken by 50%, reduces healing received by 50%, reduces the effectiveness of damage shields by 50%, and increases the range of abilities by 8 meters if the ability has a base range greater than 28 meters.

    This system could work similarly. When in an overland instance, players are given a special status effect that adjusts several stats, based on the selected questing difficulty that they have chosen. It should adjust "behind the scenes" stats that aren't shown to the player, such as damage dealt, damage taken, healing, etc. That way "surface level" stats remain intact, and so builds are easier to manage and share while in overland zones. Plus, it also prevents any cases of "why do I have 5000 less magicka and stamina?"

    This right here, this is a great suggestion.

    And it was already done in Skyrim Legendary Edition with the difficulty options there. They really need to make that happen here in ESO since they have the blueprint already.

    Don't quote me, but I'm pretty sure Skyrim actually scaled the world to your level. Difficulty options definitely adjusted your own stats, but the primary sense of difficulty came from the world scaling. In OG Skyrim there were several spawn lists, where the world would select which spawn list it would use based on your level. There was one particular quest, I think it was when you first traveled to High Hrothgar, where if you were a low level, you got a regular troll, but higher levels got frost trolls, and even higher got some other mob. That, combined with the mobs themselves scaling, and the character being scaled based on difficulty, is how Skyrim, and many single player games implement difficulty systems.

    The problem, as I outlined in my lengthy comment, is that this approach doesn't work in an MMO. You can't have the world scale to two separate players. So, as I suggested, the scaling must, and should, happen on the player.
    DaveMoeDee wrote: »
    Not sure if this was mentioned, but one approach is scaling to max CP. All mobs will be max CP, and people below max CP will be scaled. I have no idea how they scale power after max gear level, but that is the way to avoid trivializing content as people gain more CP.

    But even that will fail because the game is just really easy now compared to launch.

    Edit: tbh though, better to leave most content easy so bad players can enjoy the story.

    This is one way, but as I explained in my lengthy comment, it will kill any sense of progression. The community was already concerned about progression when One Tamriel was first announced, and to be quite honest progression was hurt during the stint from level 1 to 50, then CP 10 to 160.
    jcm2606 wrote: »
    Katahdin's second suggestion is realistically what should happen.

    I am in the same boat as you, overland content is far too easy for seasoned players. It isn't even the fact that our characters are fully built that's the problem, it's simply the fact that we know how the game works mechanically. Newer players don't fully grasp this, though, so overland content ranges from a moderate challenge, to very difficult. You can look on the forums for threads about how overland content is too hard. Hell, I can remember several threads from newer players asking for help with defeating K'tora, a quest line boss that is part of the Summerset Isles main quest line.

    Scaling the world to the player isn't the solution, though. It won't work in "public" instances. If you're CP 750 (current CP cap), fighting a quest line boss in a "public" instance, and you have a level 21 friend with you, how should the boss scale? If a level 13 player who wasn't in your group was also there, how should the boss scale? It can't. If it scales to the highest level player, making the fight challenging for them, it becomes impossible for the lower level players. If it scales to the lowest level player, it becomes brain dead easy for the higher level players. This approach to scaling works in "private" instances, ie group dungeons, but it doesn't work in "public" instances.

    The solution is to scale the player to the world, which is the approach the game has used since One Tamriel. This way, the world remains a fixed level, but the players are the ones that scale, making the problem a whole lot simpler. The problem with the system they have now is the mobs themselves are far too low leveled, and hence players are scaling to a level that is far too low.

    Raising the level, however, isn't the solution, either. Raising the level will kill any sense of progression. Even though we are detesting it, the fact that we are able to kill bosses that newer players legitimately struggle with shows the sense of progression. Your power level stays constant -- at least constant when you take into account players changing their builds as they earn more skill and attribute points, and acquire new gear pieces to keep up with the gear grind -- until you hit the level of the world (CP 160), and from there you grow stronger by earning and spending more CP. When One Tamriel was first announced, people had serious concerns about how it could kill any sense of progression. Here we are coming up to 2 years since One Tamriel's release, and progression remains. We don't want to remove it.

    So, the solution is really to apply another layer of scaling to the player, adjusting stats to make their experience easier or harder, based on a selected difficulty setting. The beautiful thing is, a system like this already exists. Battle Spirit. Battle Spirit is a status effect applied when you enter Cyrodiil that changes various stats to provide balance in PVP. Battle Spirit gives you an extra 5000 maximum health, reduces damage taken by 50%, reduces healing received by 50%, reduces the effectiveness of damage shields by 50%, and increases the range of abilities by 8 meters if the ability has a base range greater than 28 meters.

    This system could work similarly. When in an overland instance, players are given a special status effect that adjusts several stats, based on the selected questing difficulty that they have chosen. It should adjust "behind the scenes" stats that aren't shown to the player, such as damage dealt, damage taken, healing, etc. That way "surface level" stats remain intact, and so builds are easier to manage and share while in overland zones. Plus, it also prevents any cases of "why do I have 5000 less magicka and stamina?"

    OR... If the game is too easy, you can alter your armour, lower your weapons. Or maybe scratch your weapons all together and go in for a fist fight on Bosses :D

    The problem with this is it affects other content in the game, and it doesn't allow you to change the effective difficulty. You're going to be blowing 3000 gold each time you transition from late game content to questing, in order to reset CP, plus the gold costs for resetting skills/attributes if you want to go that far.

    Doing it the way I suggested would make the process automatic and free, and your build would still be relevant in questing. Just it is weaker while questing. But you choose how weak you want to be.
  • LifenLemons
    LifenLemons
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    jcm2606 wrote: »
    Facefister wrote: »
    jcm2606 wrote: »
    Katahdin's second suggestion is realistically what should happen.

    I am in the same boat as you, overland content is far too easy for seasoned players.[...]

    Isn't that the point? Random bandits, novice necromancers or wildlife should pose no threat to "professionals" and "veterans".


    Yes, but at the same time, there has to be content there to challenge players. As it stands currently, overland content makes up for at least 60-70% of the whole game. When 60-70% of the whole game is brain dead easy for seasoned players, that's when there's a problem.

    The beauty of a system like I've suggested, though, is it solves this problem without affecting other players. Since the scaling is applied to the player, I can turn my difficulty up, and quest alongside a friend who has it all the way down.
    jcm2606 wrote: »
    So, the solution is really to apply another layer of scaling to the player, adjusting stats to make their experience easier or harder, based on a selected difficulty setting. The beautiful thing is, a system like this already exists. Battle Spirit. Battle Spirit is a status effect applied when you enter Cyrodiil that changes various stats to provide balance in PVP. Battle Spirit gives you an extra 5000 maximum health, reduces damage taken by 50%, reduces healing received by 50%, reduces the effectiveness of damage shields by 50%, and increases the range of abilities by 8 meters if the ability has a base range greater than 28 meters.

    This system could work similarly. When in an overland instance, players are given a special status effect that adjusts several stats, based on the selected questing difficulty that they have chosen. It should adjust "behind the scenes" stats that aren't shown to the player, such as damage dealt, damage taken, healing, etc. That way "surface level" stats remain intact, and so builds are easier to manage and share while in overland zones. Plus, it also prevents any cases of "why do I have 5000 less magicka and stamina?"

    This right here, this is a great suggestion.

    And it was already done in Skyrim Legendary Edition with the difficulty options there. They really need to make that happen here in ESO since they have the blueprint already.

    Don't quote me, but I'm pretty sure Skyrim actually scaled the world to your level. Difficulty options definitely adjusted your own stats, but the primary sense of difficulty came from the world scaling. In OG Skyrim there were several spawn lists, where the world would select which spawn list it would use based on your level. There was one particular quest, I think it was when you first traveled to High Hrothgar, where if you were a low level, you got a regular troll, but higher levels got frost trolls, and even higher got some other mob. That, combined with the mobs themselves scaling, and the character being scaled based on difficulty, is how Skyrim, and many single player games implement difficulty systems.

    The problem, as I outlined in my lengthy comment, is that this approach doesn't work in an MMO. You can't have the world scale to two separate players. So, as I suggested, the scaling must, and should, happen on the player.
    DaveMoeDee wrote: »
    Not sure if this was mentioned, but one approach is scaling to max CP. All mobs will be max CP, and people below max CP will be scaled. I have no idea how they scale power after max gear level, but that is the way to avoid trivializing content as people gain more CP.

    But even that will fail because the game is just really easy now compared to launch.

    Edit: tbh though, better to leave most content easy so bad players can enjoy the story.

    This is one way, but as I explained in my lengthy comment, it will kill any sense of progression. The community was already concerned about progression when One Tamriel was first announced, and to be quite honest progression was hurt during the stint from level 1 to 50, then CP 10 to 160.
    jcm2606 wrote: »
    Katahdin's second suggestion is realistically what should happen.

    I am in the same boat as you, overland content is far too easy for seasoned players. It isn't even the fact that our characters are fully built that's the problem, it's simply the fact that we know how the game works mechanically. Newer players don't fully grasp this, though, so overland content ranges from a moderate challenge, to very difficult. You can look on the forums for threads about how overland content is too hard. Hell, I can remember several threads from newer players asking for help with defeating K'tora, a quest line boss that is part of the Summerset Isles main quest line.

    Scaling the world to the player isn't the solution, though. It won't work in "public" instances. If you're CP 750 (current CP cap), fighting a quest line boss in a "public" instance, and you have a level 21 friend with you, how should the boss scale? If a level 13 player who wasn't in your group was also there, how should the boss scale? It can't. If it scales to the highest level player, making the fight challenging for them, it becomes impossible for the lower level players. If it scales to the lowest level player, it becomes brain dead easy for the higher level players. This approach to scaling works in "private" instances, ie group dungeons, but it doesn't work in "public" instances.

    The solution is to scale the player to the world, which is the approach the game has used since One Tamriel. This way, the world remains a fixed level, but the players are the ones that scale, making the problem a whole lot simpler. The problem with the system they have now is the mobs themselves are far too low leveled, and hence players are scaling to a level that is far too low.

    Raising the level, however, isn't the solution, either. Raising the level will kill any sense of progression. Even though we are detesting it, the fact that we are able to kill bosses that newer players legitimately struggle with shows the sense of progression. Your power level stays constant -- at least constant when you take into account players changing their builds as they earn more skill and attribute points, and acquire new gear pieces to keep up with the gear grind -- until you hit the level of the world (CP 160), and from there you grow stronger by earning and spending more CP. When One Tamriel was first announced, people had serious concerns about how it could kill any sense of progression. Here we are coming up to 2 years since One Tamriel's release, and progression remains. We don't want to remove it.

    So, the solution is really to apply another layer of scaling to the player, adjusting stats to make their experience easier or harder, based on a selected difficulty setting. The beautiful thing is, a system like this already exists. Battle Spirit. Battle Spirit is a status effect applied when you enter Cyrodiil that changes various stats to provide balance in PVP. Battle Spirit gives you an extra 5000 maximum health, reduces damage taken by 50%, reduces healing received by 50%, reduces the effectiveness of damage shields by 50%, and increases the range of abilities by 8 meters if the ability has a base range greater than 28 meters.

    This system could work similarly. When in an overland instance, players are given a special status effect that adjusts several stats, based on the selected questing difficulty that they have chosen. It should adjust "behind the scenes" stats that aren't shown to the player, such as damage dealt, damage taken, healing, etc. That way "surface level" stats remain intact, and so builds are easier to manage and share while in overland zones. Plus, it also prevents any cases of "why do I have 5000 less magicka and stamina?"

    OR... If the game is too easy, you can alter your armour, lower your weapons. Or maybe scratch your weapons all together and go in for a fist fight on Bosses :D

    The problem with this is it affects other content in the game, and it doesn't allow you to change the effective difficulty. You're going to be blowing 3000 gold each time you transition from late game content to questing, in order to reset CP, plus the gold costs for resetting skills/attributes if you want to go that far.

    Doing it the way I suggested would make the process automatic and free, and your build would still be relevant in questing. Just it is weaker while questing. But you choose how weak you want to be.

    Start a new character?
    Occasional Online Opinionated Flyby Conversationalist // Part Time Coffee Addict // Hobosapien // Casual Gamer // SAST
  • pod88kk
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    they need to give a reason as to why the Xbox EU server isn't working
  • DaveMoeDee
    DaveMoeDee
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    jcm2606 wrote: »
    DaveMoeDee wrote: »
    Not sure if this was mentioned, but one approach is scaling to max CP. All mobs will be max CP, and people below max CP will be scaled. I have no idea how they scale power after max gear level, but that is the way to avoid trivializing content as people gain more CP.

    But even that will fail because the game is just really easy now compared to launch.

    Edit: tbh though, better to leave most content easy so bad players can enjoy the story.

    This is one way, but as I explained in my lengthy comment, it will kill any sense of progression. The community was already concerned about progression when One Tamriel was first announced, and to be quite honest progression was hurt during the stint from level 1 to 50, then CP 10 to 160.

    I actually liked vet ranks, but I am happy that only 3 characters had to deal with them (and only one actually reached vet16.

    I never really wanted One Tamriel, but non-scaled gear drops were horrible when my VR 4 alt had an inventory full of VR 5 and 6 drops during Cadwell's silver and gold and getting no XP for killing mobs I outleveled while doing zones in story order was a bad experience.

    Progressions is just numbers and what end game content you can clear and how quickly. Progression isn't a thing anymore for overland and I don't see that changing. Different difficulty settings would just mean nerfing your character (or buffing those in easy mode) since I is very unlikely they are going to split instances by difficulty so that they can beef up enemies. And people wanting difficulty will likely just end up complaining that others are completing the same content along side them in easy mode. I suppose they could improve the gear quality for doing the harder mode.
  • Mystrius_Archaion
    Mystrius_Archaion
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    jcm2606 wrote: »
    jcm2606 wrote: »
    So, the solution is really to apply another layer of scaling to the player, adjusting stats to make their experience easier or harder, based on a selected difficulty setting. The beautiful thing is, a system like this already exists. Battle Spirit. Battle Spirit is a status effect applied when you enter Cyrodiil that changes various stats to provide balance in PVP. Battle Spirit gives you an extra 5000 maximum health, reduces damage taken by 50%, reduces healing received by 50%, reduces the effectiveness of damage shields by 50%, and increases the range of abilities by 8 meters if the ability has a base range greater than 28 meters.

    This system could work similarly. When in an overland instance, players are given a special status effect that adjusts several stats, based on the selected questing difficulty that they have chosen. It should adjust "behind the scenes" stats that aren't shown to the player, such as damage dealt, damage taken, healing, etc. That way "surface level" stats remain intact, and so builds are easier to manage and share while in overland zones. Plus, it also prevents any cases of "why do I have 5000 less magicka and stamina?"

    This right here, this is a great suggestion.

    And it was already done in Skyrim Legendary Edition with the difficulty options there. They really need to make that happen here in ESO since they have the blueprint already.

    Don't quote me, but I'm pretty sure Skyrim actually scaled the world to your level. Difficulty options definitely adjusted your own stats, but the primary sense of difficulty came from the world scaling. In OG Skyrim there were several spawn lists, where the world would select which spawn list it would use based on your level.

    Quoting you, sorry not sorry.

    Actually, Skyrim worked 2 ways:
    1) Everything in the game scaled to you, up until a maximum point. It would actually lower itself to you until you hit the maximum point at which it would scale and give equivalent enemies which it then would never raise to a higher level even if you were a higher level.
    2) The legendary scaling difficulty slider had several settings that affected 2 items. It scaled your damage taken by 0.5x-3x and enemy damage taken by 2x-0.25x. It scaled from "novice", where the player takes half damage and deals 2x more to enemies, to "apprentice" to "adept"(default difficulty at 1x/1x) to "expert" to "master" to "legendary", where it gets the version name from and is 3x damage to yourself while enemies take 0.25x or 1/4 damage from you.

    That difficulty scaling would work perfectly here in pve and could possibly be applied to pvp as the self-debuff part if players wanted to take more damage to challenge themselves more. They can have the current player scaling that is mandatory to let anyone play anywhere and then add the Skyrim self damage taken and damage dealt scaling, kind of like Battle Spirit but with it possible in reverse as a buff if people choose.

    Everybody would get what they want then. I personally prefer the easiest difficulty since I'm not gaming for an intentional challenge from anything unless I really want to at which point I could raise it for myself then. I would prefer being able to solo everything, unless they finally make grouping easy enough to reliably finish with any pug like how it was in good ol' City of Heroes.

    Edited by Mystrius_Archaion on July 30, 2018 6:21AM
  • idk
    idk
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    Zardayne wrote: »
    idk wrote: »
    idk wrote: »
    ESO, like many MMORPGs, has tiered content with increasing difficulty.

    Also, there is MA. vMA is a decent solo challenge.

    Right?

    If the OP only plays overland content, of course mobs are going to be easy.

    If OP wants to play only that part of the game that is fine butt I will explain the very nature of things. The difficulty will not be increased in any meaningful way anytime soon if ever. That is pretty much fact.

    The very design of the game being open world increases the challenge of making most of our questing (and especially open world that OP prefers) have variable difficulty at a player level.

    It really is that simple. It is not going to happen anytime soon and doubtful ever. It would not be worth the effort to create a system that would make a character weaker by dialing a ***.

    OP is already aware, based on his post, that he can already make his character weaker right now.

    This right here is why I've begun moving on for the most part after 4yrs. I'll be damned if they're going to keep selling me expansion packs with 80% overland content that is absolutely worthless to me unless I'm running naked, no cp, and afraid. I'm also not going to keep running the same dungeons and trials over and over and over and pretend that's fun. It's not. Hell even Ultima Online had some random tough monster encounters in the woods that would wake your berry picking ass up if you were asleep at the wheel..Not here. They just mark them on your map so you can avoid danger..

    Also like the OP mentioned, there are some casual MMOs out there that still know how to add some challenging content to overland to at least try to keep it fresh. Unfortunately this company is too worried about pumping out reskinned $40 camels for their store than to worry about adding some excitement to their game.

    While I would agree it would be nice if ESO offered good WBs, the rest of overland I where I should be.

    I do find I odd tha people say here are still casual games that offer challenging overland content yet not really name any. In this case Ultima online is mentioned making I seem that going to a game released 20 years ago as an example is a stretch.

    I also find I odd that people make up all sorts of reasons for not doing the more challenging content yet want other areas of the game should be made more challenging for them.
    Edited by idk on July 30, 2018 6:52AM
  • Franieck
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    To be honest, I would actually enjoy easy (current state), normal and hard modes of overland even if they were made into 3 different instances. Having a bunch of other random players in overland is more an annoyance than anything else imo. This would reduce the amount of players in instances and give players the freedom on how challenging they want overland to be. I'd see a double benefit there. If the hard mode is just a debuff of your stats on the other hand, I feel like more xp should be rewarded to players who set themselves up for the challenge of going through overland on hard mode.
  • MLGProPlayer
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    Raraaku wrote: »
    Go to Craglorn and open a Celestial Rift. :wink:

    We need more content like that around Tamriel, not just in Craglorn.

    I also enjoy soloing the group delves and quest hubs (like Skyreach, Shada's Tear, etc.).

    Not sure what's wrong with having a mix of easy and hard delves like that in every zone.
    Edited by MLGProPlayer on July 30, 2018 11:43AM
  • Wifeaggro13
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    Zardayne wrote: »
    idk wrote: »
    idk wrote: »
    ESO, like many MMORPGs, has tiered content with increasing difficulty.

    Also, there is MA. vMA is a decent solo challenge.

    Right?

    If the OP only plays overland content, of course mobs are going to be easy.

    If OP wants to play only that part of the game that is fine butt I will explain the very nature of things. The difficulty will not be increased in any meaningful way anytime soon if ever. That is pretty much fact.

    The very design of the game being open world increases the challenge of making most of our questing (and especially open world that OP prefers) have variable difficulty at a player level.

    It really is that simple. It is not going to happen anytime soon and doubtful ever. It would not be worth the effort to create a system that would make a character weaker by dialing a ***.

    OP is already aware, based on his post, that he can already make his character weaker right now.

    This right here is why I've begun moving on for the most part after 4yrs. I'll be damned if they're going to keep selling me expansion packs with 80% overland content that is absolutely worthless to me unless I'm running naked, no cp, and afraid. I'm also not going to keep running the same dungeons and trials over and over and over and pretend that's fun. It's not. Hell even Ultima Online had some random tough monster encounters in the woods that would wake your berry picking ass up if you were asleep at the wheel..Not here. They just mark them on your map so you can avoid danger..

    Also like the OP mentioned, there are some casual MMOs out there that still know how to add some challenging content to overland to at least try to keep it fresh. Unfortunately this company is too worried about pumping out reskinned $40 camels for their store than to worry about adding some excitement to their game.

    exactly. i put down ESO for good 1 week into morrowind. I never thought tam one on a whole was a good idea. it fixed some things but broke the soul of the game in the process. They claimed it was so people could adventure with their friends no matter the stage of progression. well 90% of their casual community just solos anyhow all it did was increase the number of churn players and reduced the amount of time they actually stick around in game. as for the community that actually played their content and were not so concerned with buying crap and gambling well they got bored and left/
  • Veinblood1965
    Veinblood1965
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    I've only just started playing about a two months ago and fully completed just 4 zones or so. I'm noticing that no matter what zone I'm in the trash mobs although the design of the mobs are totally different, it's mash a few buttons and they die and most delves, public dungeon bosses eta are mash the same buttons a few more times and they die. I'm at about 170 CP points. I was wondering the same thing last night, once I max out CP points and gear what would the challenge be? While exploring is really fun and a lot of the quests and dialog in those quests really are well thought out at some point a little challenge would be nice. I've only PVE'd so far and rarely grouped up (I am on PS4 and even with a mini keyboard I hate the chat interface so grouping just sucks for me not being able to quickly respond to questions and interact which is another subject entirely). A little more challenge in PVE would be a nice addition to the game. Maybe just some veteran PVE ZONES not dungeons etc?

    I am enjoying the game however from a programming aspect its amazing how much content there is.
    Edited by Veinblood1965 on July 30, 2018 1:49PM
  • SilverWF
    SilverWF
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    ESO is pretty difficult if you are low CP lvl (or didn't have any) and has bad gear (not proper sets, not improved etc)
    After you becomes high CP and got right gear, 90% of the game becomes easy breeze.

    Other 10% - is new (DLC) dungeons and trials, that has been made for top-tier players.
    • PC EU. Ebonheart Pact. CP 1k+
    • YouTube: All ESO disguises (2014)
    • EU players are humans too! We want our maintenances in the least pop time (at deep night) and not lasted for several hours!
    • Animation canceR - is true PvP cancer! When you can't see which actions your opponent do - you can't react properly on them!
  • Ydrisselle
    Ydrisselle
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    I've only just started playing about a two months ago and fully completed just 4 zones or so. I'm noticing that no matter what zone I'm in the trash mobs although the design of the mobs are totally different, it's mash a few buttons and they die and most delves, public dungeon bosses eta are mash the same buttons a few more times and they die. I'm at about 170 CP points. I was wondering the same thing last night, once I max out CP points and gear what would the challenge be? While exploring is really fun and a lot of the quests and dialog in those quests really are well thought out at some point a little challenge would be nice. I've only PVE'd so far and rarely grouped up (I am on PS4 and even with a mini keyboard I hate the chat interface so grouping just sucks for me not being able to quickly respond to questions and interact which is another subject entirely). A little more challenge in PVE would be a nice addition to the game. Maybe just some veteran PVE ZONES not dungeons etc?

    I am enjoying the game however from a programming aspect its amazing how much content there is.

    ZOS did a zone like that before, it was Craglorn. Let's say it was unsuccessful.
  • Mystrius_Archaion
    Mystrius_Archaion
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    I've only just started playing about a two months ago and fully completed just 4 zones or so. I'm noticing that no matter what zone I'm in the trash mobs although the design of the mobs are totally different, it's mash a few buttons and they die and most delves, public dungeon bosses eta are mash the same buttons a few more times and they die. I'm at about 170 CP points. I was wondering the same thing last night, once I max out CP points and gear what would the challenge be? While exploring is really fun and a lot of the quests and dialog in those quests really are well thought out at some point a little challenge would be nice. I've only PVE'd so far and rarely grouped up (I am on PS4 and even with a mini keyboard I hate the chat interface so grouping just sucks for me not being able to quickly respond to questions and interact which is another subject entirely). A little more challenge in PVE would be a nice addition to the game. Maybe just some veteran PVE ZONES not dungeons etc?

    I am enjoying the game however from a programming aspect its amazing how much content there is.

    You started 2 months ago and only completed 4 zones despite the game being "too easy"??!!
    That's not possible. I was going through a zone a week at the slowest back when I started and soloed and did leveling the old fashioned way, and this was before One Tamriel scaled everything.

    You also are CP170 already after only 2 months. That reeks of dolmens or dungeons power-leveling.


    I blame you people claiming it is too easy for causing your own problems and refusing to fix them yourselves given the tools available.
    It's not hard to make it harder on yourself, pun intended. You're just too lazy to make it harder, which is ironic.
  • Sparr0w
    Sparr0w
    ✭✭✭✭✭
    Raraaku wrote: »
    Go to Craglorn and open a Celestial Rift. :wink:

    This.

    Do that then talk to me about difficult.

    ez :trollface:
    @Sparr0w so I get the notification
    Xbox (EU) - l Sparrow x | CP 810+
    DD: All Mag + Stam
    Heal: Templar | Sorc | NB | Warden | Necro
    Tank: NB | DK | Warden
    Completions: All HM's + TTT + IR + GH
    PC (EU) - Sparrxw | CP 810+
    DD: All Mag + Stam
    Heal: Templar | Sorc
    Tank: DK | NB
    Completions: All HM's + TTT + IR + GH + GS
  • Veinblood1965
    Veinblood1965
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    ✭✭
    Ydrisselle wrote: »
    I've only just started playing about a two months ago and fully completed just 4 zones or so. I'm noticing that no matter what zone I'm in the trash mobs although the design of the mobs are totally different, it's mash a few buttons and they die and most delves, public dungeon bosses eta are mash the same buttons a few more times and they die. I'm at about 170 CP points. I was wondering the same thing last night, once I max out CP points and gear what would the challenge be? While exploring is really fun and a lot of the quests and dialog in those quests really are well thought out at some point a little challenge would be nice. I've only PVE'd so far and rarely grouped up (I am on PS4 and even with a mini keyboard I hate the chat interface so grouping just sucks for me not being able to quickly respond to questions and interact which is another subject entirely). A little more challenge in PVE would be a nice addition to the game. Maybe just some veteran PVE ZONES not dungeons etc?

    I am enjoying the game however from a programming aspect its amazing how much content there is.

    ZOS did a zone like that before, it was Craglorn. Let's say it was unsuccessful.

    I ventured into that zone for something a while back and noticed there was hardly anyone there. I had it on my list of things to go back and check into later since it looked like it was built for something different than normal zones. Thanks for the info....
  • Thestephenmcraeub17_ESO
    I'm glad overland mobs are easy. I don't have time to deal with a challenge while I'm collecting resources or questing. If I want a challenge, there is plenty of challenging content and PvP. Overland and questing is ez mode for when you just need to unwind a bit.
  • Zardayne
    Zardayne
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    idk wrote: »
    Zardayne wrote: »
    idk wrote: »
    idk wrote: »
    ESO, like many MMORPGs, has tiered content with increasing difficulty.

    Also, there is MA. vMA is a decent solo challenge.

    Right?

    If the OP only plays overland content, of course mobs are going to be easy.

    If OP wants to play only that part of the game that is fine butt I will explain the very nature of things. The difficulty will not be increased in any meaningful way anytime soon if ever. That is pretty much fact.

    The very design of the game being open world increases the challenge of making most of our questing (and especially open world that OP prefers) have variable difficulty at a player level.

    It really is that simple. It is not going to happen anytime soon and doubtful ever. It would not be worth the effort to create a system that would make a character weaker by dialing a ***.

    OP is already aware, based on his post, that he can already make his character weaker right now.

    This right here is why I've begun moving on for the most part after 4yrs. I'll be damned if they're going to keep selling me expansion packs with 80% overland content that is absolutely worthless to me unless I'm running naked, no cp, and afraid. I'm also not going to keep running the same dungeons and trials over and over and over and pretend that's fun. It's not. Hell even Ultima Online had some random tough monster encounters in the woods that would wake your berry picking ass up if you were asleep at the wheel..Not here. They just mark them on your map so you can avoid danger..

    Also like the OP mentioned, there are some casual MMOs out there that still know how to add some challenging content to overland to at least try to keep it fresh. Unfortunately this company is too worried about pumping out reskinned $40 camels for their store than to worry about adding some excitement to their game.

    While I would agree it would be nice if ESO offered good WBs, the rest of overland I where I should be.

    I do find I odd tha people say here are still casual games that offer challenging overland content yet not really name any. In this case Ultima online is mentioned making I seem that going to a game released 20 years ago as an example is a stretch.

    I also find I odd that people make up all sorts of reasons for not doing the more challenging content yet want other areas of the game should be made more challenging for them.

    I could name quite a few MMOs that I've played throughout the years that have mixed in tougher content in with casual in overland.
    UO- Be it a stretch or not, a 20 year MMO that is still going did something right. A ton of UO was overland. Overland was our main home where you spent a lot of time unless you were dungeon diving. There wasn't instancing of everything. Having some harder mobs living in the world you did added a bit of excitement to the game. If you were a less skilled character and ran into a lich for instance you'd run for your life, find some companions, and try to kill it. If not you could avoid it. Casuals and vets both happy.
    GW2- A lot of GW2s world is for casuals but you can definitely run into tougher elite leveled mobs sprinkled in all over. It at least gives it the feeling that every mob isnt a cookie cutter of all the rest. Not only that but they have zone wide events that can spawn some pretty tough fights too which require others to join in. As a casual you could avoid these if you didnt want to take part. It's not forced.
    Daoc- Another game that in it's overland we had roaming patrols and some elite leveled mobs sometimes sprinkled into mob groups.
    WoW- They had roaming mobs in their zones and sometimes they were elites or named mobs. If you played I'm sure you'd remember you could be fighting a pack of mobs and all of a sudden had 3 more due to a roaming patrol. That added excitement. You could also find caves and such and as you were killing ogres inside you'd realize quite a few were elites. I got to make the choice to stay and forge ahead in case there was a chest with loot in there. It was optional.
    EQ2-Sprinkled in tougher mobs with regular leveled ones in overland.

    I could probably go on as I've played them all (well, most)but after 20 years some of them are a bit fuzzy and I definitely don't want to lie to make a point. I just don't see why they can't sprinkle in some excitement in overland and I definitely don't understand why we can't have multiple difficulty of all of the delves in the world.

    As far as finding it odd that people are not doing the challenging content, I believe quite a few are. I just think people (myself included) get so tired of jumping on the hamster wheel and doing the same thing over and over and over. We're talking dungeons and trials here. Sure they are fun a couple of times but damn most of us have to run the same crap repeatedly to get the gear we want. That gets old real quick. To me PVP is way more challenging than any of the dungeons they could ever throw at us yet when's the last time they had major updates to Cyrodiil? After 4 years I need more reason to keep riding that wheel too. To me that's why Overland needs an infusion of life. When I'm burned out of dungeons and pvp I go out into this huge world they've created to farm materials and armor sets, finish up delves I missed, explore nooks I might have missed the first few times around (believe it or not I still find places), etc. I 'd like to still be excited about the old world. Hell I'd like to be excited about future pve expansions and pay for them but when I already know ahead of time that the whole new zone being introduced wasn't created for me to have fun which includes a slight challenge (not 2-3 shotting final quest bosses), I'm done paying them. I bet 80% of this game is overland and growing every expansion and some people keep saying it's only for leveling 1-50..get outta here! What a waste...

    Edit: To me ESO is going the way of Warcraft. Both have pushed their players away from the world and into cities where the bulk of it's players are sitting and waiting for dungeon pops, pvp battleground ques and duels. Sorry, after all of these years of MMO development by all of these companies, there has to be more to this genre than that. We as players should be demanding more than that...
    Edited by Zardayne on July 30, 2018 2:54PM
  • Mitoice
    Mitoice
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    seipher09 wrote: »
    First thing I want to say is I know other threads like this exist and I'm a causal player.

    I play this game maybe 1 or 2 hours a day at the most. I came from guild wars 2 and world of Warcraft (not much wow though) before playing this. In guild wars 2 I'll say I died a lot and had a huge challenge in the open world content. I mean events and huge mobs often times wiped me out fast.

    I've been on and off Eso for several years and the one thing that's always bothered me as a BAD player who never even weapon swaps as it's to difficult for me I still kill mobs basically instantly without even trying. I literally look at them and they pretty much die. It's boring.

    I know people have suggested for this issue well don't use champion points or don't use gear???? Ok well then this isn't an mmorpg if your really having to basically make no goals to have fun.

    So what exactly is the issue with a 100% optional hard mode setting? Basically instead of the fights scaling to cp160 they scale to your current cp. Again an OPTIONAL setting in the game.

    This would have exactly 0% change for players who don't want it but make players like myself who find combat to be rather brain dead easy a bit more fun.

    Do you see a change like this ever happening in the future? I just find the open world content nothing more then a book I'm reading as anything that stands in my way to kill just vanishes when I hit a button.

  • Mitoice
    Mitoice
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    This is exactly how I feel.... i stopped doing DLC quests because of how boring and easy they are. I basically kill everyone with a one shot. I feel like playing with GOD MODE ON.
    I wish ZoS will implement more challenging mobs and bosses....besides trials and vet dungeons.
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Zardayne wrote: »
    As far as finding it odd that people are not doing the challenging content, I believe quite a few are. I just think people (myself included) get so tired of jumping on the hamster wheel and doing the same thing over and over and over. We're talking dungeons and trials here. Sure they are fun a couple of times but damn most of us have to run the same crap repeatedly to get the gear we want. That gets old real quick. To me PVP is way more challenging than any of the dungeons they could ever throw at us yet when's the last time they had major updates to Cyrodiil? After 4 years I need more reason to keep riding that wheel too. To me that's why Overland needs an infusion of life. When I'm burned out of dungeons and pvp I go out into this huge world they've created to farm materials and armor sets, finish up delves I missed, explore nooks I might have missed the first few times around (believe it or not I still find places), etc. I 'd like to still be excited about the old world. Hell I'd like to be excited about future pve expansions and pay for them but when I already know ahead of time that the whole new zone being introduced wasn't created for me to have fun which includes a slight challenge (not 2-3 shotting final quest bosses), I'm done paying them. I bet 80% of this game is overland and growing every expansion and some people keep saying it's only for leveling 1-50..get outta here! What a waste...

    All content gets boring and old. Asking for it to be more difficult doesn't improve that because you've already done it and it would still be boring very quickly because it needs to be "possible to win" and very much so because that is the entry point for new players and majority of what they can do to start.

    The overland content is like a tutorial. You can't ask for that to be more difficult as it would kill the game by guaranteeing that new players would instantly hate the game.
    It's not like they knew they would be getting into a prison shower like Dark Souls advertised, so you just can't surprise them with that and expect a good reaction. Also, games like Dark Souls are very niche despite all the publicity. Not that many people play them or continue doing so, especially if they break their controller or console so they can't.
  • jcm2606
    jcm2606
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    ✭✭
    Zardayne wrote: »
    As far as finding it odd that people are not doing the challenging content, I believe quite a few are. I just think people (myself included) get so tired of jumping on the hamster wheel and doing the same thing over and over and over. We're talking dungeons and trials here. Sure they are fun a couple of times but damn most of us have to run the same crap repeatedly to get the gear we want. That gets old real quick. To me PVP is way more challenging than any of the dungeons they could ever throw at us yet when's the last time they had major updates to Cyrodiil? After 4 years I need more reason to keep riding that wheel too. To me that's why Overland needs an infusion of life. When I'm burned out of dungeons and pvp I go out into this huge world they've created to farm materials and armor sets, finish up delves I missed, explore nooks I might have missed the first few times around (believe it or not I still find places), etc. I 'd like to still be excited about the old world. Hell I'd like to be excited about future pve expansions and pay for them but when I already know ahead of time that the whole new zone being introduced wasn't created for me to have fun which includes a slight challenge (not 2-3 shotting final quest bosses), I'm done paying them. I bet 80% of this game is overland and growing every expansion and some people keep saying it's only for leveling 1-50..get outta here! What a waste...

    All content gets boring and old. Asking for it to be more difficult doesn't improve that because you've already done it and it would still be boring very quickly because it needs to be "possible to win" and very much so because that is the entry point for new players and majority of what they can do to start.

    The overland content is like a tutorial. You can't ask for that to be more difficult as it would kill the game by guaranteeing that new players would instantly hate the game.
    It's not like they knew they would be getting into a prison shower like Dark Souls advertised, so you just can't surprise them with that and expect a good reaction. Also, games like Dark Souls are very niche despite all the publicity. Not that many people play them or continue doing so, especially if they break their controller or console so they can't.

    Overland content is like a tutorial... that makes up 60-70% of the game. That isn't a tutorial, that's an overwhelming majority of the content the game has to offer.
  • Mystrius_Archaion
    Mystrius_Archaion
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    jcm2606 wrote: »
    Zardayne wrote: »
    As far as finding it odd that people are not doing the challenging content, I believe quite a few are. I just think people (myself included) get so tired of jumping on the hamster wheel and doing the same thing over and over and over. We're talking dungeons and trials here. Sure they are fun a couple of times but damn most of us have to run the same crap repeatedly to get the gear we want. That gets old real quick. To me PVP is way more challenging than any of the dungeons they could ever throw at us yet when's the last time they had major updates to Cyrodiil? After 4 years I need more reason to keep riding that wheel too. To me that's why Overland needs an infusion of life. When I'm burned out of dungeons and pvp I go out into this huge world they've created to farm materials and armor sets, finish up delves I missed, explore nooks I might have missed the first few times around (believe it or not I still find places), etc. I 'd like to still be excited about the old world. Hell I'd like to be excited about future pve expansions and pay for them but when I already know ahead of time that the whole new zone being introduced wasn't created for me to have fun which includes a slight challenge (not 2-3 shotting final quest bosses), I'm done paying them. I bet 80% of this game is overland and growing every expansion and some people keep saying it's only for leveling 1-50..get outta here! What a waste...

    All content gets boring and old. Asking for it to be more difficult doesn't improve that because you've already done it and it would still be boring very quickly because it needs to be "possible to win" and very much so because that is the entry point for new players and majority of what they can do to start.

    The overland content is like a tutorial. You can't ask for that to be more difficult as it would kill the game by guaranteeing that new players would instantly hate the game.
    It's not like they knew they would be getting into a prison shower like Dark Souls advertised, so you just can't surprise them with that and expect a good reaction. Also, games like Dark Souls are very niche despite all the publicity. Not that many people play them or continue doing so, especially if they break their controller or console so they can't.

    Overland content is like a tutorial... that makes up 60-70% of the game. That isn't a tutorial, that's an overwhelming majority of the content the game has to offer.

    Thank One Tamriel for that and the fact that new players can go anywhere they want.
    It's really just there for a crafting mat grinding area and once through for the story.

    If you want challenge either go to other content that they readily provide, with new hard modes for you too, or strip down to your skivvies and do a naked run through the world. You could even make a new character.

    People do that sometimes and it even gets them public mention in news and by game developers often enough. I remember the World of Warcraft pacifist max level that made the news even.
    Try something like that and you may just enjoy it and even get famous for it.
  • Zardayne
    Zardayne
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    Zardayne wrote: »
    As far as finding it odd that people are not doing the challenging content, I believe quite a few are. I just think people (myself included) get so tired of jumping on the hamster wheel and doing the same thing over and over and over. We're talking dungeons and trials here. Sure they are fun a couple of times but damn most of us have to run the same crap repeatedly to get the gear we want. That gets old real quick. To me PVP is way more challenging than any of the dungeons they could ever throw at us yet when's the last time they had major updates to Cyrodiil? After 4 years I need more reason to keep riding that wheel too. To me that's why Overland needs an infusion of life. When I'm burned out of dungeons and pvp I go out into this huge world they've created to farm materials and armor sets, finish up delves I missed, explore nooks I might have missed the first few times around (believe it or not I still find places), etc. I 'd like to still be excited about the old world. Hell I'd like to be excited about future pve expansions and pay for them but when I already know ahead of time that the whole new zone being introduced wasn't created for me to have fun which includes a slight challenge (not 2-3 shotting final quest bosses), I'm done paying them. I bet 80% of this game is overland and growing every expansion and some people keep saying it's only for leveling 1-50..get outta here! What a waste...

    All content gets boring and old. Asking for it to be more difficult doesn't improve that because you've already done it and it would still be boring very quickly because it needs to be "possible to win" and very much so because that is the entry point for new players and majority of what they can do to start.

    The overland content is like a tutorial. You can't ask for that to be more difficult as it would kill the game by guaranteeing that new players would instantly hate the game.
    It's not like they knew they would be getting into a prison shower like Dark Souls advertised, so you just can't surprise them with that and expect a good reaction. Also, games like Dark Souls are very niche despite all the publicity. Not that many people play them or continue doing so, especially if they break their controller or console so they can't.

    Well I would never suggest Dark Souls caliber difficulty. That game has no middle ground whatsoever. It throws you in the fire right off the bat and keeps cranking the heat up. I'm just talking about sprinkling some difficulty in overland adding some difficulty selection to delves and public dungeons.

    IMO saying that 50 levels is a tutorial is a bit overkill don't you think? I mean they already have the starter areas which teaches you the basics and lets face it, once you hit 15, can weapon swap, and learn how to drop 2 or 3 aoe you've just about mastered overland and much of regular dungeon pve. I had my grandkids playing for a bit and after a week they were able to do delves and regular overland. Sure they weren't soloing anchors and world bosses yet but they knew the basics by then.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Zardayne wrote: »
    Zardayne wrote: »
    As far as finding it odd that people are not doing the challenging content, I believe quite a few are. I just think people (myself included) get so tired of jumping on the hamster wheel and doing the same thing over and over and over. We're talking dungeons and trials here. Sure they are fun a couple of times but damn most of us have to run the same crap repeatedly to get the gear we want. That gets old real quick. To me PVP is way more challenging than any of the dungeons they could ever throw at us yet when's the last time they had major updates to Cyrodiil? After 4 years I need more reason to keep riding that wheel too. To me that's why Overland needs an infusion of life. When I'm burned out of dungeons and pvp I go out into this huge world they've created to farm materials and armor sets, finish up delves I missed, explore nooks I might have missed the first few times around (believe it or not I still find places), etc. I 'd like to still be excited about the old world. Hell I'd like to be excited about future pve expansions and pay for them but when I already know ahead of time that the whole new zone being introduced wasn't created for me to have fun which includes a slight challenge (not 2-3 shotting final quest bosses), I'm done paying them. I bet 80% of this game is overland and growing every expansion and some people keep saying it's only for leveling 1-50..get outta here! What a waste...

    All content gets boring and old. Asking for it to be more difficult doesn't improve that because you've already done it and it would still be boring very quickly because it needs to be "possible to win" and very much so because that is the entry point for new players and majority of what they can do to start.

    The overland content is like a tutorial. You can't ask for that to be more difficult as it would kill the game by guaranteeing that new players would instantly hate the game.
    It's not like they knew they would be getting into a prison shower like Dark Souls advertised, so you just can't surprise them with that and expect a good reaction. Also, games like Dark Souls are very niche despite all the publicity. Not that many people play them or continue doing so, especially if they break their controller or console so they can't.

    Well I would never suggest Dark Souls caliber difficulty. That game has no middle ground whatsoever. It throws you in the fire right off the bat and keeps cranking the heat up. I'm just talking about sprinkling some difficulty in overland adding some difficulty selection to delves and public dungeons.

    Solo worldbosses and the public dungeon group bosses. add your own difficulty by doing it in green gear or missing some gear or no 5 piece set bonus or without potions or without food buffs.

    Difficulty is not hard to find. It's hard to find easier content when you need it. That's why they won't add difficulty enough that you would ever consider it good to anything in overland content. Not everybody is as good as you at the game.

    I actually have a friend who dies to the weakest quest bosses regularly. I've tried to help him do better but he still can't get it. I don't want it to be harder for him than it already is when he has no option to make it easier that makes sense to him.
    You can create your own difficulty and leave my friend to what he considers difficult.
  • Kagukan
    Kagukan
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    Personally I don't have much of a problem with the current difficulty of the game. I would hate running around doing some things and constantly have a hard fight on my hands. If I want difficult content I know where to find it. I wouldn't mind seeing a specific DLC zone with higher difficulty though.
  • Zardayne
    Zardayne
    ✭✭✭✭✭
    Zardayne wrote: »
    Zardayne wrote: »
    As far as finding it odd that people are not doing the challenging content, I believe quite a few are. I just think people (myself included) get so tired of jumping on the hamster wheel and doing the same thing over and over and over. We're talking dungeons and trials here. Sure they are fun a couple of times but damn most of us have to run the same crap repeatedly to get the gear we want. That gets old real quick. To me PVP is way more challenging than any of the dungeons they could ever throw at us yet when's the last time they had major updates to Cyrodiil? After 4 years I need more reason to keep riding that wheel too. To me that's why Overland needs an infusion of life. When I'm burned out of dungeons and pvp I go out into this huge world they've created to farm materials and armor sets, finish up delves I missed, explore nooks I might have missed the first few times around (believe it or not I still find places), etc. I 'd like to still be excited about the old world. Hell I'd like to be excited about future pve expansions and pay for them but when I already know ahead of time that the whole new zone being introduced wasn't created for me to have fun which includes a slight challenge (not 2-3 shotting final quest bosses), I'm done paying them. I bet 80% of this game is overland and growing every expansion and some people keep saying it's only for leveling 1-50..get outta here! What a waste...

    All content gets boring and old. Asking for it to be more difficult doesn't improve that because you've already done it and it would still be boring very quickly because it needs to be "possible to win" and very much so because that is the entry point for new players and majority of what they can do to start.

    The overland content is like a tutorial. You can't ask for that to be more difficult as it would kill the game by guaranteeing that new players would instantly hate the game.
    It's not like they knew they would be getting into a prison shower like Dark Souls advertised, so you just can't surprise them with that and expect a good reaction. Also, games like Dark Souls are very niche despite all the publicity. Not that many people play them or continue doing so, especially if they break their controller or console so they can't.

    Well I would never suggest Dark Souls caliber difficulty. That game has no middle ground whatsoever. It throws you in the fire right off the bat and keeps cranking the heat up. I'm just talking about sprinkling some difficulty in overland adding some difficulty selection to delves and public dungeons.

    Solo worldbosses and the public dungeon group bosses. add your own difficulty by doing it in green gear or missing some gear or no 5 piece set bonus or without potions or without food buffs.

    Difficulty is not hard to find. It's hard to find easier content when you need it. That's why they won't add difficulty enough that you would ever consider it good to anything in overland content. Not everybody is as good as you at the game.

    I actually have a friend who dies to the weakest quest bosses regularly. I've tried to help him do better but he still can't get it. I don't want it to be harder for him than it already is when he has no option to make it easier that makes sense to him.
    You can create your own difficulty and leave my friend to what he considers difficult.

    "If we wanted "challenge" in City of Heroes we would solo the content. If we wanted fun we would form a random PUG the majority of the time and just "wreck face!" feeling overpowered. That was the most fun of any game I've ever played so why does no other "newer" game design that way? I guess they like players never feeling good enough and the inevitable "max level rat/worm/insect/this-shouldn't-be-a-threatening-enemy-but-it-is" effect."

    You know I just noticed you mentioned City of Heroes in your sig and read what you have. I too played COH/COV for a few years. So you were fine entering a mission alone knowing you could be challenged but you also knew you had the option to increase that difficulty by adding more players to your team which would increase some of the mob levels and add harder types of those mobs. So what in the world is the difference if we added some difficulty selection to delves and public dungeons to overland? Sorry bud but you've got me highly confused now. Also as a COH player you know very well that the world was sprinkled with harder lieutenant and elite leveled mobs. You could easily jump into a tougher mob just by jumping from one alley into the next. Why would that be any different than what some of us are asking for here?

    Also, your friend will get better. If my grandkids can do it I'd bet your buddy can too.
    Edited by Zardayne on July 30, 2018 4:32PM
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Zardayne wrote: »
    Zardayne wrote: »
    Zardayne wrote: »
    As far as finding it odd that people are not doing the challenging content, I believe quite a few are. I just think people (myself included) get so tired of jumping on the hamster wheel and doing the same thing over and over and over. We're talking dungeons and trials here. Sure they are fun a couple of times but damn most of us have to run the same crap repeatedly to get the gear we want. That gets old real quick. To me PVP is way more challenging than any of the dungeons they could ever throw at us yet when's the last time they had major updates to Cyrodiil? After 4 years I need more reason to keep riding that wheel too. To me that's why Overland needs an infusion of life. When I'm burned out of dungeons and pvp I go out into this huge world they've created to farm materials and armor sets, finish up delves I missed, explore nooks I might have missed the first few times around (believe it or not I still find places), etc. I 'd like to still be excited about the old world. Hell I'd like to be excited about future pve expansions and pay for them but when I already know ahead of time that the whole new zone being introduced wasn't created for me to have fun which includes a slight challenge (not 2-3 shotting final quest bosses), I'm done paying them. I bet 80% of this game is overland and growing every expansion and some people keep saying it's only for leveling 1-50..get outta here! What a waste...

    All content gets boring and old. Asking for it to be more difficult doesn't improve that because you've already done it and it would still be boring very quickly because it needs to be "possible to win" and very much so because that is the entry point for new players and majority of what they can do to start.

    The overland content is like a tutorial. You can't ask for that to be more difficult as it would kill the game by guaranteeing that new players would instantly hate the game.
    It's not like they knew they would be getting into a prison shower like Dark Souls advertised, so you just can't surprise them with that and expect a good reaction. Also, games like Dark Souls are very niche despite all the publicity. Not that many people play them or continue doing so, especially if they break their controller or console so they can't.

    Well I would never suggest Dark Souls caliber difficulty. That game has no middle ground whatsoever. It throws you in the fire right off the bat and keeps cranking the heat up. I'm just talking about sprinkling some difficulty in overland adding some difficulty selection to delves and public dungeons.

    Solo worldbosses and the public dungeon group bosses. add your own difficulty by doing it in green gear or missing some gear or no 5 piece set bonus or without potions or without food buffs.

    Difficulty is not hard to find. It's hard to find easier content when you need it. That's why they won't add difficulty enough that you would ever consider it good to anything in overland content. Not everybody is as good as you at the game.

    I actually have a friend who dies to the weakest quest bosses regularly. I've tried to help him do better but he still can't get it. I don't want it to be harder for him than it already is when he has no option to make it easier that makes sense to him.
    You can create your own difficulty and leave my friend to what he considers difficult.

    "If we wanted "challenge" in City of Heroes we would solo the content. If we wanted fun we would form a random PUG the majority of the time and just "wreck face!" feeling overpowered. That was the most fun of any game I've ever played so why does no other "newer" game design that way? I guess they like players never feeling good enough and the inevitable "max level rat/worm/insect/this-shouldn't-be-a-threatening-enemy-but-it-is" effect."

    You know I just noticed you mentioned City of Heroes in your sig and read what you have. I too played COH/COV for a few years. So you were fine entering a mission alone knowing you could be challenged but you also knew you had the option to increase that difficulty by adding more players to your team which would increase some of the mob levels and add harder types of those mobs. So what in the world is the difference if we added some difficulty selection to delves and public dungeons to overland? Sorry bud but you've got me highly confused now. Also as a COH player you know very well that the world was sprinkled with harder lieutenant and elite leveled mobs. You could easily jump into a tougher mob just by jumping from one alley into the next. Why would that be any different than what some of us are asking for here?

    1) Grouping actually made content easier in City of Heroes.
    2) City of Heroes did have the difficulty settings that could add 3 levels to the enemies and up to +8 more enemies to the group sizes too. That worked really well to customize the difficulty for everyone.
    3) Those "sprinkled around elite mobs" weren't actually that tough. They were just like trolls here on ESO, a little tougher but nothing to worry about.

    And yes, I'm all for adding difficulty settings.
    The thing I am arguing against is all the people saying "just make it more difficult for everyone" just because they want it more difficult. That is just asking for trouble, and they are sometimes doing it out of the desire to see others struggle and suffer.

    I very much would like customizable difficulty starting at easier than things are now(for group content anyway) and going up to more difficult for people who want to choose that option. I want grouping to be as common as it was in City of Heroes with any class welcome because the group content was balanced to be easier than solo at the base difficulty so everybody felt welcome and capable and could ramp it up once they felt more comfortable.

    I regularly participated in 40-50 player raids in city of heroes, sometimes every night. I have not done so since in any game because every one I have tried has made it far more difficult, more toxic in groups because of the failures at trying to just finish and get the reward. Hell, I even did that Eden Trial in City of Heroes that regularly took around 3 hours and had a 4 hour time limit. I did it multiple times for rewards and fun every time.
    No other game has ever been able to make me put myself through that long time-frame or grouping that regularly with that many people. City of Heroes was different than other games because the other games all design group content to be harder than solo when CoH made grouping definitely easier with group buffs that stacked to make players godly.
    It was too much fun, which is just the right amount.
    Edited by Mystrius_Archaion on July 30, 2018 4:43PM
  • Ihatenightblades
    Ihatenightblades
    ✭✭✭✭✭
    No offense but if you are having a hard time bar swapping ( 1 button ) then mmorpgs are not the games for you.

    You can still enjoy them do quests. do some normal dungeons have some fun with housing maybe. The good thing about eso is theres millions things to do that don’t require much skill.

    And another good thing is wheneve u do get the skill and want to try harder content there is PLENTY of it in eso :)

    May i ask why you are having trouble bar swapping?
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