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?"
Facefister wrote: »
Mystrius_Archaion wrote: »ParaNostram 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.
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.
LifenLemons 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
Facefister wrote: »
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.Mystrius_Archaion wrote: »ParaNostram 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.LifenLemons 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
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.
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.
Mystrius_Archaion wrote: »ParaNostram 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.
Taleof2Cities wrote: »
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.
Go to Craglorn and open a Celestial Rift.
Taleof2Cities wrote: »
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.
Veinblood1965 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.
Veinblood1965 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.
Ydrisselle wrote: »Veinblood1965 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.
Taleof2Cities wrote: »
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.
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.
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...
Mystrius_Archaion 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.
Mystrius_Archaion 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 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.
Mystrius_Archaion 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.
Mystrius_Archaion wrote: »Mystrius_Archaion 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.
Mystrius_Archaion wrote: »Mystrius_Archaion 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?