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Idea to improve overland content (it's too easy...stop the bleeding!)

ImmortalCX
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Overland content is interesting while you are leveling up. You actually need to keep upgrading your gear and there is a danger of dying. Later in the game, post CP160 you would actually need to be pretty bad to have any challenge from world mobs. The game might as well not even scale as enemies are made of tissue paper.

My idea is to have an in-game shrine that you worship at that gives you an "Intensity" buff. While the Intensity buff is active, world mobs take 30% less damage (from you), and do 50% more damage.

However, when the buff is active, you get an additional 15% XP from monster kills. There would also be an increased drop chance for motifs and set gear dropping. There might also be other perks to maintaining the buff for extended periods.

To increase the immersion, the XP buff would start out at zero, but after several days, it would rise to the 15% XP buff. This would be done so that people would not constantly toggle it to bypass "challenging" content. It would reward people who kept the buff active.

However, there would be an option to toggle it off for dungeons/trials without having to pray at the shrine. There could be dungeon achievements if everyone in the party has the debuff active for a clear.

The difficulty of the Intensity buff would be set so that people grinding XP would not want to use it because it would slow them down and they would lose XP. For people questing and playing the game normally, there would be a net increase in XP.


  • Swomp23
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    That is one brilliant idea. I have often said that we needed some sort of difficulty slider to accomodate everyone's challenge preference. This buff is an interesting idea.

    Some minor changes I would make :

    - This would only apply to overland trash and delves. Not to Anchors or World bosses or public dungeons, to prevent people following a zerg while benefitting form additional exp and drops. For me, the goal of this ''buff'' would be to make questing more enjoyable, point.

    - While I do agree with the exp increase, (mobs will take longer to kill, so overall you should make the same amount of exp/hour), I understand why some people would be against better drops. I can already hear all those whiners say that we have a hidden agenda and that we are entitled to have everything handed to us on a plate and other nonsense. I would let the better drop out of this buff, although I would personnally enjoy it. Harder content should be rewarded, but it would hurt the feelings of too many people...

    - It should never be active in dungeons and trials. It could have too much of a negative effect on your group, especially if you PUG.
    XBox One - NA
  • ImmortalCX
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    Swomp23 wrote: »
    That is one brilliant idea. I have often said that we needed some sort of difficulty slider to accomodate everyone's challenge preference. This buff is an interesting idea.

    Some minor changes I would make :

    - This would only apply to overland trash and delves. Not to Anchors or World bosses or public dungeons, to prevent people following a zerg while benefitting form additional exp and drops. For me, the goal of this ''buff'' would be to make questing more enjoyable, point.

    - While I do agree with the exp increase, (mobs will take longer to kill, so overall you should make the same amount of exp/hour), I understand why some people would be against better drops. I can already hear all those whiners say that we have a hidden agenda and that we are entitled to have everything handed to us on a plate and other nonsense. I would let the better drop out of this buff, although I would personnally enjoy it. Harder content should be rewarded, but it would hurt the feelings of too many people...

    - It should never be active in dungeons and trials. It could have too much of a negative effect on your group, especially if you PUG.

    I agree with your additions.

    I didn't think about Dolmens, but it wouldn't work at Dolmens because the zerg would carry people.

    Regarding the increased drop %, I was thinking something along the lines of double chance of recipe/motif (from .025% to .05%). Something that would only be noticed over a long period of time.

    If the buff difficulty was set hard enough, only ppl in the higher CP range would benefit from it. These people actually "deserve" better world drops. That is the other problem with questing, high level players gain nothing materially.

    A further addition to the idea, there might be three different kinds of buffs that could be chosen at the shrine, so that different builds wouldn't be completely overwhelmed.

    For instance:

    A- Mobs take %30 less damage and do 50% more damage.
    B- Mobs take %10 less damage and do 65% more damage (would be chosen by tanks)
    C- Mobs take %50 less damage and do 30% more damage (would be chosen by dps)
  • Sevn
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    You had me before I read better drops, and I'm one those that would benefit from this system.
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • Abigail
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    I like this idea a lot; however, I see no reason to make us hunt down another stone. Just put a button near our skill bar that glows red when when active.
  • Swomp23
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    Sevn wrote: »
    You had me before I read better drops, and I'm one those that would benefit from this system.

    Why exactly does better drops turn you off automatically? It's true that cp-capped people have litterally no incentive to quest. Some better chance at a motif wouldn't hurt anyone.

    @ImmortalCX Interesting idea about that option for tanks. We often hear that questing is quite tedious for them.
    XBox One - NA
  • max_only
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    Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.

    We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.

    Every request to make overland harder is countered by the thousands in game who are having a hard time.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • Swomp23
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    max_only wrote: »
    Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.

    We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.

    Every request to make overland harder is countered by the thousands in game who are having a hard time.

    That's precisely why the OP is asking for a debuff that people could choose to use and not make ALL overland content harder.

    About if it's worth the time, I'm far from being a programmer, but I guess that including a system close to battle spirit but for overland content wouldn't paralyze all the ressources at ZOS. At leat I hope...
    XBox One - NA
  • AcadianPaladin
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    My CP810 enjoys overland areas as they are because they are relaxing. If she wants to fight hard foes every every few steps she knows where to find them. Overland areas also offer her rather rewarding opportunities to heal and, if necessary, help add some damage for younger characters who sometimes struggle. She particularly likes helping younger characters vs WB or dolmens. That is one perk of being a healer. While exploding foes to 'help' others is often not welcome, healing/buffing/debuffing is always welcomed by other players.

    Now, having basically said that I think overland is great, I have no problem with any optional arrrangement so those who want to boost their own challenge can do so.
    Edited by AcadianPaladin on November 23, 2018 10:14PM
    PC NA(no Steam), PvE, mostly solo
  • idk
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    1. What bleeding? Doubt many are leaving the game because overworld content is to easy for them. If they are not up to the challenge of the content actually designed to be more challenging then I do not think we lost much.

    2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?

    3. Below is a rough outline of the progression of difficulty in the game from less to more difficulty, by design. I have seen plenty of excuses in response to this list, but if you are looking for more of a challenge then go for the content that offers more challenge.

    Overworld
    delves
    normal dungeons
    world bosses
    vet dungeons
    normal trials
    vet DLC dungeons
    vet trials
    vet HM trials


  • kargen27
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    Swomp23 wrote: »
    max_only wrote: »
    Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.

    We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.

    Every request to make overland harder is countered by the thousands in game who are having a hard time.

    That's precisely why the OP is asking for a debuff that people could choose to use and not make ALL overland content harder.

    About if it's worth the time, I'm far from being a programmer, but I guess that including a system close to battle spirit but for overland content wouldn't paralyze all the ressources at ZOS. At leat I hope...

    Battle spirit affects everybody in the zone. This idea is different because the server would have to track which players have the debuff and which do not. To make it work they might have to make separate instances? Whatever the solution it wouldn't be as easy as applying something to an entire zone.

    I don't see the reason for better drops. The incentive for the debuf is a more fun fight. That should be incentive enough. Also shouldn't be an XP boost for same reason.

    For me personally it makes sense that my character can just stroll across the land and easily whomp almost anything in my path. After all I have defeated numerous deities and spoiled their plans. That said given the option I would prefer tougher overland content I just don't think being able to toggle it on/off is practical.

    Might be a decent compromise to allow a difficulty toggle or slider for solo instances though like the main quest story line.
    and then the parrot said, "must be the water mines green too."
  • ImmortalCX
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    idk wrote: »
    2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?

    Sure they can. These are just buffs and debuffs, which is already in the game.

    A debuff on the character can make the mobs do more damage to them. There is currently a buff called "major protection", which reduces damage to the player by 30%. This would just be the opposite of that. It could also be implemented as a collosal reduction in resitance, which would make world mobs do more damage.

    Doing less damage to the mobs can also be achieved with a debuff. Both effects can be achieved by applying these debuffs to the PC, so that it would not affect other PCs.

    If they can't figure out how to do it, they shouldn't be working in software. I'm honestly not even sure why I responded to you; if you gave it a moment of thought you would realize what I'm asking would be easy to do and the mechnism is already built into the game.



    Edited by ImmortalCX on November 23, 2018 10:33PM
  • kargen27
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    ImmortalCX wrote: »
    idk wrote: »
    2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?

    Sure they can. These are just buffs and debuffs, which is already in the game.

    A debuff on the character can make the mobs do more damage to them. There is currently a buff called "major protection", which reduces damage to the player by 30%. This would just be the opposite of that. It could also be implemented as a collosal reduction in resitance, which would make world mobs do more damage.

    Doing less damage to the mobs can also be achieved with a debuff. Both effects can be achieved by applying these debuffs to the PC, so that it would not affect other PCs.

    If they can't figure out how to do it, they shouldn't be working in software. I'm honestly not even sure why I responded to you; if you gave it a moment of thought you would realize what I'm asking would be easy to do and the mechnism is already built into the game.



    Maybe they could introduce an armor set to do this.
    and then the parrot said, "must be the water mines green too."
  • ImmortalCX
    ImmortalCX
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    kargen27 wrote: »
    ImmortalCX wrote: »
    idk wrote: »
    2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?

    Sure they can. These are just buffs and debuffs, which is already in the game.

    A debuff on the character can make the mobs do more damage to them. There is currently a buff called "major protection", which reduces damage to the player by 30%. This would just be the opposite of that. It could also be implemented as a collosal reduction in resitance, which would make world mobs do more damage.

    Doing less damage to the mobs can also be achieved with a debuff. Both effects can be achieved by applying these debuffs to the PC, so that it would not affect other PCs.

    If they can't figure out how to do it, they shouldn't be working in software. I'm honestly not even sure why I responded to you; if you gave it a moment of thought you would realize what I'm asking would be easy to do and the mechnism is already built into the game.



    Maybe they could introduce an armor set to do this.

    It would be called the Masochist set.
  • idk
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    ImmortalCX wrote: »
    idk wrote: »
    2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?

    Sure they can. These are just buffs and debuffs, which is already in the game.

    A debuff on the character can make the mobs do more damage to them. There is currently a buff called "major protection", which reduces damage to the player by 30%. This would just be the opposite of that. It could also be implemented as a collosal reduction in resitance, which would make world mobs do more damage.

    Doing less damage to the mobs can also be achieved with a debuff. Both effects can be achieved by applying these debuffs to the PC, so that it would not affect other PCs.

    If they can't figure out how to do it, they shouldn't be working in software. I'm honestly not even sure why I responded to you; if you gave it a moment of thought you would realize what I'm asking would be easy to do and the mechnism is already built into the game.



    And they have stated they do not want to make us weaker. Clearly you read that far into what you quoted.

    Of course you ignored the rest.
  • Linaleah
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    this keeps showing up and people keep thinking that we can't tell just how this can be abused. UNLESS PEOPLE WITH DEBUFF ARE INSTANCED AWAY FROM OTHER PLAYERS. this WILL be abused for better rewards. how? well... you know how people pay to take them through skyreach? now. imagine the same skyreach situation, but the person being carried? has that debuff enabled. person carrying them - does NOT so, they are dealing full damage and not taking any extra. so without any actual challenge - you are STILL getting better rewards.

    and before you say "skyreach is an instance", people do grind mobs outside, you know. and the same situation is still something that is very much possible. (heck, back when in swtor there was a bug at one point that allowed low level characters go into high level event area - people used to get carried to max level in couple of hours that way - if it can be cheesed, people WILL cheese it. every time)

    but ok, you are not deliberately cheesing the system, you are honestly just looking for some personal challenge. well.. you are not alone in a world and players do come around and so non debuffed person comes buy and one shots the mob you were working on challenging yourself with. and... the debuff becomes moot all over again.

    so to reiterate.

    the ONLY way to add challenge that you all want, while avoiding all the ways people will cheese it - is by instancing zones, where people WITH debuff only play with OTHER people with debuff. and I've been told that the problem with that is that it will splinter the population to much.

    P.S. honestly? I don't think "game to easy" is primary reason ESO might be bleeding players. bugs both visual and gameplay ones as well as severe lag/loading screens - that would do it.
    Edited by Linaleah on November 24, 2018 12:15AM
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • ImmortalCX
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    idk wrote: »
    ImmortalCX wrote: »
    idk wrote: »
    2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?

    Sure they can. These are just buffs and debuffs, which is already in the game.

    A debuff on the character can make the mobs do more damage to them. There is currently a buff called "major protection", which reduces damage to the player by 30%. This would just be the opposite of that. It could also be implemented as a collosal reduction in resitance, which would make world mobs do more damage.

    Doing less damage to the mobs can also be achieved with a debuff. Both effects can be achieved by applying these debuffs to the PC, so that it would not affect other PCs.

    If they can't figure out how to do it, they shouldn't be working in software. I'm honestly not even sure why I responded to you; if you gave it a moment of thought you would realize what I'm asking would be easy to do and the mechnism is already built into the game.



    And they have stated they do not want to make us weaker. Clearly you read that far into what you quoted.

    Of course you ignored the rest.

    This is not "making us weaker". Its a conditional debuff that a player might choose to use.

    People have talked about difficulty sliders or making overland content more meaningful. My idea uses mechanics in the game to accomplish that in a way that shouldn't be difficult to implement.

    Another, easier way to implement this idea would be to introduce "Masochist Food" which instead of buffing the character, would debuff them, but give a slight XP boost.

  • TheShadowScout
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    ImmortalCX wrote: »
    My idea is to have an in-game shrine that you worship at that gives you an "Intensity" buff...
    ...and we have had this idea, or some like it before on the forums.

    Some way to set a "handicap" that makes a character take more damage from ALL mobs and do less... but gives greater rewards while active, be it increased expees or better chances at good drops (motiv pages!)

    A shrine may not be the best way to implement this... better to just make it a slider in your character settings, where you can pick how much handicap you want, any time you want.

    I do love the idea of the reward buff getting bigger over time tho! Start at nothing, and the longer you play that character "at a handicap" the more you get... that one is nifty!
    idk wrote: »
    Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?
    True enough, so any such "handicap" mechanic could only mess with the character values. Lower damage output and armor... which in effect will mean doing less damage and taking more anyhow...
    kargen27 wrote: »
    Maybe they could introduce an armor set to do this.
    Well, there is always going "Pay to loose"... tho I really wish they had more of this. Not just a two-hander broom and heavy bucket, but also... one-handed feather dusters and rolling pins, pot-lid shields, rubberband slingshots for archers, fairy wands that shoot fluffy rainbows instead of fireballs for mages, light nightshirt robes and cooking apron medium armors, maybe a full maid outfit...

    Hey, they could do it with this as well! Have a mechanic that increases rewards (over time) the higher the more "PtL" gear you wear...

    There could be nifty achievements as well for doing harder stuff with PtL gear... like... unlocking the "PtL" visuals for the outfit system...
  • ImmortalCX
    ImmortalCX
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    Linaleah wrote: »
    this keeps showing up and people keep thinking that we can't tell just how this can be abused. UNLESS PEOPLE WITH DEBUFF ARE INSTANCED AWAY FROM OTHER PLAYERS. this WILL be abused for better rewards. how? well... you know how people pay to take them through skyreach? now. imagine the same skyreach situation, but the person being carried? has that debuff enabled. person carrying them - does NOT so, they are dealing full damage and not taking any extra. so without any actual challenge - you are STILL getting better rewards.

    and before you say "skyreach is an instance", people do grind mobs outside, you know. and the same situation is still something that is very much possible. (heck, back when in swtor there was a bug at one point that allowed low level characters go into high level event area - people used to get carried to max level in couple of hours that way - if it can be cheesed, people WILL cheese it. every time)

    but ok, you are not deliberately cheesing the system, you are honestly just looking for some personal challenge. well.. you are not alone in a world and players do come around and so non debuffed person comes buy and one shots the mob you were working on challenging yourself with. and... the debuff becomes moot all over again.

    so to reiterate.

    the ONLY way to add challenge that you all want, while avoiding all the ways people will cheese it - is by instancing zones, where people WITH debuff only play with OTHER people with debuff. and I've been told that the problem with that is that it will splinter the population to much.

    Its like you lack creative problem solving skills.

    Your concern is that the debuff would be abused by players carrying others. It could be implemented such that there is no XP boost if a mob is not a solo kill. Before granting XP, the game already considers how many other people were involved in the kill, so implementing this would be relatively trivial.

    Instead of thinking of reasons that it wouldn't work, use your wall of text skills to think of ways to make it possible.

    As you said, this theme keeps coming up. "Difficulty slider" is something I've seen mentioned before, my suggestion is to use the buff/debuff mechanism already in the game to accomplish this. It wouldn't require a rewrite of the game, and it would have absolutely zero impact on other players if implemented correctly.

    I might add that this is definitely part of the Elder Scrolls ethos as Skyrim had multiple selectable difficulty levels, that frankly were necessary to make the game enjoyable based upon your playing skill.

    A simple improvement like this could drastically increase enjoyment for people who enjoy overland soloing and Elder Scrolls "difficulty slider" mechanics.
    Edited by ImmortalCX on November 24, 2018 12:29AM
  • ImmortalCX
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    ImmortalCX wrote: »
    My idea is to have an in-game shrine that you worship at that gives you an "Intensity" buff...
    ...and we have had this idea, or some like it before on the forums.

    Some way to set a "handicap" that makes a character take more damage from ALL mobs and do less... but gives greater rewards while active, be it increased expees or better chances at good drops (motiv pages!)

    A shrine may not be the best way to implement this... better to just make it a slider in your character settings, where you can pick how much handicap you want, any time you want.

    I do love the idea of the reward buff getting bigger over time tho! Start at nothing, and the longer you play that character "at a handicap" the more you get... that one is nifty!
    idk wrote: »
    Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?
    True enough, so any such "handicap" mechanic could only mess with the character values. Lower damage output and armor... which in effect will mean doing less damage and taking more anyhow...
    kargen27 wrote: »
    Maybe they could introduce an armor set to do this.
    Well, there is always going "Pay to loose"... tho I really wish they had more of this. Not just a two-hander broom and heavy bucket, but also... one-handed feather dusters and rolling pins, pot-lid shields, rubberband slingshots for archers, fairy wands that shoot fluffy rainbows instead of fireballs for mages, light nightshirt robes and cooking apron medium armors, maybe a full maid outfit...

    Hey, they could do it with this as well! Have a mechanic that increases rewards (over time) the higher the more "PtL" gear you wear...

    There could be nifty achievements as well for doing harder stuff with PtL gear... like... unlocking the "PtL" visuals for the outfit system...

    "Training" gear is already a mild version of this PTL concept of which you speak. Gear is less effective, but give a 78% xp bonus.

    A "masochist" debuff that makes overland content much harder and gives an extra 15% wouldn't be game breaking and would be just enough incentive for players to actually use it.
  • max_only
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    Swomp23 wrote: »
    max_only wrote: »
    Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.

    We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.

    Every request to make overland harder is countered by the thousands in game who are having a hard time.

    That's precisely why the OP is asking for a debuff that people could choose to use and not make ALL overland content harder.

    About if it's worth the time, I'm far from being a programmer, but I guess that including a system close to battle spirit but for overland content wouldn't paralyze all the ressources at ZOS. At leat I hope...

    You’d think that implementing this system “wouldn’t paralyze all the resources at Zos”

    AND YET

    we still can’t search guild stores, and numerous bugs have existed for years.

    This is the dev team that couldn’t fix animation cancelling and called it a feature lol.
    They break the silliest things every week.
    listen I love them, and it’s funny to me that people are like “just do this one thing it’s so easy”
    and the very next thread “how did you break this Zos, are you dumb?”
    Lol you can’t have both.

    I’m not saying they’re incompetent, I just think this is a lot more difficult than you might realize.

    It isn’t worth the investment and the time to make overland harder for a few of us. selling new content is where their focus is, so I suggest asking for more solo content on the difficulty level of Maelstrom instead. That would be something they would rather be doing.
    Edited by max_only on December 12, 2018 8:40PM
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • SugaComa
    SugaComa
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    ImmortalCX wrote: »
    Overland content is interesting while you are leveling up. You actually need to keep upgrading your gear and there is a danger of dying. Later in the game, post CP160 you would actually need to be pretty bad to have any challenge from world mobs. The game might as well not even scale as enemies are made of tissue paper.

    My idea is to have an in-game shrine that you worship at that gives you an "Intensity" buff. While the Intensity buff is active, world mobs take 30% less damage (from you), and do 50% more damage.

    However, when the buff is active, you get an additional 15% XP from monster kills. There would also be an increased drop chance for motifs and set gear dropping. There might also be other perks to maintaining the buff for extended periods.

    To increase the immersion, the XP buff would start out at zero, but after several days, it would rise to the 15% XP buff. This would be done so that people would not constantly toggle it to bypass "challenging" content. It would reward people who kept the buff active.

    However, there would be an option to toggle it off for dungeons/trials without having to pray at the shrine. There could be dungeon achievements if everyone in the party has the debuff active for a clear.

    The difficulty of the Intensity buff would be set so that people grinding XP would not want to use it because it would slow them down and they would lose XP. For people questing and playing the game normally, there would be a net increase in XP.


    I think after you hit 160 CP you should be able to create new linked characters

    These characters link to each other sharing acheivements however both now have access to replay the overland content at an increased difficulty ...
  • Hotdog_23
    Hotdog_23
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    max_only wrote: »
    Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.

    We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.

    Every request to make overland harder is countered by the thousands in game who are having a hard time.

    +1, well said.

    I am against giving better drops for normal content that everyone runs together.

    If you want to make overland harder then gimp yourself by removing all CP and limit to how many skill points you use. Wear all white trash gear no sets.

    Example use level 10 weapons and armor and 20 skill points, no CP. You will find the problem is sustain is so much worse.

  • Sevn
    Sevn
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    Swomp23 wrote: »
    Sevn wrote: »
    You had me before I read better drops, and I'm one those that would benefit from this system.

    Why exactly does better drops turn you off automatically? It's true that cp-capped people have litterally no incentive to quest. Some better chance at a motif wouldn't hurt anyone.

    @ImmortalCX Interesting idea about that option for tanks. We often hear that questing is quite tedious for them.

    I would have answered, but I knew many others would state the obvious.
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • ImmortalCX
    ImmortalCX
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    Hotdog_23 wrote: »
    max_only wrote: »
    Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.

    We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.

    Every request to make overland harder is countered by the thousands in game who are having a hard time.

    +1, well said.

    I am against giving better drops for normal content that everyone runs together.

    If you want to make overland harder then gimp yourself by removing all CP and limit to how many skill points you use. Wear all white trash gear no sets.

    Example use level 10 weapons and armor and 20 skill points, no CP. You will find the problem is sustain is so much worse.

    Using no-CP is a non starter. Not going to respec every time ppl want to quest.

    The overland content is fundamentally broken for the majority of the player base. Its hard to quantify how this influences player retention, but I would argue that the trivial difficulty of all overland content makes the game seem broken and imbalanced, and that it turns people off the game.

    The game just feels broken the mobs are so weak. A masochist debuff that allows people to increase the difficulty is working within the systems that already exist and wouldn't effect other players.

    What is sad/comical is that people in this thread are resisting the idea because it would give other high-CP players a mild increase in quality of item drops. Yet this avenue would be available to any high CP player.

    Its crazy that a low CP player thinks high CP players shouldn't have better rewards. Furthermore, this debuff would open up another avenue of play for low CP players and could serve as a "hard mode".

    Realistically, any extra rewards would go towards subsidizing increased armor repairs. Game has to change and adapt or it will die, and overland is broken.

  • Smasherx74
    Smasherx74
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    idk wrote: »
    1. What bleeding? Doubt many are leaving the game because overworld content is to easy for them. If they are not up to the challenge of the content actually designed to be more challenging then I do not think we lost much.

    2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?

    3. Below is a rough outline of the progression of difficulty in the game from less to more difficulty, by design. I have seen plenty of excuses in response to this list, but if you are looking for more of a challenge then go for the content that offers more challenge.

    Overworld
    delves
    normal dungeons
    world bosses
    vet dungeons
    normal trials
    vet DLC dungeons
    vet trials
    vet HM trials


    2) The "buff" could decrease your resistances and damage, guess that one went right over your head huh lol?

    3) Before T1 the overworld was not scaled, different zones had different level enemies. Only DLC zones were actually scaled. When craglorn was introduced it was an attempt to give us harder overworld content, that required teamwork in some instances. However T1 also changed this, a lot of craglorn content can now be solo'd some mechanisms don't require multiple people either. The problem in this game is that just by having a basic build you will be able to easily destroy everything in this game with no effort or worry. In other MMOs like WoW for example when you reach max level you have zones or enemies that are also max level. And even if you get good gear you could potentially die from regular quests. In ESO that's nearly impossible, even with lower end builds or just random sets thrown together. The solo experience / questing is absurdly easy in this game and offers virtually no challenge even to new players without builds or CP. This is all the fault of T1 when zone scaling was introduced. Before T1 I remember the first 6 months or so after launch and especially the beta it was an actual challenge sometimes, more so a minimalistic challenge where you couldn't just run around pulling everything and burning it like it's nothing.

    Now I don't agree with the OP's idea of a buff to make the game more challenging. I think ZOS should remove zone scaling for vanilla zones, and enemies should have more health or resistances. At the very least if they keep scaling in place the bosses of quests or delves should actually be somewhat challenging requiring at least 2 noobs but being solo'able by end game players. The game is just absurdly easy, especially the overworld / questing portion.
    Master Debater
  • Vandril
    Vandril
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    While it's unfortunate, you'll simply never dredge up a lot of support for an idea like this if it includes an EXP/Drop Rate bonus. Too many people are far too cynical to accept any such optional reward bonus, no matter how thoroughly it's designed to avoid abuse.

    The idea is good, overall. Clever, even. I'd love to see it implemented.
    Edited by Vandril on November 24, 2018 6:26AM
  • seipher09
    seipher09
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    I really agree with this. I'm not great at mmos and I'm only using crafted gear but I would still find this game to be an actual challenge to die.

    I mean I can run into a mob with no armor and no weapons just activate critical surge and hurricane and they would all just die while I'm full health.
  • jainiadral
    jainiadral
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    I'm at halfsies on this one-- mostly because I think that increasing motif drop rates could be a problem even if the rest is either tolerable (increased rewards) or awesome (debuff idea for those who want it).

    My biggest concern is over major motif farming spots like Bonesnap Ruins. It's already painful to try and complete the story quest there because several max-CP players are constantly circling the area to do the mass-aggro then mow down thing. I've run into it both at prime time and at ungodly hours of the early AM. I'd hate to see that kind of behavior actively incentivized-- no one leveling or trying to do the story would ever be able to get anything done.
    Edited by jainiadral on November 24, 2018 7:32AM
  • Hotdog_23
    Hotdog_23
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    ImmortalCX wrote: »
    Hotdog_23 wrote: »
    max_only wrote: »
    Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.

    We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.

    Every request to make overland harder is countered by the thousands in game who are having a hard time.

    +1, well said.

    I am against giving better drops for normal content that everyone runs together.

    If you want to make overland harder then gimp yourself by removing all CP and limit to how many skill points you use. Wear all white trash gear no sets.

    Example use level 10 weapons and armor and 20 skill points, no CP. You will find the problem is sustain is so much worse.

    Using no-CP is a non starter. Not going to respec every time ppl want to quest.


    This is why I have suggested before they "give" us character slots like outfit slots that change cp and skills. So we can have a different experience with our characters and not have to pay gold and most importantly time to change our build. This would be awesome for pve to pvp on the same characters as well.
  • Ravingar
    Ravingar
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    For all those saying it can't be implemented. Realistically it could easily work by halfing your character's resistances and even halfing their weapon and spell damage (If you wanted them to take 50% more damage and do 50% less). I'm sure programmers can make the stats in the character sheet appear normal whilst having the actual resistances and damage halved.

    And yes a buff could easily do this.
    PC NA
    User ID : @Ravingar | CP 830+

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