the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I do not “put” potions and food in the same category as weapons and skills. They’re already there and always have been. It’s a key aspect of character stats.
I don’t “min max” my drops-only newbie toons. The game asks nothing of me in its quests, absolutely zero requirements are needed to succeed. You think anyone with more than an infantilegrasp of the game should’ve locked out of even slightly engaging questing without throwing out every piece of knowledge the game teaches them.
And please ffs stop talking about WBs which NO ONE is complaining about when we mention Quest Bosses. Read what is being written.
No tools are available to make the game a challenge. “Don’t use gear” isn’t a tool. “Don’t dodge” isn’t a mechanic. “Don’t use drops” isn’t a system of challenge.
You claim people die all the time to quest bosses? Fine, show me quotes from people who find questing any kind of threat. Let see these player who are apparently completely unable to adapt in any way at all when one approach doesn’t work
when was the last time you wantched general chat. cause i'm STILL seeing people ask help with QUEST bosses. I'm still seeing people DIE to QUEST bosses.
potions and foods are OPTIONAL buffs that you can use to make the game easier for yourself.
moreover - people ARE complaining about world bosses being too easy. please do read the thread.
in any case. i'm tired of arguing with you. its pointless and I'm not here to convince you. i'm here to convince ZoS that not everyone wants the game to be "harder"
exeeter702 wrote: »the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I wont call you a troll but the thought of anyone believing players shouldnt be encouraged to use the basic tools to succeed is asanine to me.
Food and potions absolutely should belong in the same catagory as skills and gear.
they should NOT be a requirement for overworld. encouraged =/= must under all circumstances.
Wifeaggro13 wrote: »exeeter702 wrote: »the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I wont call you a troll but the thought of anyone believing players shouldnt be encouraged to use the basic tools to succeed is asanine to me.
Food and potions absolutely should belong in the same catagory as skills and gear.
they should NOT be a requirement for overworld. encouraged =/= must under all circumstances.
Its basic feature matter o fact your starting inventory it's right there. I dont know , I really feel like people expect the game to play it for them. I mean even solitaire has a challenge to it. No one is asking for lvl one to be skin of your neck encounters. People are asking for some sort of progression or at least a sliding scale so you can adjust. Lvl 1 you should be able to light attack and not use skills. But by level 50 the game should have increased the difficulty moderately along the way.
Lois McMaster Bujold "A Civil Campaign"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 ***
Wifeaggro13 wrote: »exeeter702 wrote: »the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I wont call you a troll but the thought of anyone believing players shouldnt be encouraged to use the basic tools to succeed is asanine to me.
Food and potions absolutely should belong in the same catagory as skills and gear.
they should NOT be a requirement for overworld. encouraged =/= must under all circumstances.
Its basic feature matter o fact your starting inventory it's right there. I dont know , I really feel like people expect the game to play it for them. I mean even solitaire has a challenge to it. No one is asking for lvl one to be skin of your neck encounters. People are asking for some sort of progression or at least a sliding scale so you can adjust. Lvl 1 you should be able to light attack and not use skills. But by level 50 the game should have increased the difficulty moderately along the way.
sigh. potions and food are required for dungeons, they are optional for overworld. as it should be.
to summarize, becasue you all keep side tracking and changing your angles.
the core of the argument. overworld is NOT too easy, its currently exactly where it should be.
Wifeaggro13 wrote: »Wifeaggro13 wrote: »exeeter702 wrote: »the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I wont call you a troll but the thought of anyone believing players shouldnt be encouraged to use the basic tools to succeed is asanine to me.
Food and potions absolutely should belong in the same catagory as skills and gear.
they should NOT be a requirement for overworld. encouraged =/= must under all circumstances.
Its basic feature matter o fact your starting inventory it's right there. I dont know , I really feel like people expect the game to play it for them. I mean even solitaire has a challenge to it. No one is asking for lvl one to be skin of your neck encounters. People are asking for some sort of progression or at least a sliding scale so you can adjust. Lvl 1 you should be able to light attack and not use skills. But by level 50 the game should have increased the difficulty moderately along the way.
sigh. potions and food are required for dungeons, they are optional for overworld. as it should be.
to summarize, becasue you all keep side tracking and changing your angles.
the core of the argument. overworld is NOT too easy, its currently exactly where it should be.
Its really not . It's the same difficulty at lvl 1 as it is at lvl cp 320 fully geared. That means your character actually gets weaker as you lvl not stronger.
Lois McMaster Bujold "A Civil Campaign"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 ***
Wifeaggro13 wrote: »exeeter702 wrote: »the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I wont call you a troll but the thought of anyone believing players shouldnt be encouraged to use the basic tools to succeed is asanine to me.
Food and potions absolutely should belong in the same catagory as skills and gear.
they should NOT be a requirement for overworld. encouraged =/= must under all circumstances.
Its basic feature matter o fact your starting inventory it's right there. I dont know , I really feel like people expect the game to play it for them. I mean even solitaire has a challenge to it. No one is asking for lvl one to be skin of your neck encounters. People are asking for some sort of progression or at least a sliding scale so you can adjust. Lvl 1 you should be able to light attack and not use skills. But by level 50 the game should have increased the difficulty moderately along the way.
sigh. potions and food are required for dungeons, they are optional for overworld. as it should be.
to summarize, becasue you all keep side tracking and changing your angles.
the core of the argument. overworld is NOT too easy, its currently exactly where it should be.
Sylvermynx wrote: »MartiniDaniels wrote: »Goregrinder wrote: »Goregrinder wrote: »Goregrinder wrote: »Why don't you remove all your CP's, and take your gear off if you want difficulty for the sake of difficulty?
People already have, and it’s still pointlessly easybarney2525 wrote: »navystylz_ESO wrote: »barney2525 wrote: »navystylz_ESO wrote: »barney2525 wrote: »
You are right. No one mentioned the rewards.
But no one ever mentions their Real ultimate goals either.
Must be really nice for people like you to pull absolutely BS out their arse to attack that argument, rather than the on-going actual discussion. You have NEVER gotten good rewards from quest content. NEVER. So this fixation and pretending peopel thinking overland content is too easy because they want better rewards is just inane. Stop. Just stop.
Nope
If you had paid any attention, you would have seen I have been addressing the issue.
The idea that the Main Focus of this or any other game of this type is to have the "wandering monsters" be the most dangerous and horribly hard for characters to kill is just plain ridiculous. The character needs to get from point A to point B to pursue the actual Mission (whatever it may be). Overland is simply Filler. It's Nuisance. It is DESIGNED to be minimal effort - especially for higher powered characters. To think otherwise makes no sense. It is NOT a Major part of the game.
So, if I see someone so adamant about Making it some Major part of the game, I start wondering Why. It's Not because "it's too easy". That would be something you complain about if you get to a world boss and it falls over in 3 hits.
That's Not what Overland is. Overland is Not Supposed to be hard, and it is functioning Exactly as it is supposed to. You tell me - WHY DOES ANYONE CARE THAT IS IS EASY TO GET FROM POINT A TO POINT B?
IMHOI can run through everything just like I would with CP and gear on. There's virtually no chance of me dying against trash mobs, even the "bosses" of quests are not a challenge. When we talk about the game being too easy, this is the number one issue.But you know some of us, actually want a little bit of a challenge, we want to die to trash mobs if we aggro too many, ESPECIALLY in the overworld. Some of us want the bosses of quests or delves to be actually challenging
From the OP. And many of us clarified our positions with not including PBs, Dolmen, WBs. Explaining that the penultimate boss of a quest chain should feel like a boss. Though I have mentioned delves several times not included in the 'overland', I thought he meant the delve bosses that quests had you do, rather than the rando you kill because it's sits in there.It is NOT a Major part of the game.
It's a majority of the game. Most of the content is questing stuff that is overland and where that brings you. The content added each chapter and DLC, which continuously treats the whole world like it's an afterthought. That would have us suspend disbelief but tell us majordomo X is so powerful, and he dies in 2 hits.
Most of the time I quest I feel resentment that quest bits aren't instanced, that not only do I have to deal with extremely easy bosses, but there's a good chance some random person runs in and starts nuking them too. Now boss that I could kill in a few hits myself, instantly dies completely destroying any immersion in the story.Maybe I'm older than you are, But Nobody complains this hard about something this insignificant without having Something else that they want to accomplish.
Could be. Maybe not. Or could be that people just are incapable of arguing a position as stated. How hard is it to understand that this game with every chapter and DLC release, brings for another story arc. One that can be smashed through solo, but generally have a bunch of other players smashing through with you, extremely easily.
I came to the forums because after doing Elsweyr completion I just felt cheated. Most of the story was good but I left it feeling like the experience was cheapened by how easy it was. This left me feeling bored and wondering if that aspect of the game was even worth paying more money for.
At least in GW2 the living season come free as long as you are logged in during a particular bit. ESO makes you pay for it and the only reason I feel like this chapter was worth it is because the Necromancer. But I began to question redoing all the content of my original main on the new necromancer was actually going to keep me occupied without feeling like it was so easy that the story completion would leave me feeling more bored than entertained.
This is why I came to the forums. And lo and behold, right there on the first page was this thread with other people expressing the exact same concerns I was feeling.
I don't need more rewards. I don't need anything else except not feeling bored to tears doing the story content which makes up a majority of this game, and is only bearable when the storytelling is superb, which isn't always the case.
Disagree.
It's Not a Majority of the game because IF you want you can simply avoid it - Completely.
You do not have to fight Anything if you don't Choose to.
It Can't be considered a ' Majority ' of the game if it can be simply ignored.
I could not even estimate the many many many characters I have seen running across my screen, being pursued by several mobs. It's not that the character could not stop and kill them. The player just has better things to do - like reaching their actual objective and participating in whatever that issue is.
Overland is Flavor.
Now you’re just outright lying
Questing is not avoidable in any way. You need it for Psijic. You need it for crafting area access. You need it to have access to many dailies. You need it for skill points. You need it for Soul Magic. You need it to experience a damn story
You’re not some old wisened Yoda, you’re just being a nuisance who clearly has no interest in actual debate, who believes all players are infantile creatures that would immediately throw out the whole game if a quest boss actually had a chance to kill them.
Then start removing points from all your passives, and use only one bar, and don't LA weave. Just keep going down the list until you've found the right level of "difficulty" for yourself, then play the rest of the game that way.
That's like suggesting if someone is too smart for a class they should take a crowbar to their head until they are brain damaged enough to where that class challenges them - instead of seeking out a more challenging class they could actually have fun learning in.
It's preposterous.
In the context of a game with pre defined parameters, that's what you need to do if that is the thrill you seek.
I don't find purposely gimping myself thrilling. I find it stupid. In any context.
Then you aren't interested in challenge.
Move along.
Challenge is key part of gameplay, but not the only part. Another essential part of any RPG is your build. You may go for full glass-cannon build in VMA for example with reward of higher scores but this will require times more skill then completing VMA as petsorc or WW. But in overland even if you are full glass cannon you still cannot die.. so if you remove your armor etc you will simply kill mobs longer, but they still can't kill you if you do basic actions like not standing in aoe and blocking/dodging heavy attacks. So now you will propose not to dodge aoes and heavy attacks? what's left of gameplay then? you don't have build, you can't use CP perks which unlock mechanics, you can't use active defense, you can't use heals.. so you just stay in front of mobs in aoe light attacking them and then you finally die and feel accomplishment - "I finally found challenge"?
I know.
The whole point of an RPG is to make your character more powerful by collecting gear and experience. This idea that you should remove all of that to try and make the game more fun is like saying you should get rid of the football to have fun on a football field. It defeats the whole purpose of the game itself - at which point there is really no point in playing it at all.
Um. Have to disagree. The whole point of an RPG is that I have fun playing it. And RP'ing it. Right now, with new faster 'net, I'm going to be able to do stuff I haven't been able to do before - like bar swapping.... And I'm going to fully enjoy that. But the bottom line for me is - I am having fun in this game.
When it stops being fun, I'll stop playing it. Making overland harder? Eh, nope thanks. I play games (especially TES) for the stories.
Now.... I'm on board for a toggle that gives people like you a DiD option. Go for it, ZOS. And when you die repeatedly.... well... remember you asked for it.
Hit dog barks.
Right. And what makes an RPG "fun? Getting cool new gear and more experience so you can grow more powerful and learn more skills.
Do you know what makes an RPG less fun? At least to me? Stripping your character of all his gear and experience which you've spent years collecting and working hard to achieve. To be honest with you - I could not think of a better way to ruin an RPG. This whole prospect of stripping your character of his gear and experience to have "more fun" sounds so ridiculous and absurd to me I can't even take it seriously.
If I just wanted to read stories - I'd go to the library. Combat matters to me in an RPG - a lot. As does the overall game play. And having to run around naked just doesn't work for me. Maybe if I was at the beach with some girls that'd be my thing. But when I play an MMORPG running around naked just isn't something I'm interested in doing.
And that's fine if you don't want to see the landscape difficulty increased. What I am arguing for here is an optional veteran zone to quest in for people who do care about combat and don't want to have to run around naked reading stories. So what I am suggesting in this thread would not affect you in any way. Nor am I asking for the difficulty to be heightened to such a degree that I would die repeatedly. I am just asking for a modest challenge increase to make the combat interesting again.
Wifeaggro13 wrote: »exeeter702 wrote: »the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I wont call you a troll but the thought of anyone believing players shouldnt be encouraged to use the basic tools to succeed is asanine to me.
Food and potions absolutely should belong in the same catagory as skills and gear.
they should NOT be a requirement for overworld. encouraged =/= must under all circumstances.
Its basic feature matter o fact your starting inventory it's right there. I dont know , I really feel like people expect the game to play it for them. I mean even solitaire has a challenge to it. No one is asking for lvl one to be skin of your neck encounters. People are asking for some sort of progression or at least a sliding scale so you can adjust. Lvl 1 you should be able to light attack and not use skills. But by level 50 the game should have increased the difficulty moderately along the way.
sigh. potions and food are required for dungeons, they are optional for overworld. as it should be.
to summarize, becasue you all keep side tracking and changing your angles.
the core of the argument. overworld is NOT too easy, its currently exactly where it should be.
Sylvermynx wrote: »Sylvermynx wrote: »MartiniDaniels wrote: »Goregrinder wrote: »Goregrinder wrote: »Goregrinder wrote: »Why don't you remove all your CP's, and take your gear off if you want difficulty for the sake of difficulty?
People already have, and it’s still pointlessly easybarney2525 wrote: »navystylz_ESO wrote: »barney2525 wrote: »navystylz_ESO wrote: »barney2525 wrote: »
You are right. No one mentioned the rewards.
But no one ever mentions their Real ultimate goals either.
Must be really nice for people like you to pull absolutely BS out their arse to attack that argument, rather than the on-going actual discussion. You have NEVER gotten good rewards from quest content. NEVER. So this fixation and pretending peopel thinking overland content is too easy because they want better rewards is just inane. Stop. Just stop.
Nope
If you had paid any attention, you would have seen I have been addressing the issue.
The idea that the Main Focus of this or any other game of this type is to have the "wandering monsters" be the most dangerous and horribly hard for characters to kill is just plain ridiculous. The character needs to get from point A to point B to pursue the actual Mission (whatever it may be). Overland is simply Filler. It's Nuisance. It is DESIGNED to be minimal effort - especially for higher powered characters. To think otherwise makes no sense. It is NOT a Major part of the game.
So, if I see someone so adamant about Making it some Major part of the game, I start wondering Why. It's Not because "it's too easy". That would be something you complain about if you get to a world boss and it falls over in 3 hits.
That's Not what Overland is. Overland is Not Supposed to be hard, and it is functioning Exactly as it is supposed to. You tell me - WHY DOES ANYONE CARE THAT IS IS EASY TO GET FROM POINT A TO POINT B?
IMHOI can run through everything just like I would with CP and gear on. There's virtually no chance of me dying against trash mobs, even the "bosses" of quests are not a challenge. When we talk about the game being too easy, this is the number one issue.But you know some of us, actually want a little bit of a challenge, we want to die to trash mobs if we aggro too many, ESPECIALLY in the overworld. Some of us want the bosses of quests or delves to be actually challenging
From the OP. And many of us clarified our positions with not including PBs, Dolmen, WBs. Explaining that the penultimate boss of a quest chain should feel like a boss. Though I have mentioned delves several times not included in the 'overland', I thought he meant the delve bosses that quests had you do, rather than the rando you kill because it's sits in there.It is NOT a Major part of the game.
It's a majority of the game. Most of the content is questing stuff that is overland and where that brings you. The content added each chapter and DLC, which continuously treats the whole world like it's an afterthought. That would have us suspend disbelief but tell us majordomo X is so powerful, and he dies in 2 hits.
Most of the time I quest I feel resentment that quest bits aren't instanced, that not only do I have to deal with extremely easy bosses, but there's a good chance some random person runs in and starts nuking them too. Now boss that I could kill in a few hits myself, instantly dies completely destroying any immersion in the story.Maybe I'm older than you are, But Nobody complains this hard about something this insignificant without having Something else that they want to accomplish.
Could be. Maybe not. Or could be that people just are incapable of arguing a position as stated. How hard is it to understand that this game with every chapter and DLC release, brings for another story arc. One that can be smashed through solo, but generally have a bunch of other players smashing through with you, extremely easily.
I came to the forums because after doing Elsweyr completion I just felt cheated. Most of the story was good but I left it feeling like the experience was cheapened by how easy it was. This left me feeling bored and wondering if that aspect of the game was even worth paying more money for.
At least in GW2 the living season come free as long as you are logged in during a particular bit. ESO makes you pay for it and the only reason I feel like this chapter was worth it is because the Necromancer. But I began to question redoing all the content of my original main on the new necromancer was actually going to keep me occupied without feeling like it was so easy that the story completion would leave me feeling more bored than entertained.
This is why I came to the forums. And lo and behold, right there on the first page was this thread with other people expressing the exact same concerns I was feeling.
I don't need more rewards. I don't need anything else except not feeling bored to tears doing the story content which makes up a majority of this game, and is only bearable when the storytelling is superb, which isn't always the case.
Disagree.
It's Not a Majority of the game because IF you want you can simply avoid it - Completely.
You do not have to fight Anything if you don't Choose to.
It Can't be considered a ' Majority ' of the game if it can be simply ignored.
I could not even estimate the many many many characters I have seen running across my screen, being pursued by several mobs. It's not that the character could not stop and kill them. The player just has better things to do - like reaching their actual objective and participating in whatever that issue is.
Overland is Flavor.
Now you’re just outright lying
Questing is not avoidable in any way. You need it for Psijic. You need it for crafting area access. You need it to have access to many dailies. You need it for skill points. You need it for Soul Magic. You need it to experience a damn story
You’re not some old wisened Yoda, you’re just being a nuisance who clearly has no interest in actual debate, who believes all players are infantile creatures that would immediately throw out the whole game if a quest boss actually had a chance to kill them.
Then start removing points from all your passives, and use only one bar, and don't LA weave. Just keep going down the list until you've found the right level of "difficulty" for yourself, then play the rest of the game that way.
That's like suggesting if someone is too smart for a class they should take a crowbar to their head until they are brain damaged enough to where that class challenges them - instead of seeking out a more challenging class they could actually have fun learning in.
It's preposterous.
In the context of a game with pre defined parameters, that's what you need to do if that is the thrill you seek.
I don't find purposely gimping myself thrilling. I find it stupid. In any context.
Then you aren't interested in challenge.
Move along.
Challenge is key part of gameplay, but not the only part. Another essential part of any RPG is your build. You may go for full glass-cannon build in VMA for example with reward of higher scores but this will require times more skill then completing VMA as petsorc or WW. But in overland even if you are full glass cannon you still cannot die.. so if you remove your armor etc you will simply kill mobs longer, but they still can't kill you if you do basic actions like not standing in aoe and blocking/dodging heavy attacks. So now you will propose not to dodge aoes and heavy attacks? what's left of gameplay then? you don't have build, you can't use CP perks which unlock mechanics, you can't use active defense, you can't use heals.. so you just stay in front of mobs in aoe light attacking them and then you finally die and feel accomplishment - "I finally found challenge"?
I know.
The whole point of an RPG is to make your character more powerful by collecting gear and experience. This idea that you should remove all of that to try and make the game more fun is like saying you should get rid of the football to have fun on a football field. It defeats the whole purpose of the game itself - at which point there is really no point in playing it at all.
Um. Have to disagree. The whole point of an RPG is that I have fun playing it. And RP'ing it. Right now, with new faster 'net, I'm going to be able to do stuff I haven't been able to do before - like bar swapping.... And I'm going to fully enjoy that. But the bottom line for me is - I am having fun in this game.
When it stops being fun, I'll stop playing it. Making overland harder? Eh, nope thanks. I play games (especially TES) for the stories.
Now.... I'm on board for a toggle that gives people like you a DiD option. Go for it, ZOS. And when you die repeatedly.... well... remember you asked for it.
Hit dog barks.
Right. And what makes an RPG "fun? Getting cool new gear and more experience so you can grow more powerful and learn more skills.
Do you know what makes an RPG less fun? At least to me? Stripping your character of all his gear and experience which you've spent years collecting and working hard to achieve. To be honest with you - I could not think of a better way to ruin an RPG. This whole prospect of stripping your character of his gear and experience to have "more fun" sounds so ridiculous and absurd to me I can't even take it seriously.
If I just wanted to read stories - I'd go to the library. Combat matters to me in an RPG - a lot. As does the overall game play. And having to run around naked just doesn't work for me. Maybe if I was at the beach with some girls that'd be my thing. But when I play an MMORPG running around naked just isn't something I'm interested in doing.
And that's fine if you don't want to see the landscape difficulty increased. What I am arguing for here is an optional veteran zone to quest in for people who do care about combat and don't want to have to run around naked reading stories. So what I am suggesting in this thread would not affect you in any way. Nor am I asking for the difficulty to be heightened to such a degree that I would die repeatedly. I am just asking for a modest challenge increase to make the combat interesting again.
We'll agree to disagree. I really am not into combat period. I'm sort of "pacifistic" when it comes to game fun. I don't want to kill my way through zones.... Combat doesn't matter to me in an RPG. And I already said in the post you quoted that "Now.... I'm on board for a toggle that gives people like you a DiD option. Go for it, ZOS."
Questing is my life in games, including MMOs. I prefer to quest without having to worry about getting characters killed while doing so.
This is how ESO was at launch. Each zone scaled up in difficulty, so as you progressed through the story you'd gain level's, which would then let you move on to the next zone which was harder then the previous zone. Once you'd done one faction you would then move onto the even harder 'veteran' zones, which kept scaling up in difficulty as you progressed through the zones.Wifeaggro13 wrote: »Personaly I think even that does not go far enough. The game should become increasingly challenging in a moderate way as you gain levels and CP.
What are you on about games have not tried to cater to a hard core since B2P and F2P models hit the genre
Eq 1 early wow eq2 and ultima. They fathered this genre and that community kept the light on and made massive profits . It's why every Tom *** and harry started making garbage games to try and get a piece of the pie
MartiniDaniels wrote: »^ If that is all correct, I thank God that I avoided MMORPG genre for all my youth and that ESO has group content of good quality and amazing community so I can give up on unplayable (for me) overland without losing my characters.
Goregrinder wrote: »MartiniDaniels wrote: »^ If that is all correct, I thank God that I avoided MMORPG genre for all my youth and that ESO has group content of good quality and amazing community so I can give up on unplayable (for me) overland without losing my characters.
That means you missed out on the Golden Age of MMORPG's.
This is how ESO was at launch. Each zone scaled up in difficulty, so as you progressed through the story you'd gain level's, which would then let you move on to the next zone which was harder then the previous zone. Once you'd done one faction you would then move onto the even harder 'veteran' zones, which kept scaling up in difficulty as you progressed through the zones.Wifeaggro13 wrote: »Personaly I think even that does not go far enough. The game should become increasingly challenging in a moderate way as you gain levels and CP.
That is what your advocating - for ZOS to basically rework the game to be how it was before. Back to how it was when they were losing players faster than they could gain them. Back to when they had the choice of either revamping the game to 1T and try and rescue it or shut the whole game down.
If you think the same loss of players, the same loss of revenue, the same choice, etc won't happen again... then I have a plot of land I'd like to sell you. Because if ZOS was stupid enough to rework the game to how it was before, they would face the exact same problems again... and this time they would shut the game down IMO rather than spending even more money re-implementing 1T to try and save the game again.What are you on about games have not tried to cater to a hard core since B2P and F2P models hit the genre
Wildstar - flopped within a year. It advertised itself as the MMO for the hardcore, for those who remembered EQ1 & 2 fondly. After it died at launch, dev's rushed to make it F2P and add in a lot of casual friendly content... this is the only reason it lasted as long as it did.
GW2 - listened to the hardcore ppl like you & others who complained that the base game overland was way too easy and difficulty HAD to be ramped up. They made the expansion HoT way harder, less solo friendly, more group-focused... everything you & others call for. They suffered a 67% revenue loss due to players abandoning the game. Anet ended up majorly nerfing the expansion, making it more solo friendly, making it more easy and apologized for listening to the 'content must be harder' folk... all in an attempt to stop the revenue loss, which would lead to GW2 being shutdown within months had it continued at the rate it was.
WoW - trying to cater more to hardcore and raiders by forcing players into harder dungeon types and raids just to get through the past 2 expansions main story (not the conclusion mind you, but from midway onwards). It's one of the complaints I saw aired a lot of wow forums, reddit, etc that casual players were hitting a roadblock on the story, doing craft skills, etc due to being forced to do harder content than they wanted to do just to progress - these are ppl who didn't mind missing out on the conclusion... but now they were missing out on the last quarter/half of the story as well.Eq 1 early wow eq2 and ultima. They fathered this genre and that community kept the light on and made massive profits . It's why every Tom *** and harry started making garbage games to try and get a piece of the pie
Actually incorrect on the 'massive profits' thing - EQ 1 nor 2 never made MMO genre popular, nor did they get massive profits. It was WoW that broke the mold and made MMO's popular - it did this by making the genre accessible to casual players as well as hardcore. Unlike EQ1, EQ2, UO, etc it was a game where people could solo most content (open world quest's, main zone story quest's, etc). People flocked to it because it was made by Blizzard, was a Warcraft game... and because it was easy enough to not require grouping to play.
There's a reason why a lot of MMO's are referred to as "WoW clones" and not "EQ clones" or such.. it's because they saw WoW go flying past the 1-2 million player mark super fast, skyrocketing past 6 million in Burning Crusade expansion, and eventually capping up at 12-13 million players in WotLK days... and wanted in on the money. Eq1 & 2 never broke the 1-2 million player mark... why? Because they are old-school 'group or else' games. The game that caused the flurry of MMO's to crop up was WoW, because it was casual friendly and drew in the crowds... and thus brought in massive, massive profits. EQ1/2/UO *never* saw anywhere near the success or profits as WoW did, and it isn't what the vast majority of MMO's were trying to clone
MartiniDaniels wrote: »Goregrinder wrote: »MartiniDaniels wrote: »^ If that is all correct, I thank God that I avoided MMORPG genre for all my youth and that ESO has group content of good quality and amazing community so I can give up on unplayable (for me) overland without losing my characters.
That means you missed out on the Golden Age of MMORPG's.
I heard that games like Lineage 2 and WoW screwed so many lives, studies, careers, so I was sticking with single-player RPGs and multiplayer shooters for decade.. when ESO was released it was perceived in Skyrim's community as utter trash made not by Bethesda, so I avoided it too. Only "free week" and lack of decent new games lured me to ESO in 2018.. Bleakrock was so mind-dumbingly easy, crude and in-immersive that I was ready to quit, but arrival to Bal Foyen and actual big world sparked interest in me to visit all those places we read in TES books.
Yes, landscapes are gorgeous and overall world size is breathtaking. I run tweaked graphics and reshade while in overland, so it looks like moderately modded Skyrim and sometimes I just switch to first person view, open inventory to prevent kick to login screen, turn off interface and enjoying the view while doing something IRL not far from PC. And it's pity that I can't experience here same gameplay we have in Skyrim, with actual combat, stealth, puzzles and so on.Sylvermynx wrote: »MartiniDaniels wrote: »Goregrinder wrote: »MartiniDaniels wrote: »^ If that is all correct, I thank God that I avoided MMORPG genre for all my youth and that ESO has group content of good quality and amazing community so I can give up on unplayable (for me) overland without losing my characters.
That means you missed out on the Golden Age of MMORPG's.
I heard that games like Lineage 2 and WoW screwed so many lives, studies, careers, so I was sticking with single-player RPGs and multiplayer shooters for decade.. when ESO was released it was perceived in Skyrim's community as utter trash made not by Bethesda, so I avoided it too. Only "free week" and lack of decent new games lured me to ESO in 2018.. Bleakrock was so mind-dumbingly easy, crude and in-immersive that I was ready to quit, but arrival to Bal Foyen and actual big world sparked interest in me to visit all those places we read in TES books.
I played WoW and RIFT before ESO. I'm still playing Oblivion and Skyrim, as I really enjoy TES games (with mods of course in those to change things up).
I'm not really invested in MMOs - I started this one due to friends who play and posted screenies. Such a gorgeous world. It's fun, I love it. But should I live long enough for TES VI, it will be months or years even before I play ESO again, assuming it's still around....
MartiniDaniels wrote: »Yes, landscapes are gorgeous and overall world size is breathtaking. I run tweaked graphics and reshade while in overland, so it looks like moderately modded Skyrim and sometimes I just switch to first person view, open inventory to prevent kick to login screen, turn off interface and enjoying the view while doing something IRL not far from PC. And it's pity that I can't experience here same gameplay we have in Skyrim, with actual combat, stealth, puzzles and so on.Sylvermynx wrote: »MartiniDaniels wrote: »Goregrinder wrote: »MartiniDaniels wrote: »^ If that is all correct, I thank God that I avoided MMORPG genre for all my youth and that ESO has group content of good quality and amazing community so I can give up on unplayable (for me) overland without losing my characters.
That means you missed out on the Golden Age of MMORPG's.
I heard that games like Lineage 2 and WoW screwed so many lives, studies, careers, so I was sticking with single-player RPGs and multiplayer shooters for decade.. when ESO was released it was perceived in Skyrim's community as utter trash made not by Bethesda, so I avoided it too. Only "free week" and lack of decent new games lured me to ESO in 2018.. Bleakrock was so mind-dumbingly easy, crude and in-immersive that I was ready to quit, but arrival to Bal Foyen and actual big world sparked interest in me to visit all those places we read in TES books.
I played WoW and RIFT before ESO. I'm still playing Oblivion and Skyrim, as I really enjoy TES games (with mods of course in those to change things up).
I'm not really invested in MMOs - I started this one due to friends who play and posted screenies. Such a gorgeous world. It's fun, I love it. But should I live long enough for TES VI, it will be months or years even before I play ESO again, assuming it's still around....
Sylvermynx wrote: »Well, really people - the bottom line is I'm not at all disagreeing with a toggle or optional setting so those of you who want a harder/tougher/near-death experience get to have it.
Truthfully, I like exploring and mutzing around. I'm not into having to kill my way through zones. I really wish games provided quests that were non-combat oriented, RP type options. The Khenarthi's Roost quest to find the killer of the Silvenar, and to get the Maormer out of their hair - that was PERFECT as far as I'm concerned. Quests like that are what I most appreciate.
Really.... I just like soloing my way around, finding all the areas of the game, picking up stuff, and talking to NPCs. Doesn't mean I don't want the rest of you to have what you want, at all.
barney2525 wrote: »you know how to avoid giant's damage. 12 dodges. TWELVE. there is nothing that's going to be challenging for you, including something like Soul's because you know how to dodge that damage. and if you cannot dodge, then what is even the point?
How much damage are you inflicting when you dodge?
How does dodging it kill the monster?
And if you don't consider having to dodge it 12 or more times in order to have enough attacks to put it down,
WTF do you consider "A Challenge" ?????
rubs temples.
dodging allows you to avoid damage from monsters. which means YOU are not taking damage. which means as long as you are good with dodge timers, it doesn't matter how much damage the monster deals or how many times you dodge before you kill the monster, you are still not getting hit. someone who doesn't dodge as quickly? amount of damage monster deals is a difference between success and failure for them.
its kinda part of the reason why DLC dungeons are so impossible for so many people. its not that mechanics are super complicated. its that they don't allow any margins for error.
moreover, lets address things requiring more damage. in ESO that usually means that whatever these monsters are doing - they are going to ramp it up. a soft enrage if you will. if monsters are NOT ramping up, allowing someone with lower dps to still kill them? then its not extra challenging either you know for someone who wants challenge, just tedious for the person with lower dps.
for me at least challenge is difficulty in executing a mechanic. how quickly it hits, how little or how much margin for error there is. how quickly you have to act before you no longer have a chance to act and die instead. and here is the thing. the line of where it stops being fun and becomes impossible? is different for everyone. especially when it comes to content you can learn and memorize, you know anything AI based.
becasue are you all trying to tell me that combat is going to be more fun if you have to dodge 20 times instead of 12? you know, cause there is more health on a mob?
basically - I'm not convinced that ZoS can do enough to make something challenging enough long enough for all the different people with all the difference ideas of what is going to be just right for them... without negatively affecting those for whom current level of overworld difficulty is just fine. and yes taking time to creating multitude of "difficulties" means less time spent to create new content of any kind.
you all are just going to learn all the ins and outs and complain its too easy again, the way I've already seen people complain about DLC dungeons and how easy THEY are.
Lois McMaster Bujold "A Civil Campaign"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 ***
the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I do not “put” potions and food in the same category as weapons and skills. They’re already there and always have been. It’s a key aspect of character stats.
I don’t “min max” my drops-only newbie toons. The game asks nothing of me in its quests, absolutely zero requirements are needed to succeed. You think anyone with more than an infantilegrasp of the game should be locked out of even slightly engaging questing without throwing out every piece of knowledge the game teaches them.
And please ffs stop talking about WBs which NO ONE is complaining about when we mention Quest Bosses. Read what is being written.
No tools are available to make the game a challenge. “Don’t use gear” isn’t a tool. “Don’t dodge” isn’t a mechanic. “Don’t use drops” isn’t a system of challenge.
You claim people die all the time to quest bosses? Fine, show me quotes from people who find questing any kind of threat. Let see these player who are apparently completely unable to adapt in any way at all when one approach doesn’t work
barney2525 wrote: »the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I do not “put” potions and food in the same category as weapons and skills. They’re already there and always have been. It’s a key aspect of character stats.
I don’t “min max” my drops-only newbie toons. The game asks nothing of me in its quests, absolutely zero requirements are needed to succeed. You think anyone with more than an infantilegrasp of the game should be locked out of even slightly engaging questing without throwing out every piece of knowledge the game teaches them.
And please ffs stop talking about WBs which NO ONE is complaining about when we mention Quest Bosses. Read what is being written.
No tools are available to make the game a challenge. “Don’t use gear” isn’t a tool. “Don’t dodge” isn’t a mechanic. “Don’t use drops” isn’t a system of challenge.
You claim people die all the time to quest bosses? Fine, show me quotes from people who find questing any kind of threat. Let see these player who are apparently completely unable to adapt in any way at all when one approach doesn’t work
Doing surveys led me to a spot in Craiglorn. But the location of the mat is right on the edge of group content and there is a single large troll type critter very close. Because of the rock wall and obstacles, without invisibility or a small detection area, if you try to reach the mats you Will attract the monster. Tried to kill it - Got absolutely annihilated. It wasn't close. The only way I could reach the mat was to move over there while I was rezzing.
And this is what the 'make it harder' crowd wants to wish on the entire game. Every single monster to be like that critter.
Yeah, and I know your comeback is that I have no skills, no idea what I'm doing, blah blah blahblah blah.
That's the standard excuse an elitist uses.
barney2525 wrote: »the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I do not “put” potions and food in the same category as weapons and skills. They’re already there and always have been. It’s a key aspect of character stats.
I don’t “min max” my drops-only newbie toons. The game asks nothing of me in its quests, absolutely zero requirements are needed to succeed. You think anyone with more than an infantilegrasp of the game should be locked out of even slightly engaging questing without throwing out every piece of knowledge the game teaches them.
And please ffs stop talking about WBs which NO ONE is complaining about when we mention Quest Bosses. Read what is being written.
No tools are available to make the game a challenge. “Don’t use gear” isn’t a tool. “Don’t dodge” isn’t a mechanic. “Don’t use drops” isn’t a system of challenge.
You claim people die all the time to quest bosses? Fine, show me quotes from people who find questing any kind of threat. Let see these player who are apparently completely unable to adapt in any way at all when one approach doesn’t work
Doing surveys led me to a spot in Craiglorn. But the location of the mat is right on the edge of group content and there is a single large troll type critter very close. Because of the rock wall and obstacles, without invisibility or a small detection area, if you try to reach the mats you Will attract the monster. Tried to kill it - Got absolutely annihilated. It wasn't close. The only way I could reach the mat was to move over there while I was rezzing.
And this is what the 'make it harder' crowd wants to wish on the entire game. Every single monster to be like that critter.
Yeah, and I know your comeback is that I have no skills, no idea what I'm doing, blah blah blahblah blah.
That's the standard excuse an elitist uses.
Sylvermynx wrote: »MartiniDaniels wrote: »Yes, landscapes are gorgeous and overall world size is breathtaking. I run tweaked graphics and reshade while in overland, so it looks like moderately modded Skyrim and sometimes I just switch to first person view, open inventory to prevent kick to login screen, turn off interface and enjoying the view while doing something IRL not far from PC. And it's pity that I can't experience here same gameplay we have in Skyrim, with actual combat, stealth, puzzles and so on.Sylvermynx wrote: »MartiniDaniels wrote: »Goregrinder wrote: »MartiniDaniels wrote: »^ If that is all correct, I thank God that I avoided MMORPG genre for all my youth and that ESO has group content of good quality and amazing community so I can give up on unplayable (for me) overland without losing my characters.
That means you missed out on the Golden Age of MMORPG's.
I heard that games like Lineage 2 and WoW screwed so many lives, studies, careers, so I was sticking with single-player RPGs and multiplayer shooters for decade.. when ESO was released it was perceived in Skyrim's community as utter trash made not by Bethesda, so I avoided it too. Only "free week" and lack of decent new games lured me to ESO in 2018.. Bleakrock was so mind-dumbingly easy, crude and in-immersive that I was ready to quit, but arrival to Bal Foyen and actual big world sparked interest in me to visit all those places we read in TES books.
I played WoW and RIFT before ESO. I'm still playing Oblivion and Skyrim, as I really enjoy TES games (with mods of course in those to change things up).
I'm not really invested in MMOs - I started this one due to friends who play and posted screenies. Such a gorgeous world. It's fun, I love it. But should I live long enough for TES VI, it will be months or years even before I play ESO again, assuming it's still around....
I've done that too. I'm a very visual person, and even though I love my gloomy grey Skyrim, ESO is so beautiful! And I do really enjoy the game and the stories. I'm hoping that the combat will be easier for me now with a better connection.
Wifeaggro13 wrote: »exeeter702 wrote: »the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I wont call you a troll but the thought of anyone believing players shouldnt be encouraged to use the basic tools to succeed is asanine to me.
Food and potions absolutely should belong in the same catagory as skills and gear.
they should NOT be a requirement for overworld. encouraged =/= must under all circumstances.
Its basic feature matter o fact your starting inventory it's right there. I dont know , I really feel like people expect the game to play it for them. I mean even solitaire has a challenge to it. No one is asking for lvl one to be skin of your neck encounters. People are asking for some sort of progression or at least a sliding scale so you can adjust. Lvl 1 you should be able to light attack and not use skills. But by level 50 the game should have increased the difficulty moderately along the way.
sigh. potions and food are required for dungeons, they are optional for overworld. as it should be.
to summarize, becasue you all keep side tracking and changing your angles.
the core of the argument. overworld is NOT too easy, its currently exactly where it should be.
Quest bosses
Not overland trash, BOSSES
Stop pretending like anyone is asking for every trash mob to be vet dungeon level difficulty
I suppose.
personaly the very reason i dont do and will never do "dead is dead" sort of character is becasue video games are the ONLY medium that allows redo's in RL dead is dead is the ONLY way. you make a mistake? you live with it. or die from it. the very thing that attracts me to video games is ability to do over and not be penalized for it. a true, genuine do over.
I also don't level as fast as possible. I enjoy the stories. I am that person who keeps arguing for solo dungeons, true solo dungeons, not "git gud" version - just to be able to fully enjoy the stories and the environment.
and while I'm a very casual climber - I did go on more then one mountain hike and the feeling of standing at the top with a hawk circling overhead while everything bellow you is so small, like looking into a miniature panorama .. or the quiet stillness of a part of a skydive just after you opened your parachute and are floating down slowly enough that high enough it feels like floating in place above the cloud... NOTHING in video games could ever replicate it. and honestly, i personaly never look for that anyways. for me the safety of the video game IS the fun. you can do and try things in video games that you can't or shouldn't try in real life. that's kinda the big part of the point for me.
I know. i KNOW that different people play differently and that's why I'm in full support of existence of games that specifically cater to those preferences. but i'm NOT in support of changing existing game that just so happens to mostly cater to MY preferences - away from that. when ESO didn't work for me? I left. I'm here, arguing against all these "game is too easy" posts because I don't want to leave in case I'm silent and developers end up changing the game after all, thinking that all of their audience agrees.
Wifeaggro13 wrote: »Wifeaggro13 wrote: »exeeter702 wrote: »the reality of the challenging games is that it just takes a moment to figure out the flow of the combat and timing and get used to it and then execute it. and harder games don't leave you much margin for error. kinda like DLC veteran dungeons. which most ESO people oh so love /sarcasm. the other truth is that most people NEED that margin for error. without it the game becomes impossible for them.
Everyone makes difficulty tuning sound so binary... it either has to be easy enough for the lowest common denominator or it has to be too difficult for the majority of the players? Personally, I think most of the game should live in the space between learning how combat works and small margins for error.
I don't think we should expect most players to ever get to vet DLC dungeon difficulty (or want to). I don't think that means expecting everyone else to never grasp combat 101.
its not the understanding. its the execution of said understanding. and it is. that. binary. you either have someone who CAN execute and execute quickly and for them, the moment they learn - it stops being challenging. or you have people who have trouble with execution and need that margin for error, for the fights to be forgiving. the fact that these fights are so forgiving is quite literally the main part of "its too easy" complaint
Difficulty in an ARPG (or whatever you want to call it) like this doesn't just come down to reaction times. For example, at what level do you think a player should learn when to eat food or drink a potion? At some level, should the difficulty should be tuned assuming that the character has eaten food and is carrying a potion? If so, how long do you think a new player should take to figure this out (assuming proper tutorials)... if not, what exactly is the problem with expecting people to use consumables in ESO if they need help?
and how do you propose to tune that? enforce eating food or drinks that have health component? not all of them do. enforce enchanting for health? we already get potions as rewards, but not a ton of them, so are we enforcing crafting or buying those potions now? are we going to start enforcing minimum health now? a knowledgeable player just gets more health and all the challenge is gone for them. just. like. that.
again.
meanwhile someone who doesn't have a crafter available to get those potions/food going - are stuck.
Who needs a crafter to get food/potions? People practically throw them away, especially lower levels ones on the guild trader assuming you don't have plenty from just looting the scenery. So you demonstrate that it's not just about reaction times that people can't overcome.. it's about any slight inconvenience that anyone is unwilling to even try to overcome, like learning anything at all about the game or choosing to apply what you've learned.
You make this newbies sound like a real miserable group of layabouts! I'm more optimistic--I think that most people are capable of getting better at this game and having fun doing it, there's just not good incentive to do it. People end up as DPS in dungeon groups only spamming bow light attacks in heavy armor with magicka self heals because there's really no reason not to before then.
I'm sure there are some poor souls who need as much consideration as you would give them, but I personally haven't been exposed to players so delicate that they had no hope of improving. There's no point in deciding what sort of difficulty increase would be trivial for veterans if any difficulty increase at all is off the table. (This is also assuming that it's impossible to have separate difficulties like we do in the rest of the game).
1. its not merely about improving. its about creating unnecessary discouraging obstacles
2. it fascinates me that rather then save yourself some gold and play overworld without potions and food, you'd rather force newer players who are still figuring things out and don't have gold reserves to just go around shopping guild traders for potions and food, hoping that there is something available pre lvl 50 they can use.
1. A MINOR DIFFICULTY is not “”unnecessarily discouraging””. In fact is encouraging players to use the tactics that were taught to to them. To use the resources throw at them at every moment.
2. You’re pulling this out your rear end. The game throws potions, poisons, exp scrolls, and soul gems at players for free every month, on top of being thrown at them any time they loot enemies. Potions and glyphs are easily obtained jut by killing things, food is literally sitting on tables free for the taking in just about any human-populated delve.
You really are just dead set against any kind of challenge. Anything that might threaten the visual novel questing we have right now. Why do you want the whole of questing to be effortless and boring? What good does it do? Do you really think players are so bad and lazy that they wouldn’t use the tools provided to them when it would actually give a needed boost?
I'm still amused that you would rather make potions and food a requirement than just... not use them yourself. its fascinating.
and I'm dead set against YOUR IDEA of what baseline level of challenge should be.
and for the record I'm not against OPTIONAL harder content. you want delves you can select difficulty for? fine. go for it. I'm against what some of you want here - increasing overall BASELINE requirements to succeed in overland.
Listen to yourself
You’re saying using tools given by the game isn’t how someone should play? You’re a very dedicated troll, I’ll give you that
If using the baseline, most simple aspects of the game makes the questing dull and unsatisfying in its complete lack of challenge, then the game was poorly designed
- basic mechanics like block, bash, and dodge
- wearing any armor
- using a weapon
- using skills
- allocating attributes
- using potions, food, or enchants the game gives you for free
Players that use none of these absolutely, 100% should be dying to quest bosses. Not overland trash maybe, but quest bosses should force people to use the basic game tools given to them
to your bolded. they. DO. die. already. that is the POINT.
also. don't put potions and food into the same category as skills and weapons. and please stop complaining if you are maxing out your character and then finding the game easy. I've personaly been playing without food and potion use most of the time and surviving a dragon with 10k health is a heck of a lot more challenging than with 17k. you have in game tools to make the game a bit more engaging. you refuse to use them, becasue you think the game should be tuned to what... max level character that is using personal raid buffs?
and you call ME a troll. heh
I wont call you a troll but the thought of anyone believing players shouldnt be encouraged to use the basic tools to succeed is asanine to me.
Food and potions absolutely should belong in the same catagory as skills and gear.
they should NOT be a requirement for overworld. encouraged =/= must under all circumstances.
Its basic feature matter o fact your starting inventory it's right there. I dont know , I really feel like people expect the game to play it for them. I mean even solitaire has a challenge to it. No one is asking for lvl one to be skin of your neck encounters. People are asking for some sort of progression or at least a sliding scale so you can adjust. Lvl 1 you should be able to light attack and not use skills. But by level 50 the game should have increased the difficulty moderately along the way.
sigh. potions and food are required for dungeons, they are optional for overworld. as it should be.
to summarize, becasue you all keep side tracking and changing your angles.
the core of the argument. overworld is NOT too easy, its currently exactly where it should be.
Its really not . It's the same difficulty at lvl 1 as it is at lvl cp 320 fully geared. That means your character actually gets weaker as you lvl not stronger.
its... not. at early levels the game buffs you in order to entice you, then the game gets harder, until you get better at it, etc. at which point it becomes easier and easier. which is kinda the point. you as a player have gotten more powerful, because you understand the game better. its as it should be.
moreover.... if your character wasn't getting more powerful, then how in a world can the argument of "the overworld is too easy" even exist?? its contradictory to claim that the world is too easy, while also claiming that your character is not getting any more powerful.