thumpthing wrote: »yep, agree wholeheartedly with the OP.
no idea why they got rid of leveled zones and scaled everything... ruined the leveling experience. should have just scaled everything for chars level 50+ or heck, just for dungeons and trials and arena
Thats very easy, because the game died and needed complete rework.
No...the game was still very much alive...no idea where people get garbage ideas like that from. I was there before 1T and after...there was no sudden population surge. It is true there are more players now...but just steady growth. The game was NOT dead or dying before 1T regardless of how many times you tell yourself that
Wifeaggro13 wrote: »It's the same thing with all those statements. Like saying adventure zone failed because craglorn was empty. I can always tell when some one did not play at launch. Craglorn was packed 24 7 . What killed craglorn was raising VR lvl and leaving it 2 tiers below. Add in the addition to imperial city and yes craglorn emptied. People will always creative what ever narrative to support a biased opinion.
The topic is very subjective, in the end ZOS will have the numbers (i.e. how fast is a dungeon cleared, how fast goes a boss down) and must make the right decisions.
I would recommend to tackle this issue very very carefully from ZOS side, step by step, in order to create the optimal difficulty for the majority of the playerbase.
The topic is very subjective, in the end ZOS will have the numbers (i.e. how fast is a dungeon cleared, how fast goes a boss down) and must make the right decisions.
I would recommend to tackle this issue very very carefully from ZOS side, step by step, in order to create the optimal difficulty for the majority of the playerbase.
Quests
We’re talking about quests
Not delves
Not WBs
Quests, and their unthreatening, no-way-to-die-without-being-afk “bosses”
I like the game pretty much as it is. I do not like running with groups. I get that other people do. Every group I have been in, which is only 1 trial and half a dozen vet pledges, the group has been in a mad frenzy that goes: run, kill, run, kill, run, kill, run, kill, etc. I did not learn one thing during those experiences. I did not learn the mechanics of the dungeon or how to better my own skills. I made no friends because when it is over, they disappear, on to their next mad dash. How did I do in the group? Who knows? I might have been helpful or somebody they just put up with. Nobody complained. I did not get to see much of the dungeon because I was always trying to keep up. Pickup loot? Nope, they ignored most of it and if I stopped to grab something, I got farther behind. The other major problem with grouping is the dungeon finder. I waited minimum a half hour, and many times over an hour just trying to get into a group. And I hate waiting- so unproductive. I saved up all my material surveys and ran around doing them while waiting. The other thing I don’t like is what little conversation that does occur is so full of acronyms and other slang, that I have no idea what they are saying.
The good thing about groups is if you need that gear, it is the only way you will probably be able to get it. It is certainly the fastest way to farm it. That was why I ran the vet pledges- for monster helms. Somebody kept asking for a DPS in zone chat and I finally said I would help. I ended up in Hel Ra Citadel. They were on Discord and I do have an account, but I had no understanding on how to get on to listen. I got dragged through that doing the best I could, but the experience was much the same. My character was a StamSorc with 810CP, but not BiS gear by any means.
<snipped for length>
I like soloing. It is challenging.
The topic is very subjective, in the end ZOS will have the numbers (i.e. how fast is a dungeon cleared, how fast goes a boss down) and must make the right decisions.
I would recommend to tackle this issue very very carefully from ZOS side, step by step, in order to create the optimal difficulty for the majority of the playerbase.
Quests
We’re talking about quests
Not delves
Not WBs
Quests, and their unthreatening, no-way-to-die-without-being-afk “bosses”
General overland content.
I am talking about that ...
... did I talk about Delves, WBs or what?
I am referring to the topic of this thread. In any case, on page 1 I already stated that overland can be rather tedious if one plays a tank build for example. Personally I don't have anything against very hard content but just look at the numbers pre 1T. No need to revert to that and have the game deserted. I prefer to play a populated game. So thats why I say ZOS should be careful in adjusting the difficulty. I am not saying they should not do it.
The topic is very subjective, in the end ZOS will have the numbers (i.e. how fast is a dungeon cleared, how fast goes a boss down) and must make the right decisions.
I would recommend to tackle this issue very very carefully from ZOS side, step by step, in order to create the optimal difficulty for the majority of the playerbase.
Quests
We’re talking about quests
Not delves
Not WBs
Quests, and their unthreatening, no-way-to-die-without-being-afk “bosses”
General overland content.
I am talking about that ...
... did I talk about Delves, WBs or what?
I am referring to the topic of this thread. In any case, on page 1 I already stated that overland can be rather tedious if one plays a tank build for example. Personally I don't have anything against very hard content but just look at the numbers pre 1T. No need to revert to that and have the game deserted. I prefer to play a populated game. So thats why I say ZOS should be careful in adjusting the difficulty. I am not saying they should not do it.
The whole of overland is stuck at tutorial level difficulty and it isn’t fun or engaging even if you go in with no champion points, no crafted gear, no crafted potions, no high end sets. If you block when the game tells you, bash when the game tells you, get out of reds, and light attack, 99% of the time you win the fight with hardly any damage taken.
I remember how much I had to unlearn to be a competent group memeber because my heavy armor, magicka/stam hybrid double-barred dual wield Nightblade in a bunch of random gear mowed down everything in its path. This game does not teach people how to properly play their role, because absolutely nothing requires they apply more than simple knowledge before they’ve won
Many quests don’t even have a fail state. “Protect me!” screams the NPC, while no enemies will ever aggro them. You can refuse to kill a single enemy, and the NPC will remain untouched.
The topic is very subjective, in the end ZOS will have the numbers (i.e. how fast is a dungeon cleared, how fast goes a boss down) and must make the right decisions.
I would recommend to tackle this issue very very carefully from ZOS side, step by step, in order to create the optimal difficulty for the majority of the playerbase.
Quests
We’re talking about quests
Not delves
Not WBs
Quests, and their unthreatening, no-way-to-die-without-being-afk “bosses”
General overland content.
I am talking about that ...
... did I talk about Delves, WBs or what?
I am referring to the topic of this thread. In any case, on page 1 I already stated that overland can be rather tedious if one plays a tank build for example. Personally I don't have anything against very hard content but just look at the numbers pre 1T. No need to revert to that and have the game deserted. I prefer to play a populated game. So thats why I say ZOS should be careful in adjusting the difficulty. I am not saying they should not do it.
For a tank build the only threat is to your patience levels.
1T didn’t bring a massive population boon and it wasn’t deserted before 1T either, as people have already mentioned who played before then. I only played a little bit before 1T happened and the zone’s were still teaming with people all over. The only issue before 1T was being locked out of playing with friends of different levels or alliances. That got changed, but at the expense of any overland questing being engaging for a player with the most basic amount of game-knowledge. There was no need to completely do away with difficulty in the way they did.
The whole of overland is stuck at tutorial level difficulty and it isn’t fun or engaging even if you go in with no champion points, no crafted gear, no crafted potions, no high end sets. If you block when the game tells you, bash when the game tells you, get out of reds, and light attack, 99% of the time you win the fight with hardly any damage taken.
I remember how much I had to unlearn to be a competent group memeber because my heavy armor, magicka/stam hybrid double-barred dual wield Nightblade in a bunch of random gear mowed down everything in its path. This game does not teach people how to properly play their role, because absolutely nothing requires they apply more than simple knowledge before they’ve won
Many quests don’t even have a fail state. “Protect me!” screams the NPC, while no enemies will ever aggro them. You can refuse to kill a single enemy, and the NPC will remain untouched.
navystylz_ESO wrote: »Massacre_Wurm wrote: »thumpthing wrote: »yep, agree wholeheartedly with the OP.
no idea why they got rid of leveled zones and scaled everything... ruined the leveling experience. should have just scaled everything for chars level 50+ or heck, just for dungeons and trials and arena
Why ? Because you can play in any zone in any time with any people.
We have no ghost low level zones ( like in typical mmo ) thanks to this.
New player can buy the game a jump right into the latest expansion.
The things that keep people in a zone has very little to do with the level scaling.
1. Map completion - Which was done even prior to 1T with VR players coming back to hit bosses and stuff they missed. Now it's 50 CP 810s or whatever doing it. Of course, to gain VR levels required complete map completion of later zones anyway and grinding dungeons.
2. Dailies - Which weren't in prior to 1T. No daily WBs and 1 Delve to chase those motifs or other items you do now.
3. Hubs that allow easy access to crafting tables for Writs, Decon, and banking.
What REALLY changed to make maps feel more populated. They removed the restriction that Ebonheart Pact, Daggerfall Covenant and Aldmeri Dominion played on completely different instances of the world.
you know... its kinda funny that you complain about the game being too easy now, but also seem to support the olden times where older zones would be even more of a faceroll with completely irrelevant rewards, since you would likely outlevel them and map completion mean slaughtering grayed out enemies where world bosses would die in couple of shots. I can back for a bit just before 1 tamriel and I remember as much as my build was... a mess - going back to Auridon at lvl 30 and just knocking over world bosses becasue they were all 10 or more levels bellow me. I also remember my very first run of MoL where they deliberately scaled it to like.. lvl 20 or something so that lvl 50 characters could just roll over the whole thing and disregard the mechanics, in order to quickly get the weekly bag.
good times, good times...
thumpthing wrote: »yep, agree wholeheartedly with the OP.
no idea why they got rid of leveled zones and scaled everything... ruined the leveling experience. should have just scaled everything for chars level 50+ or heck, just for dungeons and trials and arena
Thats very easy, because the game died and needed complete rework.
No...the game was still very much alive...no idea where people get garbage ideas like that from. I was there before 1T and after...there was no sudden population surge. It is true there are more players now...but just steady growth. The game was NOT dead or dying before 1T regardless of how many times you tell yourself that
its unreasonable becasue first requires that you are the only one involved, while encouraging, no requiring that you do most content in group means that you are dependent on other people for anything and EVERYTHING. want to hop online for half an hour once your kids are in bed, just to unwind quickly, do a few quests.
navystylz_ESO wrote: »its unreasonable becasue first requires that you are the only one involved, while encouraging, no requiring that you do most content in group means that you are dependent on other people for anything and EVERYTHING. want to hop online for half an hour once your kids are in bed, just to unwind quickly, do a few quests.
It's always unreasonable if it affects me, because I'm a selfish unskilled player that rather faceroll than use the many tools npcs give to spawn help, weaken enemy or buff you for encounter, more less ever might need to have actual player hell in a MMO. Even to the point of making up the argument people want difficulty that forces grouping.
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 ***
Sylvermynx wrote: »navystylz_ESO wrote: »disintegr8 wrote: »One Tamriel and the leveling system - guilty as charged.
I remember walking out the gates of Daggerfall on my level 5 (first character) and getting killed by just about anything that breathed. Go into a zone before you had leveled up enough, death came from everywhere. Dare to take on anything in Craglorn on your own - instant death.
Those were the days.
My old main was one of the first two Vampires in EP. The first Blood Fiends spawned in the Rift on day 3 of early access. I was only level 17 because I kept going back to check on those spawns and so didn't level as fast as some. But 3 of us were right next to spawn when they first popped, we got infect, was the first to yell it out where people could find and immediately went to do the quest.
Back then the guys you had to drain were scaled to the Rift's level. Which was level 41 for those guys in there I believe. I had to kite those mofos around in that quest so hard. But I did it. And I was one of the first 2 vampires and only at level 17.
Unfortunately because the rank of Vampire was tied to the xp you earn, ranking it to 10 took a long time and missed out on the original achievement they had for it. My friend, who got bit with me, was 43 when we got bit and I believe was actually the first to hit rank 10 vampire as well.
I understand that people like the ability to choose what they feel like experiencing for story, but we are told to get naked and remove CP and all these other things to "make it harder" for us. But asking for help, being social and grouping, or going back to a zone once they were overlevel and could faceroll the content, much like you can faceroll it all now, was completely unreasonable.
its unreasonable becasue first requires that you are the only one involved, while encouraging, no requiring that you do most content in group means that you are dependent on other people for anything and EVERYTHING. want to hop online for half an hour once your kids are in bed, just to unwind quickly, do a few quests - NOPE. need people for that and maker help you if there are no other people to do those quests with. low level zones, fine you go back and do them later, even though rewards are no irrelevant, but what do you do with higher level zones?
in SWTOR, there was this quest chain that culminated in forced group finale. and becasue it was a quest chain rather then a daily - you would only really do it once per character.
wanna guess how many people actualy got to complete it? wanna guess? NOT. a lot. heck - WHY do you think they changed main quests in Craglorn to be genuinely, truly soloable? because they were near impossible to find people to do them with after initial rush. story quests MUST be soloable, by EVERYONE.
This is also the problem with Final Fantasy whatever it is online. My daughter plays it, and she gets to a point where it becomes a requirement to group to complete something. So she quits for a while. She's not "social" or into grouping.
I was fine with grouping in WoW and RIFT when it was my guilds with family. I'm.... not into that any more (well, family doesn't play this game - I'm the only one who has ever had any interest in TES) - and my connection issues make grouping SO problematic that I'm not really wanting to dump that on random people. Yes, new connect is better - but 750 ms is still HUGE. Not really workable....
Something I do to make the overland content challenging is create custom builds for it. I've got a necromancer, spellsword, and stealth build so far.
In them I put specific abilities which fit their desired fantasy, but always make sure that they are not too powerful. If I see that I have to pause and think about how to approach a group of enemies then I know I've done my job right.
Sometimes it is literally impossible to get a good combination of weak abilities that simultaneously fit a desired fantasy (like spellsword, necro, etc) and I will still be rather powerful, but at least I will not be gallivanting across all the zone questlines as if I am a god.
Long story short, I completely agree that the overworld content needs buffs. Things like Dolmens are too easy to solo and should be much harder, and mobs in general should not be defeated by waving your sword once in their general direction.
navystylz_ESO wrote: »its unreasonable becasue first requires that you are the only one involved, while encouraging, no requiring that you do most content in group means that you are dependent on other people for anything and EVERYTHING. want to hop online for half an hour once your kids are in bed, just to unwind quickly, do a few quests.
It's always unreasonable if it affects me, because I'm a selfish unskilled player that rather faceroll than use the many tools npcs give to spawn help, weaken enemy or buff you for encounter, more less ever might need to have actual player hell in a MMO. Even to the point of making up the argument people want difficulty that forces grouping.
I'm not making up that argument. people litteraly requested that difficulty is bumped up so that skill player can still solo it adn if you are not a god's gift to gaming, well its MMo and you should just ask for help and group for it. do read the thread.
that said, debating anything with you is starting to feel even more tedious than the kind of overworld you all are clamoring for, so have a good day now
thumpthing wrote: »yep, agree wholeheartedly with the OP.
no idea why they got rid of leveled zones and scaled everything... ruined the leveling experience. should have just scaled everything for chars level 50+ or heck, just for dungeons and trials and arena
Thats very easy, because the game died and needed complete rework.
The only thing that needs a buffed are the delve and public dungeon bosses and the "group" events in public dungeons also Dolmens should bw on par with Summersets Geysers. other than that the normal mobs in the game are fine.
Wifeaggro13 wrote: »thumpthing wrote: »yep, agree wholeheartedly with the OP.
no idea why they got rid of leveled zones and scaled everything... ruined the leveling experience. should have just scaled everything for chars level 50+ or heck, just for dungeons and trials and arena
Thats very easy, because the game died and needed complete rework.
No...the game was still very much alive...no idea where people get garbage ideas like that from. I was there before 1T and after...there was no sudden population surge. It is true there are more players now...but just steady growth. The game was NOT dead or dying before 1T regardless of how many times you tell yourself that
It's the same thing with all those statements. Like saying adventure zone failed because craglorn was empty. I can always tell when some one did not play at launch. Craglorn was packed 24 7 . What killed craglorn was raising VR lvl and leaving it 2 tiers below. Add in the addition to imperial city and yes craglorn emptied. People will always creative what ever narrative to support a biased opinion.
thumpthing wrote: »yep, agree wholeheartedly with the OP.
no idea why they got rid of leveled zones and scaled everything... ruined the leveling experience. should have just scaled everything for chars level 50+ or heck, just for dungeons and trials and arena
Thats very easy, because the game died and needed complete rework.
No...the game was still very much alive...no idea where people get garbage ideas like that from. I was there before 1T and after...there was no sudden population surge. It is true there are more players now...but just steady growth. The game was NOT dead or dying before 1T regardless of how many times you tell yourself that
navystylz_ESO wrote: »
It's an MMO!
thumpthing wrote: »yep, agree wholeheartedly with the OP.
no idea why they got rid of leveled zones and scaled everything... ruined the leveling experience. should have just scaled everything for chars level 50+ or heck, just for dungeons and trials and arena
Thats very easy, because the game died and needed complete rework.
No...the game was still very much alive...no idea where people get garbage ideas like that from. I was there before 1T and after...there was no sudden population surge. It is true there are more players now...but just steady growth. The game was NOT dead or dying before 1T regardless of how many times you tell yourself that
Uh huh, i could go whole 8 hours play sessions without seeing ANYONE else even in places like Mournhold.
So...why are you lying?
And yeah, this was waaaaay before 1T, few months after launch, you werent even playing it then.
1T was direct result of game dying and needing complete rework, Craglorn being the epithome of ESO launch failure. Do you think these kind of sweeping changes to the game happen in few weeks, even months? If there wasnt for console launch there would be no ESO to play, game would be shut down long long time ago THATS how much it failed.
Still remember people like you and in this thread throwing tantrums because Orsinium was level scaled and that ESO is "dumbed down" "watered down" "completely ruined" and what not. Soooooo hilarious.navystylz_ESO wrote: »
It's an MMO!
No, its not, tehyve said it like 50 times now. You being uninformed is your own problem.
“We don’t even use the term MMO with The Elder Scrolls Online anymore, because really it’s not,” game director Matt Firor says. “MMO was a term coined in 1997 with Ultima Online, EverQuest, and Dark Age of Camelot – we are not that game.”
Q: Bonus question, are there any plans to implement a more challenging overworld for veteran players (e.g. a difficulty toggle like Battle Spirit where you'd get debuff like 50% more damage taken and 50% less healing and damage done in exchange for a chance for mobs to drop zone furnishings and/or other rare items). It is disappointing to see solo quest bosses being hyped up as super powerful, then dying in 10 seconds.
A: we have ideas on how to have difficulty settings for overland content, but it's not currently planned. It's a great idea.
I go for a three mile run most mornings. I can bench press 150kg and often enjoy swimming because its fun.
I am therefore the standard, because I do these things all the time. It's easy for me. I demand challenge.
The entire world should be covered in six inches of sand to accommodate me. It would make my runs more challenging and it would make all the flabbers have to get some exercise every time they leave their house.
There is no possible way that there could be any downside to this plan because I run on the beach sometimes and the sand makes my runs a lot more challenging. Ergo, six inches of sand covering the surface of the world would be the ideal solution for me and it would improve the world tremendously.
Wifeaggro13 wrote: »I go for a three mile run most mornings. I can bench press 150kg and often enjoy swimming because its fun.
I am therefore the standard, because I do these things all the time. It's easy for me. I demand challenge.
The entire world should be covered in six inches of sand to accommodate me. It would make my runs more challenging and it would make all the flabbers have to get some exercise every time they leave their house.
There is no possible way that there could be any downside to this plan because I run on the beach sometimes and the sand makes my runs a lot more challenging. Ergo, six inches of sand covering the surface of the world would be the ideal solution for me and it would improve the world tremendously.
Thats knee jerk reaction. the OP was asking if there could be an additional difficulty. Which I dont think Zos would ever do . They wont even invest in finishing or adding to much needed game systems already in place CP system is a rudimentary broken joke. It need s a complete re fabrication with additional trees, class and role defining choices . Not a we will look at it and halt adding any points. The flat progression system is ultimately boring people in the long run and the shifting gear and build meta which is actually a vertical progression system hidden behind not having to really add anything but a new set.They are quite happy with copy paste lvl content that costs minimal to make .they throw out every quarter and charge full pop for it's a corporate dream.
ZOS puts challenge in the game. It just isn't in the overworld, and god willing it never will be, because the overworld isn't meant to challenge me, much like walking on the fricken sidewalk isn't meant to challenge me.
Wifeaggro13 wrote: »I go for a three mile run most mornings. I can bench press 150kg and often enjoy swimming because its fun.
I am therefore the standard, because I do these things all the time. It's easy for me. I demand challenge.
The entire world should be covered in six inches of sand to accommodate me. It would make my runs more challenging and it would make all the flabbers have to get some exercise every time they leave their house.
There is no possible way that there could be any downside to this plan because I run on the beach sometimes and the sand makes my runs a lot more challenging. Ergo, six inches of sand covering the surface of the world would be the ideal solution for me and it would improve the world tremendously.
Thats knee jerk reaction. the OP was asking if there could be an additional difficulty. Which I dont think Zos would ever do . They wont even invest in finishing or adding to much needed game systems already in place CP system is a rudimentary broken joke. It need s a complete re fabrication with additional trees, class and role defining choices . Not a we will look at it and halt adding any points. The flat progression system is ultimately boring people in the long run and the shifting gear and build meta which is actually a vertical progression system hidden behind not having to really add anything but a new set.They are quite happy with copy paste lvl content that costs minimal to make .they throw out every quarter and charge full pop for it's a corporate dream.
They put higher levels of difficulty in DLC dungeons and in trials. vMA was cool. I'd like to see more vMA-style content, because I utterly adore 'Me versus The Challenge' type of challenges. I don't want to depend on Lurry McScurry over there and whatever his issues of the day might be. I don't want to have to wait for 45 freaking minutes like I did last night in order to even get a trial run going because Humpty McDumpty over there spilled his beverage on his keyboard and literally had to drive to somewhere to buy a new one.
ZOS puts challenge in the game. It just isn't in the overworld, and god willing it never will be, because the overworld isn't meant to challenge me, much like walking on the fricken sidewalk isn't meant to challenge me.
I don't hinge a lot of my arguments on 'Oh, but we must protect the nameless, faceless kiddies and elderlies!' about this kind of crap. I don't speak for anyone but me and I find it to be both cowardly and pretentious to prop one's self up as a spokesperson for a group that one isn't even a part of.
So I've got nothing to say about what sort of people the overworld's lack of challenge might be best for. I could speculate; we all can. Many have on this 23 ring circus of a thread.
ZOS is all about money. They won't do a thing unless they expect to turn a maximized profit off of it, and they still won't do that thing unless they can do it cheaply, because businesses these days are often just as greedy and short-sighted as their customers are stupid and short-sighted.
In practical reality, you have a few useful options to choose from. You can make your own challenge, find a game that gives you the challenge you think is right for you or...well, that's about it.
Unless complaining on the forum makes the profitability of making the game more difficult change dramatically, they won't do it. Threaten to quit and rage and hate it all you like. They don't care if you're not speaking money.
And if you're in the camp of feeling that it's all too easy and the whole gameworld needs to be made more difficult, you might as well save yourself the headache and heartbreak and quit now. You're already an acceptable loss that's been factored for; you're not who they're trying to keep around for the long haul because you're not their targeted market.
ESO targets the casual and the low-effort. That's the bull's eye on the target. They put a good amount of effort into veteran content and clearly care about keeping a lively foot in the door on higher end group content, but they aren't willing to make that the primary focus and they aren't willing to put that in the main ring of this circus.
That's off in its own instanced rings, and it won't be budging from there because probably 90% of the players don't do that and don't want that content in their day to day gaming.
It's always about money, and I'm sincerely sorry to say that you seem to be part of a demographic they can throw away and will neither financially miss nor notice when you're gone when you leave.