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.
That would be fine if DLC after DLC after DLC wasn't released focused on adding so much damn sidewalk to the game. Is the entire purpose of all that area/quests/delves/public dungeons just to provide visual novel content between dungeons and world bosses?
The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
Sorry but I completely disagree that players with terrible habits, bad builds, and poor self sustain should be succeeding once they reach the third zone.
This entire game should not be built as a tutorial. There needs to be some kind of tangible scale in difficulty
The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
Sorry but I completely disagree that players with terrible habits, bad builds, and poor self sustain should be succeeding once they reach the third zone.
This entire game should not be built as a tutorial. There needs to be some kind of tangible scale in difficulty
It's not a tutorial. It's about pacing. There are 3 different group roles, only 1 of which specializes in killing mobs quickly. There are 50 levels and 160 CPs worth of gear and stats that vary throughout the leveling process to account for. Er go, the reason for the lower difficulty is to allow for variations in builds and equipment levels.
Tuning all of the content around min/maxers and their optimized endgame top tier builds is a bad design philosophy that forces gameplay homogenization. A very bad thing in a RPG built around the concept of "play how you want".
The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
Sorry but I completely disagree that players with terrible habits, bad builds, and poor self sustain should be succeeding once they reach the third zone.
This entire game should not be built as a tutorial. There needs to be some kind of tangible scale in difficulty
It's not a tutorial. It's about pacing. There are 3 different group roles, only 1 of which specializes in killing mobs quickly. There are 50 levels and 160 CPs worth of gear and stats that vary throughout the leveling process to account for. Er go, the reason for the lower difficulty is to allow for variations in builds and equipment levels.
Tuning all of the content around min/maxers and their optimized endgame top tier builds is a bad design philosophy that forces gameplay homogenization. A very bad thing in a RPG built around the concept of "play how you want".
Playing how you want doesn't mean there isn't a way to play poorly or that it shouldn't be discouraged. If you slot all magicka abilities and focus on all stamina stats/sets/medium armor you're not doing it right.
What does "3 different group roles" have to do with non-group content? That's why there are builds for dungeons/trials, builds for PvP, builds for vMA, etc... open world content shouldn't be tuned around the idea that you might be a healer with a trial spec and no offensive abilities so everything should die to light and heavy attacks. It's just a different type of content with different builds that are optimal like all the other content you bounce between.
The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
Sorry but I completely disagree that players with terrible habits, bad builds, and poor self sustain should be succeeding once they reach the third zone.
This entire game should not be built as a tutorial. There needs to be some kind of tangible scale in difficulty
It's not a tutorial. It's about pacing. There are 3 different group roles, only 1 of which specializes in killing mobs quickly. There are 50 levels and 160 CPs worth of gear and stats that vary throughout the leveling process to account for. Er go, the reason for the lower difficulty is to allow for variations in builds and equipment levels.
Tuning all of the content around min/maxers and their optimized endgame top tier builds is a bad design philosophy that forces gameplay homogenization. A very bad thing in a RPG built around the concept of "play how you want".
Playing how you want doesn't mean there isn't a way to play poorly or that it shouldn't be discouraged. If you slot all magicka abilities and focus on all stamina stats/sets/medium armor you're not doing it right.
What does "3 different group roles" have to do with non-group content? That's why there are builds for dungeons/trials, builds for PvP, builds for vMA, etc... open world content shouldn't be tuned around the idea that you might be a healer with a trial spec and no offensive abilities so everything should die to light and heavy attacks. It's just a different type of content with different builds that are optimal like all the other content you bounce between.
Sure, if you want to do that. Not everyone wants to have a tanking setup and a dps setup while they're out questing between dungeon runs or battlegrounds.
Not everyone wants to hit the top of the Trials leaderboards, either. Some people are RPers. Can't leave them and their weirdball hybrid builds out in the cold.
This is a game for all types of players with content for all types. That is the most true for the open-world content.
The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
Sorry but I completely disagree that players with terrible habits, bad builds, and poor self sustain should be succeeding once they reach the third zone.
This entire game should not be built as a tutorial. There needs to be some kind of tangible scale in difficulty
It's not a tutorial. It's about pacing. There are 3 different group roles, only 1 of which specializes in killing mobs quickly. There are 50 levels and 160 CPs worth of gear and stats that vary throughout the leveling process to account for. Er go, the reason for the lower difficulty is to allow for variations in builds and equipment levels.
Tuning all of the content around min/maxers and their optimized endgame top tier builds is a bad design philosophy that forces gameplay homogenization. A very bad thing in a RPG built around the concept of "play how you want".
Playing how you want doesn't mean there isn't a way to play poorly or that it shouldn't be discouraged. If you slot all magicka abilities and focus on all stamina stats/sets/medium armor you're not doing it right.
What does "3 different group roles" have to do with non-group content? That's why there are builds for dungeons/trials, builds for PvP, builds for vMA, etc... open world content shouldn't be tuned around the idea that you might be a healer with a trial spec and no offensive abilities so everything should die to light and heavy attacks. It's just a different type of content with different builds that are optimal like all the other content you bounce between.
Sure, if you want to do that. Not everyone wants to have a tanking setup and a dps setup while they're out questing between dungeon runs or battlegrounds.
Not everyone wants to hit the top of the Trials leaderboards, either. Some people are RPers. Can't leave them and their weirdball hybrid builds out in the cold.
This is a game for all types of players with content for all types. That is the most true for the open-world content.
You are lumping in leaderboard min/maxers with any player at all that has even the slightest desire to be effective in this game. There's a world of difference between a flawless conqueror and someone that simply knows to put stamina enchants on their gear for more weapon damage.
It's not leaving anyone out in the cold to expect them to learn how to play the game at some reasonable point. Nobody said hybrids shouldn't be viable. Nobody is talking about making the entire overland a DLC hardmode trial. Have you read some of the posts in this thread? People are talking about whether or not its reasonable to even expect people to eat food or block NPC attacks at some point. Does that sound like someone on the cusp of being a min/maxing try-hard to you?
The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
these straw mans seriously need to stop, no one is suggesting such a thing.The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
Sorry but I completely disagree that players with terrible habits, bad builds, and poor self sustain should be succeeding once they reach the third zone.
This entire game should not be built as a tutorial. There needs to be some kind of tangible scale in difficulty
It's not a tutorial. It's about pacing. There are 3 different group roles, only 1 of which specializes in killing mobs quickly. There are 50 levels and 160 CPs worth of gear and stats that vary throughout the leveling process to account for. Er go, the reason for the lower difficulty is to allow for variations in builds and equipment levels.
Tuning all of the content around min/maxers and their optimized endgame top tier 80k DPS builds is a bad design philosophy that forces gameplay homogenization. A very bad thing in a RPG built around the concept of "play how you want".
exeeter702 wrote: »these straw mans seriously need to stop, no one is suggesting such a thing.The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
Sorry but I completely disagree that players with terrible habits, bad builds, and poor self sustain should be succeeding once they reach the third zone.
This entire game should not be built as a tutorial. There needs to be some kind of tangible scale in difficulty
It's not a tutorial. It's about pacing. There are 3 different group roles, only 1 of which specializes in killing mobs quickly. There are 50 levels and 160 CPs worth of gear and stats that vary throughout the leveling process to account for. Er go, the reason for the lower difficulty is to allow for variations in builds and equipment levels.
Tuning all of the content around min/maxers and their optimized endgame top tier 80k DPS builds is a bad design philosophy that forces gameplay homogenization. A very bad thing in a RPG built around the concept of "play how you want".
You have those that desire the overland to offer a level of engagment and challenge that helps new players become good players over time by teaching them valuable lessons and making them WANT to participate in harder end game content.
And you have those that want the option to access a veteran level scaled over land for max cp characters.
Both desires have not once suggested that overland be tuned by default for "min/maxers".
Constantly getting stuck on the "play how you want" mantra leads to nowhere. At this point, that statement has been twisted and manipulated to suit so many non starter arguments that it is exhausting. There is absolutely nothing wrong with a game that respects the intelligence of its players enough to be willing to say "hey perhaps try to improve your build a little" and give the player a slap on the wrist for failing every once and a while.
Zos telling players "hey, you can do WHATEVER you want! You can be the hero! No matter what, there will be something for you here in our game!" On top of the overly generous in count. double xp events is precisely why we have such abysmal players stepping into end game content and getting complety bent out of shape when someone tells them they are unfortunately not up to the standards necessary. Its these same players that pollute reddit and the forums with complaints that they shouldn't have to go to outside information resources to "get gud" when in truth ZOS does such a terrible job educating new players and incentivizing them to rise to the entirely reasonable modest occasion.
This is not elitism whatsoever, its having at the very least some form of expectation that players in your game are not so inept that they cant learn and overcome opposition and varying degrees of difficulty so long as they put forth the effort.
exeeter702 wrote: »these straw mans seriously need to stop, no one is suggesting such a thing.The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
Sorry but I completely disagree that players with terrible habits, bad builds, and poor self sustain should be succeeding once they reach the third zone.
This entire game should not be built as a tutorial. There needs to be some kind of tangible scale in difficulty
It's not a tutorial. It's about pacing. There are 3 different group roles, only 1 of which specializes in killing mobs quickly. There are 50 levels and 160 CPs worth of gear and stats that vary throughout the leveling process to account for. Er go, the reason for the lower difficulty is to allow for variations in builds and equipment levels.
Tuning all of the content around min/maxers and their optimized endgame top tier 80k DPS builds is a bad design philosophy that forces gameplay homogenization. A very bad thing in a RPG built around the concept of "play how you want".
You have those that desire the overland to offer a level of engagment and challenge that helps new players become good players over time by teaching them valuable lessons and making them WANT to participate in harder end game content.
And you have those that want the option to access a veteran level scaled over land for max cp characters.
Both desires have not once suggested that overland be tuned by default for "min/maxers".
Constantly getting stuck on the "play how you want" mantra leads to nowhere. At this point, that statement has been twisted and manipulated to suit so many non starter arguments that it is exhausting. There is absolutely nothing wrong with a game that respects the intelligence of its players enough to be willing to say "hey perhaps try to improve your build a little" and give the player a slap on the wrist for failing every once and a while.
Zos telling players "hey, you can do WHATEVER you want! You can be the hero! No matter what, there will be something for you here in our game!" On top of the overly generous in count. double xp events is precisely why we have such abysmal players stepping into end game content and getting complety bent out of shape when someone tells them they are unfortunately not up to the standards necessary. Its these same players that pollute reddit and the forums with complaints that they shouldn't have to go to outside information resources to "get gud" when in truth ZOS does such a terrible job educating new players and incentivizing them to rise to the entirely reasonable modest occasion.
This is not elitism whatsoever, its having at the very least some form of expectation that players in your game are not so inept that they cant learn and overcome opposition and varying degrees of difficulty so long as they put forth the effort.
Ok. I'm talking about pacing of the content, not elitism, but you do make a point. Who do you think is constantly demanding the game be "made harder"? Probably not the RP types with suboptimal builds.
Let's ask a different question: How long do you think each fight should last?
Keep in mind, this is an action oriented game with a few months worth of quests built into already. Should each mob pack take a few seconds to kill? About 30 seconds? A minute?
How long should it take to make your way through an area for a single quest? Better yet, how slow does combat and progression have to be before it becomes monotonous, tedious, boring?
The combat is supposed to be fast paced, and the content right along with it. If you want more deliberate, slow paced, strategic combat, then you should probably play Dark Souls or The Witcher or even WoW Classic when it comes out. I just don't think that style of slow, hyper-focused, combat would be a good fit for ESO.
Morgha_Kul wrote: »I'm one of those that likes to be able to solo most things in the game. I've commented before about how some of the content in the game is excessively difficult (Veteran Dungeons, some Normal Dungeons, Trials, Dragons, etc.), mostly because of excessive damage output and oneshot mechanics.
However, I also do believe that the opposite is true. Much of the content in the game, especially overland, is rather easy. However, I think the problem is the SCALING.
My Templar is max level. I recently noticed that my brand new Warden was doing FAR more damage with his bow, despite having the same skills and CP, and despite the Warden being less well equipped. The level scaling has made content, even at low level, far too easy.
I remember being completely unable to solo a Dolmen. Part of this was a lack of experience. That is, I now have a good idea of which skills to slot, what tactics to use, what targets to kill first, and so on. However, the fact remains that I can now take a brand new character out and solo a Dolmen with little difficulty.
Now, as I say this, I don't want to see it go too far the other way. It still needs to be soloable in the open world. I just think a little tweak is called for.
exeeter702 wrote: »these straw mans seriously need to stop, no one is suggesting such a thing.The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
Sorry but I completely disagree that players with terrible habits, bad builds, and poor self sustain should be succeeding once they reach the third zone.
This entire game should not be built as a tutorial. There needs to be some kind of tangible scale in difficulty
It's not a tutorial. It's about pacing. There are 3 different group roles, only 1 of which specializes in killing mobs quickly. There are 50 levels and 160 CPs worth of gear and stats that vary throughout the leveling process to account for. Er go, the reason for the lower difficulty is to allow for variations in builds and equipment levels.
Tuning all of the content around min/maxers and their optimized endgame top tier 80k DPS builds is a bad design philosophy that forces gameplay homogenization. A very bad thing in a RPG built around the concept of "play how you want".
You have those that desire the overland to offer a level of engagment and challenge that helps new players become good players over time by teaching them valuable lessons and making them WANT to participate in harder end game content.
And you have those that want the option to access a veteran level scaled over land for max cp characters.
Both desires have not once suggested that overland be tuned by default for "min/maxers".
Constantly getting stuck on the "play how you want" mantra leads to nowhere. At this point, that statement has been twisted and manipulated to suit so many non starter arguments that it is exhausting. There is absolutely nothing wrong with a game that respects the intelligence of its players enough to be willing to say "hey perhaps try to improve your build a little" and give the player a slap on the wrist for failing every once and a while.
Zos telling players "hey, you can do WHATEVER you want! You can be the hero! No matter what, there will be something for you here in our game!" On top of the overly generous in count. double xp events is precisely why we have such abysmal players stepping into end game content and getting complety bent out of shape when someone tells them they are unfortunately not up to the standards necessary. Its these same players that pollute reddit and the forums with complaints that they shouldn't have to go to outside information resources to "get gud" when in truth ZOS does such a terrible job educating new players and incentivizing them to rise to the entirely reasonable modest occasion.
This is not elitism whatsoever, its having at the very least some form of expectation that players in your game are not so inept that they cant learn and overcome opposition and varying degrees of difficulty so long as they put forth the effort.
Ok. I'm talking about pacing of the content, not elitism, but you do make a point. Who do you think is constantly demanding the game be "made harder"? Probably not the RP types with suboptimal builds.
Let's ask a different question: How long do you think each fight should last?
Keep in mind, this is an action oriented game with a few months worth of quests built into already. Should each mob pack take a few seconds to kill? About 30 seconds? A minute?
How long should it take to make your way through an area for a single quest? Better yet, how slow does combat and progression have to be before it becomes monotonous, tedious, boring?
The combat is supposed to be fast paced, and the content right along with it. If you want more deliberate, slow paced, strategic combat, then you should probably play Dark Souls or The Witcher or even WoW Classic when it comes out. I just don't think that style of slow, hyper-focused, combat would be a good fit for ESO.
Considering the majority of complaints center around papermache “bosses”, the question about trash mobs is pointless. Elite mobs should take more than light attacking to kill, you should have to block and dodge or risk more damage than what they currently deal.
Quest boss fights, especially main quest lines for zones, should take at least thirty seconds to a minute. No one that’s not in an endgame raid setup should be able to one-bang a boss that’s been built up through an entire zone’s questline.
Morgha_Kul wrote: »I'm one of those that likes to be able to solo most things in the game. I've commented before about how some of the content in the game is excessively difficult (Veteran Dungeons, some Normal Dungeons, Trials, Dragons, etc.), mostly because of excessive damage output and oneshot mechanics.
However, I also do believe that the opposite is true. Much of the content in the game, especially overland, is rather easy. However, I think the problem is the SCALING.
My Templar is max level. I recently noticed that my brand new Warden was doing FAR more damage with his bow, despite having the same skills and CP, and despite the Warden being less well equipped. The level scaling has made content, even at low level, far too easy.
I remember being completely unable to solo a Dolmen. Part of this was a lack of experience. That is, I now have a good idea of which skills to slot, what tactics to use, what targets to kill first, and so on. However, the fact remains that I can now take a brand new character out and solo a Dolmen with little difficulty.
Now, as I say this, I don't want to see it go too far the other way. It still needs to be soloable in the open world. I just think a little tweak is called for.
exeeter702 wrote: »these straw mans seriously need to stop, no one is suggesting such a thing.The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
Sorry but I completely disagree that players with terrible habits, bad builds, and poor self sustain should be succeeding once they reach the third zone.
This entire game should not be built as a tutorial. There needs to be some kind of tangible scale in difficulty
It's not a tutorial. It's about pacing. There are 3 different group roles, only 1 of which specializes in killing mobs quickly. There are 50 levels and 160 CPs worth of gear and stats that vary throughout the leveling process to account for. Er go, the reason for the lower difficulty is to allow for variations in builds and equipment levels.
Tuning all of the content around min/maxers and their optimized endgame top tier 80k DPS builds is a bad design philosophy that forces gameplay homogenization. A very bad thing in a RPG built around the concept of "play how you want".
You have those that desire the overland to offer a level of engagment and challenge that helps new players become good players over time by teaching them valuable lessons and making them WANT to participate in harder end game content.
And you have those that want the option to access a veteran level scaled over land for max cp characters.
Both desires have not once suggested that overland be tuned by default for "min/maxers".
Constantly getting stuck on the "play how you want" mantra leads to nowhere. At this point, that statement has been twisted and manipulated to suit so many non starter arguments that it is exhausting. There is absolutely nothing wrong with a game that respects the intelligence of its players enough to be willing to say "hey perhaps try to improve your build a little" and give the player a slap on the wrist for failing every once and a while.
Zos telling players "hey, you can do WHATEVER you want! You can be the hero! No matter what, there will be something for you here in our game!" On top of the overly generous in count. double xp events is precisely why we have such abysmal players stepping into end game content and getting complety bent out of shape when someone tells them they are unfortunately not up to the standards necessary. Its these same players that pollute reddit and the forums with complaints that they shouldn't have to go to outside information resources to "get gud" when in truth ZOS does such a terrible job educating new players and incentivizing them to rise to the entirely reasonable modest occasion.
This is not elitism whatsoever, its having at the very least some form of expectation that players in your game are not so inept that they cant learn and overcome opposition and varying degrees of difficulty so long as they put forth the effort.
Ok. I'm talking about pacing of the content, not elitism, but you do make a point. Who do you think is constantly demanding the game be "made harder"? Probably not the RP types with suboptimal builds.
Let's ask a different question: How long do you think each fight should last?
Keep in mind, this is an action oriented game with a few months worth of quests built into already. Should each mob pack take a few seconds to kill? About 30 seconds? A minute?
How long should it take to make your way through an area for a single quest? Better yet, how slow does combat and progression have to be before it becomes monotonous, tedious, boring?
Now, compound that with the slower speed of non-dps builds, like tanking and healing builds. Talk about a slog...
The combat is supposed to be fast paced, and the content right along with it. If you want more deliberate, slow paced, strategic combat, then you should probably play Dark Souls or The Witcher or even WoW Classic when it comes out. I just don't think that style of slow, hyper-focused, combat would be a good fit for ESO.
exeeter702 wrote: »The open world content is fine. It is designed for all roles, pure or hybrids, at all levels to be able to progress through at a somewhat decent rate of speed. Rebalancing it to cater specifically to endgame dps characters will make the game so blasted boring and tedious for everyone else that the game's population will drop like a rock.
The open world content is the part of the game where Zos's advertising point of "play how you want" actually applies. The difficulty cannot be increased without compromising that aspect of the game.
This is what happens when you compartmentalize content design and isolate player demographics. You have this massive chunk of accessible pve content that in no way lends itself to other aspects of the game and in no way levies player experience into progressively challenging content tiers which is not good game design imho IF you also desire creating a space where players are incentivized to progress themselves onto harder, more rewarding and fufilling aspects of the game and acclimate organically.
What we have in eso however is a game that is primarily focused on crown store revenue generation and doing everything possible to create a playing space for every possible player demographic. It is naive to not understand why a development stuido or publishing hand would push for the type of format, but it doesnt make the reality any less disappointing.
ESO does a bad job of Tutorials.. and that's about par for the course for TES games ( can't speak for the others ). Oh yes, 'tap' RT for light attack, LT & RT to blocks...etc.. That is all fine and dandy, but what about crafting? Not just 'how to' but the need to.
What someone said about progression, triggered some thoughts.
Brand new MMO player ( Ie has played some games, never an MMO ) other than watching a bunch of U-tube Vid's.. how would they know that they needed to use all the crafting? To find those craftable armor set's. My Friends on another forum told me that I should have a dedicated crafter.. of course they also know just how much I really love crafting ( not at all ).
So for the first.. 20 or 30 levels.. just using found gear and/ or maybe enchanted stuff made by either their 'main' or a dedicated crafting character.. they do OK.. don't die too often, really start to learn the mistakes they made in choosing this or that skill.
*Remember these aren't people that have played ESO before... maybe they have played something similar, maybe not.
So as a brand new ESO player "I" have to:
1) learn the skill controls
2) learn how to 'read' the enemies
3) figure out the dungeon system..
4) figure out the different styles of play/armor/gear/skills. PvE, PvP, Vma..etc..
5) figure out the crafting system ( including craftable sets)
OH and Gods forbid "I" try and run with a group before I know it all.. cause while not everyone is a complete and utter jerk .. enough people are to be discouraging to new players. Instead of saying.. Dude as a Mag/Plar you should try and get this craftable armor type.. are you using 'this' type of food buff...
So now if I want to PvP, I either join a guild that has 'classes' or watch a couple dozen vid's to figure it out.. and hope I get it right.
How many levels does it take to get 5 to 6 traits researched? With how many characters? One dedicated crafter or ....??? Now if my 'main' is not just leveling errr battle skills, but also trying to craft and get those good enough. how many level's do I need to make gear that will help my character to be viable at higher levels..
When do "i" need to have my crafted gear good enough to account for the lack of the 'newbie 160CP buff"??? What lvl? When would 'found' gear no longer be workable?
Most of those I already know the answers to... I may be 'Newbie" to MMO's but, I ask the right people questions and I play slow enough to actually learn.
What does all that have to do with difficulty and increasing it? Rhetorical question.
Morgha_Kul wrote: »ESO does a bad job of Tutorials.. and that's about par for the course for TES games ( can't speak for the others ). Oh yes, 'tap' RT for light attack, LT & RT to blocks...etc.. That is all fine and dandy, but what about crafting? Not just 'how to' but the need to.
What someone said about progression, triggered some thoughts.
Brand new MMO player ( Ie has played some games, never an MMO ) other than watching a bunch of U-tube Vid's.. how would they know that they needed to use all the crafting? To find those craftable armor set's. My Friends on another forum told me that I should have a dedicated crafter.. of course they also know just how much I really love crafting ( not at all ).
So for the first.. 20 or 30 levels.. just using found gear and/ or maybe enchanted stuff made by either their 'main' or a dedicated crafting character.. they do OK.. don't die too often, really start to learn the mistakes they made in choosing this or that skill.
*Remember these aren't people that have played ESO before... maybe they have played something similar, maybe not.
So as a brand new ESO player "I" have to:
1) learn the skill controls
2) learn how to 'read' the enemies
3) figure out the dungeon system..
4) figure out the different styles of play/armor/gear/skills. PvE, PvP, Vma..etc..
5) figure out the crafting system ( including craftable sets)
OH and Gods forbid "I" try and run with a group before I know it all.. cause while not everyone is a complete and utter jerk .. enough people are to be discouraging to new players. Instead of saying.. Dude as a Mag/Plar you should try and get this craftable armor type.. are you using 'this' type of food buff...
So now if I want to PvP, I either join a guild that has 'classes' or watch a couple dozen vid's to figure it out.. and hope I get it right.
How many levels does it take to get 5 to 6 traits researched? With how many characters? One dedicated crafter or ....??? Now if my 'main' is not just leveling errr battle skills, but also trying to craft and get those good enough. how many level's do I need to make gear that will help my character to be viable at higher levels..
When do "i" need to have my crafted gear good enough to account for the lack of the 'newbie 160CP buff"??? What lvl? When would 'found' gear no longer be workable?
Most of those I already know the answers to... I may be 'Newbie" to MMO's but, I ask the right people questions and I play slow enough to actually learn.
What does all that have to do with difficulty and increasing it? Rhetorical question.
It's funny. I remember when I was growing up, getting various games for my old Vic20 and C64, and had NO manuals at all. I still managed to figure out how to play the games, even the more complex ones (the only thing I could never quite get a handle on was Jousting in Defender of the Crown).
Gamers today seem to never want to think about things, just want it all handed to them. That's not a knock, exactly, just an observation.
I do miss zone levels
Morgha_Kul wrote: »ESO does a bad job of Tutorials.. and that's about par for the course for TES games ( can't speak for the others ). Oh yes, 'tap' RT for light attack, LT & RT to blocks...etc.. That is all fine and dandy, but what about crafting? Not just 'how to' but the need to.
What someone said about progression, triggered some thoughts.
Brand new MMO player ( Ie has played some games, never an MMO ) other than watching a bunch of U-tube Vid's.. how would they know that they needed to use all the crafting? To find those craftable armor set's. My Friends on another forum told me that I should have a dedicated crafter.. of course they also know just how much I really love crafting ( not at all ).
So for the first.. 20 or 30 levels.. just using found gear and/ or maybe enchanted stuff made by either their 'main' or a dedicated crafting character.. they do OK.. don't die too often, really start to learn the mistakes they made in choosing this or that skill.
*Remember these aren't people that have played ESO before... maybe they have played something similar, maybe not.
So as a brand new ESO player "I" have to:
1) learn the skill controls
2) learn how to 'read' the enemies
3) figure out the dungeon system..
4) figure out the different styles of play/armor/gear/skills. PvE, PvP, Vma..etc..
5) figure out the crafting system ( including craftable sets)
OH and Gods forbid "I" try and run with a group before I know it all.. cause while not everyone is a complete and utter jerk .. enough people are to be discouraging to new players. Instead of saying.. Dude as a Mag/Plar you should try and get this craftable armor type.. are you using 'this' type of food buff...
So now if I want to PvP, I either join a guild that has 'classes' or watch a couple dozen vid's to figure it out.. and hope I get it right.
How many levels does it take to get 5 to 6 traits researched? With how many characters? One dedicated crafter or ....??? Now if my 'main' is not just leveling errr battle skills, but also trying to craft and get those good enough. how many level's do I need to make gear that will help my character to be viable at higher levels..
When do "i" need to have my crafted gear good enough to account for the lack of the 'newbie 160CP buff"??? What lvl? When would 'found' gear no longer be workable?
Most of those I already know the answers to... I may be 'Newbie" to MMO's but, I ask the right people questions and I play slow enough to actually learn.
What does all that have to do with difficulty and increasing it? Rhetorical question.
It's funny. I remember when I was growing up, getting various games for my old Vic20 and C64, and had NO manuals at all. I still managed to figure out how to play the games, even the more complex ones (the only thing I could never quite get a handle on was Jousting in Defender of the Crown).
Gamers today seem to never want to think about things, just want it all handed to them. That's not a knock, exactly, just an observation.