navystylz_ESO wrote: »
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 .
There's a reason why a lot of MMO's are referred to as "WoW clones" and not "EQ clones" or such..
I disagree with your GW2 reasoning. People tack "hard" onto everything that doesn't work and use it as an excuse to further their argument.
But WoW. Funny you should mention that. WoW, the game that started this death to consequences easy-mode trash MMOs are these days, is on their beta of classic wow. Wait, what? People liked the harder, more tedious, actually having to be social and careful of elite mibs gameplay of wow so much that a private server that had over 800k finally forced blizzard to capitalize on this by recreating their vanilla game. And you're trying to argue for the simplistic trash BfA is now using WoW as an example?? Buahahahahaha.
Gonna let you in on a secret. All the old harder MMOs have private server with people maintaining the traditional difficulty of MMO playing. Hell, Ultima Online still has a sub model! Only this past March they started allowing people who haven't played their account in 180 days to log in a free account that is much more limited than the sub one.
And here we are just asking for harder quest bosses and that you need to dodge, block and interrupt in game or actually take damage and we are unreasonable.
And FYI GW2 combat in base game and expansions require this of it's players or the damage will kill them. Trying to argue GW2 had to step the difficulty down or die is a bit ridiculous when the pre-80 stuff is much more dangerous than anything overland ESO has to offer.
ZOS’a biggest issue is thinking that “more difficulty” is giving monsters more health and dealing more damage
What we mean is more skillset, combinations, faster mechanics.
Not one light attack every 3-4 seconds
Then the super slow typical front flip behind you lmao
Morgha_Kul wrote: »I don't disagree, I just think today's gamers are missing out, because figuring things out is part of the fun... at least, it used to be.
Morgha_Kul wrote: »I don't disagree, I just think today's gamers are missing out, because figuring things out is part of the fun... at least, it used to be.
It is.. while the OP want's more difficulty ( as do others ) in tougher OW ( and some in WB and Dungeons ).. I would like to see more difficulty in the way of puzzles, riddles... quest's you have to talk to other NPC's to get information to finish.. without great big arrows pointing the way!
EDIT: to respond to your edit. Yes, we've talked about this, in fact we tried to get that into the game as part of One Tamriel, but we just couldn't get it done. So we have ideas on how to have difficulty settings for overland content, but it's not currently planned. It's a great idea.
-- So it sounds like they are at least wanting to do it some time in the future. It's really a shame this couldn't come out with 1T.
Now, compound that with the slower speed of non-dps builds, like tanking and healing builds. Talk about a slog...
Morgha_Kul wrote: »I don't disagree, I just think today's gamers are missing out, because figuring things out is part of the fun... at least, it used to be.
It is.. while the OP want's more difficulty ( as do others ) in tougher OW ( and some in WB and Dungeons ).. I would like to see more difficulty in the way of puzzles, riddles... quest's you have to talk to other NPC's to get information to finish.. without great big arrows pointing the way!
Can you imagine how nuts people would go if quest markers got removed? Like holy crud there’d be millions of complaint threads because they were being forced to read dialogue and use clues
Morgha_Kul wrote: »Morgha_Kul wrote: »I don't disagree, I just think today's gamers are missing out, because figuring things out is part of the fun... at least, it used to be.
It is.. while the OP want's more difficulty ( as do others ) in tougher OW ( and some in WB and Dungeons ).. I would like to see more difficulty in the way of puzzles, riddles... quest's you have to talk to other NPC's to get information to finish.. without great big arrows pointing the way!
Can you imagine how nuts people would go if quest markers got removed? Like holy crud there’d be millions of complaint threads because they were being forced to read dialogue and use clues
I was actually saying exactly this in chat tonight!
Actually, I played Star Trek Online for a good while, and made a few missions for the Foundry system (a mission creator system). STO has the same problem a lot of games do, where it says "Find so and so" and then puts them on the map with a giant arrow on them, PLUS they flash and glow.
So, I created a mission SPECIFICALLY without that, where the player had to find a fugitive who was hiding from the Romulans. I had the Romulans wandering around dropping hints (eg. "Search parties to the north report nothing in that section. Focus searches in the south."). SO many players left complaints that they couldn't find the guy, so I had one of the Bridge Crew NPCs offer advice if asked, telling the PCs to listen for clues... and players STILL complained.
I hate to think how players like that would have handled some of the puzzles in Arena, Dungeon Master or Pool of Radiance... or games like that.
Morgha_Kul wrote: »I don't disagree, I just think today's gamers are missing out, because figuring things out is part of the fun... at least, it used to be.
It is.. while the OP want's more difficulty ( as do others ) in tougher OW ( and some in WB and Dungeons ).. I would like to see more difficulty in the way of puzzles, riddles... quest's you have to talk to other NPC's to get information to finish.. without great big arrows pointing the way!
Can you imagine how nuts people would go if quest markers got removed? Like holy crud there’d be millions of complaint threads because they were being forced to read dialogue and use clues
barney2525 wrote: »This thread was started because the writer wants the equivalent of World Bosses as the standard Overland mobs. So that Every step you take is potential death.
EDIT: to respond to your edit. Yes, we've talked about this, in fact we tried to get that into the game as part of One Tamriel, but we just couldn't get it done. So we have ideas on how to have difficulty settings for overland content, but it's not currently planned. It's a great idea.
-- So it sounds like they are at least wanting to do it some time in the future. It's really a shame this couldn't come out with 1T.
EDIT: to respond to your edit. Yes, we've talked about this, in fact we tried to get that into the game as part of One Tamriel, but we just couldn't get it done. So we have ideas on how to have difficulty settings for overland content, but it's not currently planned. It's a great idea.
-- So it sounds like they are at least wanting to do it some time in the future. It's really a shame this couldn't come out with 1T.
As someone who has left ESO because of the lack of challenge in 90% of the content. This gives me a little hope.
Im not going to explain again why challenge is important, look at my post history, and you can read it, with the included sources.
I have always been a strong supporter of adding some kind of difficulty option to the game, so that all types of player can enjoy it.
While its sad that they don't have plans for it currently. I am really happy to hear an explanation why they did no do it. And the acknowledgement that it is a great idea.
I will definitely keeping an eye on ESO again. And like I always say, the moment difficulty options are present, I'll be back with friends.
I do really hope they will get around this in the near future.
navystylz_ESO wrote: »Now, compound that with the slower speed of non-dps builds, like tanking and healing builds. Talk about a slog...
Can we please stop pretending that these hypothetical players are tanks and healer. Well maybe they are people with heals on their bars. But tanks know what dodge roll, blocking and interrupting is. Tanks have no issues with overland content because they can be hurt even less than dps specced players. Tanks actually take the time to learn the game because in order to be a tank, you need to have an understanding of the content that goes beyond what the normal player needs to know so you can tank what hurts the most, and control the fight for your team.
There is no real tank in this game that think overland content is difficult. There is no actual tanks that don't understand how this game works that they have any issues killing overland mobs fast. These hypothetical tanks are not being held back. They do NOT need paper-thin enemies for them to effectively make it through content without slogging it.
You can't just throw heals and health on your character and call them a tank or healer. And most people serious about those roles are serious about knowing the game. Also, healers can dps superbly since the same magicka gear they are using to heal, is giving more than enough stats for their dps abilities to hit hard. And they have even smaller chance of dying than derp dps specs.
I don't have to pretend. This isn't just about whether or not people are dying in the content. It's about how quickly they kill things. Pacing, pacing, pacing.
People use a variety of builds for different roles and come with all levels of familiarity and skill. The open world content is made to accommodate for the widest range of players possible. And, while you may believe it's "too easy", not everyone feels that way.
Things get real redundant real fast when fights take too long. People lose interest when that happens. There's a reason why end game raiders are usually, if not always, the smallest subset of an MMO playerbase.
WoW classic is just around the corner, though. If you don't believe me, go try that out for a bit and see for yourself.
There are more options than two toggles that say:
Too easy | Too hard
Too fast | Too slow
Balance changes all the time. VR increases, 1T/scaling, every CP increase, every new monster type, every new dungeon, every new class, every new set, balance patches... it changes pretty often. The sentiment of "don't change anything, you'll break everything and ruin the game! everyone will quit!" seems pretty alarmist, especially considering nobody is really getting into a serious discussion about how to change it let alone actually testing it.
navystylz_ESO wrote: »Now, compound that with the slower speed of non-dps builds, like tanking and healing builds. Talk about a slog...
Can we please stop pretending that these hypothetical players are tanks and healer. Well maybe they are people with heals on their bars. But tanks know what dodge roll, blocking and interrupting is. Tanks have no issues with overland content because they can be hurt even less than dps specced players. Tanks actually take the time to learn the game because in order to be a tank, you need to have an understanding of the content that goes beyond what the normal player needs to know so you can tank what hurts the most, and control the fight for your team.
There is no real tank in this game that think overland content is difficult. There is no actual tanks that don't understand how this game works that they have any issues killing overland mobs fast. These hypothetical tanks are not being held back. They do NOT need paper-thin enemies for them to effectively make it through content without slogging it.
You can't just throw heals and health on your character and call them a tank or healer. And most people serious about those roles are serious about knowing the game. Also, healers can dps superbly since the same magicka gear they are using to heal, is giving more than enough stats for their dps abilities to hit hard. And they have even smaller chance of dying than derp dps specs.
I don't have to pretend. This isn't just about whether or not people are dying in the content. It's about how quickly they kill things. Pacing, pacing, pacing.
People use a variety of builds for different roles and come with all levels of familiarity and skill. The open world content is made to accommodate for the widest range of players possible. And, while you may believe it's "too easy", not everyone feels that way.
Things get real redundant real fast when fights take too long. People lose interest when that happens. There's a reason why end game raiders are usually, if not always, the smallest subset of an MMO playerbase.
WoW classic is just around the corner, though. If you don't believe me, go try that out for a bit and see for yourself.
ZOS’a biggest issue is thinking that “more difficulty” is giving monsters more health and dealing more damage
What we mean is more skillset, combinations, faster mechanics.
Not one light attack every 3-4 seconds
Then the super slow typical front flip behind you lmao
Wifeaggro13 wrote: »navystylz_ESO wrote: »Now, compound that with the slower speed of non-dps builds, like tanking and healing builds. Talk about a slog...
Can we please stop pretending that these hypothetical players are tanks and healer. Well maybe they are people with heals on their bars. But tanks know what dodge roll, blocking and interrupting is. Tanks have no issues with overland content because they can be hurt even less than dps specced players. Tanks actually take the time to learn the game because in order to be a tank, you need to have an understanding of the content that goes beyond what the normal player needs to know so you can tank what hurts the most, and control the fight for your team.
There is no real tank in this game that think overland content is difficult. There is no actual tanks that don't understand how this game works that they have any issues killing overland mobs fast. These hypothetical tanks are not being held back. They do NOT need paper-thin enemies for them to effectively make it through content without slogging it.
You can't just throw heals and health on your character and call them a tank or healer. And most people serious about those roles are serious about knowing the game. Also, healers can dps superbly since the same magicka gear they are using to heal, is giving more than enough stats for their dps abilities to hit hard. And they have even smaller chance of dying than derp dps specs.
I don't have to pretend. This isn't just about whether or not people are dying in the content. It's about how quickly they kill things. Pacing, pacing, pacing.
People use a variety of builds for different roles and come with all levels of familiarity and skill. The open world content is made to accommodate for the widest range of players possible. And, while you may believe it's "too easy", not everyone feels that way.
Things get real redundant real fast when fights take too long. People lose interest when that happens. There's a reason why end game raiders are usually, if not always, the smallest subset of an MMO playerbase.
WoW classic is just around the corner, though. If you don't believe me, go try that out for a bit and see for yourself.
no one was talking about making the game hard for end game raiders. what gets redundant is 5 years into the game they release a new class and slog through insignifcant non rewarding content. truthfuly a little challenge in something that is already tedious by design is not such a bad thing. i dont hink half the people would mind so much if there was a slight bit vertical progression involved . And im not talking about adding more CP to that broken mess of an alternate advancement system they call CP. And dont say ZOs says they are looking into it. they have been looking into spell crafting for near for years. ZOS track record is not stellar with their game systems new,old or half finished unimplemented ideas.
But there's no balance at all. Literally. 'Balance' means there's some challenge for an average player (in progressing through content, of course, i.e. questing, not soloing WB and vet dungeons). There's none. And 'the widest number of character builds and player skill levels' actually means 'all of them'. (No, 2s ping and disabilities don't count. Sorry, but they also must not count.)Besides that, as I said before, the current balance is based on ensuring the widest number of character builds and player skill levels will be able to progress through the content at a reasonable pace.
Morgha_Kul wrote: »I don't disagree, I just think today's gamers are missing out, because figuring things out is part of the fun... at least, it used to be.
It is.. while the OP want's more difficulty ( as do others ) in tougher OW ( and some in WB and Dungeons ).. I would like to see more difficulty in the way of puzzles, riddles... quest's you have to talk to other NPC's to get information to finish.. without great big arrows pointing the way!
Can you imagine how nuts people would go if quest markers got removed? Like holy crud there’d be millions of complaint threads because they were being forced to read dialogue and use clues
But there's no balance at all. Literally. 'Balance' means there's some challenge for an average player (in progressing through content, of course, i.e. questing, not soloing WB and vet dungeons). There's none. And 'the widest number of character builds and player skill levels' actually means 'all of them'. (No, 2s ping and disabilities don't count. Sorry, but they also must not count.)Besides that, as I said before, the current balance is based on ensuring the widest number of character builds and player skill levels will be able to progress through the content at a reasonable pace.
Wifeaggro13 wrote: »navystylz_ESO wrote: »Now, compound that with the slower speed of non-dps builds, like tanking and healing builds. Talk about a slog...
Can we please stop pretending that these hypothetical players are tanks and healer. Well maybe they are people with heals on their bars. But tanks know what dodge roll, blocking and interrupting is. Tanks have no issues with overland content because they can be hurt even less than dps specced players. Tanks actually take the time to learn the game because in order to be a tank, you need to have an understanding of the content that goes beyond what the normal player needs to know so you can tank what hurts the most, and control the fight for your team.
There is no real tank in this game that think overland content is difficult. There is no actual tanks that don't understand how this game works that they have any issues killing overland mobs fast. These hypothetical tanks are not being held back. They do NOT need paper-thin enemies for them to effectively make it through content without slogging it.
You can't just throw heals and health on your character and call them a tank or healer. And most people serious about those roles are serious about knowing the game. Also, healers can dps superbly since the same magicka gear they are using to heal, is giving more than enough stats for their dps abilities to hit hard. And they have even smaller chance of dying than derp dps specs.
I don't have to pretend. This isn't just about whether or not people are dying in the content. It's about how quickly they kill things. Pacing, pacing, pacing.
People use a variety of builds for different roles and come with all levels of familiarity and skill. The open world content is made to accommodate for the widest range of players possible. And, while you may believe it's "too easy", not everyone feels that way.
Things get real redundant real fast when fights take too long. People lose interest when that happens. There's a reason why end game raiders are usually, if not always, the smallest subset of an MMO playerbase.
WoW classic is just around the corner, though. If you don't believe me, go try that out for a bit and see for yourself.
no one was talking about making the game hard for end game raiders. what gets redundant is 5 years into the game they release a new class and slog through insignifcant non rewarding content. truthfuly a little challenge in something that is already tedious by design is not such a bad thing. i dont hink half the people would mind so much if there was a slight bit vertical progression involved . And im not talking about adding more CP to that broken mess of an alternate advancement system they call CP. And dont say ZOs says they are looking into it. they have been looking into spell crafting for near for years. ZOS track record is not stellar with their game systems new,old or half finished unimplemented ideas.
You might want to have a chit-chat with all the people who post these kinds of threads so yall can get your stories straight.
I honestly don't think you all have a defined request. A nebulous demand like "make it harder, but not too much" isn't exactly actionable. "Make it less boring" doesn't provide much direction either.
Your definition of "just the right amount of challenge" probably differs drastically from mine or anyone else's.
Besides that, as I said before, the current balance is based on ensuring the widest number of character builds and player skill levels will be able to progress through the content at a reasonable pace.
That's just the nature of leveling content. You will outgrow it eventually. Especially after 5 years. That being said, you figure out what you actually want and define it in a way that ensures everyone understands exactly what you have in mind, then you might see less opposition to your ideas.
Until, then, do try to keep in mind that just because you claim that "no one is asking for that", it doesn't make it true.
But there's no balance at all. Literally. 'Balance' means there's some challenge for an average player (in progressing through content, of course, i.e. questing, not soloing WB and vet dungeons). There's none. And 'the widest number of character builds and player skill levels' actually means 'all of them'. (No, 2s ping and disabilities don't count. Sorry, but they also must not count.)Besides that, as I said before, the current balance is based on ensuring the widest number of character builds and player skill levels will be able to progress through the content at a reasonable pace.
Says who? No challenge for whom?
I may not be skilled in ESO , but I am darn good with other games I play.. including Dark Souls and Dark Souls II..all the Witcher games..Skyrim on Legendary ..etc.. once I learned those games they were not as difficult as everyone seems to think they are.
Skill and knowledge of a game go well to making them seem like they lack challenge. Stripping a high lvl character does nothing, starting a new character only slight challenge... but put 10 people to playing that never have before and are how many would think WB and Trials are no challenge...a truly average player would find some...some of the OW a challenge.
Just because you dont, doesn't mean others don't.
Not sure what you mean exactly, but that could be even a bit overkill, if you include those mob packs&bosses that fall from white(?) rifts in the area.Honestly, the world being on the level of Craglorn wouldn't be all that bad if I'll be honest.
Well, you were reading my post, then probably it's 'Says I'. Also there was a phrase 'for an average player', and that's an answer for 'No challenge for whom?'. If we want some more specifics, let's say this means 'people with the median DPS'.But there's no balance at all. Literally. 'Balance' means there's some challenge for an average player (in progressing through content, of course, i.e. questing, not soloing WB and vet dungeons). There's none. And 'the widest number of character builds and player skill levels' actually means 'all of them'. (No, 2s ping and disabilities don't count. Sorry, but they also must not count.)Besides that, as I said before, the current balance is based on ensuring the widest number of character builds and player skill levels will be able to progress through the content at a reasonable pace.
Says who? No challenge for whom?
And this I don't understand at all. Also, how it's even relevant to the discussion. Also, I specifically (and a lot of others here) mentioned that WB and Trials (and vet dungeons) aren't included, and you are still using them somehow in your vague ... statement.Skill and knowledge of a game go well to making them seem like they lack challenge. Stripping a high lvl character does nothing, starting a new character only slight challenge... but put 10 people to playing that never have before and are how many would think WB and Trials are no challenge...a truly average player would find some...some of the OW a challenge.
Well, you were reading my post, then probably it's 'Says I'. Also there was a phrase 'for an average player', and that's an answer for 'No challenge for whom?'. If we want some more specifics, let's say this means 'people with the median DPS'.
Says who? No challenge for whom?
Skill and knowledge of a game go well to making them seem like they lack challenge. Stripping a high lvl character does nothing, starting a new character only slight challenge... but put 10 people to playing that never have before and are how many would think WB and Trials are no challenge...a truly average player would find some...some of the OW a challenge.