RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
and excludes newer or experimenting players. no. thank .you. literally 10 - 15% increase will NOT actualy make it more challenging for players that are bored now. it will not. they won't even feel it. but players who are still starting out, or may not be so good to begin with? its NOT going to encourage them to git good. players are simply going to leave for a game that's more welcoming.
RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
and excludes newer or experimenting players. no. thank .you. literally 10 - 15% increase will NOT actualy make it more challenging for players that are bored now. it will not. they won't even feel it. but players who are still starting out, or may not be so good to begin with? its NOT going to encourage them to git good. players are simply going to leave for a game that's more welcoming.
And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player, one that looks at their gear, at their build, at their game play, show them the ropes, show them guild activities that they can partake.
It has never been about just the game mechanics or systems that make or break the game. It's always has been about the community. "Guys, I'm having trouble with this Phaer Amuur dude, anyone can help out?" "Sure thing, let me finish up this dolmen and I'm gtg."
"dude, you're soloing a dolmen? How's that possible?! What's your build like?" "lol just some simple stuff, let me show you what I did with my gear and build" etc, etc.
This is anecdotal of course, but I've never had anyone, currently, asking for help in my guild, a small sample as it is, for questing. It's always about going to a location, or dungeon run, or perhaps WB dailies. I do have however, guildies that inquire if overland have elite mobs, or an elite zone they can have a bit of fun grinding questing.
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 ***
RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
and excludes newer or experimenting players. no. thank .you. literally 10 - 15% increase will NOT actualy make it more challenging for players that are bored now. it will not. they won't even feel it. but players who are still starting out, or may not be so good to begin with? its NOT going to encourage them to git good. players are simply going to leave for a game that's more welcoming.
And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player, one that looks at their gear, at their build, at their game play, show them the ropes, show them guild activities that they can partake.
It has never been about just the game mechanics or systems that make or break the game. It's always has been about the community. "Guys, I'm having trouble with this Phaer Amuur dude, anyone can help out?" "Sure thing, let me finish up this dolmen and I'm gtg."
"dude, you're soloing a dolmen? How's that possible?! What's your build like?" "lol just some simple stuff, let me show you what I did with my gear and build" etc, etc.
This is anecdotal of course, but I've never had anyone, currently, asking for help in my guild, a small sample as it is, for questing. It's always about going to a location, or dungeon run, or perhaps WB dailies. I do have however, guildies that inquire if overland have elite mobs, or an elite zone they can have a bit of fun grinding questing.
RavenSworn wrote: »
And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player, one that looks at their gear, at their build, at their game play, show them the ropes, show them guild activities that they can partake.
>>>>>It has never been about just the game mechanics or systems that make or break the game. It's always has been about the community. "Guys, I'm having trouble with this Phaer Amuur dude, anyone can help out?" "Sure thing, let me finish up this dolmen and I'm gtg."
"dude, you're soloing a dolmen? How's that possible?! What's your build like?" "lol just some simple stuff, let me show you what I did with my gear and build" etc, etc.
This is anecdotal of course, but I've never had anyone, currently, asking for help in my guild, a small sample as it is, for questing. It's always about going to a location, or dungeon run, or perhaps WB dailies. I do have however, guildies that inquire if overland have elite mobs, or an elite zone they can have a bit of fun grinding questing.
Ydrisselle wrote: »
RavenSworn wrote: »Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves.
I'm honestly wanting to hear how you'd propose to maker the game harder for you, without the pointless use of hp/damage buffs, while not making it too hard for the majority of the casual player base.
Wifeaggro13 wrote: »Ydrisselle wrote: »
they at least need tutorials for people like you explaining roles, how to build your character and what to do in group content.
Anti_Virus wrote: »Add battle spirit instance for overland that increases loot drops
RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
and excludes newer or experimenting players. no. thank .you. literally 10 - 15% increase will NOT actualy make it more challenging for players that are bored now. it will not. they won't even feel it. but players who are still starting out, or may not be so good to begin with? its NOT going to encourage them to git good. players are simply going to leave for a game that's more welcoming.
And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player, one that looks at their gear, at their build, at their game play, show them the ropes, show them guild activities that they can partake.
It has never been about just the game mechanics or systems that make or break the game. It's always has been about the community. "Guys, I'm having trouble with this Phaer Amuur dude, anyone can help out?" "Sure thing, let me finish up this dolmen and I'm gtg."
"dude, you're soloing a dolmen? How's that possible?! What's your build like?" "lol just some simple stuff, let me show you what I did with my gear and build" etc, etc.
This is anecdotal of course, but I've never had anyone, currently, asking for help in my guild, a small sample as it is, for questing. It's always about going to a location, or dungeon run, or perhaps WB dailies. I do have however, guildies that inquire if overland have elite mobs, or an elite zone they can have a bit of fun grinding questing.
When the design philosophy that you're referring to was popular, the MMO industry was much smaller and far less competitive. For good reason. Only people without much in the way of real life obligations spent any real amount of time playing it. Those communities were tiny because of that. People got to know each other and reputations mattered. I'm assuming that is the type of MMO experience you're wanting to see again.
I have good news for you: that experience still exists! There are still games that offer that. They're tiny, though. Obscure. Outdated. Borderline dead. But, they're there. You just have to find them.
Of course, you won't want to play them, though. They never get updates anymore and they're not popular... probably a reason for that. Not that you'll ever admit it. Their failure is always caused by "something else", isn't it?
RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
and excludes newer or experimenting players. no. thank .you. literally 10 - 15% increase will NOT actualy make it more challenging for players that are bored now. it will not. they won't even feel it. but players who are still starting out, or may not be so good to begin with? its NOT going to encourage them to git good. players are simply going to leave for a game that's more welcoming.
And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player, one that looks at their gear, at their build, at their game play, show them the ropes, show them guild activities that they can partake.
It has never been about just the game mechanics or systems that make or break the game. It's always has been about the community. "Guys, I'm having trouble with this Phaer Amuur dude, anyone can help out?" "Sure thing, let me finish up this dolmen and I'm gtg."
"dude, you're soloing a dolmen? How's that possible?! What's your build like?" "lol just some simple stuff, let me show you what I did with my gear and build" etc, etc.
This is anecdotal of course, but I've never had anyone, currently, asking for help in my guild, a small sample as it is, for questing. It's always about going to a location, or dungeon run, or perhaps WB dailies. I do have however, guildies that inquire if overland have elite mobs, or an elite zone they can have a bit of fun grinding questing.
except. not everyone plays at the same time. not everyone wants to keep helping players with their quests, quest that they already did more then once.. all the time. designing the game around reliance for veteran players to keep helping new players is not going to end well. doesn't end well. community is encouraged through repeatable content. like.. you know... dolmens, among other things. story quests? relying on someone to come and help you while you are trying to do a story quest is NUTS.
you may not see people asking for help for quests in guild now, in part becasue ZoS did their best to make those quests not require help. people still sometimes ask in general. but not as often. and that is GOOD. what you are asking is for is to make so many steps backwards, its not even funny. and the worst part? and i keep repeating myself, but apparently i have to keep repeating myself. THIS. will NOT. ADD. SUFFICIENT. CHALLENGE. for PLAYERS THAT ARE ASKING FOR MORE CHALLENGE.
there is a reason this game is more accessible than it was at launch.
RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
Since most major towns/cities are phased, separating or instancing the difficulty levels outside of hubs wouldn't cause much issue with perceived player base size. If anything it would be beneficial as players wouldn't be hindered by overcrowding or more skilled players steamrolling content before them, also it could allow players of similar skill level to naturally group up. 1T was a great idea, but poorly executed, as it threw any sort of curve or sense of progression out the window. Blanket buff would cause too much fuss and would be a band-aid fix for a looming problem. Optional and phased/instanced would allow for gradual increase and if done off of % per scale group, would negate power creep. Lastly with it being optional it allows for them to test/tweak the scaling without messing up the entire game.
Thanks for a different perspective. If there might be a good compromise between increasing general difficulty, phasing and etc, I would think that reducing player efficacy from the onset (at character creation page) would be a rather novel albeit weird idea. For eg:
Veteran = reducing player stats by 15/20%
It would of course just affect the player in overland, delves, public dungeons and solo instances. The player wouldn't need to take off cp, gear and such just for the sake of veteran levels. For those new players who want a bit of a challenge, this would be fantastic.
Ydrisselle wrote: »Wifeaggro13 wrote: »Ydrisselle wrote: »
they at least need tutorials for people like you explaining roles, how to build your character and what to do in group content.
I'm playing MMOs since 2005, I know the roles and understand the concepts, but in a new game I don't always have the necessary tools (or skills) yet - and I definitely don't have experience with the actual game's combat system.
RavenSworn wrote: »RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
and excludes newer or experimenting players. no. thank .you. literally 10 - 15% increase will NOT actualy make it more challenging for players that are bored now. it will not. they won't even feel it. but players who are still starting out, or may not be so good to begin with? its NOT going to encourage them to git good. players are simply going to leave for a game that's more welcoming.
And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player, one that looks at their gear, at their build, at their game play, show them the ropes, show them guild activities that they can partake.
It has never been about just the game mechanics or systems that make or break the game. It's always has been about the community. "Guys, I'm having trouble with this Phaer Amuur dude, anyone can help out?" "Sure thing, let me finish up this dolmen and I'm gtg."
"dude, you're soloing a dolmen? How's that possible?! What's your build like?" "lol just some simple stuff, let me show you what I did with my gear and build" etc, etc.
This is anecdotal of course, but I've never had anyone, currently, asking for help in my guild, a small sample as it is, for questing. It's always about going to a location, or dungeon run, or perhaps WB dailies. I do have however, guildies that inquire if overland have elite mobs, or an elite zone they can have a bit of fun grinding questing.
When the design philosophy that you're referring to was popular, the MMO industry was much smaller and far less competitive. For good reason. Only people without much in the way of real life obligations spent any real amount of time playing it. Those communities were tiny because of that. People got to know each other and reputations mattered. I'm assuming that is the type of MMO experience you're wanting to see again.
I have good news for you: that experience still exists! There are still games that offer that. They're tiny, though. Obscure. Outdated. Borderline dead. But, they're there. You just have to find them.
Of course, you won't want to play them, though. They never get updates anymore and they're not popular... probably a reason for that. Not that you'll ever admit it. Their failure is always caused by "something else", isn't it?
That's over generalization. There are four different type of mmo players. Those who are casual with the time they have but hardcore with their approach to the game. There those who are hardcore with their time, but casual with their approach to the game. And of course those who are casual with time and approach, and those hardcore with their time and approach.
One of the main reason, why Wow, at least pre wotlk wow, were so successful is because they designed the game to suit an identity, a theme and not around the players that they have. They made the game accessible, but yet still hard enough to give an impact, or meaningful choices for the players. The player had to 'game' around the limitations that they had, not expecting the game to just give it to them.
That created communities and the wow community then, is still regarded as one of the best communities the gaming industry has. They helped shaped a generation of gaming buddies and couples and players.
I also have played tsw, wildstar, gw2, lotro. I am an old school mmo gamer I must admit. And yes those are the communities I adore because they not only want the best for the game, but the best for the players they are playing with.RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
and excludes newer or experimenting players. no. thank .you. literally 10 - 15% increase will NOT actualy make it more challenging for players that are bored now. it will not. they won't even feel it. but players who are still starting out, or may not be so good to begin with? its NOT going to encourage them to git good. players are simply going to leave for a game that's more welcoming.
And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player, one that looks at their gear, at their build, at their game play, show them the ropes, show them guild activities that they can partake.
It has never been about just the game mechanics or systems that make or break the game. It's always has been about the community. "Guys, I'm having trouble with this Phaer Amuur dude, anyone can help out?" "Sure thing, let me finish up this dolmen and I'm gtg."
"dude, you're soloing a dolmen? How's that possible?! What's your build like?" "lol just some simple stuff, let me show you what I did with my gear and build" etc, etc.
This is anecdotal of course, but I've never had anyone, currently, asking for help in my guild, a small sample as it is, for questing. It's always about going to a location, or dungeon run, or perhaps WB dailies. I do have however, guildies that inquire if overland have elite mobs, or an elite zone they can have a bit of fun grinding questing.
except. not everyone plays at the same time. not everyone wants to keep helping players with their quests, quest that they already did more then once.. all the time. designing the game around reliance for veteran players to keep helping new players is not going to end well. doesn't end well. community is encouraged through repeatable content. like.. you know... dolmens, among other things. story quests? relying on someone to come and help you while you are trying to do a story quest is NUTS.
you may not see people asking for help for quests in guild now, in part becasue ZoS did their best to make those quests not require help. people still sometimes ask in general. but not as often. and that is GOOD. what you are asking is for is to make so many steps backwards, its not even funny. and the worst part? and i keep repeating myself, but apparently i have to keep repeating myself. THIS. will NOT. ADD. SUFFICIENT. CHALLENGE. for PLAYERS THAT ARE ASKING FOR MORE CHALLENGE.
there is a reason this game is more accessible than it was at launch.
Of course they wouldn't want to, it's not something that everyone wants to do. But it has to start somewhere and it's not gonna come from fellow questers since questing is too easy. Mobs are too easy.
I'm going to state right here that we definitely are going to agree to disagree. I might have a compromise that can work with your notion of easy questing and have veterans be able to help out as well.RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
Since most major towns/cities are phased, separating or instancing the difficulty levels outside of hubs wouldn't cause much issue with perceived player base size. If anything it would be beneficial as players wouldn't be hindered by overcrowding or more skilled players steamrolling content before them, also it could allow players of similar skill level to naturally group up. 1T was a great idea, but poorly executed, as it threw any sort of curve or sense of progression out the window. Blanket buff would cause too much fuss and would be a band-aid fix for a looming problem. Optional and phased/instanced would allow for gradual increase and if done off of % per scale group, would negate power creep. Lastly with it being optional it allows for them to test/tweak the scaling without messing up the entire game.
Thanks for a different perspective. If there might be a good compromise between increasing general difficulty, phasing and etc, I would think that reducing player efficacy from the onset (at character creation page) would be a rather novel albeit weird idea. For eg:
Veteran = reducing player stats by 15/20%
It would of course just affect the player in overland, delves, public dungeons and solo instances. The player wouldn't need to take off cp, gear and such just for the sake of veteran levels. For those new players who want a bit of a challenge, this would be fantastic.
RavenSworn wrote: »...There are four different type of mmo players ... those who are casual with time and approach ...
RavenSworn wrote: »RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
and excludes newer or experimenting players. no. thank .you. literally 10 - 15% increase will NOT actualy make it more challenging for players that are bored now. it will not. they won't even feel it. but players who are still starting out, or may not be so good to begin with? its NOT going to encourage them to git good. players are simply going to leave for a game that's more welcoming.
And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player, one that looks at their gear, at their build, at their game play, show them the ropes, show them guild activities that they can partake.
It has never been about just the game mechanics or systems that make or break the game. It's always has been about the community. "Guys, I'm having trouble with this Phaer Amuur dude, anyone can help out?" "Sure thing, let me finish up this dolmen and I'm gtg."
"dude, you're soloing a dolmen? How's that possible?! What's your build like?" "lol just some simple stuff, let me show you what I did with my gear and build" etc, etc.
This is anecdotal of course, but I've never had anyone, currently, asking for help in my guild, a small sample as it is, for questing. It's always about going to a location, or dungeon run, or perhaps WB dailies. I do have however, guildies that inquire if overland have elite mobs, or an elite zone they can have a bit of fun grinding questing.
When the design philosophy that you're referring to was popular, the MMO industry was much smaller and far less competitive. For good reason. Only people without much in the way of real life obligations spent any real amount of time playing it. Those communities were tiny because of that. People got to know each other and reputations mattered. I'm assuming that is the type of MMO experience you're wanting to see again.
I have good news for you: that experience still exists! There are still games that offer that. They're tiny, though. Obscure. Outdated. Borderline dead. But, they're there. You just have to find them.
Of course, you won't want to play them, though. They never get updates anymore and they're not popular... probably a reason for that. Not that you'll ever admit it. Their failure is always caused by "something else", isn't it?
That's over generalization. There are four different type of mmo players. Those who are casual with the time they have but hardcore with their approach to the game. There those who are hardcore with their time, but casual with their approach to the game. And of course those who are casual with time and approach, and those hardcore with their time and approach.
One of the main reason, why Wow, at least pre wotlk wow, were so successful is because they designed the game to suit an identity, a theme and not around the players that they have. They made the game accessible, but yet still hard enough to give an impact, or meaningful choices for the players. The player had to 'game' around the limitations that they had, not expecting the game to just give it to them.
That created communities and the wow community then, is still regarded as one of the best communities the gaming industry has. They helped shaped a generation of gaming buddies and couples and players.
I also have played tsw, wildstar, gw2, lotro. I am an old school mmo gamer I must admit. And yes those are the communities I adore because they not only want the best for the game, but the best for the players they are playing with.RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
and excludes newer or experimenting players. no. thank .you. literally 10 - 15% increase will NOT actualy make it more challenging for players that are bored now. it will not. they won't even feel it. but players who are still starting out, or may not be so good to begin with? its NOT going to encourage them to git good. players are simply going to leave for a game that's more welcoming.
And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player, one that looks at their gear, at their build, at their game play, show them the ropes, show them guild activities that they can partake.
It has never been about just the game mechanics or systems that make or break the game. It's always has been about the community. "Guys, I'm having trouble with this Phaer Amuur dude, anyone can help out?" "Sure thing, let me finish up this dolmen and I'm gtg."
"dude, you're soloing a dolmen? How's that possible?! What's your build like?" "lol just some simple stuff, let me show you what I did with my gear and build" etc, etc.
This is anecdotal of course, but I've never had anyone, currently, asking for help in my guild, a small sample as it is, for questing. It's always about going to a location, or dungeon run, or perhaps WB dailies. I do have however, guildies that inquire if overland have elite mobs, or an elite zone they can have a bit of fun grinding questing.
except. not everyone plays at the same time. not everyone wants to keep helping players with their quests, quest that they already did more then once.. all the time. designing the game around reliance for veteran players to keep helping new players is not going to end well. doesn't end well. community is encouraged through repeatable content. like.. you know... dolmens, among other things. story quests? relying on someone to come and help you while you are trying to do a story quest is NUTS.
you may not see people asking for help for quests in guild now, in part becasue ZoS did their best to make those quests not require help. people still sometimes ask in general. but not as often. and that is GOOD. what you are asking is for is to make so many steps backwards, its not even funny. and the worst part? and i keep repeating myself, but apparently i have to keep repeating myself. THIS. will NOT. ADD. SUFFICIENT. CHALLENGE. for PLAYERS THAT ARE ASKING FOR MORE CHALLENGE.
there is a reason this game is more accessible than it was at launch.
Of course they wouldn't want to, it's not something that everyone wants to do. But it has to start somewhere and it's not gonna come from fellow questers since questing is too easy. Mobs are too easy.
I'm going to state right here that we definitely are going to agree to disagree. I might have a compromise that can work with your notion of easy questing and have veterans be able to help out as well.RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
Since most major towns/cities are phased, separating or instancing the difficulty levels outside of hubs wouldn't cause much issue with perceived player base size. If anything it would be beneficial as players wouldn't be hindered by overcrowding or more skilled players steamrolling content before them, also it could allow players of similar skill level to naturally group up. 1T was a great idea, but poorly executed, as it threw any sort of curve or sense of progression out the window. Blanket buff would cause too much fuss and would be a band-aid fix for a looming problem. Optional and phased/instanced would allow for gradual increase and if done off of % per scale group, would negate power creep. Lastly with it being optional it allows for them to test/tweak the scaling without messing up the entire game.
Thanks for a different perspective. If there might be a good compromise between increasing general difficulty, phasing and etc, I would think that reducing player efficacy from the onset (at character creation page) would be a rather novel albeit weird idea. For eg:
Veteran = reducing player stats by 15/20%
It would of course just affect the player in overland, delves, public dungeons and solo instances. The player wouldn't need to take off cp, gear and such just for the sake of veteran levels. For those new players who want a bit of a challenge, this would be fantastic.
Um... no. What I said was not an over-generalized statement. You may be misremembering the early days of MMOs, but I am not. The sheer amount of time people had to spend advertising in zone chat, "lfg, need healer/tank" just to complete basic quests was absurd. Yes, people could "play casually", but it didn't mean they were progressing or staying interested in the game for very long. Incidentally, that's why a community of 1000 people was a "huge" population at the time.
Besides, you neglected the important part of my post in pursuit of semantics.
RavenSworn wrote: »Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves.
I'm honestly wanting to hear how you'd propose to maker the game harder for you, without the pointless use of hp/damage buffs, while not making it too hard for the majority of the casual player base.
This is the looming issue, and admittedly something I'm stuck on. Though since I'm looking at this from a optional standpoint balancing towards both casual and "hard-mode" players isn't on my mind. Also I'm trying to look at this from a "what can scale" mindset, and while AI improvements would be best, however the greater the AI complexity, the more resources it uses, so trying to limit that.
While yes damage/hp buffs would be used, but couldn't be the only solution.
-Increase NPC melee/spell mitigation as it can be gradually scaled as well as mitigated by investing in spell/melee penetration.
-Attack/spell speed increase on NPCs with a increased chance of criticals, or just an increase in crit chance.
-NPC attacks can drain either/both stamina or magika and reduce regen.
-Telegraphs are either removed or only have them displayed momentarily.
-NPC attack combo's, make the player pay for mistakes, though without insta-kills like other games.
-NPCs have greater regen and/or better resource management.
Not a definitive list, more so off the top of my head, but you asked.
I have said it once, and I will say it again : Don't wait for the devs to make the game "more difficult"
for you. Refund ALL of your CP and equip green gear. Then the game may be balanced.
If the devs add more HP to every mob and/or add greater resistances to every mob and/or introduce
a new NPC AI, the new and casual players will find another game. Then ESO closes. No more debate
over "this game is too easy."
Better yet, has anyone everdone HM Ruins of Mazzatun in all geen gear with only base game skills
(no caltrops, no horn, etc.?)
RavenSworn wrote: »RavenSworn wrote: »RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
and excludes newer or experimenting players. no. thank .you. literally 10 - 15% increase will NOT actualy make it more challenging for players that are bored now. it will not. they won't even feel it. but players who are still starting out, or may not be so good to begin with? its NOT going to encourage them to git good. players are simply going to leave for a game that's more welcoming.
And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player, one that looks at their gear, at their build, at their game play, show them the ropes, show them guild activities that they can partake.
It has never been about just the game mechanics or systems that make or break the game. It's always has been about the community. "Guys, I'm having trouble with this Phaer Amuur dude, anyone can help out?" "Sure thing, let me finish up this dolmen and I'm gtg."
"dude, you're soloing a dolmen? How's that possible?! What's your build like?" "lol just some simple stuff, let me show you what I did with my gear and build" etc, etc.
This is anecdotal of course, but I've never had anyone, currently, asking for help in my guild, a small sample as it is, for questing. It's always about going to a location, or dungeon run, or perhaps WB dailies. I do have however, guildies that inquire if overland have elite mobs, or an elite zone they can have a bit of fun grinding questing.
When the design philosophy that you're referring to was popular, the MMO industry was much smaller and far less competitive. For good reason. Only people without much in the way of real life obligations spent any real amount of time playing it. Those communities were tiny because of that. People got to know each other and reputations mattered. I'm assuming that is the type of MMO experience you're wanting to see again.
I have good news for you: that experience still exists! There are still games that offer that. They're tiny, though. Obscure. Outdated. Borderline dead. But, they're there. You just have to find them.
Of course, you won't want to play them, though. They never get updates anymore and they're not popular... probably a reason for that. Not that you'll ever admit it. Their failure is always caused by "something else", isn't it?
That's over generalization. There are four different type of mmo players. Those who are casual with the time they have but hardcore with their approach to the game. There those who are hardcore with their time, but casual with their approach to the game. And of course those who are casual with time and approach, and those hardcore with their time and approach.
One of the main reason, why Wow, at least pre wotlk wow, were so successful is because they designed the game to suit an identity, a theme and not around the players that they have. They made the game accessible, but yet still hard enough to give an impact, or meaningful choices for the players. The player had to 'game' around the limitations that they had, not expecting the game to just give it to them.
That created communities and the wow community then, is still regarded as one of the best communities the gaming industry has. They helped shaped a generation of gaming buddies and couples and players.
I also have played tsw, wildstar, gw2, lotro. I am an old school mmo gamer I must admit. And yes those are the communities I adore because they not only want the best for the game, but the best for the players they are playing with.RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
and excludes newer or experimenting players. no. thank .you. literally 10 - 15% increase will NOT actualy make it more challenging for players that are bored now. it will not. they won't even feel it. but players who are still starting out, or may not be so good to begin with? its NOT going to encourage them to git good. players are simply going to leave for a game that's more welcoming.
And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player, one that looks at their gear, at their build, at their game play, show them the ropes, show them guild activities that they can partake.
It has never been about just the game mechanics or systems that make or break the game. It's always has been about the community. "Guys, I'm having trouble with this Phaer Amuur dude, anyone can help out?" "Sure thing, let me finish up this dolmen and I'm gtg."
"dude, you're soloing a dolmen? How's that possible?! What's your build like?" "lol just some simple stuff, let me show you what I did with my gear and build" etc, etc.
This is anecdotal of course, but I've never had anyone, currently, asking for help in my guild, a small sample as it is, for questing. It's always about going to a location, or dungeon run, or perhaps WB dailies. I do have however, guildies that inquire if overland have elite mobs, or an elite zone they can have a bit of fun grinding questing.
except. not everyone plays at the same time. not everyone wants to keep helping players with their quests, quest that they already did more then once.. all the time. designing the game around reliance for veteran players to keep helping new players is not going to end well. doesn't end well. community is encouraged through repeatable content. like.. you know... dolmens, among other things. story quests? relying on someone to come and help you while you are trying to do a story quest is NUTS.
you may not see people asking for help for quests in guild now, in part becasue ZoS did their best to make those quests not require help. people still sometimes ask in general. but not as often. and that is GOOD. what you are asking is for is to make so many steps backwards, its not even funny. and the worst part? and i keep repeating myself, but apparently i have to keep repeating myself. THIS. will NOT. ADD. SUFFICIENT. CHALLENGE. for PLAYERS THAT ARE ASKING FOR MORE CHALLENGE.
there is a reason this game is more accessible than it was at launch.
Of course they wouldn't want to, it's not something that everyone wants to do. But it has to start somewhere and it's not gonna come from fellow questers since questing is too easy. Mobs are too easy.
I'm going to state right here that we definitely are going to agree to disagree. I might have a compromise that can work with your notion of easy questing and have veterans be able to help out as well.RavenSworn wrote: »RavenSworn wrote: »Wifeaggro13 wrote: »RavenSworn wrote: »RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
And yet there are already solo instances for the main quests and guild quests. I understand both groups, because I do want to solo at times as well. But it is a MMOrpg, not just an rpg, regardless of how people want it to be as.
Nowhere in my post did I say required grouping. Promoting grouping? Sure. But solo-able as well. Solo builds are available. Dungeon builds are a plenty. Hell, so many players work on their builds on their own everytime. Since gear is so prevalent and scaled to level, it's so much easier to have a good build with the right gear with all the resources we have.
Artificially reducing our capabilities does not make the game harder, it just trivializes the current difficulties.
Nor did i she is putting she only hears what she wants. this game simply is not fun in its current state and i refuse to put anymore money into it at this point. the developers are clearly just pumping out copy and paste content and charging full clip.
not fun,. for YOU.
I'm not putting words into anyone's mouths other then my own, you on the other hand are bound and determined to misinterpret or just not listen at all.
I'm very specifically against increasing difficulty for one time questing and overworld wholesale. becasue baseline needs to be soloable BY EVERYONE. not just you. EVERYONE. by people who don't have the build yet, because they are STILL. LEVELING. SKILL. LINES. people who don't have morphs yet, passives yet, becasue their characters haven't progressed that far. people with NO CP. people who are trying to figure out builds on their own instead of immediately going for the guides, killing any and all discovery. people who are actualy genuinely trying to play FOR FUN.
there is group content in this game. world bosses are group content. dungeons and raids are group content. for many people - public dungeons are group content. dragons in Elsweyr are group content. summerset's abyssal rifts while can be soloed, are actualy better to do in a group since as they scale to a group, you end up getting a named boss instead of a random mook AND better rewards as a result. but notice something. ALL of that content? is repeatable. which means even as it gets older, there is STILL a good chance you'll find a group for it. and that is as it should be.
optional difficulty increase? fine. whatever. I don't know how they could possibly manage to balance something to satisfy all the different ideas of what challenging is. but OPTIONAL. I was replying to a post that wanted to increase difficulty, PERIOD. for the current world. not optional increase. GENERAL increase. please for the love of god, DO read the post I was replying to.
Thats the thing, it will not only separate the harder and easier difficulties so to speak, it will separate the general population. Remember phasing? How it used to whack out questing? There's not much ZoS can do to give optional difficulties with the exception of phasing / instanced overland. Which will end up making new players question where are the population? I thought this game had opened up with 1T? Thats why I proposed a general increase of just 10-15% because we don't want dark souls overland, just hard enough that it makes it significantly easier to group but still solo able enough that all it requires is just updated gear and knowledge of mechanics.
Since most major towns/cities are phased, separating or instancing the difficulty levels outside of hubs wouldn't cause much issue with perceived player base size. If anything it would be beneficial as players wouldn't be hindered by overcrowding or more skilled players steamrolling content before them, also it could allow players of similar skill level to naturally group up. 1T was a great idea, but poorly executed, as it threw any sort of curve or sense of progression out the window. Blanket buff would cause too much fuss and would be a band-aid fix for a looming problem. Optional and phased/instanced would allow for gradual increase and if done off of % per scale group, would negate power creep. Lastly with it being optional it allows for them to test/tweak the scaling without messing up the entire game.
Thanks for a different perspective. If there might be a good compromise between increasing general difficulty, phasing and etc, I would think that reducing player efficacy from the onset (at character creation page) would be a rather novel albeit weird idea. For eg:
Veteran = reducing player stats by 15/20%
It would of course just affect the player in overland, delves, public dungeons and solo instances. The player wouldn't need to take off cp, gear and such just for the sake of veteran levels. For those new players who want a bit of a challenge, this would be fantastic.
Um... no. What I said was not an over-generalized statement. You may be misremembering the early days of MMOs, but I am not. The sheer amount of time people had to spend advertising in zone chat, "lfg, need healer/tank" just to complete basic quests was absurd. Yes, people could "play casually", but it didn't mean they were progressing or staying interested in the game for very long. Incidentally, that's why a community of 1000 people was a "huge" population at the time.
Besides, you neglected the important part of my post in pursuit of semantics.
And yet I did not ask for a complete return of the 'good ol days'. My reasoning has always been "Promoting group play but not to the extent of not being able to solo". Yes I do not know what might be a middle ground for different players but at its current state, just a slight increase in difficulty would help. Think about it, there is already in the game a way to 'duo' officially via the rings of mara.
A two man team, doing quests would absolutely steamroll overland content without a shadow of a doubt. So it pays to have slightly tuned for two man since that will invariably promote group play. But like I said previously, a good compromise would be to enable a 'Veteran' mode which will effectively reduce player stats by 10-15% (or even more) so as to accommodate those who want a harder overland content. This toggle would just affect the player in overland zones and not in dungeons, pvp, bgs and trials.
RavenSworn wrote: »And that's where we, as the community comes in. Where we encourage them, group up with them, where we as veterans show what it means to be a good player,
RavenSworn wrote: »Cataclysm (WoW) spiked up its dungeon’s difficulty? Player dropoff.
BFA? Tried to implement scaling, destroyed all sense of progression.
Wildstar? Practically stillborn.
EQ2? Nerfed from group overland mobs to a solo steamroll by 2005. Still didn’t stop the masses from migrating to WoW at the time, why? Because it was more casual.
Even in this game, where DLC vet dungeons have tangible rewards like important monster helms, very few people feel like they can’t wait to do them. Instead you sigh, open up your friend list, and pray enough good players are on to form a group.
Also, as someone who was around since Beta, Craglorn was a miserable wasteland and the “difficulty” of the Cadwell zones felt artificial and tedious.
I’m all for an EQ1 style challenge...IN ANOTHER GAME. I like that I can play in vet trials while my elderly father chills in the overworld. I like feeling the effects of my progression by mowing down mobs in a victory lap after doing a trial or dlc dungeon. This isn’t an old-school MMO or a classic roguelike. Go for flawless VMA, solo dungeon runs, vet progression, no death achievements. Go play in the big kid’s sandbox. Leave the overworld alone.
Why is everyone thinking in terms of absolutes? There is a middle ground. Again, the current iteration of the game doesn't allow for middle ground, which is why it would benefit everyone in the long run if we could increase overland difficulty slightly. Not till it becomes eq1 difficulty. But at the very least promoting group play, especially for quest bosses and delves. Right now, you dont even need the cake to eat it. You're full just looking at it.
no. nononononononoono
NO required grouping, ESPECIALLY not for quests. we already have "encouraged" (as in required for most people) grouping for some of the dailies. but they are dailies. so there is at least some demand for doing them again and again, so groups are more possible. one time quests should never, EVER require or even encourage grouping.
moreover. that middle ground you talk of? its different for different people depending on their skill level, and in this game? skill gap is enormous, so absolute NO to buff to overworld. optional higher difficulty zones? sure. but current overworld needs to stay EXACTLY where it is.
“The sky will implode if the game dares to challenge a player to get better as they play!!”
No, the game would be fine. Why is it people have such little belief in players these days?
We can’t have a chance for failure! All our players are big pssbabies who’ll quit because their naked, weaponless char can’t kill the super powerful mage! (/s)
“The sky will implode if the game dares to challenge a player to get better as they play!!”
No, the game would be fine. Why is it people have such little belief in players these days?
We can’t have a chance for failure! All our players are big pssbabies who’ll quit because their naked, weaponless char can’t kill the super powerful mage! (/s)
Because that IS the reality of today's gamers? They *WILL* quit a game if the game gets too hard for them, or suddenly changes from an easy game they can solo to something that close-to requires grouping (for them).
Most players of online games don't have the inclination to try and learn/relearn games, strats, plan out builds, improve their gameplay, etc ... they will grab a build guide and play to that, and if it doesn't work or they can't just spam the 1st skill they get to succeed... they will *quit* the game and go elsewhere.
I'll bring it up again - ANet with GW2's HoT expansion tried the whole 'Offer a challenge" thing, and "grouping is encouraged" thing.. you could still solo it, but it was a lot harder and the mob placement, skill use, etc encouraged travel with other players. They listened to people who said there were huge # of players craving harder gameplay, gameplay that punished players for more challenge, that players would step-up and learn and git gud and do better...
They suffered the biggest 6-month loss in revenue that they had EVER suffered in both Guild Wars 1 and Guild Wars 2. The forums filled up with complaint after complaint from players about how the expansion was too hard, that it was too challenging, couldn't be solo'ed (it could be, but was harder and required re-doing strats, builds, etc)... and within weeks of the launch the forums were filled with threads complaining that the maps were dead, that there was nobody playing the expansion, that even the base game felt dead and deserted.
ANet tried the 'players are smart and will git gud' thing. They had a 67% loss of revenue over 6-months and a huge loss of players.
Other MMO's have tried the hard thing...
Wildstar - dead
Neverwinter - they recently tried making their newer content harder, requiring players 'git gud' and look at changing builds/strats, more focus on possibly grouping up, etc... they suffered player loss and revenue loss as well. They ended up having to nerf the content to try and stop the player loss.
WoW - Cataclysm's dungeons were harder the prior. Guess what? Massive complains about this and players left. They did nerf the dungeons to be 'easier'
This is just something people have to realize and accept - players as a whole will not get better or more skillfull, will not change and/or adjust builds if the game gets tougher as they play... they will keep playing their way till it gets too hard and/or unenjoyable for them, and then quit and leave the game for other games that they can breeze through without thought.
A thought for those wanting challenge in openworld - why not start small, and instead of pushing ZOS for a harder openworld (as that is a huge endeavor that will cost a lot of $$$ to do)... you instead push for an optional 'instanced' difficulty.
So push for an optional difficulty that will only effect content that gets instanced... and thus can have 2 completely separate instances... one for the normal players and another for the 'harder content' playes - such as Delves & public dungeons.
Why? Because it would likely take less $$$ for ZOS to edit Delves/PD's mobs for more hp, damage, the skillset used, etc, which means ZOS would be more likely to actually do this. It would also be a way for you to show ZOS just how many people are craving harder fights - if there is as many people as you all feel that there is... then the #'s ZOS see's would support this.
And this way you could show that there is a good business case for ZOS to work on trying to provide you with an optional harder overland, but separated from other players so they do not cut into their casual players either.