MEBengalsFan2001 wrote: »MEBengalsFan2001 wrote: »The reason games like WOW and Eeverquest back in the early 2000's took teams to complete overland content is that those game required a bit more from players and players were more willing to invest more time into the game to achieve those ends.
Times have changed; we have moved onto people grinding out for days, weeks, and months on end for the truly best item to where players are now looking for the quickest and easiest way to reach end game. Most games, even those with some grinding set into the game provides players the option to reach end game faster. ESO has potions to help us reach level 50 faster and champion points are shared across the account. Even now they offer the ability to buy the Sky shards through the store.
Welcome to 2019, where things are made to be easier and less challenging. This allows more players to get into the game. With that said, game do provide elite players a way to show off their skill by having leader boards in PVP and even PVE now.Asking for no Attributes is silly However I have been playing a Necromancer with no CP, and no crafted sets, and no food.
And I agree with OP the single player overland content is Far Too Easy. Being an MMO the game should encourage people to work together and even if it's solo-able, doesn't mean it should be So Easy.
For example World of Warcraft in classic days was difficult enough that players decided to work together to complete quests, it wasn't a forced requirement but it certainly made things easier for them and encouraged people to be social.
Below is a section from my post critique of Elsweyr and the game
Link: https://forums.elderscrollsonline.com/en/discussion/475780/spoilers-elsweyr-player-critiquesOverland content is so depressingly easy for new players, you could watch new characters in the zone just curbstomp everything with ease. Overland doesn't need to be as hard as Craglorn, or a dungeon, or a Trial. But I am certain that new players could handle zones that were closer to the difficulty of a public dungeon.
ZOS seems to only do their best and most interesting PvE combat for group content, meanwhile the only challenging solo content is the maelstrom arena from the Orsinium DLC which came out 4 years ago. We know that ZOS is capable of designing more challenging solo content
Just because the zone is designed to be solo-able doesn't mean that the solo content has to be boringly easy. With how powerful players can be at the start, they could certainly take on 4-5 enemies at a time that had a smarter Ai as well as more variation in their combat mechanics.
I don’t agree with Forcing players to group but I would suggest difficulty to encourage players to work together to complete content while still being solo-able by single players.
every time people bring up classic WoW as an example of challenge, a few more of my braincells die. the reason, the MAIN reason why WoW became so successful is BECAUSE IT WAS CASUAL AND EASY. becasue it was the first MMO on the market that was SOLO FRIENDLY. Everquest all but required grouping. WoW? did NOT. that was the whole point. that it was the easy and casual friendly MMO. no other MMO at the time offered that.
success of WoW and mmo's becoming mainstream was literally due to the exact opposite of what you all are claiming.
WoW was not all easy at launch. That changed over time. WoW at launch was a bit more challenging and closer to Everquest than many games are today. Games today allow players to jump into the game and be nearly end game ready in less than week. You could not do that originally with WoW or Everquest; you needed to grind your butt off to get to end game.
In fact, some games allow you to buy your way to end game.
ESO is at an in between game where we have ways to get to end game quicker but we cannot simply buy our way to end game like some F2P games have. And ESO is not like Everquest where you have to grind with a group for months on end to reach end game.
Most games are becoming way more EASY to please the masses. The players who want harder content are a small niche group. And when the devs deliver truly good challenging content, part of that niche group than gripes about how difficult the content is most content if not all content is typically designed for average or below average player.
I use to enjoy extremely difficult content that took hours and hours to beat. However, things have changed for me and now I don't have the time to sit in a raid for 2-3 hours trying to beat it. I don't have the time to even do 2 hours of gaming a night. So for me casual gaming is what I seek and if it is easy that is fine to; since it will allow me to complete more content. That is the type of player that most MMO games are now being designed around. Players who have less than 2 hours a day to play and want to beat dungeons and open land area rather quickly so they can get more done in the game.
MEBengalsFan2001 wrote: »MEBengalsFan2001 wrote: »The reason games like WOW and Eeverquest back in the early 2000's took teams to complete overland content is that those game required a bit more from players and players were more willing to invest more time into the game to achieve those ends.
Times have changed; we have moved onto people grinding out for days, weeks, and months on end for the truly best item to where players are now looking for the quickest and easiest way to reach end game. Most games, even those with some grinding set into the game provides players the option to reach end game faster. ESO has potions to help us reach level 50 faster and champion points are shared across the account. Even now they offer the ability to buy the Sky shards through the store.
Welcome to 2019, where things are made to be easier and less challenging. This allows more players to get into the game. With that said, game do provide elite players a way to show off their skill by having leader boards in PVP and even PVE now.Asking for no Attributes is silly However I have been playing a Necromancer with no CP, and no crafted sets, and no food.
And I agree with OP the single player overland content is Far Too Easy. Being an MMO the game should encourage people to work together and even if it's solo-able, doesn't mean it should be So Easy.
For example World of Warcraft in classic days was difficult enough that players decided to work together to complete quests, it wasn't a forced requirement but it certainly made things easier for them and encouraged people to be social.
Below is a section from my post critique of Elsweyr and the game
Link: https://forums.elderscrollsonline.com/en/discussion/475780/spoilers-elsweyr-player-critiquesOverland content is so depressingly easy for new players, you could watch new characters in the zone just curbstomp everything with ease. Overland doesn't need to be as hard as Craglorn, or a dungeon, or a Trial. But I am certain that new players could handle zones that were closer to the difficulty of a public dungeon.
ZOS seems to only do their best and most interesting PvE combat for group content, meanwhile the only challenging solo content is the maelstrom arena from the Orsinium DLC which came out 4 years ago. We know that ZOS is capable of designing more challenging solo content
Just because the zone is designed to be solo-able doesn't mean that the solo content has to be boringly easy. With how powerful players can be at the start, they could certainly take on 4-5 enemies at a time that had a smarter Ai as well as more variation in their combat mechanics.
I don’t agree with Forcing players to group but I would suggest difficulty to encourage players to work together to complete content while still being solo-able by single players.
every time people bring up classic WoW as an example of challenge, a few more of my braincells die. the reason, the MAIN reason why WoW became so successful is BECAUSE IT WAS CASUAL AND EASY. becasue it was the first MMO on the market that was SOLO FRIENDLY. Everquest all but required grouping. WoW? did NOT. that was the whole point. that it was the easy and casual friendly MMO. no other MMO at the time offered that.
success of WoW and mmo's becoming mainstream was literally due to the exact opposite of what you all are claiming.
WoW was not all easy at launch. That changed over time. WoW at launch was a bit more challenging and closer to Everquest than many games are today. Games today allow players to jump into the game and be nearly end game ready in less than week. You could not do that originally with WoW or Everquest; you needed to grind your butt off to get to end game.
In fact, some games allow you to buy your way to end game.
ESO is at an in between game where we have ways to get to end game quicker but we cannot simply buy our way to end game like some F2P games have. And ESO is not like Everquest where you have to grind with a group for months on end to reach end game.
Most games are becoming way more EASY to please the masses. The players who want harder content are a small niche group. And when the devs deliver truly good challenging content, part of that niche group than gripes about how difficult the content is most content if not all content is typically designed for average or below average player.
I use to enjoy extremely difficult content that took hours and hours to beat. However, things have changed for me and now I don't have the time to sit in a raid for 2-3 hours trying to beat it. I don't have the time to even do 2 hours of gaming a night. So for me casual gaming is what I seek and if it is easy that is fine to; since it will allow me to complete more content. That is the type of player that most MMO games are now being designed around. Players who have less than 2 hours a day to play and want to beat dungeons and open land area rather quickly so they can get more done in the game.
compared to everything else on the market at the time, WoW was practically brain dead easy, to use the vernacular some of you like to use. it was never particularly challenging.
what it was.. and what ESO is despite the outdated concept of endgame people keep trying to shove at it - is an ongoing journey that you could undertake completely solo or with friends if you wished. and you can do so in small chunks at a time. oh dungeons could take a while, but you didn't have to do dungeons. you could just quest here and there, explore a little. picks some herbs, some ore. random casual solo things. That soloability and ability to play a little and still feel like you accomplished something was in WoW from the start. endgame was.. kinda there, sorta, but the point was the journey.
the only thing ESO change was scale it so that you could keep having that journey and for it to be still relevant even after you reached "max level" while in WoW, eventualy you would outlevel the zones and mobs and rewards would be gray to you. when people say that ESO has 10 hours of content just because it takes that long (IF YOU GRIND WITH XP SCROLLS) to get to level 50 is just... sad. its like despite ZoS creating all these stories to play through and then making them all relevant with One Tamriel - they suddenly seize to exist at lvl 50? they don't. all these stories, all that content - its still all there, still relevant. kinda the point.
Smasherx74 wrote: »There's virtually no chance of me dying against trash mobs, even the "bosses" of quests are not a challenge.
Some of us want the bosses of quests or delves to be actually challenging, maybe similar to soloing a solo-able world boss.
Dusk_Coven wrote: »Smasherx74 wrote: »There's virtually no chance of me dying against trash mobs, even the "bosses" of quests are not a challenge.
Some of us want the bosses of quests or delves to be actually challenging, maybe similar to soloing a solo-able world boss.
Read what you are writing and you will realize that you missed the point.
You called them "trash mobs" and that is what most overworld mobs are supposed to be -- diversions to break up the tedium of simply going from A to B. By increasing the difficulty, grind would increase when your time is spent travelling instead of doing something interesting and meaningful.
You talk about quest and delve bosses being similar to a solo-able world boss? Do you know how many boring minutes of my life tick by killing a world boss solo? The purpose of a quest or delve mini-boss is to give you a shot of excitement with a sudden jump in difficulty. It is not to block you or force you to set aside 10, 20, 30 minutes just to finish a small quest or diversion. Not everyone has hours a day to play and with what time they have they want to move ahead with what they want to do, not blow it all doing just the one thing.
Challenging content IS there -- going into a dungeon or trial solo. Upping it to Veteran and going in solo or under-manned. Go do that and get your fill of being killed repeatedly. Other people actually want to get things done and not just grind.
This is an MMO, so try to remember that they have to more or less account for the lowest common denominator.
You can instead just load up one of their moddable Elder Scrolls titles and tweak the difficulty to whatever you like.
Or run around Tamriel naked and use no skills. That will help you customize your difficulty as well.
Starlight_Knight wrote: »I'm currently wanting to make a new char and play through all the quests, I already have all end game gear and over 1.2k CP
I immediately get put off starting that adventure by being able to one shot everything - even just with white gear i find on the floor i can plough my way through any over land content without any challenge.
Its really dull, as there is a lot of lore and great quests to explore - if only i had the incentive or the challenge to do so...
RavenSworn wrote: »Starlight_Knight wrote: »I'm currently wanting to make a new char and play through all the quests, I already have all end game gear and over 1.2k CP
I immediately get put off starting that adventure by being able to one shot everything - even just with white gear i find on the floor i can plough my way through any over land content without any challenge.
Its really dull, as there is a lot of lore and great quests to explore - if only i had the incentive or the challenge to do so...
I support increasing the difficulty but I have to agree with @Linaleah here, you have to think of the ones that do not have cp points or perhaps entering the mmo scene or how casual some players are in the game.
However @Linaleah, I do not agree with an instanced version of overland, simply because that in itself will segregate the player base much like how pre 1T did with the levelling in "veteran" zones.
Those that suggest taking off gear, taking off cp... It's just artificial difficulty.
Giving meaning or a bit of difficulty to the mobs or at least even the quest bosses would go a long way towards building a better player base.
Golden_Cat wrote: »This game is too easy for some people so we should just find a way to nerf the $#!T out of them instead of forcing other people to play the way they probably don't want .
Dusk_Coven wrote: »Golden_Cat wrote: »This game is too easy for some people so we should just find a way to nerf the $#!T out of them instead of forcing other people to play the way they probably don't want .
I think ZOS actually already tries to by tweaking Health. afaik if you are level 3 you have more health than when you are cp 160 and food does more for you when you are lower levels. Pretty sure a starter toon has 10k+ health whereas my magsorc has less than 10k
The buff gradually wears off as you gain levels, and you are expected to compensate by getting better equipment etc. This leads to a weird counter-intuitive perception of "getting weaker as you level up instead of stronger" - but that's only true if you ignore equipment upgrades and such.
Starlight_Knight wrote: »I'm currently wanting to make a new char and play through all the quests, I already have all end game gear and over 1.2k CP
I immediately get put off starting that adventure by being able to one shot everything - even just with white gear i find on the floor i can plough my way through any over land content without any challenge.
Its really dull, as there is a lot of lore and great quests to explore - if only i had the incentive or the challenge to do so...
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.?)
Dusk_Coven wrote: »Smasherx74 wrote: »There's virtually no chance of me dying against trash mobs, even the "bosses" of quests are not a challenge.
Some of us want the bosses of quests or delves to be actually challenging, maybe similar to soloing a solo-able world boss.
Read what you are writing and you will realize that you missed the point.
You called them "trash mobs" and that is what most overworld mobs are supposed to be -- diversions to break up the tedium of simply going from A to B. By increasing the difficulty, grind would increase when your time is spent travelling instead of doing something interesting and meaningful.
You talk about quest and delve bosses being similar to a solo-able world boss? Do you know how many boring minutes of my life tick by killing a world boss solo? The purpose of a quest or delve mini-boss is to give you a shot of excitement with a sudden jump in difficulty. It is not to block you or force you to set aside 10, 20, 30 minutes just to finish a small quest or diversion. Not everyone has hours a day to play and with what time they have they want to move ahead with what they want to do, not blow it all doing just the one thing.
Challenging content IS there -- going into a dungeon or trial solo. Upping it to Veteran and going in solo or under-manned. Go do that and get your fill of being killed repeatedly. Other people actually want to get things done and not just grind.
This is an MMO, so try to remember that they have to more or less account for the lowest common denominator.
You can instead just load up one of their moddable Elder Scrolls titles and tweak the difficulty to whatever you like.
Or run around Tamriel naked and use no skills. That will help you customize your difficulty as well.
MartiniDaniels wrote: »^ i specially dodged several times to toggle that comment of yours. If you deny dodging you just prove how pointless your arguments are since dodging is basic mechanic of any action game.
But ok, no dodge, and i even increased my dps on 20% and received way less hits, since I became more experienced in fighting naked
Damage done
Damage received
so instead of dodging around giant, you just ran around him. the point. still. stands. you know how to move, you know how to play. what is it that you want exactly? one shots from the giant? so that people who don't have your reflexes have no chance at all? where is the fun in THAT? you know for people who are not you?
MEBengalsFan2001 wrote: »...That is from playing a variety of MMO games. Why do you think it is so easy to go from starting the game to reaching end game in less than a week and that is just playing the game 2 hours a day. Most games allow players to reach end game with 10-20 hours. That is a joke.
Fair point. Yes, I must admit, I hate it when games have only 10-20 hours content. I like games that offer so much more.
MEBengalsFan2001 wrote: »MEBengalsFan2001 wrote: »The reason games like WOW and Eeverquest back in the early 2000's took teams to complete overland content is that those game required a bit more from players and players were more willing to invest more time into the game to achieve those ends.
Times have changed; we have moved onto people grinding out for days, weeks, and months on end for the truly best item to where players are now looking for the quickest and easiest way to reach end game. Most games, even those with some grinding set into the game provides players the option to reach end game faster. ESO has potions to help us reach level 50 faster and champion points are shared across the account. Even now they offer the ability to buy the Sky shards through the store.
Welcome to 2019, where things are made to be easier and less challenging. This allows more players to get into the game. With that said, game do provide elite players a way to show off their skill by having leader boards in PVP and even PVE now.Asking for no Attributes is silly However I have been playing a Necromancer with no CP, and no crafted sets, and no food.
And I agree with OP the single player overland content is Far Too Easy. Being an MMO the game should encourage people to work together and even if it's solo-able, doesn't mean it should be So Easy.
For example World of Warcraft in classic days was difficult enough that players decided to work together to complete quests, it wasn't a forced requirement but it certainly made things easier for them and encouraged people to be social.
Below is a section from my post critique of Elsweyr and the game
Link: https://forums.elderscrollsonline.com/en/discussion/475780/spoilers-elsweyr-player-critiquesOverland content is so depressingly easy for new players, you could watch new characters in the zone just curbstomp everything with ease. Overland doesn't need to be as hard as Craglorn, or a dungeon, or a Trial. But I am certain that new players could handle zones that were closer to the difficulty of a public dungeon.
ZOS seems to only do their best and most interesting PvE combat for group content, meanwhile the only challenging solo content is the maelstrom arena from the Orsinium DLC which came out 4 years ago. We know that ZOS is capable of designing more challenging solo content
Just because the zone is designed to be solo-able doesn't mean that the solo content has to be boringly easy. With how powerful players can be at the start, they could certainly take on 4-5 enemies at a time that had a smarter Ai as well as more variation in their combat mechanics.
I don’t agree with Forcing players to group but I would suggest difficulty to encourage players to work together to complete content while still being solo-able by single players.
every time people bring up classic WoW as an example of challenge, a few more of my braincells die. the reason, the MAIN reason why WoW became so successful is BECAUSE IT WAS CASUAL AND EASY. becasue it was the first MMO on the market that was SOLO FRIENDLY. Everquest all but required grouping. WoW? did NOT. that was the whole point. that it was the easy and casual friendly MMO. no other MMO at the time offered that.
success of WoW and mmo's becoming mainstream was literally due to the exact opposite of what you all are claiming.
WoW was not all easy at launch. That changed over time. WoW at launch was a bit more challenging and closer to Everquest than many games are today. Games today allow players to jump into the game and be nearly end game ready in less than week. You could not do that originally with WoW or Everquest; you needed to grind your butt off to get to end game.
In fact, some games allow you to buy your way to end game.
ESO is at an in between game where we have ways to get to end game quicker but we cannot simply buy our way to end game like some F2P games have. And ESO is not like Everquest where you have to grind with a group for months on end to reach end game.
Most games are becoming way more EASY to please the masses. The players who want harder content are a small niche group. And when the devs deliver truly good challenging content, part of that niche group than gripes about how difficult the content is most content if not all content is typically designed for average or below average player.
I use to enjoy extremely difficult content that took hours and hours to beat. However, things have changed for me and now I don't have the time to sit in a raid for 2-3 hours trying to beat it. I don't have the time to even do 2 hours of gaming a night. So for me casual gaming is what I seek and if it is easy that is fine to; since it will allow me to complete more content. That is the type of player that most MMO games are now being designed around. Players who have less than 2 hours a day to play and want to beat dungeons and open land area rather quickly so they can get more done in the game.
compared to everything else on the market at the time, WoW was practically brain dead easy, to use the vernacular some of you like to use. it was never particularly challenging.
what it was.. and what ESO is despite the outdated concept of endgame people keep trying to shove at it - is an ongoing journey that you could undertake completely solo or with friends if you wished. and you can do so in small chunks at a time. oh dungeons could take a while, but you didn't have to do dungeons. you could just quest here and there, explore a little. picks some herbs, some ore. random casual solo things. That soloability and ability to play a little and still feel like you accomplished something was in WoW from the start. endgame was.. kinda there, sorta, but the point was the journey.
the only thing ESO change was scale it so that you could keep having that journey and for it to be still relevant even after you reached "max level" while in WoW, eventualy you would outlevel the zones and mobs and rewards would be gray to you. when people say that ESO has 10 hours of content just because it takes that long (IF YOU GRIND WITH XP SCROLLS) to get to level 50 is just... sad. its like despite ZoS creating all these stories to play through and then making them all relevant with One Tamriel - they suddenly seize to exist at lvl 50? they don't. all these stories, all that content - its still all there, still relevant. kinda the point.
Hmm, so no Attribute Points, No CP, No Armor, No Weapon, Just basic skill points and class abilities.
Have video to support this? Cause this gets claimed a lot with these threads, but no video evidence to support it.
Also, being a healer main I who pugs 90 percent of vet dungeon runs, I see people who are 800cp plus ALL the time that just don't really know what they're doing that have probably just been hand-fed rewards by the overworld stuff.
I PERSONALLY don't feel like there's much of a learning curve for A LOT of overworld content. There could be more things that require a real skill check and give mechanical experience that can be carried over into more "hardcore" stuff.
Also, being a healer main I who pugs 90 percent of vet dungeon runs, I see people who are 800cp plus ALL the time that just don't really know what they're doing that have probably just been hand-fed rewards by the overworld stuff.
I have about 500 CPs and three characters above level 50, a stamblade DD (my main), a magsorc healer and a magDK DD: while the former have appropriate gear sets and skills I'm still working on a build and rotation that suits my playstyle with the DK, so her performances are all over the place (but generally bad, at the moment).
That said, I agree that CPs are a measure of how much you played, rather than how good you are in combatI PERSONALLY don't feel like there's much of a learning curve for A LOT of overworld content. There could be more things that require a real skill check and give mechanical experience that can be carried over into more "hardcore" stuff.
Overworld learning curve is rather flat, I agree: once you learn how and when to block, interrupt and stay out of the red, either by dodging or simply moving away, you can clear anything up to public dungeons, it's just a matter of how long it takes to kill mobs and bosses
As it should be.Overworld learning curve is rather flat, I agree: once you learn how and when to block, interrupt and stay out of the red, either by dodging or simply moving away, you can clear anything up to public dungeons, it's just a matter of how long it takes to kill mobs and bosses
Or not. I've played a lot with a high CP character using 26-level and 36-level armour and weapons. Dying with such equipment is very easy, killing enemies is long and tedious. Even with CP160+ gear and about 450 allocated CP out of 770 gained (I don't bother allocating them before cap) I can easily lose 50% health to 3 salamanders in Summerset delve if I don't use self-heal, block and roll (and I usually don't use them, as I have zero stamina after sprinting the delve and only whip to heal).
Smasherx74 wrote: »So with the new expansion, I decide to try something new. You know I'll just grind necro on a more min-maxed toon like redguard later, I just want to enjoy the story and experience casually like I would any Elder Scrolls game. (yes I'm weird like that). Sadly, this game is just too easy and I'm honestly tired of hearing people say the open world PVE isn't too easy. I have used 0 of my champion points, I also used no weapons or armor. Guess what? I can run through everything just like I would with CP and gear on. There's virtually no chance of me dying against trash mobs, even the "bosses" of quests are not a challenge. When we talk about the game being too easy, this is the number one issue. Since T1 scaled everything in this game, everything has just became far too easy. To the point I can't even take off all my CP, all my clothes, and go around bare knuckle boxing people, and I still feel like some overpowered god which ruins my immersion.
I know ZOS is trying to make their game as easy as possible for people ot zoom right through as if they're speedrunning. But you know some of us, actually want a little bit of a challenge, we want to die to trash mobs if we aggro too many, ESPECIALLY in the overworld. Some of us want the bosses of quests or delves to be actually challenging, maybe similar to soloing a solo-able world boss. Aside from everything else, I'm not saying we need harder vet dungeons (we do, they're incredibly easy besides a few DLC ones), but I am saying we need a harder overworld.
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.?)
I have a level 4 Necromancer with 0 CP with a rag on my body, and it's almost impossible for a human NPC to kill me. How is that any fun? If anything, this sucks out any kind of immersion I'd love to have as a "new player" coming into the game, seeing how you literally cannot die while being impaled with a sword.