DaveMoeDee wrote: »"people struggle with the current overland"
AHAHAHAAHAHAHAHAAHAHAAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHHAAAAAAAAAAAAHAHHAHAHAAAAAAAAAAAAAAAAAA
I remember during the early access days before the PC release I was in a guild with this one member who was completely overwhelmed by all combat. She had guild member crafting her sets of gear all the time. She wanted the gear with the trait that made the gear get damaged less when you die because she accepted she was just always going to die. She loved the game, but couldn't really do the questing without someone helping her. Eventually she left.
TES games appeal to a lot of people who suck at combat in games.
Sylvermynx wrote: »DaveMoeDee wrote: »"people struggle with the current overland"
AHAHAHAAHAHAHAHAAHAHAAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHHAAAAAAAAAAAAHAHHAHAHAAAAAAAAAAAAAAAAAA
I remember during the early access days before the PC release I was in a guild with this one member who was completely overwhelmed by all combat. She had guild member crafting her sets of gear all the time. She wanted the gear with the trait that made the gear get damaged less when you die because she accepted she was just always going to die. She loved the game, but couldn't really do the questing without someone helping her. Eventually she left.
TES games appeal to a lot of people who suck at combat in games.
*raises hand* The combat in this game is meant for young people, with reflexes that approach the speed of light. That's not me.... I'll be 72 next month, and while my mind is quite good thank you, my ability to do twitchy combat left me probably 25 years or so back....
Contaminate wrote: »Sylvermynx wrote: »DaveMoeDee wrote: »"people struggle with the current overland"
AHAHAHAAHAHAHAHAAHAHAAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHHAAAAAAAAAAAAHAHHAHAHAAAAAAAAAAAAAAAAAA
I remember during the early access days before the PC release I was in a guild with this one member who was completely overwhelmed by all combat. She had guild member crafting her sets of gear all the time. She wanted the gear with the trait that made the gear get damaged less when you die because she accepted she was just always going to die. She loved the game, but couldn't really do the questing without someone helping her. Eventually she left.
TES games appeal to a lot of people who suck at combat in games.
*raises hand* The combat in this game is meant for young people, with reflexes that approach the speed of light. That's not me.... I'll be 72 next month, and while my mind is quite good thank you, my ability to do twitchy combat left me probably 25 years or so back....
The endgame combat is meant for good reflexes. The overland doesn’t require any reaction at all, much less “twitchy” ones.
Sylvermynx wrote: »Contaminate wrote: »Sylvermynx wrote: »DaveMoeDee wrote: »"people struggle with the current overland"
AHAHAHAAHAHAHAHAAHAHAAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHHAAAAAAAAAAAAHAHHAHAHAAAAAAAAAAAAAAAAAA
I remember during the early access days before the PC release I was in a guild with this one member who was completely overwhelmed by all combat. She had guild member crafting her sets of gear all the time. She wanted the gear with the trait that made the gear get damaged less when you die because she accepted she was just always going to die. She loved the game, but couldn't really do the questing without someone helping her. Eventually she left.
TES games appeal to a lot of people who suck at combat in games.
*raises hand* The combat in this game is meant for young people, with reflexes that approach the speed of light. That's not me.... I'll be 72 next month, and while my mind is quite good thank you, my ability to do twitchy combat left me probably 25 years or so back....
The endgame combat is meant for good reflexes. The overland doesn’t require any reaction at all, much less “twitchy” ones.
You might believe that, but my lack of reflexes plus satellite (only connect available to me) means that I have to be VERY careful what combat I encounter. Until you've been me, at my age, with my reflexes and my connection, you just have no clue.
Contaminate wrote: »Sylvermynx wrote: »DaveMoeDee wrote: »"people struggle with the current overland"
AHAHAHAAHAHAHAHAAHAHAAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHHAAAAAAAAAAAAHAHHAHAHAAAAAAAAAAAAAAAAAA
I remember during the early access days before the PC release I was in a guild with this one member who was completely overwhelmed by all combat. She had guild member crafting her sets of gear all the time. She wanted the gear with the trait that made the gear get damaged less when you die because she accepted she was just always going to die. She loved the game, but couldn't really do the questing without someone helping her. Eventually she left.
TES games appeal to a lot of people who suck at combat in games.
*raises hand* The combat in this game is meant for young people, with reflexes that approach the speed of light. That's not me.... I'll be 72 next month, and while my mind is quite good thank you, my ability to do twitchy combat left me probably 25 years or so back....
The endgame combat is meant for good reflexes. The overland doesn’t require any reaction at all, much less “twitchy” ones.
ThePhantomThorn wrote: »i like hard content.
its why i like progging trials. if its too easy it feels like grinding. and overland...
why can a lvl 10 easily do overland in craglorn?
why is a mighty deaedroth helpless against a player with broken gear and no weapon?
ok the alliance part of one tamriel was good. but the overland is so easy now its just...
i know this is a very old point... but can we make the regons scale to player level? a minimum of lets say 50 for craglorn, and then scales with the player from that point.
also bonus xp for those in that level margin? this would make questing alot more efficient to level with.
because right now, its just boring.
Overland is for beginners, if they make it harder imagine what will happen to level 3 new players with no cp. Stop being so selfish.
Overland needs to be for all players. Not just "beginners" (though I know many beginners who find it too easy as well).
Overland is for all players. It has more to do with the story and there are many beginners who do not find it so easy.
Major MMORPGs today have a tiered structure of difficulty with overland being the easiest. Zos follows this design as it offers content at varied difficulty to meet everyone's desire for difficulty and does not make the open world challenging to a point it pushes new players away from the game as they are the future.
Outside of Zos pushing back on the huge DPS power creep we have had over the years I doubt they will do anything to make overland more difficult. Bad business.
That's not what the post I was responding to said. It claimed it was suppose to be for "beginners". So it sounds like you should be directing this post at him/her.
You also don't have to push the difficulty to the point it "pushes new players away". In fact: an optional veteran version of each zone (which is what I"m asking for) shouldn't even affect new players. So I don't understand your argument.
I'm also weary of this notion that adding a little more challenge to the overland would somehow make it so super hard. Currently most things die in literally a second or two. This idea that the overland difficulty can't be increased without alienating mass amounts of players and making everything so very difficult that it becomes tedious and a chore is ridiculous. Because there is a ton of middle ground here between killing something in a nanosecond and then something actually being able to live long enough to threaten you with an attack or two. Why does this forum always seem to deal in extremes one way or the other?
Also: people don't realize that it drives players away just as well when the overland content is so easy it becomes boring. You and your like-minded debatees continuously neglect that and think that no one would ever leave this game due to it being too easy. But trust me, they do (I know many of them). And that's not "good business" either. A lot of casual players like a little bit of challenge too. Not as much as hardcore raiders - I'll own. But they don't like things absurdly easy either.
DaveMoeDee wrote: »Contaminate wrote: »Sylvermynx wrote: »DaveMoeDee wrote: »"people struggle with the current overland"
AHAHAHAAHAHAHAHAAHAHAAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHHAAAAAAAAAAAAHAHHAHAHAAAAAAAAAAAAAAAAAA
I remember during the early access days before the PC release I was in a guild with this one member who was completely overwhelmed by all combat. She had guild member crafting her sets of gear all the time. She wanted the gear with the trait that made the gear get damaged less when you die because she accepted she was just always going to die. She loved the game, but couldn't really do the questing without someone helping her. Eventually she left.
TES games appeal to a lot of people who suck at combat in games.
*raises hand* The combat in this game is meant for young people, with reflexes that approach the speed of light. That's not me.... I'll be 72 next month, and while my mind is quite good thank you, my ability to do twitchy combat left me probably 25 years or so back....
The endgame combat is meant for good reflexes. The overland doesn’t require any reaction at all, much less “twitchy” ones.
Sounds like you are the expert on the experiences of all players. Keep insisting. That will make it true.
ThePhantomThorn wrote: »i like hard content.
its why i like progging trials. if its too easy it feels like grinding. and overland...
why can a lvl 10 easily do overland in craglorn?
why is a mighty deaedroth helpless against a player with broken gear and no weapon?
ok the alliance part of one tamriel was good. but the overland is so easy now its just...
i know this is a very old point... but can we make the regons scale to player level? a minimum of lets say 50 for craglorn, and then scales with the player from that point.
also bonus xp for those in that level margin? this would make questing alot more efficient to level with.
because right now, its just boring.
Overland is for beginners, if they make it harder imagine what will happen to level 3 new players with no cp. Stop being so selfish.
Overland needs to be for all players. Not just "beginners" (though I know many beginners who find it too easy as well).
Overland is for all players. It has more to do with the story and there are many beginners who do not find it so easy.
Major MMORPGs today have a tiered structure of difficulty with overland being the easiest. Zos follows this design as it offers content at varied difficulty to meet everyone's desire for difficulty and does not make the open world challenging to a point it pushes new players away from the game as they are the future.
Outside of Zos pushing back on the huge DPS power creep we have had over the years I doubt they will do anything to make overland more difficult. Bad business.
That's not what the post I was responding to said. It claimed it was suppose to be for "beginners". So it sounds like you should be directing this post at him/her.
You also don't have to push the difficulty to the point it "pushes new players away". In fact: an optional veteran version of each zone (which is what I"m asking for) shouldn't even affect new players. So I don't understand your argument.
I'm also weary of this notion that adding a little more challenge to the overland would somehow make it so super hard. Currently most things die in literally a second or two. This idea that the overland difficulty can't be increased without alienating mass amounts of players and making everything so very difficult that it becomes tedious and a chore is ridiculous. Because there is a ton of middle ground here between killing something in a nanosecond and then something actually being able to live long enough to threaten you with an attack or two. Why does this forum always seem to deal in extremes one way or the other?
Also: people don't realize that it drives players away just as well when the overland content is so easy it becomes boring. You and your like-minded debatees continuously neglect that and think that no one would ever leave this game due to it being too easy. But trust me, they do (I know many of them). And that's not "good business" either. A lot of casual players like a little bit of challenge too. Not as much as hardcore raiders - I'll own. But they don't like things absurdly easy either.
If it was more about the person you quoted then thx for straightening that out.
As to the issue, those asking for more challenge in open world are wanting more than a little increase. They would ant a noticeable increase.
As for a veteran version, it is not so simple. It means that as few as two players can push the server to create two different instances of the same zone. Older zones are likely to have low pop zones which would create more work for the servers at a time we need less load. Yes, more physical servers help but there is likely a central core that ties everything together that can handle only so much.
Considering every major MMORPG I have played in probably the last decade + ( or more) has had an easy open world without a choice to make it more difficult outside of wearing weaker gear there are likely valid server design issues such as this that keep developers from implementing it. I can think of only one that has done it with instanced questing, but that is a very different scenario and much less server side work.
Contaminate wrote: »Sorry, but a small portion of people are bored top tier dps is not a reason to make 95% of the game challenging for them.
Contaminate wrote: »Sorry, but a small portion of people are bored top tier dps is not a reason to make 95% of the game challenging for them.
Corrected it for you.
I'm sick of leetists asking for overland to be made harder. I'm almost CP 800 and yeah overland is easy by now for me, and I like it that way. I do dungeons, trials, and WB when I want a challenge. When I'm farming nodes I don't want the random nix hound or other wildlife wrecking my farming with a fight to the death. I want to quickly kill it and get back to my casual crafting resource farming. I want to focus on stories when I quest without being interrupted with wipe after wipe with the end of story boss like in the old days before one Tamriel. Back then I out leveled the stories just to kill those bosses because I couldn't kill them at level. Let me enjoy the casual side of ESO without making everything this frustrating experience of making every trash mob into mini boss level difficulty. When I really want to fight, I know where the dungeons, trials, and world bosses are. I'm so sick of the elite uber gamers crying for nerfs to make the game harder. I want to actually enjoy this game sometimes. I miss class identity and some of the good stuff we used to have that made combat fun. Now all my progression has gone backwards and lately I'm not motivated to play the hard content because of all these nerfs to my toons. You want to destroy the little fun I have left with crafting furnishings and farming the stuff I need for that with your neverending need to chase adrenaline thrills? Some of us game to relax and not have nervous break downs. Sheesh.
ThePhantomThorn wrote: »i like hard content.
its why i like progging trials. if its too easy it feels like grinding. and overland...
why can a lvl 10 easily do overland in craglorn?
why is a mighty deaedroth helpless against a player with broken gear and no weapon?
ok the alliance part of one tamriel was good. but the overland is so easy now its just...
i know this is a very old point... but can we make the regons scale to player level? a minimum of lets say 50 for craglorn, and then scales with the player from that point.
also bonus xp for those in that level margin? this would make questing alot more efficient to level with.
because right now, its just boring.
ThePhantomThorn wrote: »i like hard content.
its why i like progging trials. if its too easy it feels like grinding. and overland...
why can a lvl 10 easily do overland in craglorn?
why is a mighty deaedroth helpless against a player with broken gear and no weapon?
ok the alliance part of one tamriel was good. but the overland is so easy now its just...
i know this is a very old point... but can we make the regons scale to player level? a minimum of lets say 50 for craglorn, and then scales with the player from that point.
also bonus xp for those in that level margin? this would make questing alot more efficient to level with.
because right now, its just boring.
Overland is for beginners, if they make it harder imagine what will happen to level 3 new players with no cp. Stop being so selfish.
Overland needs to be for all players. Not just "beginners" (though I know many beginners who find it too easy as well).
No, that is only one solution and it is wrong, because by catering only for the least experience and able players the overland content is NOT for all players, because it would be BORING for more experienced and able players.Which does mean you have to cater for those with the least experience and ability.
Contaminate wrote: »ThePhantomThorn wrote: »i like hard content.
its why i like progging trials. if its too easy it feels like grinding. and overland...
why can a lvl 10 easily do overland in craglorn?
why is a mighty deaedroth helpless against a player with broken gear and no weapon?
ok the alliance part of one tamriel was good. but the overland is so easy now its just...
i know this is a very old point... but can we make the regons scale to player level? a minimum of lets say 50 for craglorn, and then scales with the player from that point.
also bonus xp for those in that level margin? this would make questing alot more efficient to level with.
because right now, its just boring.
Overland is for beginners, if they make it harder imagine what will happen to level 3 new players with no cp. Stop being so selfish.
Overland needs to be for all players. Not just "beginners" (though I know many beginners who find it too easy as well).
Overland is for all players. It has more to do with the story and there are many beginners who do not find it so easy.
Major MMORPGs today have a tiered structure of difficulty with overland being the easiest. Zos follows this design as it offers content at varied difficulty to meet everyone's desire for difficulty and does not make the open world challenging to a point it pushes new players away from the game as they are the future.
Outside of Zos pushing back on the huge DPS power creep we have had over the years I doubt they will do anything to make overland more difficult. Bad business.
That's not what the post I was responding to said. It claimed it was suppose to be for "beginners". So it sounds like you should be directing this post at him/her.
You also don't have to push the difficulty to the point it "pushes new players away". In fact: an optional veteran version of each zone (which is what I"m asking for) shouldn't even affect new players. So I don't understand your argument.
I'm also weary of this notion that adding a little more challenge to the overland would somehow make it so super hard. Currently most things die in literally a second or two. This idea that the overland difficulty can't be increased without alienating mass amounts of players and making everything so very difficult that it becomes tedious and a chore is ridiculous. Because there is a ton of middle ground here between killing something in a nanosecond and then something actually being able to live long enough to threaten you with an attack or two. Why does this forum always seem to deal in extremes one way or the other?
Also: people don't realize that it drives players away just as well when the overland content is so easy it becomes boring. You and your like-minded debatees continuously neglect that and think that no one would ever leave this game due to it being too easy. But trust me, they do (I know many of them). And that's not "good business" either. A lot of casual players like a little bit of challenge too. Not as much as hardcore raiders - I'll own. But they don't like things absurdly easy either.
If it was more about the person you quoted then thx for straightening that out.
As to the issue, those asking for more challenge in open world are wanting more than a little increase. They would ant a noticeable increase.
As for a veteran version, it is not so simple. It means that as few as two players can push the server to create two different instances of the same zone. Older zones are likely to have low pop zones which would create more work for the servers at a time we need less load. Yes, more physical servers help but there is likely a central core that ties everything together that can handle only so much.
Considering every major MMORPG I have played in probably the last decade + ( or more) has had an easy open world without a choice to make it more difficult outside of wearing weaker gear there are likely valid server design issues such as this that keep developers from implementing it. I can think of only one that has done it with instanced questing, but that is a very different scenario and much less server side work.
I’d be content if “Elite” meant more than 500dps against a naked no cp toon. I’d be content if players were rightly punished for ignoring cues to block, cues to interrupt, and standing in stupid. Some of the Elsweyr bosses succeed in that, others (the tutorial dragon and necromancer first boss) are literally impossible to die against even if you try. We need more like the prologue with Sai Sahan, get out of the highly telegraphed AoEs or eat a quarter+ of your HP. It doesn’t have to be a huge jump, just enough to demand more than 5% of a player’s attention.
ThePhantomThorn wrote: »i like hard content.
its why i like progging trials. if its too easy it feels like grinding. and overland...
why can a lvl 10 easily do overland in craglorn?
why is a mighty deaedroth helpless against a player with broken gear and no weapon?
ok the alliance part of one tamriel was good. but the overland is so easy now its just...
i know this is a very old point... but can we make the regons scale to player level? a minimum of lets say 50 for craglorn, and then scales with the player from that point.
also bonus xp for those in that level margin? this would make questing alot more efficient to level with.
because right now, its just boring.
Overland is for beginners, if they make it harder imagine what will happen to level 3 new players with no cp. Stop being so selfish.
Overland needs to be for all players. Not just "beginners" (though I know many beginners who find it too easy as well).
Which does mean you have to cater for those with the least experience and ability.
You have to accept that once you can count to 10 and do your ABC, Kindergarten isn’t going to be a challenge. You can’t unlearn your skills just because you want to go finger painting again, fun though finger painting is.
You want a serious challenge? You aren’t going to find it in overland questing. If overland questing was as hard as, say, FG1, almost no one would do it. The same percentage as solo FG1. And I would assume that’s nowhere near the level of difficulty players asking for ‘vet overland’ would like it to be.
ThePhantomThorn wrote: »i like hard content.
its why i like progging trials. if its too easy it feels like grinding. and overland...
why can a lvl 10 easily do overland in craglorn?
why is a mighty deaedroth helpless against a player with broken gear and no weapon?
ok the alliance part of one tamriel was good. but the overland is so easy now its just...
i know this is a very old point... but can we make the regons scale to player level? a minimum of lets say 50 for craglorn, and then scales with the player from that point.
also bonus xp for those in that level margin? this would make questing alot more efficient to level with.
because right now, its just boring.
Overland is for beginners, if they make it harder imagine what will happen to level 3 new players with no cp. Stop being so selfish.
Overland needs to be for all players. Not just "beginners" (though I know many beginners who find it too easy as well).
Which does mean you have to cater for those with the least experience and ability.
You have to accept that once you can count to 10 and do your ABC, Kindergarten isn’t going to be a challenge. You can’t unlearn your skills just because you want to go finger painting again, fun though finger painting is.
You want a serious challenge? You aren’t going to find it in overland questing. If overland questing was as hard as, say, FG1, almost no one would do it. The same percentage as solo FG1. And I would assume that’s nowhere near the level of difficulty players asking for ‘vet overland’ would like it to be.