MashmalloMan wrote: »We don't need another area, we need all overworld content to scale better.
Since we can't punish new players or players that like how easy overworld is, there should be an optional difficulty modifier that people can set.
Eg. Leve 1, 100% HP, 100% Damage.
Level 2, 200% HP, 150% damage, +50% experience, +25% loot/gold gain.
Level 3, 300% HP, 200% damage, +100% experience, +50% loot/gold gain.
Please... I'm so tired of half the DLC content being a cake walk, I shouldn't have to remove equipment to enjoy new quests and dungeons.
I just never get how that would work. I set mine to level 3, engage the troll, and a level 10 new player walks up to help and immediately gets blown up. When I do a dolmen, does it set to my scale or someone else's? Those simply don't work in non instanced MMOs. Overland will not be harder. It hasn't been hard for me in 5 years. Ok, i do other stuff for the challenge. It simply is not going to change. I've defeated gods, dragons, you name it. I'm ok with the idea that the random crocodile on the way to the next town simply isn't a challenge anymore
I just never get how that would work. I set mine to level 3, engage the troll, and a level 10 new player walks up to help and immediately gets blown up. When I do a dolmen, does it set to my scale or someone else's? Those simply don't work in non instanced MMOs. Overland will not be harder. It hasn't been hard for me in 5 years. Ok, i do other stuff for the challenge. It simply is not going to change. I've defeated gods, dragons, you name it. I'm ok with the idea that the random crocodile on the way to the next town simply isn't a challenge anymore
Morgha_Kul wrote: »Craglorn was initially this way (and still is, to some extent), and it was pretty well deserted. Most players simply can't solo in that level of difficulty. Indeed, some players still find the current level of difficulty in the open world a challenge.
I don't. You don't. Many do, and the game needs to be accessible to them too.
MashmalloMan wrote: »
Well I'm not okay with it, as are many other players who feel like they can't properly enjoy a huge portion of the game because we're now playing in a game where you're capable of 50k+ dps and most mobs have 30k or 120k hp. That's very boring to me and makes most of the 2/4 DLC's we get every year very boring to play through.
Does my idea harm new players or people who are happy like yourself? No it doesn't, the scaling is optional for people interested in more of a challenge for all existing overland content, instead of being forced to go to Craglorn for 2% of what the entire games exploration has to offer. When you reach max CP it can also serve as another useful tool for people interested in farming since the challenge increases, but so does your rewards.
While I think scaling the HP upwards for the player is ideal because you still get a sense of progression, your damage would be the same, you just have more hp to chew threw, but I have a feeling in order for this to work, ZOS would instead have to work through the players stats since this is already accomplished through the existing One Tamriel scaling, it can just be modified for end game.
For example:
Level 1, 0% Extra Damage Taken, 0% Damage Done.
Level 2, +50% Damage Taken, -33% Damage Done, +50% experience, +25% loot/gold gain.
Level 3, +100% Damage Taken, -66% Damage Done, +100% experience, +50% loot/gold gain.
You could choose the level in towns through some magical totem. Only overland would be affected, these modifiers only affect YOU and are turned off in instanced dungeons (4 man, arena, trials).
Taleof2Cities wrote: »This zone already exists. It's called Craglorn.
You can solo the group areas too ... which is a good trainer for vMA.
And even as Zos began eliminating the group requirement of much of the quests and delves people still wanted it easier. Currently Zones are designed so the masses can handle it. The return on investment is obviously much less when it is designed for a smaller audience that OP's idea would be designed for. So not as worthy of the investment.
ZOS is capable of making great challenging solo content like we've seen with Maestrom Arena and Craglorn
@FierceSam
As someone looking for challenging activities; What were your thoughts on the Dolmen Keep Defense idea?
NOTE: This is not a perfect idea and I am open to criticism
"Dolmen Keep Defense" activity
Basic idea is something like this for a PvE activityA detailed explanation.Spoiler
There are three keeps on the map. Both enemies and players will have access to siege weapons and materials.
Players must first capture the keep by reaching the center chamber. When they are successful they earn the first reward chest.
Once they have captured the Keep, they will have a limited time to repair the walls and prepare their defenses before the first wave of enemies arrives.
If a player falls off the keep wall and the door is blocked then they can get back in using the Crossbow Posts at the corners of the Keep.
Players defend the keep from five waves of enemies. Players must prevent the enemies from reaching the center chamber.
Each round ends when the players kill a certain number of enemies. Each round will escalate till the critical point of the 5th wave.
On the 5th wave a Boss is summoned to attack the keep. Players have to kill the Boss to win the 5th round, and will earn a reward chest upon completion.
People can claim that it's a minority who thinks this way, but if you really ask yourself, is the current design of ESO's overworld content difficulty do any justice for long term players? It doesn't and to say, well thats what trials and vet dungeons are for is so narrow minded.
redgreensunset wrote: »
Considering the servers and the coding can't even handle the current needed level of calculations at high stress without bad lag and other bad hiccups forcing it to calculate damage done between several players in the same fight, all on a different level seems like a good way to make performance even worse for those who already suffer from it. Same with making more instances for various levelled people.
I honestly would object to single harder level overland zones, but I think Craglorn shows that the people who do want that is a small, if vocal, minority.
thadjarvis wrote: »@mocap probably has the simplest way to implement a scaling: food. Eg a food that does major vuln, major main, and a luck (loot) buff. All ZoS would have to do is code the luck buff which could just be some loot table multiplier.
@MashmalloMan
I could not agree more with this sentiment
That's why my hope with the unique dolmen activity was something both New & Veteran players could enjoy and work towards.
Even if ZOS doesn't do the Public Dungeon Zone I still think there is promise to the activity.
Which is why I expanded that concept in a separate post: https://forums.elderscrollsonline.com/en/discussion/comment/6537696
Perhaps for a difficulty slider there is something to try - feel free to start another topic that focuses on that conceptSpoiler1: There are levels to raise the difficulty
2: you can only raise the difficulty. You cannot make the content any easier than it is right now.
3: Each level while increasingly harder provides more rewards