Rave the Histborn wrote: »
Only if you've got lots of playtime in the game. No one just starting the game is going to upgrade their gear to purple and it's only laughable to you because youve got tons of gold. Beginning players aren't going to be upgrading like that
Your only level 40.... the game isn’t suppose to be hard for you just yet. Get to 810 Cp. And go do trials in vHM... and post again. The hard part comes with finding another 11 focused players to clear them.
robertthebard wrote: »
Because it's diverting resources from somewhere else, for a part of the population that will then complain that it's too hard, and some that will complain that it's still not hard enough. I've seen it happen, even been banned from a game's forum for laughing at the "we need harder content, but not this hard" crowd.
As far as new game systems go, this would be the easiest to develop by far, because all the relevant technology (e.g. scaling) is already in place. There's also obviously a demand for it, because this must be one of the most requested features in the community. Certainly more than for the antiquities we're now getting.
I made a more detailed suggestion over a year ago, but the gist is:
- Transplant a Tel-Var-like system to overland content
- The more currency you carry, the more currency drops from enemies but the weaker you get
- Then you just have a bog-standard merchant for rewards
The Case for Higher Difficulty Settings: Making a Bargain
It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
Can we stop over-complicating this or throwing up strawmans trying to justify not doing something about this? Here, a step-by-step guide on how to fix this, provided by your's truly:
- Copy and paste Battle Spirit, change the name, and change which zones it applies to players in, and/or the conditions needed for it to be applied to a player, so it only applies in an overland instance.
- Keep the damage received and healing received multipliers, but add an additional damage done multiplier, and remove the max health and range boosts.
- Have all multipliers scale based on a difficulty attribute within the character's data, that players can freely adjust to alter how their character gets scaled.
- Expose this attribute to players through a difficulty slider or dropdown menu in their character sheet (or the settings menu, if settings in that menu can be hooked up to server-sided settings like this).
- Play around with the multipliers and the scaling, to ensure that each difficulty setting has a different feel to it, taking player feedback into account.
There. A 5-step guide on how to fix this, in a way that can't be exploited (it only adjusts difficulty, I personally don't care about drops since difficulty is my main problem with ESO's overland & questing), and in a way that doesn't affect other players.
Who gives a damn about whether there's increased drops that can be exploited, that has nothing to do with the topic at hand, so stop talking about it. Implement the difficulty scaling, then worry about that stuff.
robertthebard wrote: »
I've got a one step plan: Play the content that's supposed to be difficult, if you're looking for difficulty in an MMO.
It's a game meant for a broad audience, not "elite". ZOS are at least these days trying to gain a more "friendly approach" towards disabled and less good players, so I think you can expect that on an even wider scale ahead. The overland content is supposed to be cozy and simple. If you are looking for challenging content, you need to look elsewhere (not Elsweyr). For overworld content, I suppose world bosses are among the most demanding thing you can do (solo).
If you are past the overworld stage, you need to consider moving on to start looking at veteran dungeons as a next step. I'm more of a PVP player, but taking a break from that - and I have just done all dungeons (DLC too, of course) on veteran difficulty just the other day, and I'm starting to have them done on hardmode as well. That is not an easy thing to do, if you think so - you might be looking to start playing another game, but I don't really know which.
MartiniDaniels wrote: »
Skyrim was sold 30M+ copies and is considered a game "for a broad audience" for sure. Now if you take unmodded game and just plainly go around without sneak/kiting/LOS etc you will be wrecked on normal difficulty by every harder mob, until you max out your armor/spell resistance/damage output.
Same for Witcher 3 (sold ~30M copies too) - despite being very casual game, if you won't be actively using timed dodge and rolls you will be wrecked all the time (by enemies of your level) right from the start and to the end on NORMAL difficulty.
I don't even want to talk about "casual" Overwatch, Last of Us, Uncharted 4, GTA 5 - in all those games you won't reach anywhere if you will be just standing in place mashing 2 buttons and they are all way more successful and popular then ESO.
I have no idea what "broad audience" is meant for ESO even if one of the most popular and casual-friendly games require some minimal tactics to be played. As one forum member said - ESO overland insults one's intelligence. I never met game where you can create new toon, slot some default heal+spammable and kill everything with exception of world bosses while lazily pushing 2 buttons. (I mean new toon, with undistributed CP and in basic white/green/blue gear which drops around, white food)
MartiniDaniels wrote: »
Skyrim was sold 30M+ copies and is considered a game "for a broad audience" for sure. Now if you take unmodded game and just plainly go around without sneak/kiting/LOS etc you will be wrecked on normal difficulty by every harder mob, until you max out your armor/spell resistance/damage output.
Same for Witcher 3 (sold ~30M copies too) - despite being very casual game, if you won't be actively using timed dodge and rolls you will be wrecked all the time (by enemies of your level) right from the start and to the end on NORMAL difficulty.
I don't even want to talk about "casual" Overwatch, Last of Us, Uncharted 4, GTA 5 - in all those games you won't reach anywhere if you will be just standing in place mashing 2 buttons and they are all way more successful and popular then ESO.
I have no idea what "broad audience" is meant for ESO even if one of the most popular and casual-friendly games require some minimal tactics to be played. As one forum member said - ESO overland insults one's intelligence. I never met game where you can create new toon, slot some default heal+spammable and kill everything with exception of world bosses while lazily pushing 2 buttons. (I mean new toon, with undistributed CP and in basic white/green/blue gear which drops around, white food)
I'm not looking for difficult, I'm looking for "doesn't put me to sleep doing anything in overland." I don't do overland and questing in ESO because I literally get put to sleep by doing it, it's so mind numbingly boring.
You can even do that with world bosses. While leveling my magblade, I solo'd one of the Deshaan world bosses at level 43 without any CP allocated, in half blue half green, half set half non-set gear, using something that barely even qualifies as a rotation I threw together on the spot.
robertthebard wrote: »How many times have you been through it?
robertthebard wrote: »I mean, there's a poll on the first page this morning, not from today, it's just there as I type this, about wanting the start areas always taking you to Cold Harbor. As I reflect on that, I understand why new chapters start you in their zones, instead of there, as an effort to combat burn out that can come from repetitive running of the same stuff.
robertthebard wrote: »As for "combat is boring", welcome to every MMO ever.
robertthebard wrote: »Ironically, when swtor went to a system to make zones relevant no matter your level, it was "but I should be able to roflstomp this content because I'm so strong". Here, and in other MMOs as well, as this is far from a unique situation to ESO, it's "but I'm bored with overland because it's not engaging/challenging/interesting".
robertthebard wrote: »They can ramp it up or tune it however they like, but this thread, and others like it, will still turn up.
robertthebard wrote: »Another thread that will turn up, and will have players that are actively posting in this thread, and all it's predecessors, is that they went the wrong way with it, and made it "stupid hard".
And this is why I think a system like I suggested is the best solution, because it gives players a choice between multiple difficulty levels, that only applies to themselves.
If a vet wants to roflstomp, they can turn their difficulty down, scaling their character up, well beyond what CP 810's are experiencing now.
If a vet wants some engagement in their overland experience, they can turn their difficulty up a bit, scaling their character down a bit, to better match the content.
If a vet wants a Dark Souls experience, they can turn their difficulty way up, causing their character scaling to plummet to the floor.
On the flip side, if a newer player is having trouble with content, they can turn their difficulty down a tad, or if they're finding overland a bit too easy, they can turn it up a tad.
Scalable, and the best part, completely independent. Because the difficulty scaling only touches their damage done, damage received and healing received, their own difficulties won't affect anybody else's, beyond having to be carried in group fights if their difficulty is too high.
I don't see a reason why anybody would say no to this, unless they fundamentally misunderstand it, or have some personal stake in keeping overland as easy as it is.
You'll simply have to accept that this is the case, or more on to another game. They made overland content easier, I even think they did so multiple times. And this is the way they want it, and I doubt many feel this is a problem. Most people playing this game don't do it for questing, they move either towards "endgame" PVE or PVP content. Hardcore difficult overland content isn't an ESO thing, and I highly doubt they will ever change that.
Comparatively, it's a little bit like sitting as an adult with a pre-school maths introduction book, doing it over and over again, complaining about it being too easy. You are meant to move on. This is the way ESO is, players who are into questing generally don't like it because it's so challenging, but because of achievements, rewards and such. Because they like the lore and the storylines and what not. Every game is different.
If we're going with your analogy, than to continue it, it would be more accurate to say that those books are the ones with the most attention and quality, with everything else receiving the bare minimum.
Because that's literally how it is. Overland PvE content receives far more attention and polish than any other part of the game (except the Crown Store, obviously), than even end game PvE content, and we won't even mention PvP.
robertthebard wrote: »
Two questions:
1. How many people would actually use it?
2. What happens when people game this system by keeping their currency low, and then complain that it shouldn't be their responsibility to nerf themselves to get "engaging content"? You're fooling yourself if you believe that the latter won't happen. It's going to run the gambit of denying that player skill plays into the equation at all, a pure fallacy, to "I worked hard to get this gear, and I should be able to use it", which is absolutely true, and carries with it the problem of having that gear is going to trivialize the content, and the devs will always be locked into tweaking it, if they want to stop these threads from popping up.
You see, these are things that matter in this discussion, because, as I said, it's diverting resources from other places to this, and it's going to be a never ending cycle of devs having to spend time on it because it's "stupid hard", something that was, and likely is still being thrown around a lot in DDO's Reaper mode, and people that think that it didn't go far enough. At the end of the day, I'm going to be in the second crowd, contrary to some other posters that just think everyone nay saying the necessity of this are just under skilled noobs that don't have any business in their MMO. Yet I still don't see the need to build the game around my skill level. I like the idea of there being other players in zones where I'm playing, it makes the game feel alive, and since I'm too sporadic a player, I've likely got under 6 months of total time playing, despite being around for 3 years, to stay in a guild, it's a nice way to have others to chat with.
That would split the population, which could cause other issues. The way to tackle this is through a player debuff of sorts.
That would not split the population. People who want veteran mode aren't populating the normal overland, and if they are, they aren't grouping with people so it's not splitting anything.
Debuff would be stupid.
Debuff would be less stupid than re-implementing the entire overland game world.
As long as the debuff puts you into another instance with other people that have the debuff and the debuff mode has its own progression seperate from normal mode.