MartiniDaniels wrote: »
There is plenty of gold simply from questing and selling all those trash drops to NPC traders. I remember I wasn't doing any crafting writs or trading, I was simply randomly doing dolmens/public dungeons all over the Tamriel and I had enough gold to regularly upgrade bag capacity, I remember I was even buying various motifs from guild traders.. there were 100% no shortage of gold.
Like a do over? i.e. play overland with your max cp character as if was a new character?
Like a veteran dungeon. It's harder than normal dungeon, mechanics that you have to do or you die and has seperate progression from normal.
OK, so a re-implementation of overland with enriched mechanics...
The easiest to implement would be a debuff and a feature which really puts fear in your heart - like not being able to log in for a week if you die. imo no one deserves a hard mode if he isn't willing to play at semi-full risk - with a semi-permadeath feature.
So is this something YOU want to play or is it just you not liking people asking for a mode and trying to ruin it for them?
i am not good at this game due to very high ping (hardly ever can escape the red) - but i would like to play it like this - I like permadeath gameplay, but in an MMO where you have to pay for features, a semi-permadeath is good enough.
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.
You do realise a debuff would have nothing to do with instances, right? It's literally a status effect on a player, just like Battle Spirit, and as it just so happens, players can have Battle Spirit while being in the same instance as everybody else.
Making a normal and a veteran overland will split the population, because some players who want a harder overland are populating the current overland, as well as players who are fine with the current state of overland, though would still like an option of a harder overland.
Debuff is the best way to go about it, because it keeps everyone in the same instance, just with their own character stats being altered to scale their individual difficulty. Reduce damage done to effectively increase mob health and toughness, increase damage received to effectively increase mob damage, reduce healing received to offset the effective increase to mob damage, so players can't just heal through the damage with the current relatively OP heals.
Everybody's thinking of this as if it were a copypaste of dungeon instances, but it isn't. Overland has a far higher population with far fewer instances to spread that population across, and is balanced with a high population in mind. There needs to be a solution that keeps populations in the same instances.
That would split the population, which could cause other issues. The way to tackle this is through a player debuff of sorts.
Zones have already different instances, my friends were dueling at mournhold gates I couldn't find them till I got invited to group and then had to teleport to that same zone again but different zone instance.
Veteran zone would just make overland monsters do more damage have more health etc similar to difference between normal and vet maelstrom arena, quests, rewards, drops, guild traders, story line quests etc remain the same.
Also if I want to duel someone why would I have to keep some debuff on me and gimp myself?
If there are no new/better rewards, it will be pointless and nobody will use it. We've been through this with silver/gold zones. That's just not how games work. If the content is harder, the rewards have to be better. Otherwise, why have different loot in normal/veteran/hardmode dungeons and trials?
i am not baiting -but you are right with that hammering on it even more is not constructive - so i will leave it at that.
asuzab16_ESO wrote: »Where it gets extremely worrying is that the more companies listen to these players, the more the content outside of mythic/veteran dungeons/raid becomes tasteless and the more people want to skip it, to the point where you literally can let a 5 years old (I would not recommend doing so tho), like the OP said, reach level 50. Because of that, all the effort put in creating zones, quests and combat systems is highly devaluated, and I'm afraid that we will reach at some point "MMOs" that are just dungeon/raid finder interfaces without no open worlds.
Because (as per previous posters) people want the challenge. Personally, I see no harm in the usual green/blue gear dropping purple in an increased difficulty overland -- it's mostly trash anyway.
Historically, that has never worked out. If there are no better rewards, it will be truly not worth the development cost because virtually nobody will do unrewarding content.
And what's the argument against better rewards? Just spite? Because, again, the same argument would apply to the better rewards we currently see in veteran/hardmode group content. Shouldn't they be content with the challenge then as well?
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.
MartiniDaniels wrote: »I just can't hold myself.
asuzab16_ESO wrote: »Most MMOs, and ESO is no exception, have found themselves stuck in the vicious cycle of accessibility and low difficulty for years now, and we're nowhere close to being done with this plague. Just look at the answers of this thread, or just go visit WoW forums and you'll get the same answers from the players "The game has to be easy because I don't want to waste time to get where/what I want". MMOs are not about the journey anymore, they're about reaching the goal as fast as possible
Spillage on aisle 3!
I think more options is better, even if I'm happy with nuke-fest, doesn't invalid the requirement of other long term players for challenge, or new comers who want similar.
MartiniDaniels wrote: »
I didn't saw that any of creator or supporter of this threads wanted "challenge". If person wants challenge, he will always go to modes where it is most socially rewarding - i.e. PVP, PVE organized raids or other games etc. This "challenge" was invented as a counter-argument to optional veteran instance/slider just because mere existence of such mode/slider somehow causes frustration to casuals.
Nobody is looking for Dark souls in ESO, people just want typical action-RPG experience on difficulty comparable to veteran group content or let's say VMA. Experience where your actions matter, where your build matter. And not a speedrun fest, where you want to grab what you need in overland ASAP and teleport back to Vivec/capitals/Belkarth just to avoid falling asleep. If you are waiting in queue, in the city you at least can make writs, get lulz from zone chat or observe duels.
So, if not challenge, what else would make your build matter in overland? Not trying to argue here (I support the addition of the option/preference), I just want to understand where you're coming from, because the way I see it, your build wont matter unless it is challenged. Isn't that the definition of difficulty? To pose a requirement you have to beat/surpass?
MartiniDaniels wrote: »
I guess many of us are from different countries, so there might be some misunderstanding on the terms of "challenge". How I see it - increasing overland difficulty to challenging level will allow to complete that content in typical action-RPG style, where you use build+combat experience to overcome challenges provided by game. So this is challenge for the sake of completing lore-rich content and to have fun.
How opponents see this - is like challenge for the sake of challenge, so from their point of view, if we want challenge we may go trying to get Godslayer or just move to another games.
Everest_Lionheart wrote: »Anyway all that to say my original point. Games just aren’t hard anymore.
I'm the OP and to answer some questions:
Are trials for solo players?
Do veteran dungeons need full groups?
I'm very interested in playing content that is doable for 2 people. Basically hoping for content that isn't too easy for 2 people but also is impossible without more than 2 people.
no one knows, actually. There are many opinions why overland so easy, but no official statement. Some players told like "ZOS want this, ZOS want that" but no web link to proof it.
Kiralyn2000 wrote: »
This gave me a thought - a lot of the original legendarily-hard games were either arcade games or console ones patterned after arcade games.
And why were arcade games hard?
Microtransactions and pay-to-win
Arcade games wanted to keep your playtime on one quarter low. So that either somone else got a chance to pay, or so that you added a quarter for another continue. $0.25 is a pretty "micro" transaction, and if you paid for enough Continues you eventually win whatever game you were playing.
(flashbacks to little kids going to their parents to beg for another quarter/dollar/advance on their allowance...)
Heck, there's even more mobile game parallels: Fighting games? Those are pvp games that encourage you to throw more money at it in order to beat that guy who just stomped you. Sounds like all those mobile pvp games, don't it? And remember arcades that had their own tokens to play for games? So you had to put real cash into the change machine in order to get them? And if you did $10 or $20 at a time, you got bonus tokens? Gee, that sounds totally like the standard "online cash shop currency" model.
And arcades also had those random-toy-in-a-capsule machines, and the Crane Games that taunted you with being unable to get the Cool Prize you actually wanted. (lockboxes)
Huh, go figure. All the "best" aspects of mobile & f2p gaming, existed in the 1980's in video arcades. Gaming today sucks! We need to go back to the Good Old Days, when everything was better!