terrordactyl1971 wrote: »Have you played the arenas, vet dungeons or trials yet?
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.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
I'm currently leveling with a friend and we're closing in on level 40. The game is a huge yawn-fest and we're craving for something to challenge us. He's playing a healer, but almost never have anything to heal. Questing and killing mobs is just a tedious running from A to B, only stopping to kill monsters in 2-8 seconds and it doesn't really matter how many monsters we pull either. We're basically playing an MMO that is tuned for under-geared 5-year olds. I'm saying that because my son can play this game without being able to read or have any understanding of what the skills on his hotbar do. He just mashes them randomly and kills things.
Doing delves feels so pointless. Usually you run into other players as well and everyone's just aching to kill stuff, but everything is mowed down in 2 seconds, and delves really become nothing but something you just run through, trying to get a hit or two in on things to gain exp. So incredibly boring, and such incredibly bad design.
Delves shouldn't even be public when the game is tuned in this way. I say this because they're literally tuned for a badly geared, completely unskilled SOLO player. So the moment you add more people in there, the already trivial content becomes fully and completely pointless from a gameplay perspective.
What's been by far the most fun so far has been killing world bosses (those skulls on the map) and running (non-public) dungeons as a duo. But as soon as you add a couple more players, even that content becomes quite easy. The only annoying thing is that dungeons are in general quite easy, too, but they add certain one-shot or nearly one-shot mechanics into the game to make it harder. That's a lousy way of adding challenge, because it means you can run through everything you're thrown against, but then a sudden and sometimes unavoidable mechanic prevents you from advancing further. Those are some of the most frowned-upon things from a player perspective because they're just not fun.
I'm not level 50 yet so some things might change, but overall this game needs a huge re-tuning. Doubling mob health and damage would be a start, but much more would certainly be required. Delve bosses are more like what normal mobs should be like, but even those are ridiculously easy. Would much prefer longer, harder fights with higher experience rewards per kill than the current trivial content of killing things in a few seconds without barely taking any damage.
Does nobody want even a tiny bit of challenge these days?
PS: Fix the damn bug that sometimes prevents you from attacking or using abilities!!
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.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
BackStabeth wrote: »Sooooo I'm not understanding the issue you have with how difficult the content you are doing is. You are not even 50 yet, that means you haven't hit 160, it also means you haven't even attempted to do any of the difficult content.
Are you saying that everything should be hard, right from the start?
TropicsDelight wrote: »
Well that said should everything solo content from level 1 through to 160 CP be easy?
There seems to be a quantum leap in content difficulty from level 1-160CP normal mode stuff to suddenly stepping into a VET dungeon or trial?
Does it not make more sense for their to be a ongoing scale of progression from easy, to manageable, to fairly difficult, to really difficult?
Instead of easy, easy, easy, to holy cripe WTF this is hard!
While not everything in the game should be super hard by that same token even in the pre-160 levels not everything should be super easy either.
ESO is missing the happy medium, they are missing challenging content for non-end game raiders. They are missing hard solo content.
In most MMORPG's players who are not getting a challenge from current content can normally move into the next stage/zone of content early and take on that level 22 mob when their character is still level 20. Unfortunately with the way ESO did things if the mobs scale as easy the whole game scales as easy, no matter where you go you cannot find harder solo tuned content because everything is locked in to your level at the same difficulty setting. ESO is fairly special in that way and it makes content difficulty scaling that much more important.
A game should not be responding "yeah, if you are level 35 there is nothing challenging. Get level 50 and 160CP and then you can do the tough stuff in groups". There should be SOME hard solo content for people who decide they want to do it. Why not having some solo instance zones scaled to around the public dungeon level for players that want to do tougher solo stuff?
Why ESO tried to do with Tamriel 1 was tricky, and I think they did a fairly good job, but they can certainly continue to tweak things to find a balance that gives players of all levels challenging content. I do not see how anyone is asking too much when asking for that. It is a completely reasonable ask.
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.
IronWooshu wrote: »if you already know the fights its still relatively very easy.
MartiniDaniels wrote: »There is plenty of gold simply from questing and selling all those trash drops to NPC traders.
newtinmpls wrote: »
I've never done that; in fact I only rarely sell the "ornate" items; I am totally a crafter at heart and always always deconstruct things; that's from day one.
It would never have occurred to me to just "sell stuff" and even if it did, I would think "why waste all those materials".
I'm not even asking for the game to be hard.
Felt easy
Kiralyn2000 wrote: »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?
Skykaiser_Ọlọrun wrote: »
newtinmpls wrote: »
I've never done that; in fact I only rarely sell the "ornate" items; I am totally a crafter at heart and always always deconstruct things; that's from day one.
It would never have occurred to me to just "sell stuff" and even if it did, I would think "why waste all those materials".
robertthebard wrote: »
Context is key, and you removed the context. Fighting games in arcades were two player games, PvP, and required you to spend money to play.
newtinmpls wrote: »One of the suggestions was that some of the dungeons - possibly the undaunted - could be modular. So that you would not have the same layout each time; there would be a semi-randomly generated set of rooms and corridors. The bosses would not be in any particular order, and perhaps out of a possible total of say, 7, only 4-5 would be in each "episode" (instance) of the dungeon. Same with mechanics; there would be 5-6 "types" of mechanics and say 3-4 of them would manifest "per fight".
MEBengalsFan2001 wrote: »Every MMO I have played when there was difficultly to overland/leveling zones saw adjustments to those zone to ensure that new players could navigate through zones with ease. This ensured that more players reach the leve capl and start to experience end game content. A few games I have played have used scaling systems and ESO is no different, saw some players leave because content was to hard. I prefer ESO model as it ensure that new players to ESO have an easier time leveling and hopefully over time reach end game and get into end game content which are dungeons, trials and arenas.
IMO, ESO has plenty to offer given what is available in the game to all types of players.
Skykaiser_Ọlọrun wrote: »
Spending money to play and P2W aren't remotely the same, though. That's stretching the definition to absurd levels. You aren't buying power. You can't improve your character's stats or get extra stuff by dumping more quarters into the machine than the other guy.
Skykaiser_Ọlọrun wrote: »
Man, I wish MMOs would start doing this. They want you to repeat dungeons 1000's of times but do nothing to keep the experience fresh. FFXIV dipped their toe in the idea with Deep Dungeons and it was actually pretty cool. I was really hoping they'd start incorporating some of that into their dungeon design going forward.
Skykaiser_Ọlọrun wrote: »
Spending money to play and P2W aren't remotely the same, though. That's stretching the definition to absurd levels. You aren't buying power. You can't improve your character's stats or get extra stuff by dumping more quarters into the machine than the other guy.
Man, I wish MMOs would start doing this. They want you to repeat dungeons 1000's of times but do nothing to keep the experience fresh. FFXIV dipped their toe in the idea with Deep Dungeons and it was actually pretty cool. I was really hoping they'd start incorporating some of that into their dungeon design going forward.
Skykaiser_Ọlọrun wrote: »
Man, I wish MMOs would start doing this. They want you to repeat dungeons 1000's of times but do nothing to keep the experience fresh. FFXIV dipped their toe in the idea with Deep Dungeons and it was actually pretty cool. I was really hoping they'd start incorporating some of that into their dungeon design going forward.