Honestly with ESO if they really wanted to do it quick and dirty, they could absolutely just chain randomly selected delves together with increasing levels of difficulty, then retool a selection of open world / story / dungeon bosses in generic encounter rooms.
Tack some lore on about an unstable portal generator or something and call it a day.
I thought I'd add something to this post. I've definitely been on the side of increasing the difficulty in this game for a long time and I've made many a post supporting. I also know there's a lot of love it berry picking easy except in vet dungeons and trails.With that said I pretty much left this topic alone until now.
I just happened to be talking to a new mechanicI had hired awhile back and I don't know how we got on the topic of games. Of course that lead to asking what we were playing currently. Believe it or not, he also has been playing ESO for years on PC. He said he had significantly lowered the amount of time he (and his best friend) had been playing and trying new stuff even though he had purchased the new expansion. I told him I too had cut my playing time. We began comparing notes on why that was. He, like myself are old school MMO players in our 40s. Both played since the Ultima and EQ days and almost all MMOs until ESO. We both had about the same answers. One that I thought was relevant to this post was we both agreed the difficulty is just weak. There's no feeling of accomplishment. Every time an expansion is released, the majority of the new content in overland and their delves are just the same O same O with regards to difficulty. Sure the stories are good but..With this low difficulty it makes a huge part of ESO just a single player experience. We know there's vet dungeons and Trials and PVP for group content but there's a huge portion of content that is so easy you can't even take a friend along to quest together because you'll both die of boredom. Not to keep going but we both agreed that if they would just add some way to choose the difficulty when entering delves and public dungeons, it would keep a lot of us vet players engaged and new players would also keep the easier difficulty they have now. ESO has to do something IMO. They cannot keep expecting veteran players to keep dishing out cash for expansions that offer a new dungeon and a trial, some story quests and some minor new things, and expect us to keep running those same things over and over for months. Give us a reason to duo with friends. Give veterans a reason to enjoy making a new alt without having to strip down naked, remove all CP points and fight with a green training sword. It would be nice to be able to set the excitement and danger to the level you wanted it. They were scaling instances in older MMOs. They can do it here.
I would add he began playing some new MMO (which I'm not going to name here) that is still in testing and he told me even there when you go into their world dungeons you get to pick the difficulty. Why can some relatively unknown game offer player choice but this AAA doesn't. I don't understand..
Prof_Bawbag wrote: »My biggest beef with overland isn't the difficulty per se, it's the condensed nature of the enemies. If they made overland more difficult, I hope they would thin the herd out. As easy as it is, it still gets tedious asf having to kill enemies every two steps. Especially in delves. If it was more difficult, that would become amplified even more.
Oblivion suffered with this too. As soon as you stepped off the beaten track there was hostile animals or npcs galore. Again, it wasn't difficult, but it became tedious to the point I stopped venturing off the beaten path. This improved immensely with Skyrim. You could actually explore without having to be in combat every few steps.
StormeReigns wrote: »
Hmm. Interesting. Complaining and comparing a Game designed to accommodate said feature by how it was designed and programmed versus a game that would require said feature to be built from the ground up and placed in with risk of issues causing more problems on top of what is already happening.
Hey I'm not going to assume and say I know what it would take to add said feature to the game. My guess is you don't either. I'm just reporting what two old gamers were just recently brainstorming about and their idea of what might be a "fix". Numerous games in the past (and now one presently) had or has that option to scale difficulty and options are generally a good thing.I will agree with you that there is a possible risk when adding such a feature, or anything new they add, causing issues.
EDIT: I thought I'd add, perhaps they already have the feature. I mean we're able to select either normal or vet versions of dungeons. How much really goes into that to make it happen on ZOS' end, I don't know. Seems we are able to at least select some difficulty though. I'm curious how hard it would be on delves and public dungeons
As far as complaining, man I've been paying and supporting this game for 6 years. I feel I have the right to voice my opinions a bit. If I didn't give a damn about this game, I wouldn't be here.
robertthebard wrote: »
They, like Normal and Vet dungeons, would have to be instanced. DDO is a great example of this, all of the leveling content is instanced, except crafting. All wilderness areas, all quests, all raids are instances. It was built that way from the ground up. Here's the problem, which seems appropriate, given the age differences: DDO went through this "too easy" phase about 5 years ago, give or take. Once it was firmly on the table to be done, it had to be given special rewards, or it wouldn't be worth it to run it. Then, within a couple of weeks of getting what they insisted they needed, it had to be nerfed, according to the forums. The standard battle cry of these elite players was always "Play a lower difficulty", when someone thought they should be able to solo Elite level quests, and couldn't. I got permanently banned from their forum when I suggested that very solution to the "we needed it harder, but this is 'stupid hard'" crowd.
How'd they make it harder, you may ask? By doing the exact things that have been asked for in the dizzying array of threads about it here; nerfing players, buffing the mobs, adding special mobs with buffs for enemies and debuffs on players, etc. I wonder, how unique this community really is? There are similar threads on the GW 2 forums as well. The cynic in me says "it wouldn't take too long to get threads about how they made it hard the wrong way" here, even if they followed most of the "advice" given in these threads.
Right now the way it is, I run into a delve like I was doing the other night in Elsewyr, and I'm just melting mobs all the way to the big baddie at the end. Keep in mind I'm not even in yellow gear, etc. I felt bad as there were lower level players who had just came through the tutorial and were questing in there, and they basically missed most of the delve running behind me. I stopped at the main boss and let some of them catch up and get some hits in before I hit 3 abilities and grabbed my green loot. It wasn't fair to to me and it damn sure wasn't fair to them IMO.
Ah, yes. Love these "observations" able to know a person just like that.
It's not fun for me and it must be even less fun for them to feel so useless attempting to get damage in with me.
StormeReigns wrote: »Ah, yes. Love these "observations" able to know a person just like that.
Can you do me next?
To help you out, I am deaf, suffer from RA (Rheumatoid Arthritis), essential tremors and lupus. can you tell me why I might be a bit slower then the average player?
Good read Robert. Definitely insightful. I played DDO back when it was released a bit. Now that you mention it I do remember going up to a "door" for the instance. I couldn't remember though what options were available back then. You're right though it would definitely have to be instanced. I wouldn't think it would have to be instanced for that certain individual, just a normal and vet version IMO. What you mentioned about the rewards needing to be worth it to run it is correct as well. Matter of fact, that was exactly what my coworker said. Higher Risk, Higher Reward. I agree with that somewhat and but it would have to be kept in check. Higher chance of getting a blue or purple set from that region or crafting/motifs, sure. I'd really just like to be able to play with a friend or two in overland and delves without us both going to sleep at the wheel.
Right now the way it is, I run into a delve like I was doing the other night in Elsewyr, and I'm just melting mobs all the way to the big baddie at the end. Keep in mind I'm not even in yellow gear, etc. I felt bad as there were lower level players who had just came through the tutorial and were questing in there, and they basically missed most of the delve running behind me. I stopped at the main boss and let some of them catch up and get some hits in before I hit 3 abilities and grabbed my green loot. It wasn't fair to to me and it damn sure wasn't fair to them IMO.
Kiralyn2000 wrote: »Eh, "sprint to the cap because The Game Only Starts At Endgame™" is the battle cry of the uber-pro leaderboard raider. The "filthy casual" is actually there for the journey, but not necessarily to fight their way through a wall of l33tness to travel it. And if that "rush to endgame" thing has spread too much to "teh bads", it's the uber-pros' fault for repeating that stupid catchphrase so much.
So, yeah. Damn straight they're making their games - at least the first layers, overworld/questing & maybe basic dungeons - as "accessible" as possible. For all that they fill the forums with their awesomeness, there's not enough h4rdc0r3 d00ds to make up the population numbers all these MMOs need/want.
Good read Robert. Definitely insightful. I played DDO back when it was released a bit. Now that you mention it I do remember going up to a "door" for the instance. I couldn't remember though what options were available back then. You're right though it would definitely have to be instanced. I wouldn't think it would have to be instanced for that certain individual, just a normal and vet version IMO. What you mentioned about the rewards needing to be worth it to run it is correct as well. Matter of fact, that was exactly what my coworker said. Higher Risk, Higher Reward. I agree with that somewhat and but it would have to be kept in check. Higher chance of getting a blue or purple set from that region or crafting/motifs, sure. I'd really just like to be able to play with a friend or two in overland and delves without us both going to sleep at the wheel.
Right now the way it is, I run into a delve like I was doing the other night in Elsewyr, and I'm just melting mobs all the way to the big baddie at the end. Keep in mind I'm not even in yellow gear, etc. I felt bad as there were lower level players who had just came through the tutorial and were questing in there, and they basically missed most of the delve running behind me. I stopped at the main boss and let some of them catch up and get some hits in before I hit 3 abilities and grabbed my green loot. It wasn't fair to to me and it damn sure wasn't fair to them IMO.
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".
MartiniDaniels wrote: »If you are crafting then:
a) you have ton of gold from doing daily writs
b) "gear for overland" question is just out of discussion, because you may just craft new gear each 6 levels and your character will always be top notch while leveling
I honestly feel a little bit bad when I'm in a delve or a quest area and I see someone slowly fighting a mob and doing mechanics and I'm just rolling through killing everything with no more than LA/Surprise Attack > LA/Executioner.
It's not fun for me and it must be even less fun for them to feel so useless attempting to get damage in with me.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
and I will continue to repeat until blue in a face, why non instance debuff WILL NOT WORK.
does that debuff come with extra loot? cause it can be cheesed then by grouping debuffed player with undebuffed one where you still get those extra fast kills AND extra loot. but you say - if the mob is hit by non debuffed player, then there is no extra loot - well have fun with trolls making your fights harder for no extra rewards, just because they can tag things. and even if people are not trolling or cheesing - random non debuffed person comes along, sees you fighting a mob they also need for a quest - and bam, good bye challenge. or maybe they even think they are being helpful
any sort of increase in challenge HAS to be instanced.
There's really no reason why a debuff shouldn't be implemented at this point, because it's the cleanest solution to the problem that solves it on a per-player basis, that won't result in new instances being spun up for every difficulty setting.
The only reason why you'd say no to a debuff is either you fundamentally misunderstand it, you don't see it as being worth the time and effort to implement it, or, for some reason, you're taking this entire problem personally, and simply don't want the other side to enjoy the content that you claim is for everyone.
Nomadic_Atmoran wrote: »
The problem with "optional" is that it becomes "mandatory" once you change the loot tables to reflect the hard-mode. If players don't see a benefit to playing a harder setting they will opt to not participate and any player that doesnt seek a harder mode will feel pressured to play the hard-mode if there are better rewards.
You may see the latter as a good thing because it will "make players better" but this same discussion has been had in other games and been thoroughly tested in other MMOs that eventually added hard-modes to their content. What those MMOs initially saw was a influx of players trying the harder content. Which they interpreted as confirming their actions to be the right thing to do and players must love it.
But eventually the truth came out. Plenty of low skilled players that were NEVER going to GIT GUD were flooding into these hard modes for the increased benefits and allowing better players to carry them to the rewards. But more often than not those attempts to complete the content were riddled with failures. Because of this the content was abandoned by all players and the only content that seemed to get any attention were the ones that were deemed by the community to be "easier" to cut through and still come out on the other side with a higher chance of success. ie the hardmode content that was considered to be easy amongst the rest. Anything that required more time, more skill and more effort was abandoned.
Hard mode content in overworld will not provide the challenge you think you seek. Because human behavior of finding the easiest and most effortless means of doing anything will always win out. Your content will not make players better, your content will not provide a challenge for long and it will eventually be easy as you see the current content. The only frustrating thing you will find will be how often you can find other similarly skilled players like yourself in overworld that wont absolutely fail and lose you the chance at your reward.
newtinmpls wrote: »Tying to reconstruct this conversation. Fingers crossed that I get it close to correct.
Apparently we come from very different views, because we don't seem to "get" each other's viewpoints.
Writs - never did them at all until about ... oh 4-6 months ago, and not regularly even now. Went through a semi-spastic compulsive burst of them during the last anniversary event, which got me kind of .... less enthused (it was just overkill).
I did win a guild lotto a while back of 500k, and now my gold in bank hovers around 1.2 million, but prior to that I'd never actually made it to a million. I would say I've averaged about 40-90k in my bank for the last 3 years, less prior to that.
As for gear, I would say every 10 levels or so; although lately I can see where my skill as a player has improved a LOT from when I started.
As an example of that - just recently my bestie and I were spending some time with a newbie. I mean really really new. CP over 160, but had not successfully navigated "signing up" for the undaunted pledges (man that was a snarl and a half to figure out). But ... mechanics that now I realize I'm thinking of as "basic"; the roles of tank, and DPS and so forth; standing in red, and so forth. I was watching this new person (like ... months in to ESO) really struggle and it made me really think about how much of a better player I am - and I am NOT a BIS/min-maxer by any means.
So to the original question - why is it easy? Because "easy" for most of us, is still pretty hard for the new player.
And ...speaking for myself, the various "sub" games, such as crafting, housing, furnishings, and money are things I'm starting to explore.
I tried BG; but now with no groups, not gonna go back much, as I hate PvP and will only "put up with it" to hang with friends.
I also like just exploring (it's too laid back to call it "farming") because the world is so lovely. And I'm a total sucker to occasionally hop over to Vvardenfall and listen to the "Morrowind" music. Still love it/miss that game/world.
You have sorely misunderstood what I said.
I didn't say anything (AT ALL) about getting extra loot or rewards. No, really. Read my paragraph again, carefully. I didn't say anything (AT ALL) about getting any extra loot or rewards.
That is to say, in this mode, if you choose to play it, you will get no extra loot or rewards.
Oh, did I mention? There would be no extra loot or rewards.
There, that should be clear enough now.
As to your second point, "have fun with trolls making your fights harder for no extra rewards", this sentence shows you didn't understand (AT ALL) what I said.
Here is what I said, word for word:
Leave the entire game as it is. Leave noobies alone. Leave the npcs alone. Leave all the gear, talents, cps, potions, crown store, EVERYTHING, don't touch any of it.
So if a "troll" comes along and starts attacking my tagged NPCs, the following things will change for me:
NOTHING.
Absolutely nothing. Except that instead of completely decimating the NPC I was attacking in 2.4 seconds as I normally would if that debuffed player were there, I will now decimate that npc in 2.2 seconds because a nerfed guy "helped" me.
My xp doesn't change, my loot doesn't change, nothing changes. Just some random dude came along and whacked the guy I was fighting ineffectually a couple of times.
So what? Where is the problem?
Again, I repeat:
Any player who likes things the way they are, just keep going about your merry way slaughtering everything in your path as you casually explore the rich story and lore of the overworld.
NOTHING. CHANGES.
Loot doesn't change. XP doesn't change. Gold doesn't change. Rewards don't change. The NPC health pool doesn't change. The NPC attack damage doesn't change.
NOTHING CHANGES.
The only thing that changes is the debuff that I apply to myself, because I'm a masochist who hates free stuff.
It doesn't affect you or anyone else in any way whatsoever.
If you STILL don't understand my concept after reading this post, I don't know what to say anymore.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***