MartiniDaniels wrote: »
All of it makes sense and I understand your position.
MartiniDaniels wrote: »That's why I always talk only about optional mode/instance. And yes, there are a lot of activities in the game,
MartiniDaniels wrote: »but believe me majority of long-time players already participated in them and completed many times. So at some point only overland is left uncompleted and untouched.
This.
The OP is correct, I have been saying this for YEARS. ESO suffers greatly as a solo experience because the actual combat is too frequent, too repetitive, and too easy.
It seems bizarre to complain about the fact that there is simply too much "stuff" in the zones - too many NPCs, too many events, delves, dungeons, towns, points of interest etc etc etc.... but it actually takes away from the exploration experience if you are just constantly bombarded with tedious, repetitive crap.
I just recently rerolled a few characters in classic WoW, and boy did they get it right! Every attack matters, every point of armor counts, literally every copper you loot is valuable. I can barely come back to ESO anymore, it seems like a child's game, just like the OP said.
you missed the part where some kind random person comes along and decides to "help. and what changes for you is that your challenge is gone. or did you just decide that you are the only one that can kill things quickly that plays in overland? and that it will not make a difference when undebuffed person comes along and wacks the same mob you are wacking? or maybe several people if its some sort of a boss type mob in a delve or something?
and why are you not disabling your cp already? that optional debuff wouldn't be free most likely, so might as well pay 3k to reset your cp - there's a bit of debuff on you right there and its already in game!
but with your proposal, nothing would change, for ANYONE. including you. well maybe with exclusion of instanced quest areas and we come back to what i said. this can only work with INSTANCING.
Rave the Histborn wrote: »
So what you're trying to say is games are harder when you have brand new toons vs older more established toons? 🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔hmmmm I wonder why that is.
Also you think attacks and armor matter in WoW then we must have played a different game. Classic WoW is easier to cheese than ever and isn't the comparison you wont for overland unless your idea of difficulty is damage sponges
Ah, the good ol' "So what you're saying is..."
No, that is not what I am saying.
I'm saying that classic WoW is 10x harder (yes, ten times, not exaggerating) than ESO.
If I roll a new toon on a new server with no CP on ESO, it is very very very very easy.
If I roll a new toon on a new server with nothing in WoW classic it is very very hard.
Because they are two completely different games with completely different balance and fundamentally different economies.
If by "harder" you mean "takes forever because TTK is high and you have to use food/drink to recover from pretty much every encounter," then sure.
If you're talking about awareness or timing of stuns/interrupts, I'd say it's no more difficult than ESO; once you know the best way to kill things for the class you are playing, there is very, very little that WoW Classic throws at you in the overworld that would require a shake-up or change in approach (other than new skills of course). Heck, when you do run into enemies that doesn't die in .5 seconds (or run a build that doesn't do the dps to kill them that fast, #TankHealerProblems) I think ESO actually starts becoming harder than WoW classic. Maelstrom Arena, IMO, is a good example of what a "hard" single player encounter that is actually hard in and of itself (and not just time consuming to farm the gear to make the dps check) could be, and there is nothing like that in WoW, beyond maybe the odd quest or two.
Ah, the good ol' "So what you're saying is..."
No, that is not what I am saying.
I'm saying that classic WoW is 10x harder (yes, ten times, not exaggerating) than ESO.
If I roll a new toon on a new server with no CP on ESO, it is very very very very easy.
If I roll a new toon on a new server with nothing in WoW classic it is very very hard.
Because they are two completely different games with completely different balance and fundamentally different economies.
If by "harder" you mean "takes forever because TTK is high and you have to use food/drink to recover from pretty much every encounter," then sure.
If you're talking about awareness or timing of stuns/interrupts, I'd say it's no more difficult than ESO; once you know the best way to kill things for the class you are playing, there is very, very little that WoW Classic throws at you in the overworld that would require a shake-up or change in approach (other than new skills of course). Heck, when you do run into enemies that doesn't die in .5 seconds (or run a build that doesn't do the dps to kill them that fast, #TankHealerProblems) I think ESO actually starts becoming harder than WoW classic. Maelstrom Arena, IMO, is a good example of what a "hard" single player encounter that is actually hard in and of itself (and not just time consuming to farm the gear to make the dps check) could be, and there is nothing like that in WoW, beyond maybe the odd quest or two.
Sorry but you're just wrong.
I am playing a fresh rogue in WoW classic, and I'm level 12. I've died about 30 times, not even exaggerating. Probably closer to 40 or 50.
I then rolled a paladin thinking I'd have self-heals, heavy armor, a shield and all my bubble/lay on hands shenannegins so things would be easier solo.... Maybe a little, but I've still died about 10 times by level 13.
When I was level 9 and I took on a level 10 bear for a quest, I'd get mauled. If I timed everything perfectly I could kill it and end the fight with about 8% health.
Things are just HARDER. Period. The npcs hit harder. The player hits softer. Things cost more. Mana is precious.
What I described abolve just doesn't happen in ESO, anywhere, ever, in overland content... with the obvious exception of world bosses, which just stay in their hovels and never patrol anywhere anyways, so there's no real spontaneous danger.
And even if you do get in any trouble in ESO (never happens), our characters run so fast and the NPCs reset so fast that you just have to sprint away and 2-3 seconds later you're fine.
If you try to run away from fights in classic WoW there is a very good chance you get dazed and slowed, or that you die anyways while you still get whacked 3-4 times.
I swear people talking about classic WoW on these forums obviously haven't played it recently. You probably misremember your experiences from 8 years ago and are conflating them with retail WoW which has the same problems that I'm talking about, i.e., overland content is a joke.
In WoW starting zones players drop like flies and people are constantly asking zone chat for help. That doesn't happen in ESO at all.
Sorry but you're just wrong.
I am playing a fresh rogue in WoW classic, and I'm level 12. I've died about 30 times, not even exaggerating. Probably closer to 40 or 50.
I then rolled a paladin thinking I'd have self-heals, heavy armor, a shield and all my bubble/lay on hands shenannegins so things would be easier solo.... Maybe a little, but I've still died about 10 times by level 13.
When I was level 9 and I took on a level 10 bear for a quest, I'd get mauled. If I timed everything perfectly I could kill it and end the fight with about 8% health.
Things are just HARDER. Period. The npcs hit harder. The player hits softer. Things cost more. Mana is precious.
What I described abolve just doesn't happen in ESO, anywhere, ever, in overland content... with the obvious exception of world bosses, which just stay in their hovels and never patrol anywhere anyways, so there's no real spontaneous danger.
And even if you do get in any trouble in ESO (never happens), our characters run so fast and the NPCs reset so fast that you just have to sprint away and 2-3 seconds later you're fine.
If you try to run away from fights in classic WoW there is a very good chance you get dazed and slowed, or that you die anyways while you still get whacked 3-4 times.
I swear people talking about classic WoW on these forums obviously haven't played it recently. You probably misremember your experiences from 8 years ago and are conflating them with retail WoW which has the same problems that I'm talking about, i.e., overland content is a joke.
In WoW starting zones players drop like flies and people are constantly asking zone chat for help. That doesn't happen in ESO at all.
I disagree. I see people asking for help in zone chat all the time in ESO. But because quests require you to be on the same stage, I’m not able to help them (I usually craft them food and armor at that point). Also, I don’t die near as many times in WoW classic as you are describing. Sometimes different combat systems make sense differently to different people. Rogue was the last class I played in WoW because you have to learn to open, and then move to the opponents back immediately. In ESO, there is no bonus for attack from the back (unless you wear that 1 horrible armor set).
It’s two different philosophies of combat and different people will process it differently. I find WoW combat much easier because I can eat while fighting by locking on and queue up several skills in a row. ESO is not like that, you have to keep the enemy under your cursor (which requires looking as well as movement) and you can’t queue up skills to fire one after another like in a list, Eso skills and actions interrupt the previous one.
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 ***
pretty much same experience. honestly rogues and nightblades both - make for a terrible first character. they are great when you are more familiar with the game, but can be really rough when you are not.
I actualy have active WoW subscription right now and been messing around on a shaman. (believe it or not, I miss those totem quests they removed in Cataclysm). she is easier then even leveling on live. and i have heirlooms on live, those do not exist in vanilla, so my gear is way WAY worse. no she is not enhance, elemental for LIFE. (ele in vanilla is... lets just say - underdeveloped :P )
the thing is.. if you attack things that are above you in level? yeah, you are going to have harder time. because WoW doesn't scale in classic (and has some very odd scaling calculations in BFA) short of rolling back one tamriel and limiting people to few zones again, all the while making most zones irrelevant completely (you think its easy now, wait until you quest when everything is gray and dies when you look at it sideways - which is how it was in ESO if you wanted to stay and complete a zone pre one tamriel and how it is in Wow classic) - there is no "fixing it".
if i have to pick between zones feeling uniformly relaxing, but at least they still are relevant vs zones that are level bound where I have to chose between moving on, or stopping to gain experience because I have just outleveled it? I pick one tamriel. EVERY. SINGLE. TIME.
and no, I'm not just being nitpicky when I say that individual debuff without changing anything else - is not going to work. you can already debuff yourself, by resetting CP and wearing lvl 1 white gear. apparently for some its not enough. some. probably even most - most certainly want better rewards for their effort. and becasue the skillgap is so wide in this game. how do you balance this debuff in a way that is just enough for both someone who does 30k dps, 60k dps and pushes 100k dps? make multiple debuffs? what about all the ranges in between?
There are a huge number of reasons. The biggest is this timeline:
- 2006: Oblivion was released
- 2007: ZOS is formed from core of MMO PVP vets; ESO begins development to compete with WoW which was earning billions
- 2008: Skyrim begins full development (the groundwork had begun following Oblivion)
- 2011: Skyrim is released; is a sales phenom, outselling the rest of the tes series combined; changed everything tes
- 2012: development of ESO announced
Sometime during this period, WoW and its sub model peaked and was slowly declining. The sub model was failing for most games and replaced by F2P/B2P models.
So ESO began development as the ultimate WoW killer. It was going to combine TES storytelling and voice acting with MMO gameplay. It was going to feature deep PVE, PVP, Crafting, Trading, and raiding. Raiding was a big part of WoW's success so ESO was intended to have a deep endgame affected by each of the deep systems. Furthermore, it was going to evolve MMO combat. All of this resulted in a game with a very low floor and a high ceiling because there was so much to learn.
While ZOS was completing that complex beast...
Skyrim happened and changed everything because of its massive sales. It immediately became the focal point of the TES series. Its groundbreaking immersion attracted a very broad audience of all ages and walks of life. Effectively, the TES series had a brand new audience because the old was dwarfed by the new.
When ESO was announced in 2012, all of these new TES fans expected Skyrim Online, but ZOS was building TES: WoW of Camelot. Leaked concepts and screenshots would show a transition from a WoW-like interface to one with Skyrim styling. Combat was changed to be more TES-like.
In 2014, when ESO finally launched, it wasn't finished. Probably because they had to scrap so much to make it more Skyrim-like midway through development. It was MASSIVELY hyped. I considered its launch to be a legit event. Both Skyrim and MMO fans were expecting the best MMO ever and both groups were disappointed.
MMO fans were sick of bugs and bad launches. They expected games to work. They expected content. ESO launched with its combat system still in development and no endgame. PVP was amazing when it worked, but unplayable because of performance issues. MMO players abandoned ESO in droves. By the time Archeage launched about 6 months later, ESO was dead to the greater MMO community.
Skyrim fans enjoyed 1-50 enough, though they wanted actual Skyrim gameplay. But they absolutely despised vet levels and dungeons because they were designed for MMO players and not single player gamers, making it too difficult for the average Skyrim player. But the solution to that wasn't easy because the core problem was the meaningful complexity built into the game.
So ZOS solved this problem by blanket nerfing all Vet PVE content weeks after launch, rendering the complexity largely meaningless outside of PVP. ZOS had some PR events to tell Skyrim fans they were being heard and they announced a plan to morph ESO into the game it is today; most likely culminating with the release of Morrowind. Endgame PVE and PVP were largely abandoned or downsized significantly.
That's how ESO became ezmode and has been since.
tl;dr: skyrim happened
I think a lot of MMOs these days are like this. WoW is for sure now. The thing is that you have a lot of different people with different skill sets playing this game, and the developers want everyone to be able to enjoy some aspects of the game.
If ZOS made even the questing challenging, the skilled players probably wouldn't bat an eye, and some would likely enjoy it, but a lot of people who aren't as skilled, or have medical/physical issues that make gaming hard for them, wouldn't be able to play anymore.
For the people who want challenges, there is PVP, and Vet dungeons and trials. These things are unobtainable by anyone who for whatever reason finds regular solo questing a challenge. But ZOS doesn't lower the difficulty of trials for them, there's no reason they should raise the difficulty of the easy stuff for you.
It's a happy medium that can please the most amount of people, but nothing will please everyone.
This is about the best comprehensive tale about how ESO came to be and why it is like it is.
A huge proportion of this game revolves around questing and exploring in the overland content. So I don't believe it's reasonable to tell high level or experienced players who find this content too easy to just go spend all their time in Veteran Dungeons and Trials instead. That's not a "happy medium". That's a position that assumes the bulk of this game's content shouldn't be designed to accommodate seasoned ESO players. This is especially the case considering ESO is a MMORPG and meant to played long term for years (maybe even decades).
Also: adding an optional Veteran version of each overland zone (like they already do with dungeons) should please everyone. That way experienced or high level characters can enjoy this content as well as newer or inexperienced players who prefer things easier. That's a better solution then simply telling experienced players that 75% of the game (probably even more than that to be honest) isn't for them.
A huge proportion of this game revolves around questing and exploring in the overland content. So I don't believe it's reasonable to tell high level or experienced players who find this content too easy to just go spend all their time in Veteran Dungeons and Trials instead. That's not a "happy medium". That's a position that assumes the bulk of this game's content shouldn't be designed to accommodate seasoned ESO players. This is especially the case considering ESO is a MMORPG and meant to played long term for years (maybe even decades).
Also: adding an optional Veteran version of each overland zone (like they already do with dungeons) should please everyone. That way experienced or high level characters can enjoy this content as well as newer or inexperienced players who prefer things easier. That's a better solution then simply telling experienced players that 75% of the game (probably even more than that to be honest) isn't for them.
robertthebard wrote: »Except that the content in question is designed to enable everyone playing to get to the endgame. That's why it's called "endgame". It shouldn't have to accommodate vet players, that's exactly what vet content is for. I'll be right there with anyone else picking up my pitchfork and torch if someone suggested that the vet content should be toned down so it can be solo'd, after all. That's not what the content is designed for. It's designed to accommodate players that are looking for a challenge.
I also can't help but wonder how many people would actually use this system for more than a few days. I would also wonder how many would sign a waiver that said something to the effect of "If I use this mode, and post on the forums that it's "stupid hard" or "you didn't do it the right way", you can suspend my account for 7 days"? Because I can tell you right now what my response to a thread like that would be: Play a lower difficulty. Of course, on DDO's forums, when this exact thing happened, I got a nice permanent ban from the forums. I guess those elite players were just to fragile to hear it?
I think a lot of MMOs these days are like this. WoW is for sure now. The thing is that you have a lot of different people with different skill sets playing this game, and the developers want everyone to be able to enjoy some aspects of the game.
If ZOS made even the questing challenging, the skilled players probably wouldn't bat an eye, and some would likely enjoy it, but a lot of people who aren't as skilled, or have medical/physical issues that make gaming hard for them, wouldn't be able to play anymore.
For the people who want challenges, there is PVP, and Vet dungeons and trials. These things are unobtainable by anyone who for whatever reason finds regular solo questing a challenge. But ZOS doesn't lower the difficulty of trials for them, there's no reason they should raise the difficulty of the easy stuff for you.
It's a happy medium that can please the most amount of people, but nothing will please everyone.
joerginger wrote: »But there is absolutely nothing to do in this famed 'overland' once you're done with exploring and questing. So I don't really understand the desire to turn it into a vet paradise. The only reason that forces you to go back to regions you're actually done with is picking up surveys.
Apping up the difficulty does not mean to make this game a Dark Souls.
You can make the game slightly more difficult. Many new players are leaving the game after 10 hours because the game is easy for them. I have many friends that tried the game and they were bored because the game was too easy for them and they told me: "this game is braindeath and the combat do not feel powerfull".
I believe this is by design. IMO, ZOS made a conscious decision to explicitly not serve traditional PC gamers. We may have built this industry with our purchases, but we're difficult customers because we have always held developers accountable.Apping up the difficulty does not mean to make this game a Dark Souls.
You can make the game slightly more difficult. Many new players are leaving the game after 10 hours because the game is easy for them. I have many friends that tried the game and they were bored because the game was too easy for them and they told me: "this game is braindeath and the combat do not feel powerfull".