starkerealm wrote: »
Yeah, ESO tries to stay away from P2W as much as possible. The most you'll usually see is acceleration towards fixed caps.
The one thing I'm legitimately uncomfortable with is the skyshards for crowns combined with being able buy skill line completion. Either one of these would be fine on their own, but combined they're a nasty situation for low level PvP.
Yeah, that doesn't happen here often. The biggest problems have been the new classes when they were released. At launch, Warden was ridiculously strong in PvP, and Necro was ridiculously powerful across the board. In both cases, they've been brought back down. They're still very strong in the right hands, but we're back to a situation where, "the best," class picks are usually base game ones.
EDIT: The Imperial race is another example. It's a very powerful racial pick, and used to be even stronger. It's not, really, P2W, but it was a fair accusation at one time, and I still recommend it as a top shelf pick for Tanks and Stam DPS.
Yeah, and particularly for PvP, you can see pretty significant meta shifts based on some non-obvious things. Two years ago, Bleed was ridiculously powerful in PvP, because it bypassed the victim's damage resists and didn't have a major visual cue to indicate you'd been hit. It got nerfed, the damage resist bypass, but every bleed in the game was pumped up to partially compensate. People saw the damage bump and immediately flocked to it, even though, as I said, it had been nerfed.
Existing content does get tuned when there are issues. However the priority is on cleaning out roadblocks. Doshia was an example of that back at launch, where she could be a complete show stopper, and she was nerfed.
Last year, Finn's team went through and toned down a couple DLC dungeon bosses that had completion rates which would break groups.
There is a pattern to overland difficulty, and it roughly follows the original leveling pattern. So, the starter islands (Stros M'kai, Betnikh, Khenarthi's Roost, Bleak Rock, and Bal Foyen) are the easiest content in the game. Difficulty will build as you go through an alliance (ex: Stros M'kai/Betnikh -> Glenumbra -> Stormhaven -> Rivenspire -> Alik'r -> Bangkorai -> Coldharbour.)
Originally there were three difficulty versions for each of the base game zones, which leveled everything up to vet ranks (Silver was v1-v5, Gold was v6-v10.) However Silver and Gold zones were removed with One Tamriel, and you now complete Silver and Gold using the default versions of those zones.
Above that, DLC zones tend to be a step up in difficulty. Overland isn't much of a jump, but quests can get much less forgiving. It's also a little idiosyncratic depending on your build.
Of course, once you're up and running vet content, you can pretty much smear all of this. But, if you're going through content as you're learning the game, there is a definite progression curve. If you grind to cap, which a lot of players do because South Park told them, "that's how you play an MMO," you skip more than 90% of the content.
No. The damage loss would have been significant, but not meaningful for overland content. Ironically, it might have even increased DPS for newer players who can weave but have a hard time with sustain.
That's a common thread. Players complain about overland being to easy. Players complain about the stuff they like being nerfed, and asking for the weaker stuff to be brought up to par with the over performing builds. The problem is on the whole, the statistical difficulty for ESO is fairly flat. The starter island mobs have reduced health, but once you're out in the main game, enemies will be roughly as durable as one another (in the same kind of content), the difficulty climb is in mechanical complexity over time.
Now, to be fair, these two groups aren't always the same people, but the goals do conflict. Make it harder, or make players more powerful, don't do both, because that will close the door on newer players.
The solution is simply. Push yourself more. Stop hanging out in overland that is designed for new players. If you're feeling godly enough go solo veteran dungeons. Take just one other person with you. Ignore the holy trinity of tank, healer and dps taking only dps. Or only healers. Or maybe ask for more than the paltry eight delves, two dungeons and one trail we get for our $40 so maybe we aren't noticing what $60 bought just six years ago. Crying that you wish more steak was in the baby food seems so ironic at this point.
asuzab16_ESO wrote: »
This "solution" only applies to people who are fine being limited to instanced content. You're simply saying "stay in the fews dozens of instanced corridors and be happy with it", which is not only based on the assumption that everyone likes that limited and repetitive content, but also on the unproven belief that this makes the game more popular. There is actually no proof, none whatsoever, that ESO is doing better with dumbed down overland content, or that veteran content is enough to keep players. I'm not saying that people are not happy with that, I'm sure some are as we can see it here, but you're all voluntarily forgetting about the players that these new MMO trends make run away.
Since dumbed down openworlds and repeatable instanced corridors became the norm, MMOs have never been less popular. WoW too went full accessibility (even more than it was originally), focusing only on instanced content, despite the fact that only 5% of its players does mythic raids and only 20% does mythic dungeons, and we all know how that ended. The game is at its lowest subscriptions ever (down from 12M to 2M). So, I'm a little bit intrigued when I see people here believe that ESO is any different. Plus, the only MMOs that grow in popularity today are the ones that don't follow this trend, FFXIV and Classic, and that last one actually shows how, despite very easy endgame compared to today's standards, a game with an openworld that requires you to pay attention and play your class correctly can actually do what every other MMO simply fails to do: double subscriptions and keep them.
It seeems like you guys are really underestimating the damage that limiting players to 10% of the content can cause, especially when that content only is not necessarily rich, interesting or varied enough to keep players subscribed. But this is also representative of the division there is in the MMO community today. Some players are still playing MMORPGs for the RPG part (leveling, exploring zones, doing quests, crafting, immersion, etc...) and are disappointed that they can not do that in good conditions. Others are here simply to chain the same instanced dungeons for the 100th time, couldn't care less about the open world, and are really satisfied with the extremely easy/fast leveling that allows them to quickly access instanced content. Blizzard and ZOS clearly prioritize the second category but as Classic showed, the first category still exists and can even represent an important part of the community and an important customer pool. Blizzard just realized it and I believe it's just a matter of time before ZOS does too.
So, while your solution works great for people like you, the second category, it unfortunately does nothing for the first category of players. But don't worry, we're not asking ZOS to change things for you (which seems to be the biggest fear of the opposing posters on this thread) as we totally understand that raising difficulty would be faced with complains about how long it takes to reach veteran content. No, we're looking for a solution for both parties to be satisfied because, unlike many people here, we believe that the game can only get better if it satisfies everyone, not just us. That's why we're not asking for Dark Souls difficulty, but simply a chance to explore the majority of the content, what ZOS puts the most ressources into, in good contions.
robertthebard wrote: »Then I suppose they're running away from a majority of MMOs. It sure seems like it annihilated WoW. Wait, no, it really didn't, and yet, they had to tone it down there.
It seems we agree that WoW isn't dead, despite all the players that are running away? GW, not GW 2, but GW is still running, and I have to find any really challenging overland content, this despite it all being instanced. GW 2 is packed, despite Vanilla zones being every bit as "easy" as they are here. DDO has players playing everything from Casual to Reaper 10, and it's 11 years old. Swtor has a pretty decent crowd, for as niche as a Star Wars MMO is these days, and in spite of EA... It would seem that your anecdotal evidence is falling a bit flat.
It would seem, from your own anecdotal evidence, that you are overestimating this damage caused. If not, WoW would be dead. Ironically, killed by itself, instead of some "next big thing" MMO.
Actually, my position is, and has always been, that developer resources are finite. They can only work on so much. Now, I've asked at least one other time, but what is it that you'd have them stop trying to do? Should they stop trying to squash bugs, or maybe stop trying to solve the lag in Cyrodill? They can't stop with new content, because despite what you're trying to claim, that's what is actually paying the bills. But something has to give, if they're going to dedicate a team to creating toggles for several different difficulties for players. It's got to be developed, it's got to be tested, and it's going to have to be maintained. Those resources have to come from somewhere, and they can't stop making money to do it, since money is one of the resources they have to have to pay the people to develop this stuff.
asuzab16_ESO wrote: »
Well, as a matter of fact, yes, the interest for MMOs is decreasing and even if both of us can only speculate about what the reasons are, we don't have much except for the fact that the numbers dropped down significantly when they started focusing on accessibility for new comers over content for current players. WoW is certainly not dead but it certainly lost over 80% of its playerbase since Blizzard decided to follow that trend. Is it the only reason? Very likely not, but it would also be stupid to believe that it has nothing to do with it.
The only reason why why we're talking popularity here is because people opposing an option for higher difficulty say that overland content is good because it attracts more people and makes the game better, which we are questioning since there is no proof of that, or at least none that has be posted here. So, you're not technically wrong, but you're talking about survival, not popularity. If everyone is fine with MMOs being niche games and a relique of the past, then yes, there is no problem as most of them have enough players to subsist. If, on the other hand, we want them to start getting popular again, isn't it worth it trying to appeal to a bigger pool of players and not just the new comers and the ones that are fine being limited to instanced corridors?
Again, no one is saying that WoW is dead but it's also never been in such a bad state. Losing 80% in just a few years, where FFXIV is growing in popularity and Classic is able to double the number of subscriptions, even 6 months later, past the nostalgia effect, shows that the direction that the team took was not necessarily the best one.
Exactly (except for the part where you believe I'm claiming something I didn't say)! Why put yourself in a state where you have to create more content when you had it right in the first place? You have a huge world, with tons of zones and quests that are frankly superior to the competition, so many alternatives for players that are bored of repeating the same corridors over again and again, and instead of taking advantage of that, they're putting themselves in a vicious cycle where they create content that is, according to you again, only for new comers, only a way to reach the endgame, even if that content represents 90+% of the entire game. Isn't that a waste? You're talking about solving bugs and lag, but how are you expecting them to do when they have to constantly develop new stuff instead of using the incredible ressources they already have?
What made ESO very special a few years ago was its unique ability to keep every zone as a part of the endgame, and as Blizzard was throwing open world content away and focusing only on instanced content, I kept coming back to ESO because of that. It made rerolling fun, it made exploring fun, it made quests interesting, and now that ZOS threw that all away in the trash to follow WoW, it makes ESO feel a lot more bland for many of us, but we still like the game enough to hope to see a change. I personally still have a lot of zones to explore and I'm waiting for better days to do so.
robertthebard wrote: »We're going to have to go back at least 10 years, and, unfortunately for that argument, we're going to find that instead of a decreased population, accessibility actually led to an increase. If not, Blizzard would have dropped that idea like it was hot. They didn't. They did, however, release WoW Classic. How much damage did that do to the main game? You can bet a lot of players flocked to it for nostalgia reasons though.
knightblaster wrote: »
Indeed.
WoW Classic was designed to get older former WoW players back into the WoW fold -- it was a way of marketing the brand. They know that most people who came back to play Classic are at least doing something in retail as well, and that creates marketing opportunities for them in terms of SL and so on. No doubt a lot of people are enjoying the nostalgia of playing Classic (I have a bit as well, having been there back in November 2004 when it all started), but there are still a huge number of people playing retail WoW right now -- anyone who wants evidence of this can go into retail and go to the Heart of Azeroth or the two main grinding areas for the visions currency during any time beginning in the mid to late afternoon EST and you will see a huge number of players.
In any case that's all kind of beside the point. WoW and its fans have an overlap with the playerbase here, which certainly includes many former (and some current) WoW players, but the games are different and attract different kinds of players due to the different approaches. The oddest thing, I think, in the post that you were responding to was the suggestion that the number of casual players who prefer easier leveling content coupled with harder instanced content is smaller than the number of players who really prefer hard leveling content. It's an odd suggestion, and it's in no way supported by WoW Classic. WoW Classic is not hard, and WoW Vanilla was not hard -- it was time- consuming. Deaths were not a constant in Vanilla ... and I played Vanilla as a really off-meta main (balance Druid, which was basically supposed to be the equivalent of endlessly shooting oneself in the forehead ....) and it was not a death-fest. The game was time consuming. Mobs took longer to kill. You had to work your way through content slowly and carefully. Travel took a long time. This all made leveling slower. And so on. It wasn't hard, it just wasn't fast by today's standards (although it was considered very fast judged by the standards of pre-WoW MMOs like EQ).
Have you tried the Azureblight Cancroid boss in Vet Lair of Maarselok? Those stranglers are OP and not easy.
robertthebard wrote: »
Yeah, the overlap thing isn't exclusive either. I listed a list of games that I'm currently hopping back and forth between, and I'm sure there's a lot of people doing that same thing right now, especially given the current global situation. That's why I mentioned that gamers are a also a finite resource, the population in the next new game came from somewhere, and while some franchises, like FF, or here, will have some come in from SP games, there will be a lot of MMO player traffic as well.
MartiniDaniels wrote: »
Imagine you bought a basket of apples. There are fine tasty apples (dungeons, BG), overripe apples (overland) and rotten apples (cyrodiil and overall game server performance). How fact that some apples are fine fixes problems with the rest?
And while many humans love over-ripe fruits, many don't like them even if they are still edible.
robertthebard wrote: »
Imagine looking at it, and deciding to buy it anyway, instead of just walking away. You see, your analogy is fail, because some of us aren't using some of these zones, and so, those apples aren't in it, and, contrary to your opinion, the overland apples are just right for a considerable amount of people. How many, you may ask? Enough to keep the lights on despite all the "I can't play" posts.
Everest_Lionheart wrote: »
I’m the kind of player that gets on with one game at a time. Kind of a freakish binge player that lifts several hours per day in whatever game I happen to be in at the moment. I spent probably 10 years out of gaming until I got back into it around Christmas. I doll started ESO because I had a feeling we would be shut in for at least 3 months and worse yet for me in my profession we are likely locked out until sometime in October or November. I referee ice hockey for local leagues all around the city 7 nights per week. Not such a bad work schedule if you really love that kind of job and I definitely do, who doesn’t want to basically get paid to watch hockey games! I digress...
Anyway that schedule allowed me tons of time to play already so before staring ESO in mid March I had already finished Jedi Fallen Order, Hellblade Senua’s Sacrifice, Outer Worlds, Gears 5, FO4, Rise of the Tomb Raider and AC Odyssey. I decided to start this grind seeing as I will have a ton of free time on my hands. 2 months and 400+ hours and I’m still not bored so it must be going well. I do have my eyes on other games as well and probably won’t make it past a year or so playing ESO. I’ve been doing that forever though, play games through to the end, maybe replay a few things but that’s it. Currently I’m playing a new toon here and have shelved my main for the time being to really replay the main story and DLC again because all the Cadwell’s silver and gold quests plus the hundreds of side quests I have done have made me lose the plot slightly. Also the material farming for upgrading gear is getting super tedious but that’s RPG life for you, always grinding.
So anyway as awful as the Covid-19 situation is on certain parts of life right now I find ESO a fantastic chance to escape. Now if we could be a more than one TV home so my wife doesn’t Netflix for half of my game time that would be great! 😆
robertthebard wrote: »
I tend to do the same with games that are either new, or new to me. How did you find Hellblade, I've been looking at it while it's on Game Pass, thinking about playing it. Other than Fallen Order, I've got the rest of those, got several hundred hours in FO 4, and I'm in a NG + for Rise of the Tomb Raider. I absolutely loved Odyssey, NG + there too, but, as with Origins, I spend a lot of time just "touring" ancient Greece. I finished Outerworlds, and it was ok, Greedfall was kind of fun, if a bit clunky on Xbox. Ironically, a couple of weeks off of that where I came back here for a bit actually made it easier to play.
I'm lucky, I guess, on the TV front, it's just me and my cat, and while I have to argue with her about who owns the desk, and my chair from time to time, I've got free reign on the TV, which is a good thing, since it's my main PC monitor.
MartiniDaniels wrote: »Robert, if you don't feel anything when playing games, then what's reason to play?
ESO player base is adult, 95 if not 99% of us finished our education, participated in sports, served in military, have children, got a first and next N serious jobs and this in no way prevents to feel enjoyment when you deal with somebody of comparable skill in PVP or with hardcore experience in PVE.
You mention Shepard, I don't know why you should care about consistency checks related to Reapers, first time I completed ME2 Suicide Mission I just felt like similar things feel IRL. It was pure ecstasy. And despite all the nonsense in some missions of ME3, when Liara was hanging Shepard's name in a board of dead crew members, I literally cried. And you probably were telling (sitting in blue or green ending) - "I was in similar way put on ban list on DDO forums, so nothing to be touched about..."
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!!
henrycupcakerwb17_ESO wrote: »
I feel you
I guess the only way to play something that could feel something from the good old days normal mmo experience is from something like Everquest project 1999 ....
unlike EQ , ESO's public dungeon are just *** .. everything get mow down in 2 sec ..
I wish there would be rare spawn epic raid boss roaming in a public zone like dragons roaming around in everquest west waste ( still remember I got killed by the AoE dmg hundred meters away from that dragon in eastern waste when I was heading to VK Velketor's Labyrinth joining up a group )
remember Velketor's Labyrinth in everquest Velious ?
normal people with sub par gears would camp out at various spot in the zone while advanced players could head into the castle section deep in that zone ( the amazing design of it you can see and target all those scary high level deep red name mob spawned inside the transparent wall gives you that sense of danger and oppressive feeling which makes everquest so addictive )
for 20 years how come not a single company Are trying to do that again ? the closest thing that happened was a game called project gorgon but still no match to everquest of cos )
or maybe mmo should return to the non instanced public rules of everquest with rare spawn public raid encounter.
\
Race: Cazic-Thule
Class: Shadow Knight
Level: 63+
Spawn
Zone: Plane of Fear
Location: Wanders (NE)
Respawn Time: 7 Days (+/- 8 Hours Variance)
Stats
AC: ?
HP: >271k (?)
Damage per hit: ? - 600
Attacks per round: 2 (?)
Special:
Avatar Power (100 DD + knockback + single top slot dispel)
Avatar Snare (AE Snare)
Panic (Random target, single target fear)
Cazic Touch (30 sec refresh)
Zone-wide Assist Agro
Enrage
In other words he is saying that if you are grown a*s man you cant enjoy hardcore games.
Everest_Lionheart wrote: »
Hellblade is extremely well written. I recommend playing it with a great surround sound system or high quality headphones. The game explores mental illness in a way that will both teach you something and also help you connect to the main character. It’s the kind of game you can binge in a weekend. The puzzles are interesting and the combat intuitive enough to make it interesting though it can feel clunky at times too. But the story makes you forget all about that. I did the same took advantage while it was on game pass.
Greedfall is on my list. From what I’ve seen the story looks interesting. Also looking at A Plague Tale as well as Control which is half price right now.
AC Odyssey pulled me in because of Ancient Greece. It’s not to scale but that’s didn’t bother me at all. The world is massive and beautiful to look at. My favourite moments were the Medusa and Minotaur battles. Just amazingly done. And props to the fake Minotaur story line, silly side story and a nice break from all the serious action of the game. The only turn off for me was naval combat which felt clunky and repetitive but with a full upgraded ship you could mash whatever you wanted and still win easily.
I’ve still got RDR2 to play also bought a physical copy played about 2 hours of it but was playing Jedi FO at the same time and the control schemes are polar opposites so focused on Jedi and forgot about RDR. Fallen Order suffers from some clunky controls also but once you get the timing it’s easy. It’s got a couple boss battles that are just outstanding. Even better than Medusa and Minotaur from AC Odyssey. With smoother controls it would be an even better game but for sure it’s got some cool stuff for a niche type game.
Wife still in front of the TV some 8 hours later. Keeps nodding in an out for the last 4 hours. Trying to get her to go to bed so I can get a couple hours of time tonight. Not looking good.
I wish there would be rare spawn epic raid boss roaming in a public zone like dragons roaming around in everquest west waste
i would LOVE this.
World bosses, but who wander around and squish puny weaklings.
Classic WoW has this, although not necessarily raid bosses.... They have both elites and rares that wander around and crush noobs, and usually require a group, and it's glorious. It really shakes things up and makes the world feel more dangerous!
Sometimes you need a group, sometimes you can solo them if you know what you're doing. But they'll often take you completely by surprise, and suddenly your mundane fetch quest turns into a fight for your life.
I'm not sure why ESO can't do this already, ES games have always had NPCs with schedules and travel routes and such...
I wish there would be rare spawn epic raid boss roaming in a public zone like dragons roaming around in everquest west waste
i would LOVE this.
World bosses, but who wander around and squish puny weaklings.
Classic WoW has this, although not necessarily raid bosses.... They have both elites and rares that wander around and crush noobs, and usually require a group, and it's glorious. It really shakes things up and makes the world feel more dangerous!
Sometimes you need a group, sometimes you can solo them if you know what you're doing. But they'll often take you completely by surprise, and suddenly your mundane fetch quest turns into a fight for your life.
I'm not sure why ESO can't do this already, ES games have always had NPCs with schedules and travel routes and such...
Everest_Lionheart wrote: »
They have that here but even those encounters are a bit trivial. Those mini rifts that open up and drop 3 enemies and then 2. Those are hard at first but also become trivial after a while. But you do get the chance at a better drop, nice for new players to get an upgraded piece of equipment but kind of useless to veteran players. They could easily make these instances harder and more frequent but don’t count on it.
BrownChicken wrote: »Just give on sometimes adventure zones like old Сraglorn.
BrownChicken wrote: »Just give on sometimes adventure zones like old Сraglorn.