Why is this game so easy?

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  • Everest_Lionheart
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    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.

    Interesting take in LA/HA. Having only played this game in its current form for 2 months I only know it to be the way it is now. I was jus thinking out loud in the previous post how to meet half way by looking at how they might have worked something like that to boost new player and challenges the veteran players.

    Now despite my relative newness to the game I have logged close to 400 hours in the game. My original toon is a CP310 Khajiit DW/Bow stamwarden. I went through an identity crisis for a while and had a mixed bag of stuff but switched to a particular build and got better in a hurry. Still I struggle a bit with my own DPS getting to 21K using Hundings and Spriggans plus some random monster pieces. I find the rotation to be complicated and easy to mess up. Now some of my DPS issues are a result of using morphs that return health because he is super squishy but when playing him outside of dungeons the game is super easy. I can even solo some regular dungeons with him by subbing skills for certain bosses when I need an extra shield or heals. That’s the versatility I find in warden class though. But as you say it’s a newer class and comes with a few quirks and also a high learning curve.

    I recently started a double destro Altmer magplar. Now with the skills and knowledge I have picked up I had him already doing 5K on a one bar rotation at level 2 with a bunch of mixed gear, no parse food and no pots. It’s a totally different game and honestly it’s easy mode compared to my stamwarden. Now some of that is experience and game knowledge but as you mention it’s one of the original classes of the game and it feels like I could be way OP once I get my CP back and get some decent gear on him. He’s got sustain issues due to his level and gear but 5K DPS at lv20 just seems outrageously high.

    Seems to me I shouldn’t be able to hit those numbers with a stripped down character but I am. Maybe it’s the class that I have chosen that’s too strong or that I know how to follow a build. Still it seems like even if I mess up I would deal 2-3K easily. That’s strong enough for almost any zone so long as you follow the other mechanics. I fear the power creep on this toon is going to be severe which is kind of by design because I intend to use it for solo content only specifically maelstrom arena and some vet dungeons.

    So all that to say I feel that you can get too powerful too fast and it makes game too easy outside of a few instances.

    The thing about the sky shards and skill lines I agree, though I am tempted to buy a few sky shards so I don’t have to chase down the skill points to level up quickly. But also for what it’s worth as much as I want to grind this new toon as fast as possible I had to replay Northern Elsweyr because the story is fantastic. Same for Orsinium where I plan to head next and Vvardenfell after that. My 3 favourite zones so far that are written so well I don’t care if content is difficult or not.
  • Sylvermynx
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    @Everest_Lionheart - funny that you mention Orsinium.... I made an orc girl to do the Wrothgar quest line. I've played this game for two years, I think I have a pretty good handle on "how to play" - but I have mega satellite ping (~750 ms) so the first boss in the quest line was an absolute "no go" for a fairly low level character. I'll have to get some levels and better "stuff" I guess.

    And just as a btw for some of you - I had issues with Doshia, on a CP350. It might be ping. Or it might be me still not quite getting a rotation off as really needed. I don't know. My character didn't die.... but it was pretty close.

    But I'm perfectly happy for those of you who want "harder overland" to have it as long as it's an option.
  • asuzab16_ESO
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    Galwylin wrote: »
    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.

    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.
    Edited by asuzab16_ESO on May 16, 2020 12:11AM
  • robertthebard
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    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.

    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.
    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 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 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.

    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.
    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.

    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.

    You make a decision to lock yourself out of content because "it's boring". I'm going to tell you, it all gets boring, no matter how challenging it is. Progression raiding gets boring, especially when you have a 16 man team, and only one player is going to get a drop per run. PvP gets boring, once you've done enough of it. Overland and questing gets boring, no matter where one sits in the spectrum of "how challenging is it". Because ultimately, they can't make it hard enough to remain challenging for long. For the truly skilled players, it'll take a few days, for those that think they are, a few weeks, and for some it's going to be too hard out of the gate. Then we'll be right back here, discussing how they need to revamp the revamp. Based on what's actually happening in MMOs, despite your claims, it's cheaper and more efficient to leave it alone.

    Edit: Quote tags are hard...
    Edited by robertthebard on May 16, 2020 1:18AM
  • asuzab16_ESO
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    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.

    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.
    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.

    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?
    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.

    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.
    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.

    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.
    Edited by asuzab16_ESO on May 16, 2020 12:01PM
  • robertthebard
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    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.

    Because they have to make new content. If they don't, the threads will be "We're bored, because there's nothing new to do". I've seen claims that some MMOs release content weekly, monthly, quarterly, etc. to support why there should always be new content. There is no "had it right", because we're gamers, and as gamers, we're not very unified in what "fun" means. We're also a finite resource. That means, in this context, that when "the next big thing" comes out, a lot of us will be on it, fast. If it's anywhere from pretty good to excellent, a lot of us will be there for a while too. This has the side effect of reducing numbers in other games.

    Right now, I have Origin, Uplay and 4 MMO shortcuts on my second monitor. I use Origin to launch my Dragon Age and Mass Effect games, and I own and play all of them. I have Uplay for my Assassin's Creed games, and I have all of them. Then there's BDO, GW, GW 2 and ESO. Depending on the time of day, or how/what I'm feeling on a particular day, anyone taking a head count in any of the games I'm not playing is going to see a reduction in players. Now, I'm just one guy, but how many other players have similar setups, or even more games available? Cyberpunk 2077 is coming, and the new AC game too. I'll be pretty busy for a few months getting through those games, and I won't likely be doing much here, or in any of the other MMOs I'm pseudo actively playing right now, including swtor, which is through Origin as well, forgot about it.

    None of that has anything to do with "well, the content's too (insert whatever argument here)", and everything to do with "but the next big thing is here, and I have to play it". WoW's been touted as "too easy" for a long time. If we want to say that that's why it lost a large chunk of it's population, then we're going to have to go back more than a few months. 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
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    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.

    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).

  • robertthebard
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    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).

    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.
  • Chrysa1is
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    Have you tried the Azureblight Cancroid boss in Vet Lair of Maarselok? Those stranglers are OP and not easy.
  • MartiniDaniels
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    Chrysa1is wrote: »
    Have you tried the Azureblight Cancroid boss in Vet Lair of Maarselok? Those stranglers are OP and not easy.

    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.
    The-Basket-of-Apples-by-Paul-Cezanne.jpg

  • Everest_Lionheart
    Everest_Lionheart
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    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.

    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
    robertthebard
    ✭✭✭✭✭

    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.
    The-Basket-of-Apples-by-Paul-Cezanne.jpg

    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.
  • MartiniDaniels
    MartiniDaniels
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    ✭✭✭✭✭

    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.

    [snip] In my post I admit that some people like over-ripe fruits, there are even high kitchen dishes based on them. But not everybody likes them. As for the looking and buying if I knew what ESO is, I'll never bought it. As you said, when I want group content or PVP, I will play games which are dedicated to that content.
    And though I spent ton of my time in ESO PVP and vet group content, it's simply because I already started playing, got some friends and few characters which I like. As for the "how many", check recent poll and check likes to original post of this thread and highest rated counter-argument.

    [snip]
    https://forums.elderscrollsonline.com/en/discussion/526340/legendary-overland-difficulty-toggle-option/p1

    52% voted for harder OPTIONAL overland
    35% against it

    This thread:
    original post got 76 likes
    highest rated counter argument 50 likes
    so 60% vs 40%, again not in favor in your position.

    And while I don't assume this 52% and 60% are majority because actual majority simply doesn't care, [snip]

    So community view on OPTIONAL harder overland - majority doesn't care about it, they are ok with it if it will be optional and won't take too much devs resources. Substantial part (but not majority) wants harder optional overland. Minority for vague reasons doesn't want give others an option to play and enjoy large % of the game.

    [snip]

    [edited for baiting]
    Edited by ZOS_Lunar on May 16, 2020 6:15PM
  • robertthebard
    robertthebard
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    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! 😆

    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.
  • Everest_Lionheart
    Everest_Lionheart
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    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.

    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.
  • vilio11
    vilio11
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    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..."

    In other words he is saying that if you are grown a*s man you cant enjoy hardcore games.
  • henrycupcakerwb17_ESO
    Mortac wrote: »
    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!!

    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
    Edited by henrycupcakerwb17_ESO on May 17, 2020 6:49AM
  • vilio11
    vilio11
    ✭✭✭
    parpin wrote: »
    why not playing raids on hardest difficulty if you want challenge?
    you still do understand this is mmo right?

    If you have to wait until 'End Game' for a mmorpg to be fun, its a boring game.

    Edited by vilio11 on May 17, 2020 6:49AM
  • Dahveed
    Dahveed
    ✭✭✭✭✭

    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

    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...
    Edited by Dahveed on May 17, 2020 9:38AM
  • robertthebard
    robertthebard
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    vilio11 wrote: »

    In other words he is saying that if you are grown a*s man you cant enjoy hardcore games.

    Actually, no. Not even close, as you could see if you weren't just throwing some bait out. The post quoted in this post is quoting a post that opens with the line "that is where you should feel a sense of accomplishment". This jump from my stated "I don't take any pride in pushing the right set of buttons at the right time" to "can't enjoy hardcore games" is disingenuous at best, and outright trolling at worst.

    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'll do that, got both good surround and good headphones.
  • StormeReigns
    StormeReigns
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    ✭✭
    Dahveed wrote: »

    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...

    Really it isn't a what one game has done what before. What has worked for one, probably/plausibly might not work for another. But something to always look into. I would say looking into something like FFXI's Domain Invasions.

    https://youtu.be/GU83QFKgpbc

    That said, while I am for keeping Overland the same in all aspects, the idea of roaming threats / events has always been a fantastic idea.
    Not like dragons, but, like an infamous maomer pirate lays siege to skywatch or near by port towns/villages and other surroundings. Sure their underlings are easy to deal with, their lieutenants would be like base game final bosses and the captain should be like vet dlc dungeon final boss. Longer they are not dealt with, the more issues they cause, the faster they are snubbed the larger the next invasion.

    Across all key areas and zones, base and DLC. We are in the 2nd era, which is supposedly in heavy conflict from multiple sources. So naturally, something that should last between one to three hours.
    Edited by StormeReigns on May 17, 2020 2:50PM
  • Everest_Lionheart
    Everest_Lionheart
    ✭✭✭✭✭
    Dahveed wrote: »

    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...

    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.
  • Dahveed
    Dahveed
    ✭✭✭✭✭

    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.


    Sorry but those aren't even close IMO... Those enemies appear with a HUGE audio and visual warning, and then literally just stand there doing nothing. They aren't dangerous, since you can literally just stand there and stare at them while they are beside you, and they literally do nothing.

    I mean, they just stand there, forever, and don't move. I think they were maybe supposed to feel like this spontaneous threat, but like with the world bosses and dolmens, they might look cool but they are stationary and pose no threat. It just feels like it's all cosmetic and no substance.

    That's the biggest problem for me with ESO in general, and actually I'm kind of glad you brought up that example, because it rather perfectly represents what I think is wrong with the game and why I can't play it for more than twenty minutes or so at a time. It's all cosmetics and no substance, no spontaneous danger. Everything can either be crushed with ease, or just avoided by backing up a step.

    Even the world NPCs give you too much warning and have aggro radius too small to feel dangerous. You show up to a camp of marauding bandits, and you are like 9 feet away from them and they don't even look at you. You move an inch closer and they show their "threat" animation, so you just back up another inch and they're like, "oh, ok, nevermind then."

    The same is true with the example you give. Daedric minions of hellish death sent by Molag Bal himself to destroy you? "Yes master, we will murder the hero! Mwa ha ha! Just as soon as he approaches us. Oh no, he is more than 9 feet away! He has foiled our plans by walking briskly in the opposite direction! CURSES!"

    It makes the whole thing just end up looking and feeling silly to play. I'm always willing to take that extra step in the suspension of disbelief, but this game's overworld is just so poorly designed (from a gameplay perspective, I mean) that for me it feels impossible to immerse myself as I do in a game like Skyrim, for example.

    Hell, even Oblivion had random encounters with thieves that could destroy you if you're low enough level, and you couldn't just stroll away like it was nothing. He would actually chase you and it felt intense. I seriously don't understand how a 16 year old game could have more engaging gameplay than ESO...
  • Parasaurolophus
    Parasaurolophus
    ✭✭✭✭✭
    ✭✭
    Just give on sometimes adventure zones like old Сraglorn.
    PC/EU
  • vilio11
    vilio11
    ✭✭✭
    Just give on sometimes adventure zones like old Сraglorn.

    Which new zone should be like Сraglorn? Some island around Tamriel?
  • James-Wayne
    James-Wayne
    ✭✭✭✭✭
    Remove all your CP and try again.
    PERTH, AUSTRALIA | PC | NA | @Aussie-Elders

    TENTH ANNIVERSARY - Thanks for sticking with us for 10 years.
    James-Wayne you earned this badge 9:56AM on 4th of February 2024.
    529 people have also earned this badge.
  • wanders_the_swamps
    The solution is already in motion, like little droplets making up an ocean they are trickling down to consume all of tamriel, soon all buffs/ debuffs will be nerfed, races stripped off their identity (some already are done with), classes stripped off their strengths (some already are) , sets nerfed to nothing , all skills / sets across the board dealing same damage / healing / mitigation to meet the "standards", all ultimates nerfed soon for "standards", incap 70 ult? lol nbs enjoy it while it lasts.. and everything easy will not be anymore.
    Edited by wanders_the_swamps on May 26, 2020 6:20PM
  • max_only
    max_only
    ✭✭✭✭✭
    ✭✭✭✭✭
    Just give on sometimes adventure zones like old Сraglorn.

    Craglorn was a success, money well spent! No way they could go wrong with another craglorn.....................................
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • DreamsUnderStars
    DreamsUnderStars
    ✭✭✭✭✭
    Easy is subjective.
  • Jayroo
    Jayroo
    ✭✭✭✭
    I'm still hoping this problem is on their radar. If they made questing more challenging/rewarding it really would spark more interest in this game than just running trials and dungeons.
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