robertthebard wrote: »
That's what the entry level dungeons are for. Unfortunately, if you're not board certified, you're not welcome, mostly. I don't have to worry about it, I'm geared enough, and good enough at my class to be safe from vote kicks. But entry level dungeons are where we're supposed to be picking up the nuances of group play. If we sub them out with delves, it won't be long before they suffer from the same issues. Now they'd be easy to instance, DDO has had that since they made it, all quest areas and explorers are instanced. The explorers have a level range, where if you're above it you don't get any xp, and if you're too low you can't enter, unless you're in a group, but the quests have difficulty settings. Casual, Normal, Hard, Elite, and for most quests now, Reaper 1-10, a direct result of "the game's too easy" on the Reaper settings.
Of course, after years of lobbying for that harder setting, once they got it, it took less than two weeks for the same people to be complaining that it was "stupid hard", and needed to be nerfed. I got banned from the forums, I was laughing so hard at them, because all through the process of convincing the devs we needed that extra difficulty, I predicted that a call for nerfs would be forthcoming. Apparently someone got mad and reported me for it... Their standard battle cry when people they considered noobs was "play a lower difficulty". They got irate when that got turned on them. I'd just as soon not see ZoS waste the dev time on it here. After all, the same people complaining about how easy the overland is are the same people that are complaining if someone in their party isn't living up to standards a third party website set for grouping. Evidently, the challenging content, meaning the content that's supposed to have this group synergy running, is working just fine. How are they going to handle it when they're the ones underperforming?
MartiniDaniels wrote: »Ok, I got it, ESO should be balanced for the people who can't see difference between 10 and 100 (though I bet if you'll propose them to take 10 or 100 USD they'll realize difference in few milliseconds and 99.9% of them will "equip" 100).
Everest_Lionheart wrote: »
Good points. I guess what I am looking for is more of a medium-hard tier one there. Overland and delves are very basic. The next step up is group dungeons and that even with a few CP under your belt is easy enough to solo. The next step after that is regular dungeons and it’s a big step. The rest of the progession makes sense after that, Regular DLC, vet dungeons, vet DLC, trials and finally vet trials Though some DLC regular flips with vanilla vet dungeons in terms of difficulty for progression sake that is still logical as you progress through harder content.
I’m not sure where MA and vMA fit in, just reading guides on them and preparing to start.
Anyway I see quite a large gap between public dungeons and normal dungeons in my own personal experience. Of course it geared to group content but most regular content can be done solo or is a group of 2 if you wish. A bridge between those 2 levels of the game would be nice. Maybe that’s where PvP slots in? I don’t PvP often and when I do it’s Non CP BG PvP.
So harder delves or at least the option for harder delves makes sense to me. But until something comes along I’ll take the distractions and side quests that come because I do play this game mainly for the quests to begin with.
The answer is simply: most people paying for the game, only play for the stories.<snippage> "I don't want to play this game like a job, I just want to jump in and relax."
When most of your player base only play for the stories, why raise the difficulty? Why waste the effort in putting individual difficulty increases in place, when most people either don't want, or don't care about challenge? This is probably Zenimax's line of thinking.
It is unfortunate, because for a large portion of those who take the game more seriously
MartiniDaniels wrote: »
So you deny us (those who are bored by overland since One Tamriel) OPTIONAL mode/slider so we can quest/explore game without falling asleep, and then call us selfish? Speaking of this forum there is nobody even close in selfishness as casuals are. Casuals want to delete PVP, to delete animation cancelling, to delete trading guilds, to delete veteran content higher rewards - i.e. remove all that which makes this game worth playing for many of us and after that we are called toxic, demeaning and selfish? This is just hilarious.
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.
MartiniDaniels wrote: »
So you deny us (those who are bored by overland since One Tamriel) OPTIONAL mode/slider so we can quest/explore game without falling asleep, and then call us selfish? Speaking of this forum there is nobody even close in selfishness as casuals are. Casuals want to delete PVP, to delete animation cancelling, to delete trading guilds, to delete veteran content higher rewards - i.e. remove all that which makes this game worth playing for many of us and after that we are called toxic, demeaning and selfish? This is just hilarious.
Skykaiser_Ọlọrun wrote: »
You're not seeing them because they don't exist. For whatever reason, people just want to argue a point that nobody was trying to make. Like you said, all anyone's asking for is the option for harder overland content. Nobody is suggesting that everyone be forcibly thrown into Veteran-tier difficultly at level 1.
Most of the numbers do not make any sense to a new player - sure they can see that one number is higher than another, but without a reference these values mean like nothing to them. Especially because with any level their resources decrease and don't increase - due to scaling, clear, we know that, but a newbie doesn't - that is all pretty confusing for a newbie. He might even experience that he isn't progressing but getting weaker with every new level - because he might not min/max bur distribute his attribute points rather equally. The result of it is that every level makes him weaker and he struggles more and more.
No one is denying anyone a slider.
People are answering the OP, which does not request one.
...and as for stuff that should never have existed, like AC, people (not just "casuals") should have stood up against that being lazily "embraced", at the time.
MartiniDaniels wrote: »
I saw a lot of such threads, some were about optional changes and some about overall changes, but counter-arguments are always the same:
- devs shouldn't waste resources on this
- if you wanna difficulty go to latest trial on vetHM with pugs and don't return without trifecta
- i don't have problems, but I saw people dying
- you don't need gameplay to enjoy story
- I just wanna grab my skyshards ASAP, i don't want hard mobs on the way
- remove your armor and CP
For me it looks like many want overland to remain "casual paradise", i.e. place where no kind of challenge exist by default and shouldn't be available to anybody, because... I know why, but I won't tell because of forum rules.
"A lot of such threads" are not this thread.
Here, people are (mostly) responding directly to the original post.
The OP is specifically requesting a blanket change, for everyone, based on him completing content with his friend.
He doesn't mention sliders, or options, at all.
Why would you not know how the "forum works, anymore"?
It works like every other forum does, doesn't it?
Did they change it from how it worked, originally?
Even then, it works like pretty much every other forum.
So, if you used to know how to quote on a forum, as you used to use it correctly, how come you can't now?
Unless that wasn't you?
MartiniDaniels wrote: »
I'm wondering how WoW managed to become most popular game in the world in it's best years when few mobs were enough to kill any player until he reaches cap and gets top gear. WoW was called most casual-friendly game... but in comparison to ESO, even modern non-classic WoW is much harder then ESO overland.
Wow wtf. I just had a friendly banter with this person and I didn't know how you could tag someone without implementing the whole series of long quotes.
Get that interrogation lamp out of my face XD
MartiniDaniels wrote: »Overall, One Tamriel destroyed core essence of open-world RPG. In open world RPG you can dynamically "select" difficulty without any sliders, by simply going to harder areas of enemies of higher level when you want challenge and by freely walking in areas with weaker enemies when you just want to relax and feel that you are progressing.
I didn't played Oblivion, but I heard it had awful auto-leveling and so Bethesda managed to nail it in Skyrim, by making some enemies auto-level, some fixed on low levels and some fixed on high levels. Idk why ZOS didn't used that model and instead just applied stats buffs to low level characters, while main contributor to efficiency is equipment... and so if somebody runs group dungeons from level 10 (or crafts his own gear or grinds dolmens/public dungeons) and gets good gear from them, he is simply over-powered when fresh gear is combined with low level buffs.. and if you don't update your gear, you become weaker as level up.
This system is absolutely flawed and screwed and should be changed if ZOS wants overland to be interesting and engaging for all kinds of players.
Most of the numbers do not make any sense to a new player - sure they can see that one number is higher than another, but without a reference these values mean like nothing to them. Especially because with any level their resources decrease and don't increase - due to scaling, clear, we know that, but a newbie doesn't - that is all pretty confusing for a newbie. He might even experience that he isn't progressing but getting weaker with every new level - because he might not min/max bur distribute his attribute points rather equally. The result of it is that every level makes him weaker and he struggles more and more.
newtinmpls wrote: »I remember when dolmens were de facto zone and community events. I would like to see that again.
I would like to see more World Bosses that are harder than Bittergreen.
The One Tamriel scaling that they use is mind boggling, and must confuse the heck out of new players. This is a game where, as you level up, base stats actually go down.
I can remember, prior to One Tamriel, I had an upper mid-level (~40) pet sorc that could solo world bosses up to, and including, Coldharbour. It was easy. After One Tamriel, much harder, in comparison. A lot of factors went into the difference, but the bottom line is that the game was harder. Doing enough DPS to kill bosses was actually easier back then, relative to today.
Dolmens do need to be more challenging. I don't think it would hurt. Molag Bal's minions must wonder why he keeps sending them through the Alik'r anchors. Daedra can't die, but certainly they have figured out that 50 people standing around the dolmen will make their trip to Nirn rather brief. I know that ZOS has done some work here, as the boss now actually has to hit the ground before he instantly dies. Bot mitigation at least makes (some) players move, but if they are strong enough, they can survive until the healing comes. More work is needed, though. Dolmens are predictable and boring, which is the biggest thing they could change.
The hardest part in the life of a dolmen runner is what wayshrine to go to next if they are the first and cannot just follow the chevrons.
MartiniDaniels wrote: »Overall, One Tamriel destroyed core essence of open-world RPG. In open world RPG you can dynamically "select" difficulty without any sliders, by simply going to harder areas of enemies of higher level when you want challenge and by freely walking in areas with weaker enemies when you just want to relax and feel that you are progressing.
I didn't played Oblivion, but I heard it had awful auto-leveling and so Bethesda managed to nail it in Skyrim, by making some enemies auto-level, some fixed on low levels and some fixed on high levels. Idk why ZOS didn't used that model and instead just applied stats buffs to low level characters, while main contributor to efficiency is equipment... and so if somebody runs group dungeons from level 10 (or crafts his own gear or grinds dolmens/public dungeons) and gets good gear from them, he is simply over-powered when fresh gear is combined with low level buffs.. and if you don't update your gear, you become weaker as level up.
This system is absolutely flawed and screwed and should be changed if ZOS wants overland to be interesting and engaging for all kinds of players.
The scaling of players is intended to make it possible that players with vastly different levels can still play together. Before One Tamriel one of the problems was, that if one wanted to play together with someone else, one had to be in about the same level range or create a new character and level it to be about equal to your friend. But this again put stress on both friends to stay in the same level range to be further able to play together.
One Tamriel scaling removed the issue by giving lower level characters more resources and allows players of very different levels to play together - of course then the content is too easy, because overland content isn't made to be played by 2 skilled players - but it is quite good for 2 average newbies wanting to play together - and so this scaling gives "Tamriel with a friend" to everybody - even those with high ping or no experience or just not wanting to be very proficient in combat - there are plenty out there who do not want to learn game mechanics, but still want to have fun in ESO - and for them it is just good as it is.
in the end ESO is a bit like witcher 3 in story mode only - you can do pretty much all without having to care much about how you do it. ESO is an RPG theme park, it is for everyone without the need to be proficient during level 1 to 50. Who wants more can then try endgame content - but to be honest, for a lot of people "endgame" is the end of the game and not something they would want to achieve, because then they would have to play with the toxic group, which is looking down on them - reaching 50 is kind of the end of the game for them and has to be avoided - by concentrating on other stuff like housing and making a bunch of characters - just to never reach 50.
One thing to keep in mind is to have an easy game probably requires you be successful at the RNG game within a game.
My biggest question is what's are so many advance players doing hanging out in overland zones? Like so much of current content, I've seen it and it was fun but I'm not all that interested in seeing it again. I do concede that overland content is easier for experienced players with gear but its also nothing new or interesting I hadn't see before. When new content drops I've just accepted I'm really there to see a new area. Everything attached to it is something I've already experience many times before so eh. The visual is the only selling point at this time until they find a way to make the actual play in the game play new and interesting. Which I've all but given up hope for. Probably explains why I might show up for events and new content drops but otherwise you're not giving me anything worth the time simply because I've been doing the exact same thing for years now. Just to take the example of dragons again. Hard content that you need lots of people for and after a bit they might as well be an out of the way world boss in the old zones at some times.
My biggest question is what's are so many advance players doing hanging out in overland zones? Like so much of current content, I've seen it and it was fun but I'm not all that interested in seeing it again.