robertthebard wrote: »
So now we can just start making up definitions to terms when we need to bolster our arguments? RPG has never, and will never have anything to do with difficulty. If it did, Dark Souls et al wouldn't be anything special, right? It, and games like it, are special because of the difficulty, it's what makes them stand out from the pack.
Hahahahahaha, oh wait, you're serious? Care to guess what the net result of what I bolded from your post would be? Hint: "The game's too easy, we need to step up the difficulty to make it more engaging...". What you seem to be missing here is that we, by our very nature, will trivialize the content. We do that consciously, by gaining optimum gear, and passively, by learning mechanics and using them. At least, it's passive for me, but I've been playing these games for years, and for a lot of those years, I was doing progression raiding, which meant that I had to learn all the mechanics, and how to apply them, and when. So when I was on my first toon going to cap, I didn't marvel at all about how I didn't take damage when I got out of a red circle, because I wasn't in the red circle.
This system, or something similar, is in more than a few OW style MMOs. It's not in DDO, for example, because all the zones where you have to kill stuff are instanced. The quests and explorer zones have level ranges where you won't get any xp, or reduced xp, the higher level above the quest/zone you are. But, it was built that way from the ground up. Ironically, when swtor moved to a similar system, the argument was "but I should be able to go this zone and roflstomp everything"... The same argument was used in Assassin's Creed Odyssey, when they were just trying to keep the "challenge" and loot meaningful.
MartiniDaniels wrote: »
You are only partially right. Yes, we trivialize the content by getting better gear and more experience etc. But to get gear higher then expected for your current level, you need to go to the areas of higher difficulty. So that is how are they played, you explore the world to became more powerful, to get more tools to deal with linear parts of the story. That's why open world RPGs, particularly Bethesda ones became so popular. Because of engaging gameplay, because of meaningful progression, because you can roleplay your character not by imagining something in your mind, but by actual gameplay, which in most cases is equal to creating your own build and using it in combat. In ESO the only place where you can roleplay that way is Cyrodiil, Imperial City and to some extent BG. Though now after all nerfs / standardization this is rather problematic in PVP as well, because ZOS introduces new OP sets and nerfs old good sets and if you are not using latest meta, you in disadvantage.
In PVE there is no roleplay other then that you will imagine in your own head, because for overland builds are simply not needed and for group content you need fully min-maxed builds, this is simply required by raid leaders.
MartiniDaniels wrote: »^ As was discussed, there is very easy solution - several levels of debuff applied to player in terms of damage done, healing done, damage received, etc. This is already implemented long time ago for PVP in form of Battle Spirit. Just create several level of difficulty presets and map last levels to performance achievable by top players. This is really easy to do, I'm sure, if ZOS could see how to monetize this without causing player's outrage they would do it within one update.
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?
MartiniDaniels wrote: »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 .
MartiniDaniels wrote: »Lol, man, chill. How I can avoid "educating you" if with all your forum experience in other MMORPGs, you didn't learned that accusations, personal attacks and phrases like "do me serious favor" will never get you anywhere in discussions. Like I said in your first clueless comment about this game, where you sent me to farm telvar in Cyrodiil... Next.
MartiniDaniels wrote: »4. unless you have really bad connection, I don't see why you don't want to do VMA. This is one of the most interesting and engaging experiences you may receive in this game.
Feeling when you complete it first time is just awesome
Kiralyn2000 wrote: »
It's one of the most interesting and engaging experiences YOU may receive. Not everyone enjoys the same stuff.
* I mean, trying different builds & skill mixes can be fun, too. But I don't take it to the "meta"/effective extreme. It's more of a "try an alt a different style" thing. Like in Diablo 2 - I never got a character up to Hell difficulty & "farmed endgame" for Perfect Loot. I kept making new alts and playing them through and into medium difficulty, trying different talent trees. Worst thing about Diablo 3 was the whole "infinite respec, always gain skills the same way"/"rush to endgame to farm things on Torment 23!". It took away the thing I enjoyed the most about D2, and focused entirely on endgame Perfect Loot farming.
MartiniDaniels wrote: »Robert,
I have no idea, why you care so much about my input.
To end this on friendly note, let me answer with meme
MartiniDaniels wrote: »3. trading guilds vs AH. As you stated yourself there is no problem to join guilds with moderate or zero fee. Of course their traders are mostly in backwater zones,
MartiniDaniels wrote: »4. unless you have really bad connection, I don't see why you don't want to do VMA. This is one of the most interesting and engaging experiences you may receive in this game.
Kiralyn2000 wrote: »It's one of the most interesting and engaging experiences YOU may receive. Not everyone enjoys the same stuff.
I'm glad that works for you. I don't really get that, which is probably part of why I tend to avoid "tough achievement"/"scaling the cliff"-style game experiences. When I finally beat that three-stage JRPG boss after several tries to find out the new complication in each stage? I don't get a "YEAH! Endorphin Rush! Woohoo!". I get a "thank god that's over, and I can get back to the game." .
robertthebard wrote: »actually started with a little pamphlet playing Dungeons and Dragons, no edition number, because there weren't any, yet. None of this has anything to do with difficulty.
Yesterday's leveling experience:
Run from point A to point B. Talk. Run from point A to point B. Talk. Run from point A to point B. Talk. Run from point A to point B. Talk.
Run from point A to point B. Fight a few things you kill in 3 seconds without barely taking any damage.
Run from point A to point B. Pick something up. Run from point A to point B. Pick something up. Run from point A to point B. Pick something up. Run from point A to point B. Talk. Run from point A to point B. Talk. Run from point A to point B. Talk.
Run from point A to point B. Fight a few things you kill in 3 seconds without barely taking any damage. Fight a boss that is killed in 8 seconds without barely taking any damage.
Run from point A to point B. Talk. Run from point A to point B. Talk. Run from point A to point B. Talk.
Run from point A to point B. Other players are around so most things are already dead. Try to get a hit in before things die. Get to boss, other players are already killing him. Get one light attack in to get tagged for the kill.
Run from point A to point B. Talk. Run from point A to point B. Pick something up. Run from point A to point B. Talk. Run from point A to point B. Talk.
.....
Good game.
As I was running through a crypt I was thinking how nice the graphics were (even though the textures are so low-res) and what lovely atmosphere it creates, and that it's too bad the actual PVE gameplay completely sucks. I was thinking this game could've been so amazing if only combat was more engaging and if it felt like an effort to actually advance through places instead of mowing everything down like a train that never stops. Having to actually pick your primary targets, having to heal through things, and having to asses a room before you enter it. Perhaps even sneak-attacking and CC'ing stuff could be a thing.
But nope, just mindlessly run through things without any thought or effort, hit them a few times while trying to pull as many mobs as you can seems to be what some consider good gameplay. What a waste of such a beautifully created game world.
And yes, I'm still talking about overland, delves, public dungeons and general questing. Dungeons and raids are not part of the topic.
I don't know if they have changed things, since I last levelled a character from scratch (with no CP, or crafted gear), nearly 3 years ago, or whether it is just a sad indictment of Warden, or bow, or both(?), but that was not my experience, back then.
No, regular mobs weren't quite as hard as they had been, when I first levelled a Sorc at launch, but they weren't 3 sec kills, that couldn't damage me at all and the bosses in delves could take a while to kill at low level, damage me quite badly and even kill me, occasionally, if I didn't take care.
Yesterday's leveling experience:
Run from point A to point B. Talk. Run from point A to point B. Talk. Run from point A to point B. Talk. Run from point A to point B. Talk.
Run from point A to point B. Fight a few things you kill in 3 seconds without barely taking any damage.
Run from point A to point B. Pick something up. Run from point A to point B. Pick something up. Run from point A to point B. Pick something up. Run from point A to point B. Talk. Run from point A to point B. Talk. Run from point A to point B. Talk.
Run from point A to point B. Fight a few things you kill in 3 seconds without barely taking any damage. Fight a boss that is killed in 8 seconds without barely taking any damage.
Run from point A to point B. Talk. Run from point A to point B. Talk. Run from point A to point B. Talk.
Run from point A to point B. Other players are around so most things are already dead. Try to get a hit in before things die. Get to boss, other players are already killing him. Get one light attack in to get tagged for the kill.
Run from point A to point B. Talk. Run from point A to point B. Pick something up. Run from point A to point B. Talk. Run from point A to point B. Talk.
.....
Good game.
As I was running through a crypt I was thinking how nice the graphics were (even though the textures are so low-res) and what lovely atmosphere it creates, and that it's too bad the actual PVE gameplay completely sucks. I was thinking this game could've been so amazing if only combat was more engaging and if it felt like an effort to actually advance through places instead of mowing everything down like a train that never stops. Having to actually pick your primary targets, having to heal through things, and having to asses a room before you enter it. Perhaps even sneak-attacking and CC'ing stuff could be a thing.
But nope, just mindlessly run through things without any thought or effort, hit them a few times while trying to pull as many mobs as you can seems to be what some consider good gameplay. What a waste of such a beautifully created game world.
And yes, I'm still talking about overland, delves, public dungeons and general questing. Dungeons and raids are not part of the topic.
eh. this topic amuses me.
The Overworld is fine just the way it is, in my opinion. The stories and characters are fun to experience, the combat is good for that sort of experience.
But if people want to be sweaty about solo content, instead of grouping up and running the actual difficult content in the game that was designed for people like them, who are we to stop em?
ZOS should make an optional World difficulty level that bumps every mob up a few pegs. Normal Mobs become Elites, Elites become Dungeon Bosses, Dungeon, Delve, and Quest Bosses become World Bosses. Apply this to every NPC in the game (even Justice NPCs). So..Elite Mudcrabs. Every Minotaur on the Gold Coast is now a dungeon boss. That Alliance Zone Story Quest Boss is now World Boss level. and so on.
It's a simple way to go about adding difficulty, and it's optional so the 2% of the population who wants sweaty overland content can have it, and everyone else can just keep on playing the way they always have been.
Why limit options when they can be provided relatively simply?
MartiniDaniels wrote: »
You have purple weapons from level up rewards. Also improving to purple requires like zero effort and laughable amount of gold. Also only gold weapons and gold jewelry have some notable advantage, other pieces don't have critical difference, especially between blue and purple.
Rave the Histborn wrote: »
Only if you've got lots of playtime in the game. No one just starting the game is going to upgrade their gear to purple and it's only laughable to you because youve got tons of gold. Beginning players aren't going to be upgrading like that
Show me your flawless conquerer title
Show me your emporer title
Show me your divayth fir co-adjitator title
Show me your dro’mathra destroyer title
Show me your immortal redeemer title
Show me your godslayer title
Show me a video where you’ve solo’d a southern elsewyr dragon
Then do it On console
Until then, the “game” is not easy
/thread
Dungeons and raids are not part of the topic.
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?
This is the first forum I have used that functions this way with Quotes/reporting, heck even page layout. This is similar to some tech forums I have used and some community "ask your questions here" sort of things. I found this forum to feel "old" even though it's new to me. Cumbersome is the word I think....
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!!