NOTE: The goal of this post is
Not to enforce a veteran overland and/or Group Mandatory for Story - but to find a middle ground between the easy and endgame for content like Story bosses in order to make them challenging because they are currently a lackluster anti-climatic experiences when we know that ZOS can make better designed Solo content.
Listen to each other to understand both sides of the conversation.
POST
The truth is that, in its current state, the solo and group experiences in Elder Scrolls Online might as well be two different games and this has resulted in a split of the PvE player base.
I understand that ZOS wants players who are interested in the latest expansion to be able to play that. If people see advertisements for Dragons then they’re going to want to be able to fight dragons.
They do not want players to feel gated to those experiences so they have made it a goal to make the story content as accessible as possible.
The problem is that the main story antagonist becomes boringly easy as consequence of this design choice which can make for a lackluster experience.
That’s why there have been a dozen threads from Vets asking that Overland and Story content have hard modes, just as group content does.
(
EDIT: I am not necessarily saying that is the solution; the point is that overland and questing should to some extent better prepare players for harder content. Through more challenging Story bosses, as well as introducing more varied mechanics for harder enemies and larger mobs.
Because right now we are in a situation where players are asking for easier Dungeons & End game because they weren't ready for how difficult those activities would be.)
This is why there are already people who have stated they’re not invested in Greymoor because they know the main boss is going to be easy and therefore not worth playing. You can't take the next threat to Tamriel seriously if there is no meaningful challenge, in the slightest, to defeat them.
EDIT: videos of main antagonists in box
But they are told that if they want a challenge then they should just play public dungeons, group dungeons, trials, etc.
Here’s the thing though;
it’s Not that players just want a challenge.
Players want their efforts to feel necessary as well as their rewards & praise to feel earned.
When you make the final antagonist too accessible or easy it removes the tension of the challenge and thus removes any feeling of accomplishment when beating it.
This consequently leaves many players considering the final boss to be a joke that can’t be taken seriously. Which makes the experience not memorable, let alone worth a title.
Making the Main Antagonist easy to beat breaks immersion and hurts the overall story
The Ending experience of a Story matters.
I remember when I beat Molag Bal because of the journey it took from me to get there, the characters I met, as well as how difficult it was to beat him at the time (before One Tamriel) sure I am more experienced now but that does not mean that One Tamriel doesn't need balancing.
EDIT #2:
it's also pure immersion. When you have a great quest chain that leads up to an epic fight with a legendary enemy, you don't want him to die before he even has a chance to show of his abilities. That's just bad game design and is destroying the immersion instead of improving it.
Doing the story as End-game players can simply be too easy to be fun.
So when we want a challenge but are told by the devs to go play the other content, or by the community to just unequip their gear and turn off CP - what we hear is that the Main Story of the Year is not for us but for New Players. All the story content is the same difficulty, everyone is a winner for just playing and so no one actually feels like they are winning.
ZOS wants us to enjoy the new story, but then they don’t account for variables that could make the story fun for many of the long term players.
Then there are the Dungeons & Trials which actually increase in difficulty as you continue to complete them, these actually make the players feel like they accomplish something because they are increasingly difficult.
Fungal Grotto is clearly not the same difficulty as Direfrost Keep nor is Direfrost as difficult as many of the DLC dungeons like Scalecaller or Moon Hunter Keep.
ZOS tries to give more to Vets by making the DLC dungeons more relevant to the main story but those dungeons are not needed to understand what is going on at all. However, the skill gap is very prevalent as new or inexperienced players who have been heroes of Tamriel are put into a dungeon they suddenly find themselves actually having difficulty but that is more to do with the fact that the game doesn't bridge the gap between low and top tier difficulties.
This could be potentially addressed if ZOS took their dungeons philosophy (i.e. introduce new mechanics over the course of the dungeon to prepare players for the final boss) and applied it the Main Story as well as some of the overland content.
Essentially ZOS has separated the PvE community between Solo & Group with no middle ground or guide. What about Maelstrom Arena - why can't there be a middle ground between Maelstrom difficulty and Overland difficulty?
Where is the middle ground? Why should all Solo content be as accessible and easy as possible? Why shouldn’t more skill or help from other players be needed to complete the Main Story?
EDIT #3: what the developers had to say
From Reddit about 1 year ago
Link:
https://www.reddit.com/r/elderscrollsonline/comments/bwdb0r/comment/epwrb9x
Text of answer
ZOS_MattF
Hello! We have no plans on implementing spears, but we have talked off and on about cool ways to do the one hand magic/one hand weapon thing. That's not on our roadmap anywhere, but we have been brainstorming.
There are so many cool things we could do! Seriously, we love these ideas too, but it all comes down to a matter of time and priorities.
EDIT: to respond to your edit. Yes, we've talked about this, in fact we tried to get that into the game as part of One Tamriel, but we just couldn't get it done. So we have ideas on how to have difficulty settings for overland content, but it's not currently planned. It's a great idea.
FINAL EDIT
After review of the discussion I had this idea
let's say ZOS makes a Veteran Instance of Tamriel
This veteran instance takes some cues from Craglorn, taking aspects of Adventure Zones and applying it to the existing zones.
Meaning;
- More enemies in a mob
- Enemies have more health & deal more damage
- Enemies have more mechanics/tactics/abilities
- Veteran Delve Bosses
- Veteran World Bosses that scale up to more players than in Normal
- Veteran Dolmens that scale up to more players than in Normal
- Veteran Story Bosses are harder (more health & damage dealt, more mechanics + a HM)
Player of any level can enter this instance but are warned the content is harder and
might need friends to help complete content.
So if a new/casual player feels that the current content is too easy and/or want to try out a zone with more challenge well they can switch over to Veteran to try it out.
Solo & Group are still valid play styles.
a question is rewards
People have brought up that a possible problem is people using Vet mode for farming gear more efficiently.
In my opinion the current gear reward system is in a good spot and if the goal is challenge, then increased monetary reward should not the priority.
Also long time players who have already completed the zones & quests have no reason to return so, besides gear, what would make players interested in going back with their existing characters? Add things that allows players to show off their achievements
Just like Veteran Dungeons & Trials - Add Achievements & Cosmetics that can be obtained through gameplay.
The reason for this is so then if their goal is to farm gear then it doesn't matter which one they play in. If they want a faster gear grind then Normal would be more efficient and thus this doesn't split the players as much as if Vet Zones offered more gear rewards.
Make a list of achievements for each Boss & group content of each zone.
- Beat all Vet Delves
- Beat the Vet Public Dungeon
- Beat all Vet World Bosses
- Beat all Vet Dolmens (or beat them X number of times)
- Beat the Vet Story Boss
Add achievements for the Story Boss to make players want to go back and repeat the fight
- Speed run
- No Death
- Hard Mode
Something like we see in dungeons
Image Example of achievement challenges for the Fang Lair Dungeon
NOTE: The Story Boss encounters in Vet mode would have to be re-done to some extent to introduce new mechanics & challenges.
What kind of cosmetics? Like Dungeons & Trials
- Titles
- Colors
- Head items (hat, hair, facial hair, face markings, adornments, etc)
- Skins
- Costumes
- Collectibles
- Pets
- Personalities
- Mounts
- House