Nemesis7884 wrote: »people always confuse scaling and difficulty - these are independent of one another
Everything always being around your level does not equal some mobs being way, way higher. Of course difficulty and scaling are related.
Btw reading this thread, I really don't understand this mentality "I want to go anywhere on level 1". I've been playing single-player RPGs since the 1990s and I have never heard this argument before.
The whole POINT of playing an RPG is to level up your character so you can progress in the game. That was always the core feature. We've never thought of the difficult areas as "gated" or "railroaded" or whatever the lingo is. They were simply areas you only get to when you get stronger. Everybody accepted the fact that no, you can't go straight to the final boss room from the starting point on level 1. That was normal. Not anymore, apparently.
i am fine with that as long as they don't demand as well better rewards - i just don't believe them if they want better rewards as well.
Why can't the base reward be blue or purple, as opposed to green? *points at vet vs normal dungeons*
Getting a 'Perfected Mother's Sorrow Staff' vs a normal one is crazy though. There's already too many item sets.
because then it is about better and easier farming and not about fighting boredom.
Easier farming would be flipping it to normal rather than vet, would it not? Trials / Perfected gear excluded, there's a reason everyone farms the normal dungeons when after a certain set piece. Then you get harder vet content with better tier (decon) rewards. It'd be entirely 100% consistent with the rest of the game design. Besides - it's primarily for questing purposes that people want harder overworld - farming and questing don't really go together.
i would believe it if you would take the higher difficulty without any better rewards whatsoever - but you just don't want that, so i don't believe these people.
i am fine with that as long as they don't demand as well better rewards - i just don't believe them if they want better rewards as well.
Why can't the base reward be blue or purple, as opposed to green? *points at vet vs normal dungeons*
Getting a 'Perfected Mother's Sorrow Staff' vs a normal one is crazy though. There's already too many item sets.
because then it is about better and easier farming and not about fighting boredom.
Easier farming would be flipping it to normal rather than vet, would it not? Trials / Perfected gear excluded, there's a reason everyone farms the normal dungeons when after a certain set piece. Then you get harder vet content with better tier (decon) rewards. It'd be entirely 100% consistent with the rest of the game design. Besides - it's primarily for questing purposes that people want harder overworld - farming and questing don't really go together.
i would believe it if you would take the higher difficulty without any better rewards whatsoever - but you just don't want that, so i don't believe these people.
I would. Could care less about rewards. Just give me my enemies stronger than newborn puppies so I won't feel strange when all those NPCs call me "hero". And won't laugh at all those guards so pathetic they can't take those puppets out lol
i am fine with that as long as they don't demand as well better rewards - i just don't believe them if they want better rewards as well.
Why can't the base reward be blue or purple, as opposed to green? *points at vet vs normal dungeons*
Getting a 'Perfected Mother's Sorrow Staff' vs a normal one is crazy though. There's already too many item sets.
because then it is about better and easier farming and not about fighting boredom.
Easier farming would be flipping it to normal rather than vet, would it not? Trials / Perfected gear excluded, there's a reason everyone farms the normal dungeons when after a certain set piece. Then you get harder vet content with better tier (decon) rewards. It'd be entirely 100% consistent with the rest of the game design. Besides - it's primarily for questing purposes that people want harder overworld - farming and questing don't really go together.
i would believe it if you would take the higher difficulty without any better rewards whatsoever - but you just don't want that, so i don't believe these people.
I fully agree with you. When I started play ESO, 5 years ago, world was not scalled. Everyone had to browse starting locations (for DC players respectively Stros M'Kai, Betnikh and Glenumbra) following Storyline until lev 15, then went to Stormhaven scalled for levels 16-23 (afair). Higher zones were very challenging - I remember how hard was travel from Evermore WS to Shrine of Hircine where my guildmate was waiting to offer me a bite - I got killed 3 or 4 times by wolves (having rather weak stuff on my lvl 12-16 alt -do not remember correctly). Craglorn was really a Hellgate for VR 2-4 single player. You really had a respect to game content, where common Velves were stronger than nowadays Bosses in Public Dungeons. And they waited in packs of 8, not 3-4 like now.How are people ok with this? I don't mean to bash or criticize anyone for liking a certain style of a game, I'm just curious - what is your drive to play this game? In all the dozens of RPGs I've ever played the point was to struggle and master all the skills and tools the game was offering in order to be able to take on harder and harder enemies. What's the main drive in ESO - just to travel around the world, sightseeing and absorb the lore? Don't get me wrong, the world is jaw droppingly phenomenal and the lore is absolutely amazing but is that really enough for you? You don't require any challenge in your RPG?
Sorry for the wall of text but this game gave me such mixed feelings I had to get it off my chest. It's also meant to be a feedback for the devs so they can see there's at least some proportion - admittedly a minority one - of TES fans who prefer challenge to "go anywhere on level 1".
i am fine with that as long as they don't demand as well better rewards - i just don't believe them if they want better rewards as well.
Why can't the base reward be blue or purple, as opposed to green? *points at vet vs normal dungeons*
Getting a 'Perfected Mother's Sorrow Staff' vs a normal one is crazy though. There's already too many item sets.
because then it is about better and easier farming and not about fighting boredom.
Easier farming would be flipping it to normal rather than vet, would it not? Trials / Perfected gear excluded, there's a reason everyone farms the normal dungeons when after a certain set piece. Then you get harder vet content with better tier (decon) rewards. It'd be entirely 100% consistent with the rest of the game design. Besides - it's primarily for questing purposes that people want harder overworld - farming and questing don't really go together.
i would believe it if you would take the higher difficulty without any better rewards whatsoever - but you just don't want that, so i don't believe these people.
I'll give you a thousand embroidery and thousand elegant lining to make up the difference should ZOS ever implement it if you want.
and yes the game is a lot easier than it was - but there are as well millions more playing than ever before - and that has a reason.
and yes the game is a lot easier than it was - but there are as well millions more playing than ever before - and that has a reason.
And that reason is not necessarily that the game is easier. There have been a plethora of changes since launch, even back during 1T, that could have been and likely were factors in ESO's rise in popularity, so you can't really just say "look, so many people are playing now compared to 4 years ago when the game was harder, it must be because of how easy the game is!"
1T's main goal wasn't to make overland easier, but to make overland more accessible for everybody, by removing leveled zones and alliance restrictions. That was probably the biggest contributing factor in the rise in popularity when 1T dropped, due to the inaccessibility being a problem for a lot of players, not the byproduct of having overland be easier.
Vvardenfell was and still is considered to be a bit harder on newer players than base game zones, and yet we still saw numbers rise during Morrowind's release, clearly not because of the ease of overland, but because Morrowind played on people's nostalgia to bring in old fans.
Summerset got a bit harder on newer players again, and yet we still saw numbers rise even further during Summerset's release, again not because of the ease of overland, but because of the fact that it's something that hasn't been touched on much, if at all, and it piqued people's curiosity.
Not sure how newer players feel about Elsweyr's overall difficulty, but Elsweyr saw the introduction of actually challenging group-oriented world events, and yet again we saw numbers rise well beyond what we saw during even Summerset, so much so that the servers started to choke. Again, not because of the ease of overland, but because of the fact that it's something that has long been requested by fans, and we finally got to see it.
And here we are with Greymoor, where populations spiked well beyond what even the servers could handle, causing the game to literally be unplayable for many people during the first week or two, not because of the ease of overland, but because of the Skyrim hype.
All the while, ESO has continued to ramp up its marketing, making it so more and more people are hearing about it and getting interested, despite having never played an MMO before. On top of Zenimax continuing to add more and more TES-esque features that the community continue to ask for.
You can't just say it's because of how easy the game is, when so much else was done to it since launch, even back during 1T.
This situation has ofc own disadvantages - you may find several posts here at forums: "ESO is too easy".
I have no idea, if there's possible solution to scale MMO game to meet each player needs like at Witcher's world (easy/advanced/experienced/almost_impossible) with single click...
like I go into a public dungeon in elsweyr with a lower level character and get the damage dealer achievement hardly having poked a few enemies with my staff - that felt weird
and just a few moment later i found myself outnumbered by about 10 enemies and died twice to them. so from my point of view it is not too easy.
like I go into a public dungeon in elsweyr with a lower level character and get the damage dealer achievement hardly having poked a few enemies with my staff - that felt weird
I think this is a leftover from when they changed stat ranges back during the initial introduction of the CP system (I think it was then?), where stats were literally 10x smaller than they are now. They probably forget to update it.and just a few moment later i found myself outnumbered by about 10 enemies and died twice to them. so from my point of view it is not too easy.
See, IMO, that's still too easy. You shouldn't be fighting that heavily outnumbered unless the mobs are literally harmless, or you're playing a full turtle build that holds block and deals a tiny amount of damage to just whittle mobs down slowly. If you pull 10 mobs, you should die, way more than a few times.
This is more getting into how I feel that overland is too forgiving to newer players (which is an entirely different discussion), but yeah. A few mobs? Sure, if you know what you're doing and are actively dodging, blocking and healing, you should be able to deal with them. 10? Nope, you absolutely should be dying, over and over.
some things are weird I give you that - like I go into a public dungeon in elsweyr with a lower level character and get the damage dealer achievement hardly having poked a few enemies with my staff - that felt weird. and just a few moment later i found myself outnumbered by about 10 enemies and died twice to them. so from my point of view it is not too easy.
Ghanima_Atreides wrote: »
some things are weird I give you that - like I go into a public dungeon in elsweyr with a lower level character and get the damage dealer achievement hardly having poked a few enemies with my staff - that felt weird. and just a few moment later i found myself outnumbered by about 10 enemies and died twice to them. so from my point of view it is not too easy.
I had a similar experience with the group event in Nchuthnkarst (Blackreach public dungeon). My character was around level 20, and has died doing that twice now (with the help of another person, not solo). I also watched a CP810 die there. There's just so much AOE in an enclosed space, it's easy to become overwhelmed, especially as a squishy caster.
So yeah, there are unexpected difficulty spikes in regular content in the newer expansions. Just like the shock a new player will get when coming across an overland group boss for the first time, and going from no danger to potentially dying in a couple of hits. :')
This situation has ofc own disadvantages - you may find several posts here at forums: "ESO is too easy".
I have no idea, if there's possible solution to scale MMO game to meet each player needs like at Witcher's world (easy/advanced/experienced/almost_impossible) with single click...
If you can deal with the fact that people with varying difficulties are playing in the same world, can interact with each other, and so can influence each other's fights (ie a player on a lower difficulty immediately kills a mob that a player on a higher difficulty has been fighting for a bit), the solution to this is to scale the player, not the mobs.
Zenimax could add a new debuff similar to PvP's Battle Spirit (they could even just copypaste Battle Spirit and change the name & ID), have it only apply in overland instances (including delves, public dungeons and quest instances) provided the player is not in a duel (already possibly, as Battle Spirit is applied in duels), and scale the player's damage done/received to effectively scale them up/down, based on a chosen difficulty setting.
Lowering the player's damage done is the same as raising mob health, and vice versa. Raising the player's damage received is the same as raising mob damage, vice versa. The math works out both ways, meaning fights end up lasting the same amount of time with the player receiving the same amount of damage, with both difficulty systems, provided the scaling is equal (reduction in damage done has to be the same %-wise as the increase in mob health, increase in damage received has to be the same %-wise as the increase in mob damage, I went over the math in this comment).
Best part, it's completely unique for each player, so each player can have their individual difficulty set their own way, and, beyond that playing-in-the-same-world, can-interact-with-each-other part I mentioned above, they won't influence each other. I can run around on a maxed out character with the difficulty jacked up, and fight the same mob that a new player is fighting, and I won't just immediately delete it.
Another maxed out character can still come by with the difficulty set to normal and delete the mob, but that's still better than it is now, where all maxed out characters, including your own, delete mobs. At least with this, you have the option to scale your own difficulty, rather than none at all.
and yes the game is a lot easier than it was - but there are as well millions more playing than ever before - and that has a reason.
like I go into a public dungeon in elsweyr with a lower level character and get the damage dealer achievement hardly having poked a few enemies with my staff - that felt weird
I think this is a leftover from when they changed stat ranges back during the initial introduction of the CP system (I think it was then?), where stats were literally 10x smaller than they are now. They probably forget to update it.and just a few moment later i found myself outnumbered by about 10 enemies and died twice to them. so from my point of view it is not too easy.
See, IMO, that's still too easy. You shouldn't be fighting that heavily outnumbered unless the mobs are literally harmless, or you're playing a full turtle build that holds block and deals a tiny amount of damage to just whittle mobs down slowly. If you pull 10 mobs, you should die, way more than a few times.
This is more getting into how I feel that overland is too forgiving to newer players (which is an entirely different discussion), but yeah. A few mobs? Sure, if you know what you're doing and are actively dodging, blocking and healing, you should be able to deal with them. 10? Nope, you absolutely should be dying, over and over.
this was actually the first time i was alone in a public dungeon - i had no clue how many enemies there actually are if no one else is around - with lots of people in a public dungeon it appears absolutely doable - but alone, that was really tough.
Nemesis7884 wrote: »scaling is good because it allows you to do all the content with everyone all the time.
You can argue about difficulty in overland content as many here do (when the game originally launched it was much harder)... but thete are modes for challenges such as various veteran arenas, dungeons and trials that are MUCH harder...
True. I remember leveling a new character before everything was scaled. You quickly out leveled a zone making it not only super easy compared to today, but also it became pointless as rewards were scaled to low and XP was to small. To get any sort of challenge I would jump ahead so I was 10 levels below the zones level and just did the main stories so I would not catch up. However, I recall the main story of the game was level gated. I would run out of content and have to grind XP so I could finish the main story quest.
!T was a big improvement as you point out. Nothing becomes irrelevant like before.
This situation has ofc own disadvantages - you may find several posts here at forums: "ESO is too easy".
I have no idea, if there's possible solution to scale MMO game to meet each player needs like at Witcher's world (easy/advanced/experienced/almost_impossible) with single click...
If you can deal with the fact that people with varying difficulties are playing in the same world, can interact with each other, and so can influence each other's fights (ie a player on a lower difficulty immediately kills a mob that a player on a higher difficulty has been fighting for a bit), the solution to this is to scale the player, not the mobs.
Zenimax could add a new debuff similar to PvP's Battle Spirit (they could even just copypaste Battle Spirit and change the name & ID), have it only apply in overland instances (including delves, public dungeons and quest instances) provided the player is not in a duel (already possibly, as Battle Spirit is applied in duels), and scale the player's damage done/received to effectively scale them up/down, based on a chosen difficulty setting.
Lowering the player's damage done is the same as raising mob health, and vice versa. Raising the player's damage received is the same as raising mob damage, vice versa. The math works out both ways, meaning fights end up lasting the same amount of time with the player receiving the same amount of damage, with both difficulty systems, provided the scaling is equal (reduction in damage done has to be the same %-wise as the increase in mob health, increase in damage received has to be the same %-wise as the increase in mob damage, I went over the math in this comment).
Best part, it's completely unique for each player, so each player can have their individual difficulty set their own way, and, beyond that playing-in-the-same-world, can-interact-with-each-other part I mentioned above, they won't influence each other. I can run around on a maxed out character with the difficulty jacked up, and fight the same mob that a new player is fighting, and I won't just immediately delete it.
Another maxed out character can still come by with the difficulty set to normal and delete the mob, but that's still better than it is now, where all maxed out characters, including your own, delete mobs. At least with this, you have the option to scale your own difficulty, rather than none at all.
Is this really difficulty though? Or is it just a time sink? Longer to kill =/= difficult.
and yes the game is a lot easier than it was - but there are as well millions more playing than ever before - and that has a reason.
And millions that's tried it and never coming back; I'm in a guild with several houndreds of players, all whom haven't been online for 50+ months. I'm only there for the private guild bank.
I honestly believe most people that's bought and tried ESO, through the years, have left with no intentions of coming back ; roughly 50% of the people on my friends list are people that's not been there for over 2 years.
The avarage ESO player 5 years ago is completely different to the one today. The playerbase has shifted ; thousands of hardcore gamers left, thousands of a "more casual nature" came.
And I would bet ESO has had more players leaving than staying ; millions of created accounts means nothing.
like I go into a public dungeon in elsweyr with a lower level character and get the damage dealer achievement hardly having poked a few enemies with my staff - that felt weird
I think this is a leftover from when they changed stat ranges back during the initial introduction of the CP system (I think it was then?), where stats were literally 10x smaller than they are now. They probably forget to update it.and just a few moment later i found myself outnumbered by about 10 enemies and died twice to them. so from my point of view it is not too easy.
See, IMO, that's still too easy. You shouldn't be fighting that heavily outnumbered unless the mobs are literally harmless, or you're playing a full turtle build that holds block and deals a tiny amount of damage to just whittle mobs down slowly. If you pull 10 mobs, you should die, way more than a few times.
This is more getting into how I feel that overland is too forgiving to newer players (which is an entirely different discussion), but yeah. A few mobs? Sure, if you know what you're doing and are actively dodging, blocking and healing, you should be able to deal with them. 10? Nope, you absolutely should be dying, over and over.
this was actually the first time i was alone in a public dungeon - i had no clue how many enemies there actually are if no one else is around - with lots of people in a public dungeon it appears absolutely doable - but alone, that was really tough.
I think I know the one you're talking about (Necropolis or whatever it's called, the group event in the middle of the pub dungeon), and I'll give you that, fighting that group event alone is hard because it just throws mobs at you, but IMO, you absolutely should be punished for trying to pull that many mobs at once, and you absolutely should die back-to-back.
The proper solution to that should be to try and kite the mobs, so that you're only directly fighting a few at a time, and deal with ranged ones first, all the while keeping a heal constantly going.
like I go into a public dungeon in elsweyr with a lower level character and get the damage dealer achievement hardly having poked a few enemies with my staff - that felt weird
I think this is a leftover from when they changed stat ranges back during the initial introduction of the CP system (I think it was then?), where stats were literally 10x smaller than they are now. They probably forget to update it.and just a few moment later i found myself outnumbered by about 10 enemies and died twice to them. so from my point of view it is not too easy.
See, IMO, that's still too easy. You shouldn't be fighting that heavily outnumbered unless the mobs are literally harmless, or you're playing a full turtle build that holds block and deals a tiny amount of damage to just whittle mobs down slowly. If you pull 10 mobs, you should die, way more than a few times.
This is more getting into how I feel that overland is too forgiving to newer players (which is an entirely different discussion), but yeah. A few mobs? Sure, if you know what you're doing and are actively dodging, blocking and healing, you should be able to deal with them. 10? Nope, you absolutely should be dying, over and over.
this was actually the first time i was alone in a public dungeon - i had no clue how many enemies there actually are if no one else is around - with lots of people in a public dungeon it appears absolutely doable - but alone, that was really tough.
I think I know the one you're talking about (Necropolis or whatever it's called, the group event in the middle of the pub dungeon), and I'll give you that, fighting that group event alone is hard because it just throws mobs at you, but IMO, you absolutely should be punished for trying to pull that many mobs at once, and you absolutely should die back-to-back.
The proper solution to that should be to try and kite the mobs, so that you're only directly fighting a few at a time, and deal with ranged ones first, all the while keeping a heal constantly going.
It was mainly not knowing what was coming at me - i'll be back though and try my luck a second time - as well when most likely no one else is around - i still haven't found the skyshard there.
ESO use to be harder for overland content. You would start as a newbie in your starter zone. When that entire zone (e.g. AD) was cleared you would become veteran player at lvl 50. You would go to the next zone to do veteran content (E;G. EP), if that zone was clear, you would move to the third zone (e.g. DC). This would be the hardest zone, and it was rather hard back in the days.
The problem with this was: you needed to follow a specific rotation of zones to level up.
At one point ZOS decided this was not the Elder Scrolls way, where you can go where you choose the minute you walk into the game. Also this made the game less interesting to play. You could not meet another EP character if you were AD, because of the levelling system.
Another part that made it harder was that there was no 'level up bonus' for low characters. Right now low characters have thier stats dramaticly increased. In fact your 'OP'-ness will drop significantly when you will enter the lvl 40-50 zone. Your character will feel weaker when you hit lvl 50, then at lvl 1. (edit: that will get better with more CP though).
So the bad came with the good. It is nice you can travel to anywhere and beat monsters from lvl 1. I accepted that overland content is not hard. You can do vet content dungeons, trials or PvP for a challenge.
This situation has ofc own disadvantages - you may find several posts here at forums: "ESO is too easy".
I have no idea, if there's possible solution to scale MMO game to meet each player needs like at Witcher's world (easy/advanced/experienced/almost_impossible) with single click...
If you can deal with the fact that people with varying difficulties are playing in the same world, can interact with each other, and so can influence each other's fights (ie a player on a lower difficulty immediately kills a mob that a player on a higher difficulty has been fighting for a bit), the solution to this is to scale the player, not the mobs.
Zenimax could add a new debuff similar to PvP's Battle Spirit (they could even just copypaste Battle Spirit and change the name & ID), have it only apply in overland instances (including delves, public dungeons and quest instances) provided the player is not in a duel (already possibly, as Battle Spirit is applied in duels), and scale the player's damage done/received to effectively scale them up/down, based on a chosen difficulty setting.
Lowering the player's damage done is the same as raising mob health, and vice versa. Raising the player's damage received is the same as raising mob damage, vice versa. The math works out both ways, meaning fights end up lasting the same amount of time with the player receiving the same amount of damage, with both difficulty systems, provided the scaling is equal (reduction in damage done has to be the same %-wise as the increase in mob health, increase in damage received has to be the same %-wise as the increase in mob damage, I went over the math in this comment).
Best part, it's completely unique for each player, so each player can have their individual difficulty set their own way, and, beyond that playing-in-the-same-world, can-interact-with-each-other part I mentioned above, they won't influence each other. I can run around on a maxed out character with the difficulty jacked up, and fight the same mob that a new player is fighting, and I won't just immediately delete it.
Another maxed out character can still come by with the difficulty set to normal and delete the mob, but that's still better than it is now, where all maxed out characters, including your own, delete mobs. At least with this, you have the option to scale your own difficulty, rather than none at all.
Is this really difficulty though? Or is it just a time sink? Longer to kill =/= difficult.
This is why, if overland difficulty is ever properly addressed, it should come with a mechanical overhaul of mobs, in addition to a difficulty setting like I suggested.
Still, what I'm suggesting is better than it currently is. A time sink is infinitely more engaging than almost one-shotting mobs in a single light attack + spammable cast, which is how it currently is.
Strider__Roshin wrote: »Yeah I have no idea how people enjoy how mindlessly easy the PvE is in this game. Hopefully they try harder in real life.