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A Sincere Request that would Make ESO 9.2 Million Times Awesomer

Rudrani
Rudrani
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I must have done Spindleclutch 2 like 45,253 times. I'm tired of it.

There must be like 45,253 places in ESO's Tamriel I haven't ever seen once. I'm interested in those.

But there are a few problems that make we still wind up at Spindleclutch twice a day...

1) All the overland stuff -- although beautiful, variegated, and so interesting -- has absolutely ZERO challenge or reward. My suggested solution here: - Scale up the difficulty by cp, all the way to cap, and along with it scale the amount of GOLD, and include some semi-rare drops out there like transmutes, furnitures, crafting surveys, gold mats, alchemy sachels with lots of the valuable flowers, etc. Scale the difficulty AND rewards, and scale it HARDER, and throw a rare mob here and there that is really unusually scalled high. And make the world bosses less pathetic.


2) I run a guild and play with best friends and basically almost NEVER play solo. Figure out more ways to make the overland stuff work well for groups, especially large groups.

Harrowstorms are interesting - for a small group of 2 or 3 people.
Scale the harrowstorms, geysers, and dolmens to the amount of people there! More people = more HP and higher DMG from the monsters.

PRETTY PLEASE WITH SWEETROLLS ON TOP!
  • Artorias24
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    I think its pretty hard to scale the overland depending in CP. Lets say there is a Village full of deadra whatever.

    Low level goes there, all mobs scale to his Level. Then you enter with max CP char and now what happens? Do you get the ez pz mobs or the low level will get one shotted by vet trial mobs?

    Sure you could solve that with instances but then the world become more empty then its already are.
  • Daemons_Bane
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    Overland content is set to easy, to make it available to as large a group of players as possible.. So that will most likely not change.. Also you seem to forget, as so many people do, that a lot of us actually LIKE it as it is, since we love ES games for other reasons than just brainless fighting for rewards
    What I say is MY opinion and MY pov
  • Lalothen
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    There's plenty of content specifically designed for groups, with both normal and veteran versions, veteran hardmodes, veteran challenges, etc; why does overland have to cater to the challenge-related needs of you and your buddies as well? If you're not spending time exploring the vastness of the in-game world because the only thing that really piques your interest is obliterating tough mobs for phat lewtz, then that's really your own personal gameplay issue and no justification for making any significant, worldspanning changes to content that most people enjoy as-is.

    That said, Craglorn was an attempt to provide overland group-related content, and outside of people plvling or farming something specific, the vast majority of the zone isn't heavily trafficked from my experience. Perhaps they could tune up the difficulty and consequent rewards there, since the zone is already supposed to be designed with groups in mind, and you guys could get your jollies on fighting the likes of 40m hp Rock Trolls with a bunch of one-shot mechanics that drop a random gold item from any one of the base game overland sets, or something.
  • jecks33
    jecks33
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    here we go again.....

    try to remove cp, use white gear, etc....
    Marshall puppa
    Rickymargot puppa
    Massimoalì Fanculì
  • Elsonso
    Elsonso
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    Nah. Overland is not a destination. It is the backdrop for the journey. The only exception would be world bosses and zone events. It does not need to be "buffed" so that it is a challenge.

  • AlnilamE
    AlnilamE
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    OK, first of all, I'm pretty sure dolmens and geysers scale based on number of players, but only up to a point.

    Second, while I like playing in groups, I do not enjoy questing in groups. I read quest dialogue at my own pace, which is a different pace from other people. Sometimes I read everything, sometimes I skip everything. It depends. Having this done in a group would be more annoying than helpful.

    There are world bosses for overland group play. They have varying levels of difficulty.
    The Moot Councillor
  • Zardayne
    Zardayne
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    I'd be happy with some difficulty choice when entering delves and public dungeons.
  • Mettaricana
    Mettaricana
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    Artorias24 wrote: »
    I think its pretty hard to scale the overland depending in CP. Lets say there is a Village full of deadra whatever.

    Low level goes there, all mobs scale to his Level. Then you enter with max CP char and now what happens? Do you get the ez pz mobs or the low level will get one shotted by vet trial mobs?

    Sure you could solve that with instances but then the world become more empty then its already are.

    Base game non paid dlc huge adventure zone with mobs and quests harder than 160 oh wait we got craglorn and they nerfed it into hellow kitty island adventure...
    I'm everything that doesn't belong in the pact but i'm there anyway...
  • honey_badger82
    Try making off type characters using gear sets that suit a theme. This character may not even be able to cut it in a normal DLC dungeon but if you are after a more challenging overland there are easily many ways to achieve that. For example try a dark elf hybrid who uses magicka and stamina for dps. Overland you do not have to build in penetration mechanics so it would be effective yet challenging to maintain both resource pools.
  • Daemons_Bane
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    To pick up an old argument.. The ones who want a harder experience, can manually make it happen.. Forcing it on EVERYONE, would be a mistake, as not everyone wants overland to be a tough challenge
    What I say is MY opinion and MY pov
  • SidraWillowsky
    SidraWillowsky
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    Run around doing everything naked.
  • DaveMoeDee
    DaveMoeDee
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    A sincere requests that would make forum 9.9 trillion times awesomer

    Descriptive subjects on posts
  • Rowjoh
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    not a bad premise but not really workable for lots of reasons.

    but..

    maybe ZoS could (and should) adapt the world boss mechanic, increase the number and create a range of difficulty levels, with option for hard mode on some for a proper challenge or co-op.

    Then make the rewards actually interesting and worth having, with a random chance to drop something really special occasionally, you know a bit like the gold leads..

    That would make it much more worthwhile travelling around Tamriel and might re-invigorate the place :).
  • Mrtoobyy
    Mrtoobyy
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    I think it's a great idea. I miss the difficult questing the game had in the start (Where you could go to higher level zones if you wanted) The downside with that is all those low level zone become obsolete after leveling up.

    I think a system like Diablo 3 where you can change difficulties wich in turn rewards you.
    And if you play in a group "Tamriel's monsters have grown stronger". Imagine running around four friends exploring a zone and finding a new delve wich would be hard to complete. It would give the game and the world alot of depth IMO.
  • Katahdin
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    The thing most people are missing is that in a zone where a level 3 and a level CP810 can be in the same area, mobs can not be scaled to charcter level at all.

    A level 3 and a CP 810 are standing next to each other at a dolmen or world boss. How is the server to decide to scale the content?

    THe only way this can be done is with instanced zones where only you are in the zone or you and others of the same level.
    That would require the entire game to be redesigned. So not gona happen.
  • Klad
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    There is a game called Paragon rise of the fallen....it has all L33t d00d wants should be live by q2 2021

    Might want to check it out before it sunsets
    I survived Ponygate 2020
  • Daemons_Bane
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    Mrtoobyy wrote: »
    I think it's a great idea. I miss the difficult questing the game had in the start (Where you could go to higher level zones if you wanted) The downside with that is all those low level zone become obsolete after leveling up.

    It would also ruin a lot of guild events.. As it is now, every level can run around together.. If you get what you want, guild events would lose tons of players to level difference
    What I say is MY opinion and MY pov
  • Red_Feather
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    I find myself playing warframe more again now that they added steel path.

    Digital Extremes decided to give something veteran players could do. If you finished the whole star chart you talk to a guy and unlock a toggle switch to make the star chart more than twice as hard but you get double the drops and drop rarity.

    edit: I'd like to say that Guild Wars did that too. And when Guild Wars added hard mode all the newbie zones were packed with players forming groups because it's really too hard to not have a good group, and that's in a newbie zone!


    Edited by Red_Feather on August 10, 2020 9:31PM
  • Taleof2Cities
    Taleof2Cities
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    Why do players want more challenging content ... when they don’t participate in the challenging content that already exists in ESO??
    "May you walk on warm sands."
    "First, I would ask that you look to the poor and the suffering around Cyrodiil. Look into their hearts, and then look into your own."
    "May Auri-El's light guide you in your darkest hours."

    North American (NA) PC Megaserver (click to view):
    Vilerihala - Magicka Templar (Altmer ~ Dedicated Healer) ~ Màisalihna - Stamina Dragonknight (Bosmer) ~ Áhliaselia - Stamina Templar (Bosmer) ~ Thraccenia Vendicci - Stamina Sorcerer (Imperial) ~ daa'Vaaliánia - Magicka Warden (Dunmer) ~ Wenayastare - Magicka Dragonknight (Altmer) ~ Aráliavina - Stamina Nightblade (Bosmer) ~ Ysyna Rielle - Magicka Warden (Breton) ~ Dro-r'Aahni Bright-Paws - Magicka Necromancer (Khajiit) ~ Ya'alahisála - Stamina Templar (Nord) ~ Rhusannah - Stamina Nightblade (Redguard) ~ Eirellonye - Magicka Nightblade (Altmer) ~ Lae'Suuriávia - Stamina Warden (Bosmer) ~ Dralora Savani - Magicka Sorcerer (Dunmer) ~ Billows-With-Incense - Magicka Warden (Argonian ~ Dedicated Healer) ~ Anísa'Vardaia - Health Dragonknight (Imperial) ~ Azhnakha gra-Shugarz - Stamina Necromancer (Orc) ~ Vilinalara - Magicka Sorcerer (Altmer ~ Grand Master Crafter)
  • kargen27
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    Rowjoh wrote: »
    not a bad premise but not really workable for lots of reasons.

    but..

    maybe ZoS could (and should) adapt the world boss mechanic, increase the number and create a range of difficulty levels, with option for hard mode on some for a proper challenge or co-op.

    Then make the rewards actually interesting and worth having, with a random chance to drop something really special occasionally, you know a bit like the gold leads..

    That would make it much more worthwhile travelling around Tamriel and might re-invigorate the place :).

    While I am all for a way to make overland content more of a challenge I don't think better rewards should be included. The point is to make overland fun for those who want the challenge not force players into thinking they must do the harder version or they are missing out. I want to see a food or potion that the character consumes that will hinder the character. Could be several available just like the food/drinks we have now that would lower instead of increase stats.
  • Red_Feather
    Red_Feather
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    Every new chapter is so easy I can trip over all overland content and kill it. It's a snooze fest! So it would be cool if a system could change that.
  • idk
    idk
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    Why do players want more challenging content ... when they don’t participate in the challenging content that already exists in ESO??

    Are you suggesting Spindleclutch is not very challenging?
    Edited by idk on August 10, 2020 11:20PM
    Really, idk
  • Jeremy
    Jeremy
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    Rudrani wrote: »
    I must have done Spindleclutch 2 like 45,253 times. I'm tired of it.

    There must be like 45,253 places in ESO's Tamriel I haven't ever seen once. I'm interested in those.

    But there are a few problems that make we still wind up at Spindleclutch twice a day...

    1) All the overland stuff -- although beautiful, variegated, and so interesting -- has absolutely ZERO challenge or reward. My suggested solution here: - Scale up the difficulty by cp, all the way to cap, and along with it scale the amount of GOLD, and include some semi-rare drops out there like transmutes, furnitures, crafting surveys, gold mats, alchemy sachels with lots of the valuable flowers, etc. Scale the difficulty AND rewards, and scale it HARDER, and throw a rare mob here and there that is really unusually scalled high. And make the world bosses less pathetic.

    I'd like to see something like this too.

    My suggestion would be to just add an optional veteran zone for each area (similar to how they already do with dungeons) that scales to the current max CP. I'm not asking for every mob to have a million health and instant death kills. But some added challenge would go a long way to making questing/exploring on this game a little more interesting. At least with me it would.
  • volkeswagon
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    Cp scaling won't work as that isn't an indication of ones ability. Having a normal or hard server tier would be better much the same way The Division works
    Edited by volkeswagon on August 11, 2020 2:19AM
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