Hallothiel wrote: »Sanguinor2 wrote: »
Ok I get it you don’t like the overland zones. “Too easy.” And casual players don’t like dungeons, trials, or arenas. So... Should we make easy solo versions of vet trials, dungeons, and arenas?
There is easy mode versions of trials. Its called normal, doesnt have mechanics and can be tanked by a 19k health sorc.
By you. And a few others. But most players cannot solo a normal dungeon. And it sounds a bit arrogant to suggest otherwise.
There may be a vocal minority on the Forums that want this, but that works out as a very very very small proportion of players.
Whether different servers, instances or sliders, as has already been pointed out, this will all take developer resources - and for what? To keep a few people ‘happy’.
(But then the complaints would be about dead areas or demanding increased loot for doing ‘harder’ stuff or something else...)
Overland is what it is.
But my suggestion upthread for proper individual instances of quest end bosses of varying difficulty is a workable to that ‘issue’, imho 😀
Araneae6537 wrote: »Personally, I wish there was LESS overland combat (truly overland, not counting delves, ruins, public dungeons, etc.) but that what enemies there were scaled better. The areas where we meet wandering merchants and other NPCs would do well with less random monsters, or at least fewer that attack unless you invade their space or attack first. But where most NPCs fear to tread, yes, I would like to see combat be more significant, at least major enemies.
SeaArcanist wrote: »if people want a challenge, people need to challenge themselves. thats whats wrong with the world nowadays. nobody challenges themselves!
if you want content to be harder, you have the ability to make it harder. remove all champ points, use lower leveled gear. etc
we all have that ability to make things a challenge.
The “Self Gimp” Argument has been addressed multiple times. Even in the OP.
It’s not an effective solution.
Then they really don’t want challenging combat, do they?
Judging by how the forums blew a fuse when they updated the loot in dragon star, and “everyone’s hard work” was “ruined”, wanting to do challenging combat is not what players really want or they would have loved any excuse to go back in again. They just wanted the loot rewards.
Overland combat is meant for everyone, particularly new players. The overland is not meant to revolve around people who solo dungeons.
At least 3 of the 4 dlcs each year have content that is directly intended for hard core players.
Vet overland will need dedicated servers and balance time spent by developers. That costs $$$ and I am sorry judging by how many people have “godslayer”, there is not enough players to justify the cost.
The point being that, if you find certain content too easy, the problem isn't that the content should be more difficult, it's that YOU should move to the more difficult content. If you don't have the skills or the gear for that... that's what having easy content to gain the skill points, as well as the levels, is FOR.
Morgha_Kul wrote: »Hallothiel wrote: »Sanguinor2 wrote: »
Ok I get it you don’t like the overland zones. “Too easy.” And casual players don’t like dungeons, trials, or arenas. So... Should we make easy solo versions of vet trials, dungeons, and arenas?
There is easy mode versions of trials. Its called normal, doesnt have mechanics and can be tanked by a 19k health sorc.
By you. And a few others. But most players cannot solo a normal dungeon. And it sounds a bit arrogant to suggest otherwise.
There may be a vocal minority on the Forums that want this, but that works out as a very very very small proportion of players.
Whether different servers, instances or sliders, as has already been pointed out, this will all take developer resources - and for what? To keep a few people ‘happy’.
(But then the complaints would be about dead areas or demanding increased loot for doing ‘harder’ stuff or something else...)
Overland is what it is.
But my suggestion upthread for proper individual instances of quest end bosses of varying difficulty is a workable to that ‘issue’, imho 😀
Indeed. I don't do normal dungeons in GROUPS, because I don't find 20-30 team wipes any fun at all, nor do I enjoy running blindly into every map because someone who's already done it can't be arsed to wait for the group to keep up with him. I mean, they made these gorgeous maps with incredible scenery... that we never get to see or explore because someone is already at the NEXT encounter.
SeaGtGruff wrote: »I decided to do the event dailies on one alt per server in addition to my mains-- a different alt each day, so they all get a shot at earning the achievements.
I have not bothered to repurchase any active skills on my alts yet, just whatever racial passives they qualify for at their level, plus any crafting-related skills that they'd had before the reset.
Most of my alts don't even have decent gear, because some of them are still wearing whatever gear they'd acquired during the tutorial and the escape from Coldharbor, and since then they've leveled up from doing daily crafting writs such that their gear is 10 to 20 levels behind their current level.
Anywho, I ran into Ilessan Tower on my alt with nothing at all on my skill bar, no restore potions quickslotted, etc. And I got killed several times by the "trash" mobs in there, for obvious reasons, which reaffirms my belief that the primary reason why overland content seems so incredibly easy to most players is because of their slotted skills.
Getting killed repeatedly was actually kind of fun. As it is, I enjoy playing on my low-DPS mains and having the fights take a bit longer, but they never get killed except by powerful bosses. Getting killed by trash mobs made the simple event quest a lot more challenging.
The point being that, if you find certain content too easy, the problem isn't that the content should be more difficult, it's that YOU should move to the more difficult content. If you don't have the skills or the gear for that... that's what having easy content to gain the skill points, as well as the levels, is FOR.
That mentality, that by having gotten better at playing the game and knowing how to play, I should just leave overland forever, forgoing all the story content, because I had the gall to learn, is kind of insulting. I do all the trials, the dungeons, and while we get them at a decent pace the majority of the game is overland and it has a story to tell. I want to experience that story, but the illusion fails instantly when the big bad dares to stand in the same room as me without plot armor to save them. The only major quest chain I've done since summerset was elsweyr because at least the dragons were an actual threat, but without a meaningful amount of resistance from an enemy worth fighting, every quest turns into a fetch quest with overly dramatic npcs crying about me needing to save the world. It makes saving the world turn into a chore.
SilverBride wrote: »How many threads on this same subject do we need?
There was already a very similar thread by the OP. This is just the same old arguement again and not beneficial to anyone.
SilverBride wrote: »How many threads on this same subject do we need?
There was already a very similar thread by the OP. This is just the same old arguement again and not beneficial to anyone.
Op is really passionate about this topic for sure.
I would just like to see a discussion focusing on solutions players can make right now, instead of the just pointing at the design of the game and how some people dislike it.
SilverBride wrote: »How many threads on this same subject do we need?
There was already a very similar thread by the OP. This is just the same old arguement again and not beneficial to anyone.
Op is really passionate about this topic for sure.
I would just like to see a discussion focusing on solutions players can make right now, instead of the just pointing at the design of the game and how some people dislike it.
Well that’s kind of what people in the thread have been doing. (As well as other threads in the past) But then the discussion always gets pointed to
- “Why should we even bother”
and
- “It’s not actually a problem.”
At which point not only do people offer solutions but they also have to argue the justifications for it.
Also the only “actionable player solution“ has been self-nerfs which actually haven’t solved anything, no matter how many times people say it, because it does not solve the issue of the Lack of Engaging Combat.
As to the question on how many threads we need on the subject.... well until the problem is solved.
We could move on from the subject of ‘if the developer should do it’ - if we saw efforts from the developers to work on it.
At one point I did make a thread it started from the assumption of moving on from “if“ to “How” but then the thread circled right back around to people arguing justifications for & against changes.
No matter what you do “if and how“ are going to be hand-in-hand in a topic like this. That is just how the conversation has flowed time and time again, you can’t control it.
Rescorla_ESO wrote: »I wish the solo PVE in ESO was at a minimum similar in challenge to the combat in Skyrim on Adept difficulty. Adept in Skyrim was not overly hard but also not so mind numbingly simplistic that a trained monkey hitting the same keys over and over could succeed.
The point is completely missed by some of you. Overland content for a new player is just right. Sure make it more difficult for new players to play the game because some vets are bored right?! If you have leveled more than one character the game becomes easier for you. If you are just starting out it's not the same. This games difficulty has changed since it started. To attract new players and make it less tedious for current players to level up new characters.
Thechuckage wrote: »A large part of the problem stems from taking away the starter zones. The ones every other game has, where the mobs gently slap you around and the game shows and reinforces the basics of gameplay.
Instead, the entire overland has been turned into a starter zone. There is literally no need for the player to improve. The game reinforces light attacks and maybe using a skill will get you thru everything. None of this is the players fault, as the game is telling you everything you are doing is right.
Until the player moves into their first dungeon and they finally see a little pushback. Player won't know they are being a potato until they receive the feedback.
SilverBride wrote: »How many threads on this same subject do we need?
There was already a very similar thread by the OP. This is just the same old arguement again and not beneficial to anyone.
Op is really passionate about this topic for sure.
I would just like to see a discussion focusing on solutions players can make right now, instead of the just pointing at the design of the game and how some people dislike it.
Well that’s kind of what people in the thread have been doing. (As well as other threads in the past) But then the discussion always gets pointed to
- “Why should we even bother”
and
- “It’s not actually a problem.”
At which point not only do people offer solutions but they also have to argue the justifications for it.
Also the only “actionable player solution“ has been self-nerfs which actually haven’t solved anything, no matter how many times people say it, because it does not solve the issue of the Lack of Engaging Combat.
As to the question on how many threads we need on the subject.... well until the problem is solved.
We could move on from the subject of ‘if the developer should do it’ - if we saw efforts from the developers to work on it.
At one point I did make a thread it started from the assumption of moving on from “if“ to “How” but then the thread circled right back around to people arguing justifications for & against changes.
No matter what you do “if and how“ are going to be hand-in-hand in a topic like this. That is just how the conversation has flowed time and time again, you can’t control it.
Ok so let’s try to solve for engaging combat.
What makes it engaging, btw I just asked my SO if combat is engaging she said yes.
She is a total new player for MMO and every monster we encounter, her eyes light up and she starts yelling let’s get this “baddie”.
She only does light attack and uses mushrooms to heal and run away if anything bad happens.
She literally ran away from 2 mud crabs and said they where vicious and too much too much to handle on her own.
So the solution is we somehow have to cute be as my gf.
Just because some people find the combat engaging doesn't mean the rest of the community does.
The solution is to give players more challenging options. Would be nice for the enemies to be a little more threatening than the wet noodles they are.
My bf and I come back to this game on and off and we're always reluctant due to how stupid easy the overworld is.
It gets really frustrating when we want to have a good time going through the different zones and adventuring, but when the adventure involves deleting majority of enemies in 2 hits or killing the sUpEr BaD bOSs before they can even finish their dialogue, can't say it's very appealing.
When the majority of your content is so easy even new players complain about how easy it is, it's a problem.
Morgha_Kul wrote: »The real problem isn't actually the mobs, it's the degree of power WE are allowed to get to. For my part, I play my character with moderately good gear, but I can't achieve anything like the DPS that many players get to. I see them going around in public dungeons, gathering up all the enemies in sight then instantly oneshotting the whole lot of them. These are people who kill world bosses in less than 5 seconds. Of COURSE the overland content is going to be too easy for them.
If they make any content in the game hard enough to challenge THOSE players, they will be putting it FAR out of reach of the average player. I mean, I just did one of those Harrowstorm things (thinking it would be something like a dolmen), and it was routinely oneshotting me over and over and over, with enemies so strong I could have stood there hacking at them for hours and never kill them.
The problem is that people are able to get so powerful that foes like that are needed. If they were to scale back the level of power we can achieve, so there's a J-curve of diminishing returns, then revamping overland might not be as necessary.
Once you’re about level 10 all fights feel the same.
I'll try again to highlight a huge barrier that just wooshes over this group, correct me if I'm wrong TC, but TC is asking for new skills/abilities/mechanics from overland enemies, while others are cool with just a buff to overland.
Please engage and explain to other players who are advocating for this as well that don't seem to get you still wouldn't be satisfied with such a change, because that's not the level of difficulty you are seeking and would still be seeking something more.
How about explaining to the guy that claims that 75% of players still left unsatisfied wouldn't necessarily translate to being unhappiness? Or am I wrong? In which case why are you unhappy now if you are unfulfilled by the current level of content?
A universal consensus on even what this "challenging" content would play like is required first and foremost. Pissing in the wind otherwise.
Agenericname wrote: »I'll try again to highlight a huge barrier that just wooshes over this group, correct me if I'm wrong TC, but TC is asking for new skills/abilities/mechanics from overland enemies, while others are cool with just a buff to overland.
Please engage and explain to other players who are advocating for this as well that don't seem to get you still wouldn't be satisfied with such a change, because that's not the level of difficulty you are seeking and would still be seeking something more.
How about explaining to the guy that claims that 75% of players still left unsatisfied wouldn't necessarily translate to being unhappiness? Or am I wrong? In which case why are you unhappy now if you are unfulfilled by the current level of content?
A universal consensus on even what this "challenging" content would play like is required first and foremost. Pissing in the wind otherwise.
Theres a difference between satisfaction and happiness. What youre saying is 100% should remain unhappy, or unsatifised, because only 25% would be truly happy while the remaining 75% may only be satisifed. So because we cant make everyone who holds this opinion we shouldnt satisfy any.
It was your analogy, not mine. I dont think the numbers are nearly that clean and compartmentalized.
You're using difficulty and engagung synonymously. Theyre not always the same. I dont think that theyre asking for every spider in Tamriel to suddenly be challenge. The boss of the stories on the otherhand are so underpowered and lackluster that they leave most of the story, the bigger part of any TES game, bland for large portion of the players.
Agenericname wrote: »I'll try again to highlight a huge barrier that just wooshes over this group, correct me if I'm wrong TC, but TC is asking for new skills/abilities/mechanics from overland enemies, while others are cool with just a buff to overland.
Please engage and explain to other players who are advocating for this as well that don't seem to get you still wouldn't be satisfied with such a change, because that's not the level of difficulty you are seeking and would still be seeking something more.
How about explaining to the guy that claims that 75% of players still left unsatisfied wouldn't necessarily translate to being unhappiness? Or am I wrong? In which case why are you unhappy now if you are unfulfilled by the current level of content?
A universal consensus on even what this "challenging" content would play like is required first and foremost. Pissing in the wind otherwise.
Theres a difference between satisfaction and happiness. What youre saying is 100% should remain unhappy, or unsatifised, because only 25% would be truly happy while the remaining 75% may only be satisifed. So because we cant make everyone who holds this opinion we shouldnt satisfy any.
It was your analogy, not mine. I dont think the numbers are nearly that clean and compartmentalized.
You're using difficulty and engagung synonymously. Theyre not always the same. I dont think that theyre asking for every spider in Tamriel to suddenly be challenge. The boss of the stories on the otherhand are so underpowered and lackluster that they leave most of the story, the bigger part of any TES game, bland for large portion of the players.
That's just it, TC mentioned bosses and story related content, others want the entire overland difficulty to increase. How are you coming to the conclusion that the players who are BOTH unhappy and unsatisfied now and don't get what they are asking for are going to suddenly become content?
Of the course the numbers aren't that clean, the point is a vast majority of the players will remain unfulfilled and how does that justify making this change?
Help me understand why players who still won't have the challenging content they seek are suddenly going to not continue repeatedly asking for what they want? Especially after they see that others got exactly what they wanted?
If players are unhappy enough now to continue asking for what they want, why is that going to change and how do you justify this additional cost to develop and maintain this content if that's the case?
We're already talking about a small portion of the population in the first place, now only a small number of that group will be pleased and that's your justification for this? So if whatever changes they make don't satisfy you it's no big deal? You won't mention the difficulty in the future? Serious question btw, no trolling or baiting.
Kiralyn2000 wrote: »Rescorla_ESO wrote: »I wish the solo PVE in ESO was at a minimum similar in challenge to the combat in Skyrim on Adept difficulty. Adept in Skyrim was not overly hard but also not so mind numbingly simplistic that a trained monkey hitting the same keys over and over could succeed.
Hmm, wouldn't know. I've never turned up the difficulty on a Bethesda game (MW/OB/SK/FO3/FO4). I find 'normal' to be just fine. /shrug