Rust_in_Peace wrote: »Mandatory weekly comment on mandatory weekly thread about overland difficulty.
No, I do not want every morning when I do my daily 10-20 surveys to turn into a challenging adventure I need to gear for.
I am fine with picking up nodes in my 'casual wear', thanks for asking.
The fact people think like this is depressing. Just go play a mobile game if all you want to do is login for your free daily gimmie items.
Rust_in_Peace wrote: »Mandatory weekly comment on mandatory weekly thread about overland difficulty.
No, I do not want every morning when I do my daily 10-20 surveys to turn into a challenging adventure I need to gear for.
I am fine with picking up nodes in my 'casual wear', thanks for asking.
The fact people think like this is depressing. Just go play a mobile game if all you want to do is login for your free daily gimmie items.
I have no idea if there is a language barrier here or my prose has let me down but I don't understand how doing surveys correlates to 'daily gimmie items'.
It already takes me 2 hours every day to do my writs and harvest the surveys, I don't see how the process taking me an extra 30 minutes because overland is now a 'challenging adventure' would improve my experience in any way.
Furthermore I do my chores so I can afford doing the stuff that I find fun. I don't think this qualifies as a radical approach to the game.
It took some time/effort investment to level 18 crafters and make 8 of them grandmaster crafters so how this correlates to 'mobile game daily gimmie items' I don't know.
FantasticFreddie wrote: »Overland is open to everyone. You at 1800CP with your Godslayer mount and that level 10 are going to be hitting the same boss. The devs cannot balance the boss to be fun yet challenging to you both. They can either make it so the level 10 gets instantly wrecked and doesn't stand a chance, or so that you are mildly put off by how easy it is. They choose the latter, and I don't really see why they shouldn't.
FantasticFreddie wrote: »Overland is open to everyone. You at 1800CP with your Godslayer mount and that level 10 are going to be hitting the same boss. The devs cannot balance the boss to be fun yet challenging to you both. They can either make it so the level 10 gets instantly wrecked and doesn't stand a chance, or so that you are mildly put off by how easy it is. They choose the latter, and I don't really see why they shouldn't.
But how much content does there need to be for a level 10. Because currently it's the vast majority of the content. Does that make sense?
I disagree. I want to play to have a good time and I have stopped playing so many games because at some point difficulty becomes a barrier and forces you to grind gear etc. Or makes difficulty the only point of the game creating an illusion of content
I am not against making higher difficulty an available option rather than forcing everyone to play on a higher difficulty setting. Some sort of switch perhaps
I agree with you here, I am new to the game with my wife but we have found quite a few instances where we cannot progress without the appropriate gear/spells/levels. There is definitely a skill and difficulty to this game, not everyone is amazing day one.
we have been talking about this since one tamriel.
Gotta keep the discussion up so that ZoS can see the demand.
Narvuntien wrote: »If I want danger, I fight dragons.
The game tried harder overland it went badly.
Lady_Galadhiel wrote: »Threads like these are getting old,people just need to accept that the game wont have any harder overland content any time soon if ever.
The normal casual player is happy with the overland stuff and how it is designed,I mean I hear pretty often complains from people that some stuff is too difficult for them, mind my wild guessing but I would say 80% of the people who play eso can not even defeat one world boss on their own.
Harder overland content would make more casuals to leave the game from what Zos would not benefit at all.
And I don't think Zos would benefit either from reworking or making a harder veteran overland instance from old content, if that would ever happen it would be from the new expansions.
So because 80% of the populace cannot beat a Group Content activity on their own we should therefore stop asking ZOS to make the single player content more engaging in combat gameplay.....
Kiralyn2000 wrote: »The problem with "more damage from monsters"/"less damage to monsters" is what someone else mentioned - overland mobs aren't mechanically difficult. For people used to complex dungeon/trial fights, the basic attacks of overland won't give "difficulty" even if they did 1% damage to it. It's just a longer fight, not a "challenging" one.
I enjoy that you say "if you can't solo a group boss with a level 10 character then overland is fine" when that is a very poor comparison. Let's take a basic mob for example instead, to show how poor it is at providing any sense of threat.
Enemies with a 1h and spare off hand have the almighty power to walk backwards, write a novel, throw a knife, before waddling back into the fray to slap you with their toy sword.
Conjurers, summon a literal bubble from oblivion, setting it out to pop on an enemy to, mildly slow them down, and once the bubble is summoned they channel a buff on said bubble, to, increase its nonexistent damage?
Healers channel one heal spell on one ally, then stand around for 5s, throw a ball of confetti on you, then wait 5 more seconds before doing another heal.
Tanks yeet themselves from the battlefield, leaving their allies to die only to land where their enemy was when they started their jump clueless of what just happened.
In reality some not bad mechanics already in game, they are just not impactful and ignored because of that. Increase the slider of damage to x5 or x10 and you will need to block, dodge or chase and interrupt the guy who walk backwards to throw knife, or he will do alot of damage to you, you can't just ignore him any more, same with archers attacks, burning oil on the ground will kill you if you will just stand in it, you will be forced to step aside, so you will need to interact with mechanics which already in the game. And if you don't want to make fights last long just don't adjust slider of player's damage too much, just to the point to not disintegrate all enemies at the sight, to allow them to execute mechanics they already have.The only cheap and fast option as i can see is placing debuff on player, who decided increase difficulty of overland content.
I think people who suggest leave all as it is and not make OPTIONAL difficulty sliders or suggest to get naked to increase difficulty just don't understand the reasoning of other players. I am casual player with one character who i care about, i don't want to make alts with every new chapter, i don't want to gimp my character, because skills, gear, CP points, food, enchants can be miningful to my build and to my perception of the character (visual effects from sets for example), and in the end it's an RPG game i want to find gear and use it, i want to craft, cook, find treasures and USE it, not gimp myself. I am not very interested in tryhard content i want to expirience story, see work of designers of the world, see interesting beautiful places and such gameplay is 70-80% of each chapter, but at the same time i want to feel some resistance from enemies, sometimes feel danger, especially from quest and delve bosses, so i need OPTIONAL difficulty increase. I play more as a tanky character and even for me enemies die to fast and i almost ignore all their mechanics and attacks, because they are not impactful, and players who spec in dealing damage, especially ranged, just desintegrate all at sight, and don't even know how enemies attack looks like. This is wrong. I understand that new players may have problems with enemies on the current difficulty, i am myself died several time not long ago while tested some sets at PTS, i were not tryhard, but were not afk and died in light armor. Thats why i for OPTIONAL difficulty sliders.Kiralyn2000 wrote: »The problem with "more damage from monsters"/"less damage to monsters" is what someone else mentioned - overland mobs aren't mechanically difficult. For people used to complex dungeon/trial fights, the basic attacks of overland won't give "difficulty" even if they did 1% damage to it. It's just a longer fight, not a "challenging" one.I enjoy that you say "if you can't solo a group boss with a level 10 character then overland is fine" when that is a very poor comparison. Let's take a basic mob for example instead, to show how poor it is at providing any sense of threat.
Enemies with a 1h and spare off hand have the almighty power to walk backwards, write a novel, throw a knife, before waddling back into the fray to slap you with their toy sword.
Conjurers, summon a literal bubble from oblivion, setting it out to pop on an enemy to, mildly slow them down, and once the bubble is summoned they channel a buff on said bubble, to, increase its nonexistent damage?
Healers channel one heal spell on one ally, then stand around for 5s, throw a ball of confetti on you, then wait 5 more seconds before doing another heal.
Tanks yeet themselves from the battlefield, leaving their allies to die only to land where their enemy was when they started their jump clueless of what just happened.
I agree that interesting mechanics and more active actions from mobs are good things, but no one will revise all mobs and bosses in game to adjust their mechanics and actions it's too much work and not worth spended time and money. Thats why i wrote:In reality some not bad mechanics already in game, they are just not impactful and ignored because of that. Increase the slider of damage to x5 or x10 and you will need to block, dodge or chase and interrupt the guy who walk backwards to throw knife, or he will do alot of damage to you, you can't just ignore him any more, same with archers attacks, burning oil on the ground will kill you if you will just stand in it, you will be forced to step aside, so you will need to interact with mechanics which already in the game. And if you don't want to make fights last long just don't adjust slider of player's damage too much, just to the point to not disintegrate all enemies at the sight, to allow them to execute mechanics they already have.The only cheap and fast option as i can see is placing debuff on player, who decided increase difficulty of overland content.
I disagree. I want to play to have a good time and I have stopped playing so many games because at some point difficulty becomes a barrier and forces you to grind gear etc. Or makes difficulty the only point of the game creating an illusion of content
I am not against making higher difficulty an available option rather than forcing everyone to play on a higher difficulty setting. Some sort of switch perhaps
I agree with you here, I am new to the game with my wife but we have found quite a few instances where we cannot progress without the appropriate gear/spells/levels. There is definitely a skill and difficulty to this game, not everyone is amazing day one.
I hope ZOS remembers they have players that play for fun and don't need everything to be a challenge. I don't know what gear these people are using but if I don't pay attention in combat I can die and I have over 700 cp.
zelaminator wrote: »Lady_Galadhiel wrote: »Threads like these are getting old,people just need to accept that the game wont have any harder overland content any time soon if ever.
The normal casual player is happy with the overland stuff and how it is designed,I mean I hear pretty often complains from people that some stuff is too difficult for them, mind my wild guessing but I would say 80% of the people who play eso can not even defeat one world boss on their own.
Harder overland content would make more casuals to leave the game from what Zos would not benefit at all.
And I don't think Zos would benefit either from reworking or making a harder veteran overland instance from old content, if that would ever happen it would be from the new expansions.
So because 80% of the populace cannot beat a Group Content activity on their own we should therefore stop asking ZOS to make the single player content more engaging in combat gameplay.....
If the majority of the players want x, that is what the company will give them.. simple as that.. And I truly do believe that the majority of the players are content with the difficulty that we are at right now
No, on my gatherer character, I can sometimes STRUGGLE with overland, cause all her gear is set to move faster, not protect or deal damage. I don't want to die every time I accidentally aggro a few mobs (which are friggen everywhere and constantly guarding nodes)
I collect 70+ surveys per week and I VERY rarely have to fight anything, most survey spots are placed outside of aggro radius of enemies, only a very few have enemies within aggro range (even then it's only one or 2). I don't aggro anything from wayshrine to survey spot either thanks to DB "Shadow Rider" passive (one of the most useful passives in the game).No, I do not want every morning when I do my daily 10-20 surveys to turn into a challenging adventure I need to gear for.
I am fine with picking up nodes in my 'casual wear', thanks for asking.
It's not worth it if A. You can't make money on it. B it angers the majority of players who are casual and spend the majority of the money in game. C. If you T-off these casuals pretty soon you will find empty servers. This thread keeps popping up the subject is old. If you want difficult do the vet content because that is what it's designed for. Overland is not designed to present a challenge it's a story for your character to complete as in adventure not designed to bunny hop mechanics or run in a circle around a boss. If you want action play a action game.
Also lets not forget tank and healer builds, i HATE doing anything in overland with my tank and healer characters, it's already painfully slow and boringly hard (especially on my tank)
It's not worth it if A. You can't make money on it. B it angers the majority of players who are casual and spend the majority of the money in game. C. If you T-off these casuals pretty soon you will find empty servers. This thread keeps popping up the subject is old. If you want difficult do the vet content because that is what it's designed for. Overland is not designed to present a challenge it's a story for your character to complete as in adventure not designed to bunny hop mechanics or run in a circle around a boss. If you want action play a action game.
Simple - make a Veteran Mode for Overland that applies to the whole game but you have to buy a chapter to access it.
Just like Antiquities was applied to the whole game but you needed Greymoor to access it.
also if I want anything challenging or more importantly Engaging - then I have to play endgame / group content.
Why does engaging story & lore have to be mutually exclusive from engaging gameplay? Why should zones ONLY be for one type of player?
I mean...gathering crafting mats IS part of Overland, whether you care about it or not. Overland isn't just about questing. People don't want to have to spend three minutes fighting beefier mobs to collect the node nearby. Your comparison to a trial for books doesn't make any sense and is rather extreme because trials don't inherently involve collecting books, as well as trials being meant to be more difficult than Overland. Are there even any books in trials that you need for the book furniture bundles? Because if not and you're just talking completion for the sake of getting every book, you can't really compare that to normal Overland gameplay.Mandatory weekly comment on mandatory weekly thread about overland difficulty.
No, I do not want every morning when I do my daily 10-20 surveys to turn into a challenging adventure I need to gear for.
I am fine with picking up nodes in my 'casual wear', thanks for asking.
Oh yes! Let's balance the game around gathering crafting materials! 🙄
While we're at it: please make trials easier so I can finish collecting books!
I think people are forgetting that TES is a single-player universe game up until ESO, and thus a lot of people who play are playing not for the MMO experience but because it's a TES game. A lot of people playing this have likely never played another MMO before (this is the case for me on both counts). You can point and say "well other MMOs do this or that" but ESO isn't those games, and people playing those games are playing them because of both the franchise and the MMO part in most cases.
If we could have some sort of opt-in for higher difficulty that would be fine, but I will never support increasing the difficulty for everyone without the choice to say no. I can clear Overland as easy as several people here, I can solo certain DLC dungeons well enough, and so on. I would much prefer Overland staying easy so the stories are more accessible and so other Overland content doesn't become more tedious than it is already because trash mobs are all mini bosses now.
Ringing_Nirnroot wrote: »Just take off your gear, weapons and champion points and try fighting overland content
Why? The foundation of every RPG since Dungeons and Dragons has been character development, making your character better. Telling people to undo that is ridiculous. Just as ridiculous as balancing 75% of all the content around brand new players.
I have been playing for five years or so, I play this game for the quest content. Why on earth would you release new content that is unenjoyable for dedicated players who have been playing and paying for years?
Nobody is asking for vDLC difficulty, just a bit harder. Instead I noticed that even the two new public dungeons have smaller, easier thrash groups that are zero risk.
I disagree. I want to play to have a good time and I have stopped playing so many games because at some point difficulty becomes a barrier and forces you to grind gear etc. Or makes difficulty the only point of the game creating an illusion of content
I am not against making higher difficulty an available option rather than forcing everyone to play on a higher difficulty setting. Some sort of switch perhaps
I agree with you here, I am new to the game with my wife but we have found quite a few instances where we cannot progress without the appropriate gear/spells/levels. There is definitely a skill and difficulty to this game, not everyone is amazing day one.
I hope ZOS remembers they have players that play for fun and don't need everything to be a challenge. I don't know what gear these people are using but if I don't pay attention in combat I can die and I have over 700 cp.
Anyway, I have a question for you folks that say overland is too easy. Are you able to solo complete all the game world base dailies on a level 10 alt with mismatched gear and no CP? In all the zones? I'm not asking if you can complete them while you have all CP allocated and while wearing full endgame gear. I'm asking about you doing every one of them as a new player would, with no CP and the mismatched gear you get from doing overland quests. Because if you can't, then ZOS does not have to up the difficulty on overland. I believe the range of difficulty that ZOS offers now is appropriate.
amm7sb14_ESO wrote: »
Anyway, I have a question for you folks that say overland is too easy. Are you able to solo complete all the game world base dailies on a level 10 alt with mismatched gear and no CP? In all the zones? I'm not asking if you can complete them while you have all CP allocated and while wearing full endgame gear. I'm asking about you doing every one of them as a new player would, with no CP and the mismatched gear you get from doing overland quests. Because if you can't, then ZOS does not have to up the difficulty on overland. I believe the range of difficulty that ZOS offers now is appropriate.
Yes. I can.
I have made many alts and don't actually upgrade my gear until I hit level 50 / CP levels, and I typically don't distribute my CP points until 50 either.
I usually stick with the same level 4 gear or so throughout my journey to 50, because actually upgrading my gear before 50 is wholly pointless.