knightblaster wrote: »The trouble is that ESO relies very heavily on player skill/familiarity with the game in order to be played effectively. A new player coming from a typical tab target MMO will struggle at first. If you make it harder, they will have massive problems. Because this design is very centered on the player's own skill, it isn't as easy to scale as a different design, where you can scale difficulty more easily by matching up more and stronger character skills with harder enemies and encounters. Here you can't really do that as much, and so once you have personally scaled the player-based difficulty scale, playing well becomes rather easy, even with a fresh character, regardless of the "character" abilities.
I think what that means is that the game needs different difficulty settings, because you can't really solve this issue of player-skill-based difficulty otherwise.
knightblaster wrote: »The trouble is that ESO relies very heavily on player skill/familiarity with the game in order to be played effectively. A new player coming from a typical tab target MMO will struggle at first. If you make it harder, they will have massive problems. Because this design is very centered on the player's own skill, it isn't as easy to scale as a different design, where you can scale difficulty more easily by matching up more and stronger character skills with harder enemies and encounters. Here you can't really do that as much, and so once you have personally scaled the player-based difficulty scale, playing well becomes rather easy, even with a fresh character, regardless of the "character" abilities.
I think what that means is that the game needs different difficulty settings, because you can't really solve this issue of player-skill-based difficulty otherwise.
As someone who has done plenty of pugs, the mentality that new players develop in overland continue into these dungeons and clearly show what skills they learn during their time playing overland. They enter the dungeon, left click away, and sometimes cast a single skill.
If, let's say, they're facing a fight with a lot of ambient damage they die all the time unless the healer goes well out of their way to focus heals. Why? Because overland never got the idea to them to slot and use heals.
Or, if facing a large group of enemies, they won't use an attack that hits multiple enemies at once because again, overland caps out at 3 enemies per encounter, and those fights, with such low threat from each mob, can be easily cleared by killing them one at a time.
Or how about fights with red aoes? Overland aoes are so small and weak they never learn to get out of them, so guess which fights in game often kill inexperienced players?
Simple fact of the matter is overland sets the standard, and that bar is low. Players can find success by doing the bare minimum that once you put any expectations on their ability to do anything beyond moving and light attacking it seems like an excessive challenge. Having enemies you need to pay attention to teaches people how to play, and they will understand trying to run with their shoes tied together isn't a challenge because the earth is dragging your face to the ground, but because you're tripping on your own actions.
SilverBride wrote: »WoW is the same way. Their overland is just quests, there aren't even harrowstorms or world bosses, or delves or dolmens. It is just the quests and the story. This is the norm in most MMO's. Creating veteran overland is not, and for very good reason.
knightblaster wrote: »The trouble is that ESO relies very heavily on player skill/familiarity with the game in order to be played effectively. A new player coming from a typical tab target MMO will struggle at first. If you make it harder, they will have massive problems. Because this design is very centered on the player's own skill, it isn't as easy to scale as a different design, where you can scale difficulty more easily by matching up more and stronger character skills with harder enemies and encounters. Here you can't really do that as much, and so once you have personally scaled the player-based difficulty scale, playing well becomes rather easy, even with a fresh character, regardless of the "character" abilities.
I think what that means is that the game needs different difficulty settings, because you can't really solve this issue of player-skill-based difficulty otherwise.
As someone who has done plenty of pugs, the mentality that new players develop in overland continue into these dungeons and clearly show what skills they learn during their time playing overland. They enter the dungeon, left click away, and sometimes cast a single skill.
If, let's say, they're facing a fight with a lot of ambient damage they die all the time unless the healer goes well out of their way to focus heals. Why? Because overland never got the idea to them to slot and use heals.
Or, if facing a large group of enemies, they won't use an attack that hits multiple enemies at once because again, overland caps out at 3 enemies per encounter, and those fights, with such low threat from each mob, can be easily cleared by killing them one at a time.
Or how about fights with red aoes? Overland aoes are so small and weak they never learn to get out of them, so guess which fights in game often kill inexperienced players?
Simple fact of the matter is overland sets the standard, and that bar is low. Players can find success by doing the bare minimum that once you put any expectations on their ability to do anything beyond moving and light attacking it seems like an excessive challenge. Having enemies you need to pay attention to teaches people how to play, and they will understand trying to run with their shoes tied together isn't a challenge because the earth is dragging your face to the ground, but because you're tripping on your own actions.
Its not a game that develop a mentality!! Some people love challenges, some dont. Its life. And you can not ask someone to be as you are. You can not force someone into something they do not want. You can try to help them, by explaining, and sticking with them side by side.
People explaining a fight, or a way to play a class are very rare. Actually most of the time, its rush and learn. And die. And try to understand why you die.
No one is able to understand without a little explanation how to deal with a boss or another one.
You want them to up to your level, its ok, then be patient, explain, take the time, offer more help than 1 instance.
Majority of players make a dps build, so questing becomes very easy (it was designed to be doable by tanks too), then they complain about long dungeon queues (there are like hundreds? times more dps than tanks), then they queue as fake tank (and quit as soon as they get a dungeon they can't tank with 20k hp), then they complain about fake tanks/healers and overland being too easy.
Solution: play as a tank.
1. No more easy overland.
2. No more long queues.
3. No more fake tanks.
Red_Feather wrote: »Who else here has 90% of the game's delves left undone because of how dull their fights feel.
Overland delves I just jog through and auto attack enemies to unleash them, until reaching the skyshard and then jog out.
Maybe I'll run across the delve boss and auto attack that to complete the delve on the map.
Every enemy in a delve feels like a bug on a windshield.
Majority of players make a dps build, so questing becomes very easy (it was designed to be doable by tanks too), then they complain about long dungeon queues (there are like hundreds? times more dps than tanks), then they queue as fake tank (and quit as soon as they get a dungeon they can't tank with 20k hp), then they complain about fake tanks/healers and overland being too easy.
Solution: play as a tank.
1. No more easy overland.
2. No more long queues.
3. No more fake tanks.
What is hard then?amm7sb14_ESO wrote: »Playing as a tank in overland doesn't make it "hard". It just makes it even more mind numbingly tedious.
When blackwood launched, i created a new one and decided to go with
no cp
no gear (mean i keep the starter one the longer i can)
no particular weapon (same as above)
no boost, no heal potion
NOTHING that could have advantaged me.
And yes it was no easy, it was difficult. I did the blackwood story like this as well as all the overland quests and finished to lv32. Some fights were really demanding, even if i know the out of red and dont stand here and there. The little change happened when i started with Bastian and Mirri, this helped a little but was not so easy as my challenge was to not let them die at all.
And yes i died. Yes sometimes it was tiring. And i did not felt the game was handed to me on an easy plate. And i tested all, Delves, Public groups, deadlands. And yes i died. And some fight in public groups were feeling discouraging.
All this while i have aside 2 accounts full of 50, both account with 1000cp each. Blackwood with CP and geared, is easy, not everything as they upped a bit some boss fights and this is fun.
But for a new player, the difficulty is not easy. They will not solo a world boss for sur until some more times into the game. And even then not all world boss.
I remember that i left the game at the beginning, when i reach 50 and had to fight veteran. I hated that. Fiercely. There was nothing fun in diing so much and not even be able to feel a little victory.
If you want some difficutly Overland, remove all those buffs, golded gear, addons, and play the game as it should be played. And you will see its another game.
zelaminator wrote: »No no, you've heard what they say.. literally impossible to die, 1-2 shotting story bosses with only starter gear, can't even die if they leave the keyboard for 5 minutes..
zelaminator wrote: »No no, you've heard what they say.. literally impossible to die, 1-2 shotting story bosses with only starter gear, can't even die if they leave the keyboard for 5 minutes..
I'm guessing you don't do overland content because that is utter poppycock.
I grant you the overland content is not too challenging, but two-shotting story bosses is BS. And it's certainly possible to die. I say this as someone whose alts have, as an example, 5pcs Mother's Sorrow, 5pcs Julianos, Zaan shoulders, and a Wild Hunt ring; doing 30-40K dps.
Now, if you're wearing end-game gear and using perfected weapons, I can see where the content might be too easy.
Before you go on about the lack of difficulty, consider the legions of newer players who are struggling with lesser equipment.
Advice: equip run of the mill gear and take off your CPs.
zelaminator wrote: »No no, you've heard what they say.. literally impossible to die, 1-2 shotting story bosses with only starter gear, can't even die if they leave the keyboard for 5 minutes..
Sylvermynx wrote: »zelaminator wrote: »No no, you've heard what they say.. literally impossible to die, 1-2 shotting story bosses with only starter gear, can't even die if they leave the keyboard for 5 minutes..
Yeah. I've heard it. It's not true. I still die to groups of the "weenie" overland mobs three years into the game. I'm old. My reflexes suck. My internet connection ditto. Sure I have a decent rotation - but I can't reliably bar swap (that sucky internet - and no, I have nothing better available because of living in the back of beyond, a whole 40 miles north of "good" connection).
So yeah. I die. Not every time but frequently enough that threads like this one (the MANY MANY threads like this one) make me want to reach through the browser and choke everyone who's promoting this "veteran overland" garbage - even if they say it's "optional" - does anyone really believe that if they get their way, ZOS will actually make it optional? Not only no but HELL NO - because a major change of this sort would cause a mega programming disaster if it was "just a switch for optional".
And that's all I'm going to say - because I'm not risking my posting privs again.
[@Abigail - @zelaminator was.... oh - nev'mind.... he got it first....]
Rust_in_Peace wrote: »FantasticFreddie wrote: »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?
We don't roll our eyes at a wheelchair ramp at the sandwich shop because how many people are in wheelchairs, anyways, we understand as a society that some things need to be accessible to everyone.
Just because you build a wheelchair ramp for one person also doesn't mean everyone needs to start using wheelchairs and taking the ramp which is what your analogy here would equate to.
What is hard then?amm7sb14_ESO wrote: »Playing as a tank in overland doesn't make it "hard". It just makes it even more mind numbingly tedious.
Long - just extends time.
Chance of failure (1-shot + boss reset) extends time randomly.
High attention adds a chance of failure.
High learning extends time at first, becomes easy later.
For me difficulty is how much time i spend to achieve something. For example i failed to complete all solo questing on my dk tank, but succeeded on my healer.
- How fast is the enemy?
- How often do they move?
- How often do they use their weapon and how fast are they with it?
- What is their react time?
- How many abilities do they have?
- What kind of abilities do they have?
- How often do they use these abilities?
- How much damage do they deal?
- What are their defenses?
- How many do you run into at a time?
- How smart are they?
- How effective are they as a group?
I wish the overland gameplay was as exciting as this intro made it look.
- Daedra hordes pouring out of the anchors and roaming the lands - even attacking cities!
- Daedric Titans flying around
- Dangerous Bosses that wander the open world zones
And other stuff like how;
- Enemies were attacking in actual groups larger than just three (and god forbid encouraging players to work together in an MMO outside of required group content)
- Large Battles with NPCs that were actually fighting each other and seeking out combat
- nice little details & touches like how animals were wandering the zone (like the bugs flying in Valenwood)
This intro made ESO look way more sandbox than it currently is right now and I hope they can achieve that in the gameplay - also fighting an enemy army/hordes sounds like a REALLY awesome game activity.
Imagine if werewolves actually behaved in the game like they do in the video
You're exploring and wandering around - suddenly you spot a Werewolf in the distance who howls and you find yourself being attacked on all fronts by their Pack.
That kind of Sandbox enemy Ai behavior would be awesome in ESO!
...as another poster said it has become a joke in certain circles when this thread pops up...
amm7sb14_ESO wrote: »Red_Feather wrote: »Who else here has 90% of the game's delves left undone because of how dull their fights feel.
Overland delves I just jog through and auto attack enemies to unleash them, until reaching the skyshard and then jog out.
Maybe I'll run across the delve boss and auto attack that to complete the delve on the map.
Every enemy in a delve feels like a bug on a windshield.
Me.
As it stands, overland content in this game acts as an annoyance / hinderance. It is not quality content.
Until overland content is revamped and given something to actually make it engaging, I will not partake in it. And I'm sure many others feel the same way.
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.
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.....
VampReworkFailed wrote: »
Even though this is an 18+ game and quite frankly if you have a hard time with overland you shouldn't be playing this video game.
it's literally the classic thing of 'oh well, I play the game to just relax and turn my brain off. So... therefore you wanting challenge doesn't matter." bruh if u wanted to turn ur brain off go watch TV.
Tired of these people thinking the game should be made easier to cater towards *their* needs when having actual challenge and rewards are what RPGs are about.
Imagine an ESO where quests actually gave you good loot.....
VampReworkFailed wrote: »Casuals don't keep a game alive, fun fact. They aren't the ones spending money on crown store items or expansions. They play the game for a few hours a week then leave. That's a casual player.