alberichtano wrote: »Viewsfrom6ix wrote: »Viewsfrom6ix wrote: »Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Most people here want optional harder story or overland content like normal and bet for dungeons and trials. So relax, you won't be affected.
That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?
Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.
Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.
What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.
All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
Simple just like you said. Overland would have two instances. Anyone enabled vet would load into the vet overland instance and vice versa.
Yes, it would double the load on their servers but that is just a matter of money to solve.
Just like any other software challenges, throw more time, people and money at it and it will be completed.
Also I never said I wanted it. Just merely explaining what most people want from what I observed. I barely do any PvE nowadays.
And what profit-seeking company would throw time (=money), people (=money) and money at something that they would feel is an unnecessary luxury? I mean, unless you actually PAY for it.
SilverBride wrote: »The problem with that, though is that it was forced progression - needed to get your vet ranks - and on each character... I see no problem at all with providing more difficult overland as an option.
But nobody knows what the cost is - it could be trivial.. Adjustments to character strength are already in-place since 1T to scale characters for the content. It may be as simple as tweaking that one calculation based on a user setting - it maybe a lot harder. It isn't for us to know, and therefore not a good reason to base a personal decision on of whether or not you want certain content.
I am a software developer and get soo frustrated when users don't ask for things because they think they may be hard to do - when in reality it could be a half-hour job - while they are asking me to spend months on something else.. So lets just ask and let Zos decide what not to do when they determine the effort (of course feedback from them would be nice so we don't keep asking for the impossible stuff!)
It isn't likely that the cost would be trivial when you consider that everything would have to be duplicated. And the servers most likely couldn't handle the extra load so would have to be replaced.
Yes ZoS has the final say on whether or not this would be worth the effort.
alberichtano wrote: »Honestly I don't understand the problem. You want it harder? Well, remove your fancy armor and just use what plain white armor you can scavange. Still to easy? Just use the skin/fur/scales that the gods/moons/hist gave you. Still to easy? Do the same with voidsteel daggers. No enchants.
There, a challange worthy of Ysgramor! ;-)
alberichtano wrote: »Honestly I don't understand the problem. You want it harder? Well, remove your fancy armor and just use what plain white armor you can scavange. Still to easy? Just use the skin/fur/scales that the gods/moons/hist gave you. Still to easy? Do the same with voidsteel daggers. No enchants.
There, a challange worthy of Ysgramor! ;-)
Depends how it's done.. I'm for the setting affecting me personally, but playing in the same zones as everyone else regardless of their settings.. Yeah people on easy-mode may steamroll a boss I've spent 2 minutes on - but I'm cool with that. Levelled people currently steamroll bosses that newbies have spent minutes on..
So no new servers needed, no duplication, no extra load - and the possibility for a sliding scale of difficulties instead of simply 'normal and vet'
And yet, I give you...the entirety of human history as accumulated evidence that, in overwhelmingly vast majority, people generally do things because they want the rewards, whatever those happen to be.
You say you're different; that the only reward you want is the joy of harder content.
I say...what are you doing here in this easytown MMO? This was never, on its most outrageous day, one of the difficult MMO's. Not ever. Not. Ever.
As it turns out, nobody makes MMO's because they wanted to savor the challenge, and MMO studios and their publishers/owners expect these things to be profitable endeavors. They both expect and require fairly substantial profits when it comes to whether or not a game eventually gets the axe or gets invested in further and expanded upon with more content.
ESO has been getting regular content for years. There is no other indicator necessary to conclude that the game is comfortably profitable per the desires of its owners, as they keep authorizing continued investments into expanding its development.
Turns out, nobody does that unless they expect even greater returns on such investments. It's almost like this is a core motivator for pretty much all humans everywhere about almost everything or something.
What in all existence about any Elder Scrolls game led you to somehow believe that any of this was going to offer the kind of challenge you say you crave? I mean, I've played them all clear back to Arena when that was the new hotness and I can very confidently say that Elder Scrolls games are cheesetastic romps that anyone with two braincells can utterly break into unbalanced godmode-tier hilarity just by learning the systems and then abusing them.
No cheat codes or console commands required. Homey G-Funk, I can murder my way through Skyrim with an enchanted fork that deals thousands of damage per hit. No cheating required. Difficulty settings won't matter much when I render myself invincible with 20k health and a fork that can oneshot everything in the game, brought forth by learning the systems and figuring out how to loophole and generally abuse them.
This is part of the fun of an Elder Scrolls game though; breaking them terribly and doing absurd things. This goes clear back to at least Daggerfall, making your character absurdly overpowered and require the minimum XP to level by setting outrageous weaknesses that never actually get attacked, then farming your way to max rank in the mage's guild by repeatedly cheesing the guild quest and doing nothing but killing thieves in the basement so you never even have to leave the building, and THEN making enchanted items that cover for your outrageous weaknesses, rendering you an unkillable god with a few hours worth of effort.
And then you can farm Daedric gear by loitering in stores, stealing everything when the store is closed and selling it back to the same store while hopping and running around, thus skilling up several of your skills.
This is the legacy of Elder Scrolls. It's a whacky mix of Shedungent's password to skip the whole thing literally being 'Shut Up' and enchanted murderforks that deal 7k damage per hit wrapped in an unhealthy number of cliffracers and an unfortunate dearth of Patrick Stewart voicing more emperors.
alberichtano wrote: »Honestly I don't understand the problem. You want it harder? Well, remove your fancy armor and just use what plain white armor you can scavange. Still to easy? Just use the skin/fur/scales that the gods/moons/hist gave you. Still to easy? Do the same with voidsteel daggers. No enchants.
There, a challange worthy of Ysgramor! ;-)
zelaminator wrote: »zelaminator wrote: »Red_Feather wrote: »The issue is that it is effortless and not engaging. It's walking from white arrow to white arrow. The only interaction being the interact button which triggers a inventory change or NPC conversation.
It IS engaging, to quite a lot of people.. TES fans usually come for a story, not a fight.. And since the game is still alive, there must be many many people that find this experience to be a nice one
Yet you can count on at least one thread bemoaning the low difficulty in overland and quest content being active at any given time. People are bringing this up 24/7, including die-hard TES fans like myself.
Yes, there will always be threads about it, but there will also always be just as many players against doing it.. and the forum users are only a very small percentage of the players.. that huge majority of players that don't use the forums, are very likely perfectly happy
They're not. They just leave the game for something more engaging. I know all my friends did.
Thechuckage wrote: »No, it is not a challenge. It just becomes more tedious. As has been explained in the past.
Viewsfrom6ix wrote: »Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Most people here want optional harder story or overland content like normal and vet for dungeons and trials. So relax, you won't be affected.
Thechuckage wrote: »No, it is not a challenge. It just becomes more tedious. As has been explained in the past.
so what do you want? mobs having more hp so they don't die as fast? mobs doing more damage? that's exactly the kind of "challenge" these threads are asking for.
you want better rewards? more mechanics? veteran content exists in different forms to offer exactly that.
"tedious" is highly subjective, having to spend ages just to grind through mobs to get to the next npc for more dialog is even more tedious than steamrolling everything. if fighting is so great in this game you totally want to do it while questing, why do I see people constantly just rushing through everything to get to the next boss/questmarker/npc? inb4 "they would totally fight if the fights would be more 'challenging'" - yeah, no. and if you make it as tedious and difficult to rush through as possible, people will just do what they've done forever, sneak past it.
if people want challenging fights they're doing vet dlc dungeon/trial hardmodes, not overland quests.
SilverBride wrote: »The problem with that, though is that it was forced progression - needed to get your vet ranks - and on each character... I see no problem at all with providing more difficult overland as an option.
But nobody knows what the cost is - it could be trivial.. Adjustments to character strength are already in-place since 1T to scale characters for the content. It may be as simple as tweaking that one calculation based on a user setting - it maybe a lot harder. It isn't for us to know, and therefore not a good reason to base a personal decision on of whether or not you want certain content.
I am a software developer and get soo frustrated when users don't ask for things because they think they may be hard to do - when in reality it could be a half-hour job - while they are asking me to spend months on something else.. So lets just ask and let Zos decide what not to do when they determine the effort (of course feedback from them would be nice so we don't keep asking for the impossible stuff!)
It isn't likely that the cost would be trivial when you consider that everything would have to be duplicated. And the servers most likely couldn't handle the extra load so would have to be replaced.
Yes ZoS has the final say on whether or not this would be worth the effort.
Ken_Koerperich wrote: »Revitalizing old zones?
Really??
All I ever see while I play, when I do run across others in game is this:
Standing on Dolmen farming it in milliseconds....
Or speed past every mob to get to the "Quest" marker...
So how, when playing this way, would changing anything change the game?
Running past everything every time you play will still defeat making anything harder...
You're skipping at least 85% of it to begin with....
UGH!
Again, like we've all been saying. Want a challenge, take yourself on over to the Vet Dungeons, Trials, out to the PvPvE Zones and play there.
Those are harder...
Specially the PvPvE Zone, not only do you have to beat the mobs, you got to beat the yahoo's out to ruin your day....
I think better rewards should be part of harder difficulty. It's how games work as you pointed out. That is why i mentioned it. It is a motivator for people to try harder content than they are currently doing. People doing harder overland means that some of them will get better at playing and thus be able to do even harder content that would otherwise be much for them if they didn't "work" up to it.Over the years there have been so many suggestions how to make this work. Not that it would be our job to do so, I'm perfectly confident in ZOS' ability to develop something appropriate if only they acknowledged the demand.That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
But, what the heck. Let's go through this.Yes, a simple debuff like battle spirit would be the most sensible solution. Overworld mobs don't need special mechanics - they already have them. They are just easily ignored because they can be powered through. Doshia didn't have different mechanics back in the day, you just had to pay attention to them.Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?As said, mobs wouldn't have to change at all.Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
And don't worry how long I will be thrilled, I'll be just fine. Players of varying character level and ability have been playing together at least since One Tamriel, seeing someone stronger never bothered me one bit.No, logically you wouldn't. What logic? What's the premise here?Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.Which is why you shouldn't create different overland instances based on difficulty. It's too much effort for too little gain, and just separates people further.Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.It sounds more like you are arguing against your own assumptions than somebody else's suggestion.What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.Funny, but no.All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
ZOS just recently acknowledged again that many, many of their players are playing solo. So do I most of the time.
The problem is that outside of solo arenas, solo content in this game is so trivially easy that it makes all other game systems virtually superfluous. I'd love to hunt for gear, level my crafting skills and upgrade said gear, add better traits and enchantments, learn recipes, gain new skill lines, level my champion rank, deliberate good loadouts, etc. pp. But all of these progression systems are completely irrelevant when you can beat the new story boss with a few light attacks.
So, what we really ask for is for ZOS to improve the solo experience they acknowledge is a huge part of their players' preferd playstyle, by (optionally) elevating the difficulty from the level of a visual novel to something that incorporates other game systems, the way it used to do.There's always someone in these threads who considers it some kind of "Gotcha!" when people point out that higher difficulty comes with better/different rewards. It's not the "whole point", it's just one point to good game design.Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
There's no hidden conspiracy to leech a few more coins of gold out of ZOS. That's just how games work.
vesselwiththepestle wrote: »Questing is definitely not aimed at players being able to deal more than 10k dps. Spoiler: I deal more damage just by light attacking. How much skill does that take?Do you guys take turns in making these posts? This is a casual game aimed at all levels of player skill.
I would LOVE to see engaging gameplay in questing. I am currently doing the Greymoor questline and there was a big bad quest boss WHO DIDN'T EVEN DEAL DAMAGE WHEN HE HIT ME. Literally. Zero. Damage. Although he had some cool looking mechanics. I gather if he had been dangerous, this could have been a lot of fun. But alas, it seems the game isn't actually aimed at all levels of player skill.
You missed the part where I said that it's a casual game, you come with an OP character to the zone aimed at new players and people playing just for the story. You're CP1000+, you deal 10k with LAs, good for you. There is content for your character level and skill, it's called veteran hardmode dungeons and trials. I know some elderly players who struggle with quest bosses, I don't think they should struggle more because someone wants to seek challenge in the content that wasn't designed to be challenging.
Ken_Koerperich wrote: »[removed quote]amm7sb14_ESO wrote: »[Revitalizing old zones?
Really??
All I ever see while I play, when I do run across others in game is this:
Standing on Dolmen farming it in milliseconds....
Or speed past every mob to get to the "Quest" marker...
So how, when playing this way, would changing anything change the game?
Running past everything every time you play will still defeat making anything harder...
You're skipping at least 85% of it to begin with....
UGH!
Again, like we've all been saying. Want a challenge, take yourself on over to the Vet Dungeons, Trials, out to the PvPvE Zones and play there.
Those are harder...
Specially the PvPvE Zone, not only do you have to beat the mobs, you got to beat the yahoo's out to ruin your day....
Thechuckage wrote: »No, it is not a challenge. It just becomes more tedious. As has been explained in the past.
so what do you want? mobs having more hp so they don't die as fast? mobs doing more damage? that's exactly the kind of "challenge" these threads are asking for.
you want better rewards? more mechanics? veteran content exists in different forms to offer exactly that.
"tedious" is highly subjective, having to spend ages just to grind through mobs to get to the next npc for more dialog is even more tedious than steamrolling everything. if fighting is so great in this game you totally want to do it while questing, why do I see people constantly just rushing through everything to get to the next boss/questmarker/npc? inb4 "they would totally fight if the fights would be more 'challenging'" - yeah, no. and if you make it as tedious and difficult to rush through as possible, people will just do what they've done forever, sneak past it.
if people want challenging fights they're doing vet dlc dungeon/trial hardmodes, not overland quests.
Give mobs enough health so they don't get instantly killed by 2 uses of an aoe attack, enough damage to actually register as a threat, and reduce the cooldown on their abilities so they actually pose a threat while alive while removing skills that do nothing but waste their time. Think about conjurers who summon the bubbles that do nothing, or the healers who stand around doing nothing, or the archers who take 8s to fire a single shot, or the tanks that jump out of the map removing themselves from the battle. How are those challenging? Engaging? If they manage to do anything, it's to waste their own time.
People who do dungeons and trials don't want to be constantly told "go back to your corner", we want to explore the world, enjoy the story, engage in the biggest bit of content ZOS puts out, but we can't because that content puts us to sleep faster than the mobs could kill us if we were afk. Some of us want enemies that actually fight back.
All other mmo around like gw2, swtor, ffIX, wow, archage, neverwinter, etc offer some accecible but still challenging questing. At least you can finish a **** rotation on your abbilities.
Ken_Koerperich wrote: »[removed quote]amm7sb14_ESO wrote: »Revitalizing old zones?
Really??
All I ever see while I play, when I do run across others in game is this:
Standing on Dolmen farming it in milliseconds....
Or speed past every mob to get to the "Quest" marker...
So how, when playing this way, would changing anything change the game?
Running past everything every time you play will still defeat making anything harder...
You're skipping at least 85% of it to begin with....
UGH!
Again, like we've all been saying. Want a challenge, take yourself on over to the Vet Dungeons, Trials, out to the PvPvE Zones and play there.
Those are harder...
Specially the PvPvE Zone, not only do you have to beat the mobs, you got to beat the yahoo's out to ruin your day....
SilverBride wrote: »All other mmo around like gw2, swtor, ffIX, wow, archage, neverwinter, etc offer some accecible but still challenging questing. At least you can finish a **** rotation on your abbilities.
I don't know about these other games, but WoW does not have challenging questing, the exception being the very end of an expansion's story where you fight the main protagonist in a raid. But their zones are no more challenging than ESO's. The only difference is their zones have level ranges, but they still are not hard.
Thechuckage wrote: »Ken_Koerperich wrote: »[removed quote]amm7sb14_ESO wrote: »Revitalizing old zones?
Really??
All I ever see while I play, when I do run across others in game is this:
Standing on Dolmen farming it in milliseconds....
Or speed past every mob to get to the "Quest" marker...
So how, when playing this way, would changing anything change the game?
Running past everything every time you play will still defeat making anything harder...
You're skipping at least 85% of it to begin with....
UGH!
Again, like we've all been saying. Want a challenge, take yourself on over to the Vet Dungeons, Trials, out to the PvPvE Zones and play there.
Those are harder...
Specially the PvPvE Zone, not only do you have to beat the mobs, you got to beat the yahoo's out to ruin your day....
[snip]
So someone has overleveled (near immediately) the story content they are enjoying, so they should move into group non-story content.[snip]
alberichtano wrote: »SilverBride wrote: »All other mmo around like gw2, swtor, ffIX, wow, archage, neverwinter, etc offer some accecible but still challenging questing. At least you can finish a **** rotation on your abbilities.
I don't know about these other games, but WoW does not have challenging questing, the exception being the very end of an expansion's story where you fight the main protagonist in a raid. But their zones are no more challenging than ESO's. The only difference is their zones have level ranges, but they still are not hard.
Antagonist. You are the protagonist. :-)