grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
spartaxoxo wrote: »grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
You think the dragons are easier than dark anchors for example?
You think that the Blackwood Public Dungeon is as easy as Bad Man's Hollows?
You think that the Cauldron is as easy as Imperial City Sewers?
Do you think that Rockgrove is as easy as Craglorn trials?
Vateshran Hollows has way more mechanics than Maelstrom Arena.
I think you've gotten better over time, and thus content has become easier for you regardless if it has more mechanics or not. The game itself though is harder now than it was before. It has more mechanics, and more demand we follow those mechanics.
spartaxoxo wrote: »grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
You think the dragons are easier than dark anchors for example?
You think that the Blackwood Public Dungeon is as easy as Bad Man's Hollows?
You think that the Cauldron is as easy as Imperial City Sewers?
Do you think that Rockgrove is as easy as Craglorn trials?
Vateshran Hollows has way more mechanics than Maelstrom Arena.
I think you've gotten better over time, and thus content has become easier for you regardless if it has more mechanics or not. The game itself though is harder now than it was before. It has more mechanics, and more demand we follow those mechanics.
The game isn't harder now than it was before. All those easy zones, delves and dungeons are still there. The difficulty level is more tiered than it used to be. ZoS is smart to not make all content easy for new players. There needs to be some form of progression.
They could do better at explaining where a new player might want to start.
Sylvermynx wrote: »I don't find the newest content harder than the older overland. Some things I don't do - dungeons, trials, pvp, anything requiring a group - so I have no idea about that. But as far as overland - it's pretty much the same as it's always been (I started playing in June 2018).
It seems to me that Blackwood overland is on par with the base game overland. Works for me. Not sure what your agenda is. I don't want overland ramped up in difficulty - but I'm not trying to accuse the devs of making overland harder all of a sudden either.
spartaxoxo wrote: »spartaxoxo wrote: »grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
You think the dragons are easier than dark anchors for example?
You think that the Blackwood Public Dungeon is as easy as Bad Man's Hollows?
You think that the Cauldron is as easy as Imperial City Sewers?
Do you think that Rockgrove is as easy as Craglorn trials?
Vateshran Hollows has way more mechanics than Maelstrom Arena.
I think you've gotten better over time, and thus content has become easier for you regardless if it has more mechanics or not. The game itself though is harder now than it was before. It has more mechanics, and more demand we follow those mechanics.
The game isn't harder now than it was before. All those easy zones, delves and dungeons are still there. The difficulty level is more tiered than it used to be. ZoS is smart to not make all content easy for new players. There needs to be some form of progression.
They could do better at explaining where a new player might want to start.
Old content being still there in no way counters my argument, because I was saying the new content added is harder now than it was before. And therefore the game has trended harder over time. That the design is purposefully harder than it was before. Therefore, you cannot use "Fungal Grotto still exists," to counter that. You'd have to prove that overall trying to make the new content easier than the old content.
spartaxoxo wrote: »spartaxoxo wrote: »grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
You think the dragons are easier than dark anchors for example?
You think that the Blackwood Public Dungeon is as easy as Bad Man's Hollows?
You think that the Cauldron is as easy as Imperial City Sewers?
Do you think that Rockgrove is as easy as Craglorn trials?
Vateshran Hollows has way more mechanics than Maelstrom Arena.
I think you've gotten better over time, and thus content has become easier for you regardless if it has more mechanics or not. The game itself though is harder now than it was before. It has more mechanics, and more demand we follow those mechanics.
The game isn't harder now than it was before. All those easy zones, delves and dungeons are still there. The difficulty level is more tiered than it used to be. ZoS is smart to not make all content easy for new players. There needs to be some form of progression.
They could do better at explaining where a new player might want to start.
Old content being still there in no way counters my argument, because I was saying the new content added is harder now than it was before. And therefore the game has trended harder over time. That the design is purposefully harder than it was before. Therefore, you cannot use "Fungal Grotto still exists," to counter that. You'd have to prove that overall trying to make the new content easier than the old content.
Yes it does counter your statement that I replied to. You said "The game itself though is harder now than it was before". It is not harder than it was before. New content might be harder than old content but making new content same level as old content would make the game stale.
The only thing that has gotten harder in overland is some of the world bosses, but typically they have a mechanic that once learned eases the difficulty by a very large margin. If we compare last year to this year Blackwood's portals are far, FAR easier than a Harrowstorm in comparison. And Harrowstorms have a progressively harder difficulty curve depending on.... you guessed it! Mechanics. Follow the mechanics and the difficulty goes down heavily.
Of course ZOS did fix the bug with the Harrowstorm ghosts so stunning them no longer halts them permanently, but it does buy you time to kill them in a timely manner.
grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
Grandchamp1989 wrote: »grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
Interesting thread.
I'm mostly in the camp with this guy I quoted..
Casual play:
- The Story which includes
* Main Story
* Zone Stories
* All the side quests
- Delves
- Public Dungeons
- Normal Dungeons
- Dolmens and world bosses (Group effort in overland - you walk by, 7 people are smacking a WB and you join in)
Also most of the gold is farmed in overland from ressource farming, fragments, overland sets and furnishing materials including furnishing plans
The average player will usually play in:
- Vet dungeons
- Normal Trials
- PvP
Above average will probably play in:
- HM Dungeons
- Vet Trials
- PvP
High end players will probably put their sights on:
-Trials HM (including trifecta)
-PvP
Most of the content suited to your progression level is found at the casual level. On top of that the dungeons bosses are constantly getting nerfed, so the "average level" is getting easier.
I think ESO is an extremely casual game that put a lot of effort into new players maybe, sometimes at the expense of some player retention, but that's just my take.
spartaxoxo wrote: »Grandchamp1989 wrote: »grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
Interesting thread.
I'm mostly in the camp with this guy I quoted..
Casual play:
- The Story which includes
* Main Story
* Zone Stories
* All the side quests
- Delves
- Public Dungeons
- Normal Dungeons
- Dolmens and world bosses (Group effort in overland - you walk by, 7 people are smacking a WB and you join in)
Also most of the gold is farmed in overland from ressource farming, fragments, overland sets and furnishing materials including furnishing plans
The average player will usually play in:
- Vet dungeons
- Normal Trials
- PvP
Above average will probably play in:
- HM Dungeons
- Vet Trials
- PvP
High end players will probably put their sights on:
-Trials HM (including trifecta)
-PvP
Most of the content suited to your progression level is found at the casual level. On top of that the dungeons bosses are constantly getting nerfed, so the "average level" is getting easier.
I think ESO is an extremely casual game that put a lot of effort into new players maybe, sometimes at the expense of some player retention, but that's just my take.
To be honest I think stretching dividing zone stories and side stories is bit a sus, trying to make it seem more like more content than it is. Those quests altogether represent a few hours of non-repeatable gameplay, and I think majority of most people's time is spent doing repeatable content. I also don't think there'd be a lot of people who want to exclude DLC from the random normal dungeons if they didn't present a significant jump in difficulty from base game ones that they find themselves continuously frustrated by, either because they have a harder time with them, their typical teammates have a harder time with them, or both. Also from my pug experience, I'm more likely to have to carry a team on a vet base game dungeon than a normal DLC. Like for example, I just had a group abandon normal scalecaller peak the other day. I can't remember the last time that happened on a vet base game. So I think they represent a playerbase that is better than the casual level. If I had to define it personally....
I also often see casual players complain about the lack of help at world bosses and world events, and cry out in zone chat for more people to help them with them. So I think that they are content more aimed at "average players," than casuals, in that list. I haven't see a lot of casuals take on a dragon unless there's a significant group of average players there first, and that's not really content being designed with them in mind. It's them being presented with the opportunity to join content designed for "average" players.
Or as I call them on my list, mid-tier.
New players should be delivered into their faction starter island(s), then into their opposing factions starter islands, then into their faction beginner, medium, expert lands; and their opposing factions beginner, medium, expert lands. You can do that now if you know the area names. They need to rethread the early quests.
grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
Grandchamp1989 wrote: »spartaxoxo wrote: »Grandchamp1989 wrote: »grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
Interesting thread.
I'm mostly in the camp with this guy I quoted..
Casual play:
- The Story which includes
* Main Story
* Zone Stories
* All the side quests
- Delves
- Public Dungeons
- Normal Dungeons
- Dolmens and world bosses (Group effort in overland - you walk by, 7 people are smacking a WB and you join in)
Also most of the gold is farmed in overland from ressource farming, fragments, overland sets and furnishing materials including furnishing plans
The average player will usually play in:
- Vet dungeons
- Normal Trials
- PvP
Above average will probably play in:
- HM Dungeons
- Vet Trials
- PvP
High end players will probably put their sights on:
-Trials HM (including trifecta)
-PvP
Most of the content suited to your progression level is found at the casual level. On top of that the dungeons bosses are constantly getting nerfed, so the "average level" is getting easier.
I think ESO is an extremely casual game that put a lot of effort into new players maybe, sometimes at the expense of some player retention, but that's just my take.
To be honest I think stretching dividing zone stories and side stories is bit a sus, trying to make it seem more like more content than it is. Those quests altogether represent a few hours of non-repeatable gameplay, and I think majority of most people's time is spent doing repeatable content. I also don't think there'd be a lot of people who want to exclude DLC from the random normal dungeons if they didn't present a significant jump in difficulty from base game ones that they find themselves continuously frustrated by, either because they have a harder time with them, their typical teammates have a harder time with them, or both. Also from my pug experience, I'm more likely to have to carry a team on a vet base game dungeon than a normal DLC. Like for example, I just had a group abandon normal scalecaller peak the other day. I can't remember the last time that happened on a vet base game. So I think they represent a playerbase that is better than the casual level. If I had to define it personally....
I also often see casual players complain about the lack of help at world bosses and world events, and cry out in zone chat for more people to help them with them. So I think that they are content more aimed at "average players," than casuals, in that list. I haven't see a lot of casuals take on a dragon unless there's a significant group of average players there first, and that's not really content being designed with them in mind. It's them being presented with the opportunity to join content designed for "average" players.
Or as I call them on my list, mid-tier.
DLC dolmens (dragons, Geysers etc) and World Bosses are designed behind groups of players in overland zerging down a larger foe. A lvl 10 with a bow is not really at any great disadvantage when there's a group of players taking it down which is what is intended.
If we expect players to solo world bosses, sure the difficulty is much harder - but that would be foolish. That's not their intended use - they're designed as a group event where people join in a big fight to take down a boss. Everyone can join in on such a fight regardless of experience. I began around the time of Elsweyr and I was "helping" smacking dragons with my amazing lvl 10 maple restoration staff and I had a blast doing it.
spartaxoxo wrote: »Grandchamp1989 wrote: »spartaxoxo wrote: »Grandchamp1989 wrote: »grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
Interesting thread.
I'm mostly in the camp with this guy I quoted..
Casual play:
- The Story which includes
* Main Story
* Zone Stories
* All the side quests
- Delves
- Public Dungeons
- Normal Dungeons
- Dolmens and world bosses (Group effort in overland - you walk by, 7 people are smacking a WB and you join in)
Also most of the gold is farmed in overland from ressource farming, fragments, overland sets and furnishing materials including furnishing plans
The average player will usually play in:
- Vet dungeons
- Normal Trials
- PvP
Above average will probably play in:
- HM Dungeons
- Vet Trials
- PvP
High end players will probably put their sights on:
-Trials HM (including trifecta)
-PvP
Most of the content suited to your progression level is found at the casual level. On top of that the dungeons bosses are constantly getting nerfed, so the "average level" is getting easier.
I think ESO is an extremely casual game that put a lot of effort into new players maybe, sometimes at the expense of some player retention, but that's just my take.
To be honest I think stretching dividing zone stories and side stories is bit a sus, trying to make it seem more like more content than it is. Those quests altogether represent a few hours of non-repeatable gameplay, and I think majority of most people's time is spent doing repeatable content. I also don't think there'd be a lot of people who want to exclude DLC from the random normal dungeons if they didn't present a significant jump in difficulty from base game ones that they find themselves continuously frustrated by, either because they have a harder time with them, their typical teammates have a harder time with them, or both. Also from my pug experience, I'm more likely to have to carry a team on a vet base game dungeon than a normal DLC. Like for example, I just had a group abandon normal scalecaller peak the other day. I can't remember the last time that happened on a vet base game. So I think they represent a playerbase that is better than the casual level. If I had to define it personally....
I also often see casual players complain about the lack of help at world bosses and world events, and cry out in zone chat for more people to help them with them. So I think that they are content more aimed at "average players," than casuals, in that list. I haven't see a lot of casuals take on a dragon unless there's a significant group of average players there first, and that's not really content being designed with them in mind. It's them being presented with the opportunity to join content designed for "average" players.
Or as I call them on my list, mid-tier.
DLC dolmens (dragons, Geysers etc) and World Bosses are designed behind groups of players in overland zerging down a larger foe. A lvl 10 with a bow is not really at any great disadvantage when there's a group of players taking it down which is what is intended.
If we expect players to solo world bosses, sure the difficulty is much harder - but that would be foolish. That's not their intended use - they're designed as a group event where people join in a big fight to take down a boss. Everyone can join in on such a fight regardless of experience. I began around the time of Elsweyr and I was "helping" smacking dragons with my amazing lvl 10 maple restoration staff and I had a blast doing it.
Sure, but look at dark anchors for example. Or to a lesser extent, geysers. Those are also designed for groups, but the difficulty level is set for a small band of causal/new players moreso than ones of average skill. That's why it's so mindless to kill them alone for players of average skill, even the bosses. Dragons and Harrowstorms have their difficulty set a small group of average skilled players, and are basically impossible for even like newbies/casuals. Like I don't think 4 level 10s could beat a dragon. They need players of average skill to come help, and it's a popular request for those of casual skill to ask those of average skill players to come help.
I think a lot of people who are better than this level have trouble seeing the skill gap between the casual crowd who largely skips group content or only does base game stuff, and ones that are more average skill level. It's because it's not as big of a jump as say people who regularly do vet dungeons and ones who regularly do vet DLC trials.
But I think there is definitely a skill jump.
spartaxoxo wrote: »Grandchamp1989 wrote: »spartaxoxo wrote: »Grandchamp1989 wrote: »grannas211 wrote: »I actually think it’s the opposite. The game has become very casual.
Interesting thread.
I'm mostly in the camp with this guy I quoted..
Casual play:
- The Story which includes
* Main Story
* Zone Stories
* All the side quests
- Delves
- Public Dungeons
- Normal Dungeons
- Dolmens and world bosses (Group effort in overland - you walk by, 7 people are smacking a WB and you join in)
Also most of the gold is farmed in overland from ressource farming, fragments, overland sets and furnishing materials including furnishing plans
The average player will usually play in:
- Vet dungeons
- Normal Trials
- PvP
Above average will probably play in:
- HM Dungeons
- Vet Trials
- PvP
High end players will probably put their sights on:
-Trials HM (including trifecta)
-PvP
Most of the content suited to your progression level is found at the casual level. On top of that the dungeons bosses are constantly getting nerfed, so the "average level" is getting easier.
I think ESO is an extremely casual game that put a lot of effort into new players maybe, sometimes at the expense of some player retention, but that's just my take.
To be honest I think stretching dividing zone stories and side stories is bit a sus, trying to make it seem more like more content than it is. Those quests altogether represent a few hours of non-repeatable gameplay, and I think majority of most people's time is spent doing repeatable content. I also don't think there'd be a lot of people who want to exclude DLC from the random normal dungeons if they didn't present a significant jump in difficulty from base game ones that they find themselves continuously frustrated by, either because they have a harder time with them, their typical teammates have a harder time with them, or both. Also from my pug experience, I'm more likely to have to carry a team on a vet base game dungeon than a normal DLC. Like for example, I just had a group abandon normal scalecaller peak the other day. I can't remember the last time that happened on a vet base game. So I think they represent a playerbase that is better than the casual level. If I had to define it personally....
I also often see casual players complain about the lack of help at world bosses and world events, and cry out in zone chat for more people to help them with them. So I think that they are content more aimed at "average players," than casuals, in that list. I haven't see a lot of casuals take on a dragon unless there's a significant group of average players there first, and that's not really content being designed with them in mind. It's them being presented with the opportunity to join content designed for "average" players.
Or as I call them on my list, mid-tier.
DLC dolmens (dragons, Geysers etc) and World Bosses are designed behind groups of players in overland zerging down a larger foe. A lvl 10 with a bow is not really at any great disadvantage when there's a group of players taking it down which is what is intended.
If we expect players to solo world bosses, sure the difficulty is much harder - but that would be foolish. That's not their intended use - they're designed as a group event where people join in a big fight to take down a boss. Everyone can join in on such a fight regardless of experience. I began around the time of Elsweyr and I was "helping" smacking dragons with my amazing lvl 10 maple restoration staff and I had a blast doing it.
Sure, but look at dark anchors for example. Or to a lesser extent, geysers. Those are also designed for groups, but the difficulty level is set for a small band of causal/new players moreso than ones of average skill. That's why it's so mindless to kill them alone for players of average skill, even the bosses. Dragons and Harrowstorms have their difficulty set a small group of average skilled players, and are basically impossible for even like newbies/casuals. Like I don't think 4 level 10s could beat a dragon. They need players of average skill to come help, and it's a popular request for those of casual skill to ask those of average skill players to come help.
I think a lot of people who are better than this level have trouble seeing the skill gap between the casual crowd who largely skips group content or only does base game stuff, and ones that are more average skill level. It's because it's not as big of a jump as say people who regularly do vet dungeons and ones who regularly do vet DLC trials.
But I think there is definitely a skill jump.
. I will agree with you that new group content is harder than old group content. I still disagree that the game has become harder and that was what I initially responded to. You changed the direction of the thread with your choice of words.
Where does this idea that the game caters most of it's new content to new players come from?
I never heard of a MMO releasing a new expansion to please new players. All expansions are geared towards pushing the limits and increasing the skill and level bar and since ESO does not have levels in the classical meaning, it has to be difficulty. In addition, every expansion they nerf something that used to be "difficult" in the past.
Not sure I get you since there seem to be several contradictory posts...
about midway through you focused down to: "What this thread is about is whether or not DLC content is harder than base game content."
Well expansions have to (and do, in this and other games) have some content for newer players since a lot of new players come in specifically to play the dlc.