katanagirl1 wrote: »I think players forget how they struggled with their first toon in overland. I had the misfortune of picking stamblade for mine so I will never forget.
I made some videos of the first time I cleared a delve solo and got a bunch of thumbs down for them. The struggle was real.
Since then I’ve gotten a build and the right gear.
I agree with OP though. I can solo some base game WBs and run through those public dungeons without food and in my sneaking gear, but the ones in the new zones just kick my butt with my dps gear and fully buffed with food.
I finally got someone to admit on my thread about normal Vateshran difficulty that it was indeed designed to be more difficult than normal Maelstrom Arena. I had to get a Mythic item to finally complete the last boss.
I think ESO does try to cater to casuals more nowadays, since that has to be a large percentage of the player base, but am confused to why dlc dungeons and WBs and such are harder as well.
spartaxoxo wrote: »You just mentioned the types of content. Where's the percentages?spartaxoxo wrote: »Let's look at the content added, shall we?
For New Players
Delves
Public Dungeons
Overland Quests
For Mid Tier players
World Bosses
World Events
Normal Dungeons
Normal Trials
Housing
Vet dungeons (higher end of mid-tier)
For Elite players
Vet Dungeon HM and achievements
Vet Trials
For the top 1%
Vet Trial Achievements
For PVP players
.....
Take Blackwood chapter for example. [Delves + Public Dungeons + Overland Quests] are a lot more content than the few [world bosses + world events + one trial] in that chapter.
And I don't agree Housing is for players in mid tier and up. You don't have to spend millions to take part in housing and have fun. Not like every player wants to make the most outstanding house in Tamriel and win housing competitions. New players can do housing just fine with simple furnishing items you find and craft. A new player can start out with the free inn rooms and buy small houses from in-game gold without much issues. (house gold prices aren't affected by gold inflation after all, so it's easier to buy houses now. Talking about buying houses from the game directly, not via crown selling)
The inn rooms with the furniture they can make is pretty intentionally sparse. Even the materials for crafting a chair is a lot of money for someone who struggles to afford a mount. They let them whet their appetite, but to make a nice house, not even competition worthy just a nice little place, can easily set you back a couple hundred thousand coins. And that's just not something new people easily part with.
In terms of gameplay hours, dungeons and trials provide way more content due to replayability. In terms of the number of new things to look at, questing provides more. So it's meaningless to provide percentages, because you're basically comparing apples to oranges. Questing has more new stuff to hear, but it's not designed to be replayed over and over. It's one and done. So the dungeons, trials, world bosses, etc tend to take up way more gameplay hours than the story.
spartaxoxo wrote: »You just mentioned the types of content. Where's the percentages?spartaxoxo wrote: »Let's look at the content added, shall we?
For New Players
Delves
Public Dungeons
Overland Quests
For Mid Tier players
World Bosses
World Events
Normal Dungeons
Normal Trials
Housing
Vet dungeons (higher end of mid-tier)
For Elite players
Vet Dungeon HM and achievements
Vet Trials
For the top 1%
Vet Trial Achievements
For PVP players
.....
Take Blackwood chapter for example. [Delves + Public Dungeons + Overland Quests] are a lot more content than the few [world bosses + world events + one trial] in that chapter.
And I don't agree Housing is for players in mid tier and up. You don't have to spend millions to take part in housing and have fun. Not like every player wants to make the most outstanding house in Tamriel and win housing competitions. New players can do housing just fine with simple furnishing items you find and craft. A new player can start out with the free inn rooms and buy small houses from in-game gold without much issues. (house gold prices aren't affected by gold inflation after all, so it's easier to buy houses now. Talking about buying houses from the game directly, not via crown selling)
The inn rooms with the furniture they can make is pretty intentionally sparse. Even the materials for crafting a chair is a lot of money for someone who struggles to afford a mount. They let them whet their appetite, but to make a nice house, not even competition worthy just a nice little place, can easily set you back a couple hundred thousand coins. And that's just not something new people easily part with.
In terms of gameplay hours, dungeons and trials provide way more content due to replayability. In terms of the number of new things to look at, questing provides more. So it's meaningless to provide percentages, because you're basically comparing apples to oranges. Questing has more new stuff to hear, but it's not designed to be replayed over and over. It's one and done. So the dungeons, trials, world bosses, etc tend to take up way more gameplay hours than the story.
The “re-playable Content“ is designed for a group. And questing still has more variety in amount of content in comparison to dungeons.
In order to do Trials one generally has to get a group together for it. Unlike dungeons, trials doesn’t have a matchmaker system.
So as it stands, questing is the most readily available and has the most variety.
nud3_voxel wrote: »Let's see:
Antiquities
Endeavors
Every single events (except maybe midyear) with cosmetic/housing rewards that go with it
New zones to explore/quests
Companions
New houses/housing items
Constant dungeon/trial nerfs
Normal dungeons
are all catered for casual players.
Veteran players get one trial per year and a couple dungeons that can be somewhat difficult to complete on vet HM (yet still VERY easily doable on normal for casual players). I think it's pretty fair to say the game caters to all the player base.
spartaxoxo wrote: »nud3_voxel wrote: »Let's see:
Antiquities
Endeavors
Every single events (except maybe midyear) with cosmetic/housing rewards that go with it
New zones to explore/quests
Companions
New houses/housing items
Constant dungeon/trial nerfs
Normal dungeons
are all catered for casual players.
Veteran players get one trial per year and a couple dungeons that can be somewhat difficult to complete on vet HM (yet still VERY easily doable on normal for casual players). I think it's pretty fair to say the game caters to all the player base.
Do you not think there's a difference at all between mid-tier players and casual players? Because I keep seeing this comment where people define vet players mostly as how I defined high-mid/elite, and casual the entire rest of the playerbase.
spartaxoxo wrote: »spartaxoxo wrote: »You just mentioned the types of content. Where's the percentages?spartaxoxo wrote: »Let's look at the content added, shall we?
For New Players
Delves
Public Dungeons
Overland Quests
For Mid Tier players
World Bosses
World Events
Normal Dungeons
Normal Trials
Housing
Vet dungeons (higher end of mid-tier)
For Elite players
Vet Dungeon HM and achievements
Vet Trials
For the top 1%
Vet Trial Achievements
For PVP players
.....
Take Blackwood chapter for example. [Delves + Public Dungeons + Overland Quests] are a lot more content than the few [world bosses + world events + one trial] in that chapter.
And I don't agree Housing is for players in mid tier and up. You don't have to spend millions to take part in housing and have fun. Not like every player wants to make the most outstanding house in Tamriel and win housing competitions. New players can do housing just fine with simple furnishing items you find and craft. A new player can start out with the free inn rooms and buy small houses from in-game gold without much issues. (house gold prices aren't affected by gold inflation after all, so it's easier to buy houses now. Talking about buying houses from the game directly, not via crown selling)
The inn rooms with the furniture they can make is pretty intentionally sparse. Even the materials for crafting a chair is a lot of money for someone who struggles to afford a mount. They let them whet their appetite, but to make a nice house, not even competition worthy just a nice little place, can easily set you back a couple hundred thousand coins. And that's just not something new people easily part with.
In terms of gameplay hours, dungeons and trials provide way more content due to replayability. In terms of the number of new things to look at, questing provides more. So it's meaningless to provide percentages, because you're basically comparing apples to oranges. Questing has more new stuff to hear, but it's not designed to be replayed over and over. It's one and done. So the dungeons, trials, world bosses, etc tend to take up way more gameplay hours than the story.
The “re-playable Content“ is designed for a group. And questing still has more variety in amount of content in comparison to dungeons.
In order to do Trials one generally has to get a group together for it. Unlike dungeons, trials doesn’t have a matchmaker system.
So as it stands, questing is the most readily available and has the most variety.
That's all true, but they go out of their way to make the group mid-tier player friendly. To the point people on the higher end of it, or elites, can solo a lot of it. Regardless, this is an MMO. It's expected you'll spend plenty of time in groups. The game will get old very quickly if the only thing you do is content designed specifically for solo play.
That leaves you with quests, public dungeons, and solo arenas.
Which might be the majority of gameplay hours of someone who refuses to have anything to do with others, but that's not really the norm nor how the game was designed. The game was designed for you to have some stuff you do alone and some stuff you do with others.
spartaxoxo wrote: »nud3_voxel wrote: »Let's see:
Antiquities
Endeavors
Every single events (except maybe midyear) with cosmetic/housing rewards that go with it
New zones to explore/quests
Companions
New houses/housing items
Constant dungeon/trial nerfs
Normal dungeons
are all catered for casual players.
Veteran players get one trial per year and a couple dungeons that can be somewhat difficult to complete on vet HM (yet still VERY easily doable on normal for casual players). I think it's pretty fair to say the game caters to all the player base.
Do you not think there's a difference at all between mid-tier players and casual players? Because I keep seeing this comment where people define vet players mostly as how I defined high-mid/elite, and casual the entire rest of the playerbase.
Define a mid tier player
Like someone who dabbles in a bit of everything?
What the main difference between them and a casual player?
And if I have to look over what has the most hours - by far the hundreds upon hundreds of hours of questing.
It’s not an even spread - it’s not 50/50 - especially now with the sticker book.
Questing is the majority of the game and experience for not only the average player but also people who play endgame.
Yeah dungeons are repeatable but you still need to do Overland to get the skill points (Main Quest & Skyshards) necessary for keeping up your builds to do those dungeons at higher tiers.
So even though dungeons are repeatable players still have to dedicate a large amount of time to questing and Overland- even now with mythics,
When he said "OP", he meant the posters of those steam discussions, [Snip].spartaxoxo wrote: »So you just making stuff on me or what? Prove it. Because I know for certain that I haven't made several threads where I complained about where game is too easy.*checks ESO Steam discussions*
Several threads [snip] how game is too easy.
Yes, DLC content is harder than base game content.
But it's not that much harder...
When he said "OP", he meant the posters of those steam discussions, [Snip].spartaxoxo wrote: »So you just making stuff on me or what? Prove it. Because I know for certain that I haven't made several threads where I complained about where game is too easy.*checks ESO Steam discussions*
Several threads [snip] how game is too easy.
Yes, DLC content is harder than base game content.
But it's not that much harder...
Ok whatever, only brought it up because I also saw some steam threads claiming the overall game as too easy (not made by you ofc). [Snip].spartaxoxo wrote: »
If the question is why there is a perception of "game is catered towards casuals". I would say it's a popular sentiment among mid-to-endgame players due to a lack of appreciation for them
spartaxoxo wrote: »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.
spartaxoxo wrote: »And the game has been getting harder and harder.
Let's look at the content added, shall we?
For New Players
Delves
Public Dungeons
Overland Quests
For Mid Tier players
World Bosses
World Events
Normal Dungeons
Normal Trials
Housing
Vet dungeons (higher end of mid-tier)
For Elite players
Vet Dungeon HM and achievements (lower end of elite, arguably mid-tier) <---[I am here, for the sake of transparency]
Vet Trials <---[I could probably do this if I found the right group, for the sake of transparency. I have beat vet DLC trial bosses before, but haven't cleared an entire vet dlc trial. The couple of times I tried the groups fell apart due to in-fighting or lack of ability to coordinate schedules, for the sake of full disclosure]
For the top 1%
Vet Trial Achievements
For PVP players
.....
Where does this idea that the game caters most of it's new content to new players come from? They barely have anything. The vast majority of this game caters to established players of moderate skill. Housing is extremely expensive and requires millions. New players don't have that kind of money, regardless if it's easy to decorate. New players often don't have friends or guild mates either, so they basically get by doing the story quests and grinding out early achievements like getting all the fragments from a public dungeon for a neat new cosmetic, or doing their delve dailies to get that cool outfit. Perhaps this was the case when the game first launched, and everyone was new. But why are we still holding Fungal Grotto against the new player content 7 years later? This game hasn't functioned that way in years. That they have so much content is purely a matter of this game being old. The overall trajectory of this game is to cater more and more to established players of moderate skill. They shifted World Bosses to established players since like Craglorn. World Events during Summerset. New players and low skill players have a pretty tough time against the named bosses from geysers.
I often see mid tier players often claim they aren't getting enough of the new content, and that the majority of it is catering to new players. But that is absolutely not the case. They are getting the majority of it. New players actually don't have much in the way of re-playable content. The story quests are only good as a tutorial, and only able to be done once. This game is actually really daunting to new players. I often see them asking for tips on how to play it, begging for coins because they can't even afford a little horse, etc. The majority of them just want to get to mid-game. They view the elite content as too daunting and see that the majority of content is catered towards mid-tiered players and would actually be fun if they can get their gear sorted, their character levelled, and their coin up enough to participate in those activities meaningfully. This means not just being carried by an established character while they die over and over to AOE.
This post isn't to disparage the idea there shouldn't be optional ways to have a greater challenge in overland. I'd be up for something like a self-debuff that made things truly feel optional to players, and would probably use it myself. I am also currently a mid-tier player that doesn't feel like doing the massive time commitment it takes to do elite content, but also finds a lot of the mid-tier stuff pretty easy. I think the mid-tier players that can do vet dungeons are the main ones with this complaint because normal dungeons are so easy it can be really easy to forget how difficult they are for new players.
But I just wanted to combat this idea most of the content being added is for newbies. It's not! A new player has a hard time with a lot of the content in this game. It actually can be quite daunting!
New players have plenty to go at with the base game though. There is hundreds and hundreds of hours of gameplay in the base game without ever touching a DLC. Why on earth would new content primarily target new players when they still have all of the base game to go at? DLC is additional content, to add to players' experiences when they've outgrown the base game. Personally I'd like to see some harder overland content in DLCs, akin to Craglorn (and maybe even old pre-nerf Craglorn) but by and large DLC difficulty seems reasonably well aimed.