There's no point in gimping yourself unless there is an extra reward for taking on the challenge.
And if there's an extra reward for taking on the challenge, next thing you know, people will be complaining about that too. Whether it's people at the lower level wanting more, or people at the higher level saying that people at the lower level should have less...
drsalvation wrote: »trackdemon5512 wrote: »NO. JUST NO.
It’s apparently that time of week again. We literally went through 40 pages of this about a week ago.
https://forums.elderscrollsonline.com/en/discussion/588060/800k-people-dont-seem-to-mind-difficult-overworld/p1
What's wrong with a harder difficulty mode? And there's probably a reason why people keep asking for it every month.
Mainly, I think they keep asking about it because it hasn't sunk in yet that ZOS is not really interested in overland veteran.
trackdemon5512 wrote: »drsalvation wrote: »trackdemon5512 wrote: »drsalvation wrote: »trackdemon5512 wrote: »NO. JUST NO.
It’s apparently that time of week again. We literally went through 40 pages of this about a week ago.
https://forums.elderscrollsonline.com/en/discussion/588060/800k-people-dont-seem-to-mind-difficult-overworld/p1
What's wrong with a harder difficulty mode? And there's probably a reason why people keep asking for it every month lol.
I'm not saying to replace all story modes, I'm saying a separate veteran mode, like dungeons have normal and dungeon modes, people can still have the easy mode, others can enjoy a more challenging mode without stepping on each other's toes.
Go read through all 40 pages. More than 1/2 of which are direct quotes from Matt Firor about it not happening, 1/4th of the pages about why technically and community wise it’s a poor idea, and the last 1/4 being individuals saying “Well who says these people are in the know? I think it’s a great idea and let’s ignore all evidence and arguments to the contrary.”
reading it now.
I do see a lot of people asking for better rewards in vet overland. I think there shouldn't be any extra rewards, just challenge, nothing else, that way they can avoid FOMO.
But whatever, I'm probably just beating on a dead horse at this point, it seems to me like wasted potential on this game, it's bad enough that tanking is pretty useless nowadays, the core content of this game is also pretty meh, and without the challenge, for end-game players, the point of farming for better gear seems rather redundant and pointless.
Could we at least agree to add more health to bosses? Even if it's not added challenge, just enough health so that it doesn't feel like you're on a theme park waiting for your turn to kill the same boss another player killed just a few seconds ago? Fighting a boss while stepping on his corpse just to leave another corpse within 5 seconds isn't what I'd call engaging.
One Tamriel came about out of necessity. The game was dying of extreme measures weren’t taken. The VR/CP systems were originally designed in tandem with initial game development but didn’t make it in time. By the time it started rolling out the issues of zones with varying difficulty/hard instances/tough combat became apparent.
Yes you had those that enjoyed it but the vast majority of players just stopped. And to this day Matt and the other developers have toyed with adding more difficult overland encounters. Harder world bosses, Harrowstorms, dragons, more mechanics in story mode, etc.
However there was clear evidence of engagement falloff for players. So as Matt said difficulty was put into World Bosses, trials, dungeons, etc.
The overland is for everyone to enjoy with simple and sometimes engaging stories. I think all of us enjoyed a number of them. Stibbons, Heem-Jas, The Traveling Acting Troupe out of Summerset. Difficulty added isn’t needed.
drsalvation wrote: »Yeah, I kinda see why it's something that will never happen in that sense.
I still think bosses should hit harder and have more HP, they're going to be surrounded by players anyway, so why not?
I'm just not a big fan of "it's my turn to kill the bad guy that you just killed a few seconds ago" concept.
matterandstuff wrote: »...it's that time of the week again!
...and, just like the last fifteen weekly threads, nah - it's a lot of development time for something that ZOS know damned well would be unpopular with most players and, to the extent that it was used at all, negatively impact the main game.
Or, like I more facetiously described it a few threads ago "Hey ZOS, how would you like to set a ton of money on fire? I know, sounds amazing, right? You'll totally do it! Wait, you're not interested in setting a ton of money on fire? How could this possibly be the case? This is an outrage!"
drsalvation wrote: »I am a relatively new player to ESO, but experienced in MMOs from being casual to raising the most challenging level in games, though pretty much casual these days. I think the questing is just fine as it lets me focus on the most important aspect, the actual story telling.
It seems Zenimax made a conscious choice based on actual player behavior to make questing easier and make WBs more challenging. I found the boss that’s part of the new event a nice challenge before I found out it was designed as a group boss. So there are fights available for us that can handle a challenge
So it’s great we can offer out oppinions on what we think of aspects of the game. However, Zenimax seems to see the current design as a great success as they have started the game has never been more successful that it has been since they went to this style.
Regards.
I appreciate the well-thought reply and I can see the logic behind it.
My problem is that about 80% of the game's content IS story content, PvP hasn't changed, trials and dungeons are nice but they're a single-run you can finish in only 1 day.
Once you reach CP 160, you've reached the end-game, dungeons and trials will feel repetitive, and if you want to play story mode, the overall lack of challenge becomes annoying to a point where the story falls short, because the enemies you're supposed to be afraid of can quickly die before they even finish their dialogues.
The only incentive for hard and challenging content are dungeons and trials, which again, you can finish in an hour.
Again, the problem with the story is that it tries to sell you these awful villains, but they're no real challenge to end-game players, there are quests everywhere and they become tedious because you don't get challenged at all. I want to get immersed in the story but when I have to hold back and attack once every 3 seconds to make the fight feel more intense, it just falls apart and there's no satisfaction nor sense of accomplishment.
And again, trials and dungeons are challenging, but when you finish them in a single run, there's really nothing engaging about them the second time you do them, and then the third, it just becomes a gear farm.
Kiralyn2000 wrote: »Of course, then there's the problem of what level of "veteran" do you make it for?
Build it for the top 50%, and the top 90% guys say "overland is STILL too easy! Give us a Vet2 mode!"
Build it for top 90% guys, and all the 50-80% folks say "OMG, too hard! That's not what we meant!"
Personally, I've been playing games for years where the difference between the gameplay difficulty of bosses and the narrative difficulty of bosses doesn't match up. Doesn't bother me. (Also, I don't care about pursuing endgame levels of DPS. Delve & end story bosses don't "die in two hits" for me. Even if they likely can't kill me. /shrug)
[snip] Anyhow, apples and oranges, you can't really compare the two combat systems, and while NW has harder overland because it's a Souls-wannabe MMO and you have to dodge and roll or block, many do indeed find the overland too difficult. Or rather, they find it mind-numbingly easy at the beginning and too hard once they hit the 50+ zones because mobs get more attack patterns and outlevel you. They're still easy and stupidly predictable if you're used to Souls-like games and will have no issues soloing Malevolence and even Myrkgard if you stay away from the big ones, but that's the 0,5% of players at most. The rest whine on the forums about getting sent to quests that are marked as solo and aren't soloable by the average player.Nobody is complaining about the mob difficulty in the other game and it is much much harder than ESO mobs on top of having to manage ammunition for some weapons and having to aim with every single spell.
ESO has companions and many other things to make fights "accessible" in PvE. I'm sure you can deal with better mobs.
Kiralyn2000 wrote: »Of course, then there's the problem of what level of "veteran" do you make it for?
Build it for the top 50%, and the top 90% guys say "overland is STILL too easy! Give us a Vet2 mode!"
Build it for top 90% guys, and all the 50-80% folks say "OMG, too hard! That's not what we meant!"
Personally, I've been playing games for years where the difference between the gameplay difficulty of bosses and the narrative difficulty of bosses doesn't match up. Doesn't bother me. (Also, I don't care about pursuing endgame levels of DPS. Delve & end story bosses don't "die in two hits" for me. Even if they likely can't kill me. /shrug)
Well anything on normal delve boss level can be melted by an ultimate even by an undergeared character assuming it's unscripted, all you have to do is drop a meteor or elemental rage or something on it.
drsalvation wrote: »Again, my problem is that there's nothing pushing your engagement to those completely sidelined and compeltely optional encounters.
The main motivation of any player in this game right now is just to improve their character builds. People skip the story because they don't care about it, they just speedrun it to get the skill points. And why would they care? They can finish it without needing any specific gear/builds.
<snip>
Story is the vast majority of the game's content, and if you don't need to test your skills with your build, then what's the point of farming for stronger sets?
Kiralyn2000 wrote: »Of course, then there's the problem of what level of "veteran" do you make it for?
Build it for the top 50%, and the top 90% guys say "overland is STILL too easy! Give us a Vet2 mode!"
Build it for top 90% guys, and all the 50-80% folks say "OMG, too hard! That's not what we meant!"
Personally, I've been playing games for years where the difference between the gameplay difficulty of bosses and the narrative difficulty of bosses doesn't match up. Doesn't bother me. (Also, I don't care about pursuing endgame levels of DPS. Delve & end story bosses don't "die in two hits" for me. Even if they likely can't kill me. /shrug)
Well anything on normal delve boss level can be melted by an ultimate even by an undergeared character assuming it's unscripted, all you have to do is drop a meteor or elemental rage or something on it. As to how much, that'd be difficult, granted, but we already have a "vet zone" of sorts (Craglorn) and that level of "vet" would be an acceptable compromise I think. I mean I melt through it now but I remember getting my ass kicked when I first got there.
@trackdemon5512 Harrowstorms are still ran by lot of people and I bet they have more fun than with Dolmens, less so than when they launched because they're not exactly difficult given a bit of gear and experience (or just sheer numbers) but I remember enjoying them when they came out and people died a lot on them, myself included (did they nerf them? It feels like they've been nerfed, I don't get oneshotted anymore even on the neglected alts, I don't really pay much attention to that kind of thing).[snip] Anyhow, apples and oranges, you can't really compare the two combat systems, and while NW has harder overland because it's a Souls-wannabe MMO and you have to dodge and roll or block, many do indeed find the overland too difficult. Or rather, they find it mind-numbingly easy at the beginning and too hard once they hit the 50+ zones because mobs get more attack patterns and outlevel you. They're still easy and stupidly predictable if you're used to Souls-like games and will have no issues soloing Malevolence and even Myrkgard if you stay away from the big ones, but that's the 0,5% of players at most. The rest whine on the forums about getting sent to quests that are marked as solo and aren't soloable by the average player.Nobody is complaining about the mob difficulty in the other game and it is much much harder than ESO mobs on top of having to manage ammunition for some weapons and having to aim with every single spell.
ESO has companions and many other things to make fights "accessible" in PvE. I'm sure you can deal with better mobs.
I'll tell you OP, I was 100% with you when reading your post when you talked about ESO implementing an optional veteran solo mode for quest's. I 100% agree that it is something that ZOS should offer for players like you - an optional mode for the solo quest fights where mobs/bosses have better skills, maybe even unique mechanics.
That is something that I feel ZOS might be willing to do - even though it would increase dev cost due to having to code & test it... it's of a limited nature, and less likely to heavily negatively effect anything else.
Kiralyn2000 wrote: »Kiralyn2000 wrote: »Of course, then there's the problem of what level of "veteran" do you make it for?
Build it for the top 50%, and the top 90% guys say "overland is STILL too easy! Give us a Vet2 mode!"
Build it for top 90% guys, and all the 50-80% folks say "OMG, too hard! That's not what we meant!"
Personally, I've been playing games for years where the difference between the gameplay difficulty of bosses and the narrative difficulty of bosses doesn't match up. Doesn't bother me. (Also, I don't care about pursuing endgame levels of DPS. Delve & end story bosses don't "die in two hits" for me. Even if they likely can't kill me. /shrug)
Well anything on normal delve boss level can be melted by an ultimate even by an undergeared character assuming it's unscripted, all you have to do is drop a meteor or elemental rage or something on it.
Hmm, mine certainly don't "melt" delve bosses. (My three 'main' characters; Stamblade - Soul Tether; Stamden - bear; Magplar - hmm, Solar Disturbance, maybe? Should probably revisit Soul Tether, I grabbed it because I was desperate for any self-healing back when Vigor needed PvP to get.)
Solar Prison and Soul Tether should do at least half the job, with the burst doing the rest. I'd be shocked if any regular delve boss would be able to survive a whatever Nova morph + execute, same for whatever bursty NB opener/Tether/execute. The bear is constant passive DPS with a stun, tried Toxic Barrage? That's a literal one-click-kill. As is Elemental Rage. The point is, I refuse to believe anyone has trouble vaporising normal delve bosses, let alone killing them.
And even so I had several cases of a boss spawning, boom, boss dead.
Kiralyn2000 wrote: »Solar Prison and Soul Tether should do at least half the job, with the burst doing the rest. I'd be shocked if any regular delve boss would be able to survive a whatever Nova morph + execute, same for whatever bursty NB opener/Tether/execute. The bear is constant passive DPS with a stun, tried Toxic Barrage? That's a literal one-click-kill. As is Elemental Rage. The point is, I refuse to believe anyone has trouble vaporising normal delve bosses, let alone killing them.
Hmm. I suppose it may vary by who you play with. Just doing random delve runs during the last couple events, even with other people there, delve bosses don't "vaporize".
Only time I've seen stuff like that is during zone double-drop events, where you have 12+ people camping the spawn.
The usual people I run across working their way through delves, seem at a similar level to me - they aren't OHK'ing the regular hallway mobs, either. Takes a few shots.And even so I had several cases of a boss spawning, boom, boss dead.
Like I said, outside of cases where the boss room was literally filled with more players than could get loot, I've literally never seen that. From me or anyone else.
That's not my experience, I run Reach dailies... well, daily, and there's always people doing Harrowstorms. The only stuff that I see remaining in the same place for a while are dragons in Northern Elsweyr.trackdemon5512 wrote: »Kiralyn2000 wrote: »Of course, then there's the problem of what level of "veteran" do you make it for?
Build it for the top 50%, and the top 90% guys say "overland is STILL too easy! Give us a Vet2 mode!"
Build it for top 90% guys, and all the 50-80% folks say "OMG, too hard! That's not what we meant!"
Personally, I've been playing games for years where the difference between the gameplay difficulty of bosses and the narrative difficulty of bosses doesn't match up. Doesn't bother me. (Also, I don't care about pursuing endgame levels of DPS. Delve & end story bosses don't "die in two hits" for me. Even if they likely can't kill me. /shrug)
Well anything on normal delve boss level can be melted by an ultimate even by an undergeared character assuming it's unscripted, all you have to do is drop a meteor or elemental rage or something on it. As to how much, that'd be difficult, granted, but we already have a "vet zone" of sorts (Craglorn) and that level of "vet" would be an acceptable compromise I think. I mean I melt through it now but I remember getting my ass kicked when I first got there.
@trackdemon5512 Harrowstorms are still ran by lot of people and I bet they have more fun than with Dolmens, less so than when they launched because they're not exactly difficult given a bit of gear and experience (or just sheer numbers) but I remember enjoying them when they came out and people died a lot on them, myself included (did they nerf them? It feels like they've been nerfed, I don't get oneshotted anymore even on the neglected alts, I don't really pay much attention to that kind of thing).What's that other game, Voldemort? Anyhow, apples and oranges, you can't really compare the two combat systems, and while NW has harder overland because it's a Souls-wannabe MMO and you have to dodge and roll or block, many do indeed find the overland too difficult. Or rather, they find it mind-numbingly easy at the beginning and too hard once they hit the 50+ zones because mobs get more attack patterns and outlevel you. They're still easy and stupidly predictable if you're used to Souls-like games and will have no issues soloing Malevolence and even Myrkgard if you stay away from the big ones, but that's the 0,5% of players at most. The rest whine on the forums about getting sent to quests that are marked as solo and aren't soloable by the average player.Nobody is complaining about the mob difficulty in the other game and it is much much harder than ESO mobs on top of having to manage ammunition for some weapons and having to aim with every single spell.
ESO has companions and many other things to make fights "accessible" in PvE. I'm sure you can deal with better mobs.
No one is doing Harrowstorms now. No one. The same one will last for hours in a single instance. You can never say the same about a dolmen or a geyser. Even dragons in Southern Elsweyr go faster. Players may like the initial difficulty but they shun it in the long run. And that’s the problem ZOS contends with. People don’t want to engage in the long run. When that happens the game starts to die.
drsalvation wrote: »
So instead of constantly beating your head against a brick wall, why not instead push for a smaller change that has a greater chance of actually happening - ie more difficult optional solo quest's. ZOS is likely more willing to do that as it would cost less, which means it'll take less dev time & resources away from what makes ZOS the most... thus they will lose less money doing so, which means they would be more willing to actually do so to try and offer something to the "we want harder quest's' people.
ZOS have already indicated they have no interest in doing the harder overland thing again, due to metrics showing low interest in it. So constantly pushing for exactly that... is pointless. I've seen those pushing for this say there are more that want this that we assume - what I'm suggesting is a perfect way to prove it. Push for ZOS to implement an optional harder solo quest instant thing in one of their expansions.... and then everyone who wants harder overland better use that optional mode. If there really is as big a demand for optional harder fights as you all claim, the metrics will show it... and thus if the metrics back you up, then ZOS will be more likely to do more because they will see less loss of revenue due to demand for it.
I think I mentioned it somewhere in this thread that calling it "veteran overland" was a bad idea because people are right, it involves every trash mob, world boss, etc. My original intention was more related to only story mobs. The 5 companions main questline is already single player and instanced, that would be a good start on adding vet or normal mode.
Story content has a lot of potential, but you can only play it ONCE with a single character, trying to make the final boss fights epic, just devolves into me holding back. There was no reason for me to hold back against molag bal.
But I agree, unfortunately games as a service aren't really about user experience, but more about income.
I'll tell you OP, I was 100% with you when reading your post when you talked about ESO implementing an optional veteran solo mode for quest's. I 100% agree that it is something that ZOS should offer for players like you - an optional mode for the solo quest fights where mobs/bosses have better skills, maybe even unique mechanics.
That is something that I feel ZOS might be willing to do - even though it would increase dev cost due to having to code & test it... it's of a limited nature, and less likely to heavily negatively effect anything else.
My feeling is that this is one of those things that sound great, at least on forum paper, but would not be like that in reality. I'm not exactly sure where people get the idea that an "option" is somehow the answer to all the problems that exist. As I think about all the problems that can arise, an option may actually be among the worst ways to do it.
drsalvation wrote: »
BTW, trials and dungeons are designed to run multiple times. Since you brought up the trials, I do sincerely ask, have you cleared all the trials on vet HM, including the latest? Have you cleared all the arenas on veteran difficulty?
yeah, I cleared up vAA which was fun, but I did it because I wanted resilient yokeda gear. Then we went for nCR, and that's when I realized my main motivation for them was for the cool gear that would be useful for other trials.
That's about it.
The gear I farmed, the motivation for me to get stronger was just for trials, as tanking is useless and highly nerfed in PvP, and you can run the main stories completely naked (I've found that new characters, lvl 3 and such tend to deal much more damage than my 50/900 CP mains).
Trials are glorified gear farms in the end, which are only used for other gear farm- Trials and dungeons.
There's nothing else that tests those sets you farmed, so what's the point of farming them? You don't need them for the story, and they're pretty useless in PvP, so you just end up running the same things for the sake of not letting your cool new gear go to waste.
I'll tell you OP, I was 100% with you when reading your post when you talked about ESO implementing an optional veteran solo mode for quest's. I 100% agree that it is something that ZOS should offer for players like you - an optional mode for the solo quest fights where mobs/bosses have better skills, maybe even unique mechanics.
That is something that I feel ZOS might be willing to do - even though it would increase dev cost due to having to code & test it... it's of a limited nature, and less likely to heavily negatively effect anything else.
My feeling is that this is one of those things that sound great, at least on forum paper, but would not be like that in reality. I'm not exactly sure where people get the idea that an "option" is somehow the answer to all the problems that exist. As I think about all the problems that can arise, an option may actually be among the worst ways to do it.
I am no dev, so I don't know exactly how hard or easy it would be to add a toggle for just the single-player solo story instances... or how much that would effect. However I'd assume that it would likely take less effort, and effect less, than doing a full overland wide veteran mode toggle.
So just to clarify - I'm not talking about a toggle that would have any effect on normal overland mobs, fights, quest's, etc. Purely on stuff that could be 100% instanced away/differently from everyone else: Which comes down to solo story instances, followed by public dungeons & delves.
Depending on the way ESO is coded and such, it might literally not even be possible to do a switch for any of those three things. I don't know. I just feel that ZOS would be more receptive into looking into it, at the very least, if ppl push for something as limited in scope as just the solo story instances at a bare minimum.
The OP, and others, have pointed out that questing is really a 'one time only' thing, which is true. However I still think it would be a good way to gauge actual interest in something like this, as well as looking into maybe being able to expand harder things to optional/switchable delves & public dungeons.
Yes I know there's the doubt about it due to how unpopular harder 'groupish' content like Harrowstorms are. But there unpopularity might be more to do with their style, implementation, etc rather than purely 'hate on hard' type thing. Just my thoughts... as someone who has not down harrowstorms or dragon's (so I can't comment about them apart from what I read about them).
Kiralyn2000 wrote: »Solar Prison and Soul Tether should do at least half the job, with the burst doing the rest. I'd be shocked if any regular delve boss would be able to survive a whatever Nova morph + execute, same for whatever bursty NB opener/Tether/execute. The bear is constant passive DPS with a stun, tried Toxic Barrage? That's a literal one-click-kill. As is Elemental Rage. The point is, I refuse to believe anyone has trouble vaporising normal delve bosses, let alone killing them.
Hmm. I suppose it may vary by who you play with. Just doing random delve runs during the last couple events, even with other people there, delve bosses don't "vaporize".
Only time I've seen stuff like that is during zone double-drop events, where you have 12+ people camping the spawn.
The usual people I run across working their way through delves, seem at a similar level to me - they aren't OHK'ing the regular hallway mobs, either. Takes a few shots.And even so I had several cases of a boss spawning, boom, boss dead.
Like I said, outside of cases where the boss room was literally filled with more players than could get loot, I've literally never seen that. From me or anyone else.
I logged in for the sake of checking and my tooltips for Shooting Star (Comet would do more damage) and Elemental Rage yield 86.100 and 94.311 respectively, unbuffed, with a lightning staff and Thaumaturge/Deadly Aim/Biting Aura unslotted because I can't be bothered to find the spreadsheet of what affects what (though I think both ultimates are affected by Thaumaturge and Biting Aura). Passive damage sources, procs, stuff like Rebate and so on not calculated. Penetration capped. Rapidly sifting through https://en.uesp.net/wiki/Online:Delves shows that delve bosses range from ~66k to ~133k HP. So yeah, they melt to those. As to trash mobs in delves I forgot the last time I noticed them, I just run dropping the occasional Mystic Orb if they block the way or if I feel like it and that's enough to make the XP show up, so...
drsalvation wrote: »
What do you guys think would help make the stories feel more engaging with current game mechanics that won't revolve around adding dialogue?