Asha_11_ESO wrote: »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?
This is just kinda how it goes in every game. You start out an under-geared newb. You get to learn every tiny thing about the game, all the mechanics, how your class works. It becomes second nature. You get bloated with gear/power. Sometimes the developers dumb stuff down too, mostly, i think, to cater to the changing demands in the player base. So then, only the hardest content in the game feels sufficiently challenging. Unfortunately many can't or don't want to, participate in group content, so are left with pve to try and sate our jaded in-game selves.
Maybe you could run around in overland wearing greens with no cps.
trackdemon5512 wrote: »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: »Let's be honest, story modes in this game aren't nearly as engaging as they should be, there are many factors, the cartoonish animations don't convey the dread and everything that's at stake, the voice acting does what it has to do but not enough to engage you (I always find myself skipping to the next dialogue as soon as I'm done reading), it's really not as engaging, the lack of any type of role-playing on this MMO-ROLE PLAYING GAME isn't as engaging either. I play as imperial and for some reason my character is supporting the daggerfall covenant by killing imperial spies. I can't even role-play as an *** by telling Eveli Sharp-Arrow that she looks terrible in that dress since you only get one dialogue choice, and the only choices you have is to pick which main character is going to die. But I can deal with all of that, I'm ok with it, I don't expect a world-changing quest choice in an MMORPG...
But I think the main reason as to why story mode is not as engaging is because ever since the danged rebalance patch of One Tamriel, everything has been completely dull.
Turns out the rats you had trouble with when you first started the game are just as strong as you now that you're champion lvl 1000 AND they drop the best resources for the best armors now...
But more importantly, story mode tells us about terrible villains that are supposed to be fearful, and yet, you mow them down like generic overland creatures, the bosses you're supposed to be afraid of. And because they're in public areas, you get there, a player already killed him, and then you gotta wait until the boss revives, and now it's your turn to kill him, and then a player who just got there has to wait for his turn to kill the boss, hurray, it's a childish haunted house where everyone gets their turn at the predictable jumpscare!
I remember the first days of the game when I was terrified of the brothers of strife, they were tough to beat at my current level, that was one of the reasons the story mode was engaging for us.
Nowadays, if you want to truly test your builds, there are dungeons, trials, arenas, and pvp. That's neat and all, but there's also a problem: There's nothing pushing you to do them at all, it feels more like a theme park where you are just eager to go on all the rides.
That said, I don't think the story mode should direct you to dungeons or trials, but I DO believe that this game DESPERATELY NEEDS A VETERAN MODE FOR STORY MODES!
I hate PvP, it's a number/math game, whatever encounter you have with other players is already rigged from the start and your gear does all your fighting for you, dungeons and trials are cool but because there's no story pushing you to do them, they feel pointless at some point, other than just a way to grind for gear, so you can do more dungeons, so you can get more gear, so you can do other trials, so you can get more gear, so you can do more trials, and so on.
If story and overland had veteran modes, then you wouldn't feel like you're getting gear just so you can get more gear, now it would feel like you're getting better gear because you need to stop the villains and save whatever chunk of land the story takes place in, it would make the bosses be actual threats you can be afraid of, it would make the grinding and building your character feel more like a necessity to accomplish something.
I mean, if the bosses are there in a public space where players get to take a turn to defeat them, why not make those bosses as tough as the solo arena bosses? They're tough, it takes a lot for a single player to defeat them, and yet they can be defeated by one player, other players joining in will make the fight easier but still feel like a challenge.
I wanted to feel the dread of Merhunes Dagon invading, and yet all I got was some basic overland boss I could quickly mow down but decided to hold back to make the fight feel more threatening than it actually was, the whole story falls short because I'm more scared of solo arena bosses that don't even have a story than the so called enemies that the story mode seems so eager to sell you as an actual threat.
I'd prefer if bosses were at instanced locations, even if they were as easy as they are, but I think I'm asking too much for that, but a veteran mode would definitely make the game more engaging without limiting yourself to just tirals and dungeons to get an actual challenge.
This way I'll be more excited for future chapter releases because now I'd be eager to see what the story has to offer, and not because I wanna see what gear set will be the new meta for PvP (By the way, start stacking up on bash gear, we all know where the new meta is headed)
What do you guys think would help make the stories feel more engaging with current game mechanics that won't revolve around adding dialogue?
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
Ippokrates wrote: »Just curiosity, but all people complaing about harder overland - did you completed all DLC Dungs on HM? Or solo? And Trials? And all vet arenas?
colossalvoids wrote: »Ippokrates wrote: »Just curiosity, but all people complaing about harder overland - did you completed all DLC Dungs on HM? Or solo? And Trials? And all vet arenas?
How would any of that accomplishments be connected with people wanting to have engaging main stories or overland not to be a walk in a park? All players aren't the same, some obviously are and some aren't and that's the point of such threads - not everyone is the same and people want to be engaged I what they've decided to do. Some just cant because non existent difficulty. It's up for zos to decide if they want a satisfied customer or not (we know the current answer).
Ippokrates wrote: »colossalvoids wrote: »Ippokrates wrote: »Just curiosity, but all people complaing about harder overland - did you completed all DLC Dungs on HM? Or solo? And Trials? And all vet arenas?
How would any of that accomplishments be connected with people wanting to have engaging main stories or overland not to be a walk in a park? All players aren't the same, some obviously are and some aren't and that's the point of such threads - not everyone is the same and people want to be engaged I what they've decided to do. Some just cant because non existent difficulty. It's up for zos to decide if they want a satisfied customer or not (we know the current answer).
Simple - if they do not try a content designed for challenge, they should not complain about more difficult overland content.
Which is not so easy btw. If you are pursuing motifs for trade, sometimes it could be quite challenging to handle solo some DLC bosses, Harrowstorms or even Craglorn group dungs if you are doing it in reasonable time on more than one toons.
But if you never tried that, sure, it is far better to complain that those particular goblins or skeletons should have x times more hp and dmg, because than the challenge would be real! ^^
colossalvoids wrote: »Ippokrates wrote: »colossalvoids wrote: »Ippokrates wrote: »Just curiosity, but all people complaing about harder overland - did you completed all DLC Dungs on HM? Or solo? And Trials? And all vet arenas?
How would any of that accomplishments be connected with people wanting to have engaging main stories or overland not to be a walk in a park? All players aren't the same, some obviously are and some aren't and that's the point of such threads - not everyone is the same and people want to be engaged I what they've decided to do. Some just cant because non existent difficulty. It's up for zos to decide if they want a satisfied customer or not (we know the current answer).
Simple - if they do not try a content designed for challenge, they should not complain about more difficult overland content.
Which is not so easy btw. If you are pursuing motifs for trade, sometimes it could be quite challenging to handle solo some DLC bosses, Harrowstorms or even Craglorn group dungs if you are doing it in reasonable time on more than one toons.
But if you never tried that, sure, it is far better to complain that those particular goblins or skeletons should have x times more hp and dmg, because than the challenge would be real! ^^
So not engaging 90% of the game they've bought is fine then? Bosses laying on the ground before their "spoopy" phrases are ended and the threat to the whole world was a joke all along. It's just getting old pretty fast even with immense interest in tes lore.
You're trying to shoehorn every request into the same box and propose people to go same routes which isn't what they want at all. Surely they can sit at storms or wbs all day long hoping that no one comes (rip on pc) but that's same reservation route as forcing them all into dungeon or trial bubble because that's the only content that could be difficult out there. Anyway people want and ask for different solutions, it's not all about your vet overland, some are pretty simple ones as quest main bosses having difficulty enablers / setting etc. This alone would eliminate most of the difficulty requests to basic content.
And if I cleared all HM's and stuff in this game it makes my feedback more valuable on that subject? Come on. Most people I know that are in the same boat are just bored and have no hope for the game left (if they're playing even anymore). You won't see much of their feedback in any thread related to that issue.
Hallothiel wrote: »Oh [snip]. Again with this.
All these ideas - vet toggle, different instance etc - make up your minds!!
But my question is still this - who is paying for this?
Changes like this cost time & resources. Why should these be diverted away from the main game just to please a vocal minority? Here’s a thought - if Zos did this, but made it an optional extra you had to pay for, like a dlc, how many would actually buy it?
Also, there is no point comparing the story questlines & choices to bloody Skyrim as that is a SINGLE player game and this is not. If you don’t understand the difference & what it does & does not allow you to do, then I despair.
Ippokrates wrote: »colossalvoids wrote: »Ippokrates wrote: »Just curiosity, but all people complaing about harder overland - did you completed all DLC Dungs on HM? Or solo? And Trials? And all vet arenas?
How would any of that accomplishments be connected with people wanting to have engaging main stories or overland not to be a walk in a park? All players aren't the same, some obviously are and some aren't and that's the point of such threads - not everyone is the same and people want to be engaged I what they've decided to do. Some just cant because non existent difficulty. It's up for zos to decide if they want a satisfied customer or not (we know the current answer).
Simple - if they do not try a content designed for challenge, they should not complain about more difficult overland content.
Which is not so easy btw. If you are pursuing motifs for trade, sometimes it could be quite challenging to handle solo some DLC bosses, Harrowstorms or even Craglorn group dungs if you are doing it in reasonable time on more than one toons.
But if you never tried that, sure, it is far better to complain that those particular goblins or skeletons should have x times more hp and dmg, because than the challenge would be real! ^^
drsalvation wrote: »Lady_Galadhiel wrote: »drsalvation wrote: »I'm seriously surprised at how many people are against this concept.
I don't think we're asking for much by having a separate veteran mode to make story quests (you know, 80% of the game's base content) be more enjoyable, normal users could still play in normal mode.
Nah you are not asking for much,only a complete rework of all current mobs,delve bosses,wb,and so on even if its seperate instance it still means a lot of work, time and money what ZOS would need to invest.
Yeah, it must be impossible then, I wonder how the tamriel one patch ever came to be then, while still rolling out new content.
I guess the instanced veteran mode could be some extra work, but I mean, overland already has instances dynamically shift on quests when exploring flashbacks of certain regions, which also exclude players and current mobs and add different types of enemies, like when you're exploring the past when the brothers of strife were created.
Hallothiel wrote: »Oh [snip]. Again with this.
All these ideas - vet toggle, different instance etc - make up your minds!!
But my question is still this - who is paying for this?
Changes like this cost time & resources. Why should these be diverted away from the main game just to please a vocal minority? Here’s a thought - if Zos did this, but made it an optional extra you had to pay for, like a dlc, how many would actually buy it?
Also, there is no point comparing the story questlines & choices to bloody Skyrim as that is a SINGLE player game and this is not. If you don’t understand the difference & what it does & does not allow you to do, then I despair.
If you want a harder game, it is very easy, dump your CP to zero. Use generic equipment at whatever level you find challenging and then go to town.
Do not expect them to balance overland content against 1600cp players in BIS gear, then the game becomes very difficult for new players.
So take a step back, put on some crappy gear, strip down the CP and go have fun.
I think a difficulty slider wouldnt work or a debuff of some sorts on yourself wouldnt work, lets say you are fighting stuff on the hardest difficulty (100%) and then some other guy who is on the easiest (0%) just comes and one shot the stuff you are fighting, thats whats gonna happen in many cases and they are not going to separate the playerbase by adding different instances for different difficulties.
If you want a harder game, it is very easy, dump your CP to zero. Use generic equipment at whatever level you find challenging and then go to town.
Do not expect them to balance overland content against 1600cp players in BIS gear, then the game becomes very difficult for new players.
So take a step back, put on some crappy gear, strip down the CP and go have fun.Multiple issues here:
- You need to dump everything to zero every time you're not playing dungeon, trial, pvp...
- New content, chapters, story DLC, have the same issue. They want both 0 CP an 1600CP players to play this new content but it's a joke for high CP players. Other MMOs don't scale old content up so they don't have this issue. New content in WoW is similarly engaging both to new and old players because the gear is completely replaced.
huntgod_ESO wrote: »If you want a harder game, it is very easy, dump your CP to zero. Use generic equipment at whatever level you find challenging and then go to town.
Do not expect them to balance overland content against 1600cp players in BIS gear, then the game becomes very difficult for new players.
So take a step back, put on some crappy gear, strip down the CP and go have fun.
Multiple issues here:
- You need to dump everything to zero every time you're not playing dungeon, trial, pvp...
- New content, chapters, story DLC, have the same issue. They want both 0 CP an 1600CP players to play this new content but it's a joke for high CP players. Other MMOs don't scale old content up so they don't have this issue. New content in WoW is similarly engaging both to new and old players because the gear is completely replaced.
It takes 15 seconds and 3000 gold to zero out your CP. If on PC, even less to put them back up.
With the new Armory system it's even easier, you just make your alternate slot for Hard Overland content and swap to it when you are doing overland.
You keep forgetting what's the point of higher difficulty though. I don't want to shut out 50% of game mechanics just so I can enjoy the game.
What you're offering is changing the way I play, to stop progressing. What's the point playing an RPG game then?
The answer needs to be customizable difficulty level, not shutting out parts of the gameplay.
Hallothiel wrote: »do you really like that 90% of the content in an MMO RPG looks like a visual novel or even just reading a comic?
But that is what the majority of all rpg games are - visual novels! You are playing through a story.
Even when you bring in the MMO bit & play with others - there is still a story behind the dungeon or trial or even Cyrodiil.
So not really sure what your point is?
Parasaurolophus wrote: »I have a completely different opinion. Yes, I also do not like that the game has such a trivial and boring overland. However, those "casual" players that we usually talk about are not at all the players for whom the overland was actually created. Rich said that most of the players play for no more than 6 weeks. 6 weeks! And then I remembered one interesting thing that this is happening in the gaming industry as a whole. Take a look at other games. For any. Open any popular game on Steam and take a look at the achievements. And you will see that no more than 20% of the players complete these games. This applies to any content, not just main quests. You can also see what percentage of players got achievements in eso on PS (I don’t know if there is such an opportunity on Xbox). It's not about difficult. Most of the players just buy this game, play it for a couple of weeks, maybe leave some extra money. And then, maybe it will go back to the next dlc. This is why overland content is designed for people who play little. If Craglorn's main problem was difficulty, then why not just nerf it while continuing to develop adventure zones with lots of different content? The reason is not that 99% of the players will not be able to complete it, but they just will not see it. They will leave games before they can play at least half of the content. Therefore, ZoS has optimized the development. But the game still fails to keep players from using content. The population of the location is rapidly declining after the release and ZoS has to constantly and artificially "inflate" the population. Motives that are realized a couple of months after the release. And events every two weeks.
Other rules are also designed for these players:
-Short main quest.
-Lots of short side quests, not quest chains like it was in Morrowind.
-The whole system "stroy of the year", where we are directly told that "a princess in another castle"
I don't know if ZoS can actually create interesting and replayable overland content that can keep active players for at least a few weeks. Or did ZoS just take this easy route, attracting a lot of new but fickle players? But it is obvious that they are following this path.
I think I have already come to terms with the fact that the overland ends for me in a few days and is not impressive. But I wouldn't be so upset if zos gave more love to high-end content. It is difficult to find players for 6 keys lately. And the fact that U32 was left without a new trial or arena in general is a slap in the face from the developers.