Why not that many argue - I can tell you why I think that is - because they don't care - they might assume that ZOS will do nothing at all and that's it. And that is actually the most likely - why would they do something what costs them quite a lot of effort for people, who might just be back in cyrodiil as soon as performance there is better. Waste of time and money to do that. Then there is the fact that difficulty means for everyone of those wanting it something different - there is no common ground to be found and regardless how that would be implemented, the complaining would not stop - so doing nothing at all achieves the same. Then there is the commercial side to it, separate instances cost money - and none of those wanting that has stated that they would be willing to pay anything extra for it - and that's it.
Objection! Calls for speculation!I assume Mirri to be modelled after an average player, because in this case she is an adequate support character. But at the same time, this is lowering difficulty of the game world substantially. So tell me, if the game world is in your opinion by far too easy, why did we get companions to make it even easier and not just a bit, but substantially more?
Objection! Calls for speculation!I assume Mirri to be modelled after an average player, because in this case she is an adequate support character. But at the same time, this is lowering difficulty of the game world substantially. So tell me, if the game world is in your opinion by far too easy, why did we get companions to make it even easier and not just a bit, but substantially more?
hehe JK, sorry couldn't resist.
Are you implying that companions were added mainly because people find questing gameplay too hard or even fairly challenging?
I don't agree. I think companions were added mainly so that people could attempt challenging activities without having to rely on other players. Activities like world bosses, world events and even group content such as dungeons. It was also a heavily requested feature, and as you said, some people like having NPC companions that you can interact with and build a relationship with. Something more than a pet or a mount that offers no interactions. Companions are cool to have.
Also, I don't think companions were modelled after an average player. I think they are below that, in terms of combat effectiveness. There was a concern over people kicking players in dungeons and replacing them with companions. And as such companions are not designed to be on par with average player afaik.
Interesting. Did you remove CP as well?Aardappelboom wrote: »
- I crafted basic lvl 10 weapons[/b] to really gimp my damage.
- I removed all armor and jewelery
- I removed all passives of every skill line, but I kept the morphs I liked and felt worked.
- I have a companion, Mirri, mostly as a healer. I set her up so she'd use her bow and couldn't use her skills otherwise I wasn't able to die once again.
- I removed all food buffs
- I removed all attribute points.
I know I'm repeating myself for I don't know how many times, but overland/questing difficulty increase can be made optional. No need to worry about "newbies" that way. This is about making questing fun again for experienced players like me, so we can experience stories without it feeling like a visual novel. 100+ pages and still so many times new players are brought up as an excuse when we ask for optional difficulty, feels like baiting at this point.And still newbies get themselves killed - because you know what is coming, they don't - for them it is a surprise and they might not know how to react to it at first. I agree though, that a flat decrease in outgoing damage and a slight increase in incoming damage might feel better (if it is optional, never forget, newbies get themselves killed by trash goblins).
Why worry about this? Debuffs that change incoming/outgoing damage are character specific, meaning they are only applied to player characters. They don't apply to every living entity in the instance. Sometimes they don't even apply to player pets.Decrease in outgoing damage does just not have a large range to choose from - Mirri does about 700 minimal, so I guess the most we can eventually factor in is a decrease by 500 - leaving Mirri's standard bow at 200. That will not feel like she is helping anymore though and with a decrease in incoming damage she might not survive on many occasions and during her learning phase. She would need a health buff to get around this issue, because if she is dying more often than not, she will not be as fun and helpful as she currently is.
And still newbies get themselves killed - because you know what is coming, they don't - for them it is a surprise and they might not know how to react to it at first. I agree though, that a flat decrease in outgoing damage and a slight increase in incoming damage might feel better (if it is optional, never forget, newbies get themselves killed by trash goblins).
Decrease in outgoing damage does just not have a large range to choose from - Mirri does about 700 minimal, so I guess the most we can eventually factor in is a decrease by 500 - leaving Mirri's standard bow at 200. That will not feel like she is helping anymore though and with a decrease in incoming damage she might not survive on many occasions and during her learning phase. She would need a health buff to get around this issue, because if she is dying more often than not, she will not be as fun and helpful as she currently is.
Increase in incoming damage - that has to be very carefully chosen - I guess there is the actual problem - because what you might consider to be just right, I will most likely see as insanely high. To find common ground here is very difficult. And if that option is not for me, I am against it - waste of time for just a few imo. It needs to benefit a larger crowd, if done at all.
And as far as rewards go - strictly no changes - you want this for challenge, for personal pleasure basically, you don't need better rewards on top of it imo.
Interesting. Did you remove CP as well?Aardappelboom wrote: »
- I crafted basic lvl 10 weapons[/b] to really gimp my damage.
- I removed all armor and jewelery
- I removed all passives of every skill line, but I kept the morphs I liked and felt worked.
- I have a companion, Mirri, mostly as a healer. I set her up so she'd use her bow and couldn't use her skills otherwise I wasn't able to die once again.
- I removed all food buffs
- I removed all attribute points.
I really don't like the idea of removing sets. There's a lot of proc sets that can be super fun to use. Hmm I guess one could purposefully reconstruct them at low qualty, crap traits. Removing the enchantment is a problem tho. I think having a low level character is also needed to reconstruct things at low level. Crafting is fine ofc.
SilverBride wrote: »spartaxoxo wrote: »I am going to be running an experiment. I am going to see how much of the main quest I can complete using only gear found in the tutorial dungeon.
You can complete all of it. This game has no demanding requirements for Overland. It's easy. You also can't unlearn the basics of combat like staying out of red, bashing, and interrupting. That's a good thing but all the more reason Overland's difficulty needs to be increased.
Overland difficulty does not need to be increased. A lot of players like it just as it is. Increasing the difficulty for everyone would be very unfair.
It's a minority who want more difficult overland, which is why a debuff and challenge banners are the only reasonable options.
I totally hear you on the difficulty thing. I like things to be more difficult. But you know, the data doesn’t lie. And we have never been more successful than we are today. And a lot of that has to do with just how much freedom players have to go and experience story.
People just did not like the extra difficulty in the story stuff. I get that there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things.”
That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it. So it's a challenging subject and a difficult question to answer. All I can really say is we're definitely looking at it, but we don't have any major changes planned for the Overland difficulty."
You did not read properly as well- I would like something optional, which is as well useful for people like me, where I can slightly up the difficulty where I deem it appropriate and lower it, where I think it is overdone - overdone for my latency, that is. I cannot do hard content with latency spikes in the 700ms range. It would be much like it js in TES games, with a slider solution, where you can scale it yourself - won't happen most likely, but if we don't suggest it, it will certainly not happen. I want something where nearly everyone benefits from it - not just the top 5%.
As far as Mirri goes - I gave her an inferno staff and ninja jump plus fear ability - to me it feels like playing a new class, her fighting style with that is awesome and real fun.
colossalvoids wrote: »Just a small example of what I'm talking about. If well somehow get a slider solution I'd be using it, but would it be a solution aimed at me particularly who completed whole game couple of times and for a year or two mostly focused ingroup pve content? In questing I'm looking for danger and immersion. Second part would be definitely missing if I'd be going through menus to adjust it to the content I'm in to be on par with my expectations. It's kinda working solution that I won't enjoy having because one of the things gone missing.
spartaxoxo wrote: »Have you gotten a chance to read about how LOTRO does it. They have a slider can set, and it puts more and more severe debuffs on them depending on the difficulty level decided. Mostly in the form of increasing the damage you take and decreasing the damage you deal with growing extremity. In addition to that however, they have it so that a handful of enemies will unleash special attacks on people with a higher difficulty setting.
In this way, they have managed to have multiple levels of difficulty. Players can just change it in their options as they see fit. I personally think that if ESO were to do it they could do that while also taking a page out of their own book. And they could add a few debuffs that are zone specific like for example taking continuous cold damage in Eastmarch similar to that debuff in New Life after you jump in the water.
spartaxoxo wrote: »You did not read properly as well- I would like something optional, which is as well useful for people like me, where I can slightly up the difficulty where I deem it appropriate and lower it, where I think it is overdone - overdone for my latency, that is. I cannot do hard content with latency spikes in the 700ms range. It would be much like it js in TES games, with a slider solution, where you can scale it yourself - won't happen most likely, but if we don't suggest it, it will certainly not happen. I want something where nearly everyone benefits from it - not just the top 5%.
As far as Mirri goes - I gave her an inferno staff and ninja jump plus fear ability - to me it feels like playing a new class, her fighting style with that is awesome and real fun.
Most people don't like the increased difficulty, so any slider should be aimed at the people that do. Instead of trying to convince them with rewards or do something unsatisfying. The reason that Craglorn Overland is notably seldom used compared to other Overland zones is because it's too hard for the people who don't like harder stuff and too easy for those of us who do. Which satisfies nobody.
I do think they should have a difficulty slider, but it should start at the level that it makes things challenging for mid-tier vet players and increase in severity to vet trials. Mid tier vet players may have less than half the dps of the elites, but they are still more than triple the dps of the companions. This is notable because Companions were stated to be capped like 5-10k or something like that because anymore and they'd have started out dps'ing the majority of the playerbase.
I think it is pointless to make something for such players. They already find the game challenging enough to be engaging. And if they don't, they can just get better at the game.
KoIIegoIas wrote: »@Daraklus Thank you a lot for leaving this video here. I will spread it in all Discords and communities in general i know to get more people involved into this thread. The more attention this gets, the better.
Forum posters for/against something are not indicative of any minority/majority of wanting / not wanting something. Multiple MMO's over the years have stated that only around 15% of their players ever visit their official forums. A minority/majority of this small % doesn't mean they are indicative of the majority/minorty of players.KoIIegoIas wrote: »People wich are against any difficulty are actually the minority arguing against tons of tons of people, wich want more difficulty (Wich are the overwhelming Majority) of that over 3k comment Thread
Trying to nitpick majority/minority isn't doing anyone favors TBH IMO. It's splitting hairs on #'s and %'s. What is more relevant IMO, and more useful to ESO's dev's is talk about what kind of things can be changed, what type of things can be looked at.... to keep those who like the current difficulty happy, while also trying to give those who want thigns harder something they'd enjoy more.
While the ESO dev's have said that right now there's no plans on changing things, they have also said they ARE keeping an eye on this thread for idea's, thoughts, seeing what players think can be done, etc.
I think a good thing is look at how other MMO's offer optional difficulty - such as LotRO's difficulty slider - and how they could be done in ESO for those who want it.