spartaxoxo wrote: »Caldwell Silver and Gold being used as am example by the devs makes sense. They have cultivated a casual audience, beginning with the elimination of that mode. It's not unreasonable for a game dev that has marketed towards a particular group and catered to a particular customer base to think their customers would continue to want what they are selling, when they keep buying it. People who played Demon Souls still wanted more Demon Souls when they played Elden Ring. If it hadn't been hard, they would have been upset. No reason to believe the ESO playerbase is any different and that most users who continue to avoid anything difficult would want to use these options.
I mean, there's constant discussions from people who want to remove dlc dungeons from the normal RND queue because they're too hard and long. ESO has one of the most casual playerbases I've ever encountered. And the gap between them and skilled players powerwise is jaw dropping.
All that being said, they have continued to cultivate an audience of people who enjoy difficult content too. So there's not a good reason to make it boring by not presenting us some kind of difficulty option. There should obviously be a difficulty option. Caldwell's is only a good reason why it shouldn't be mandatory. Not a good reason as to why no option should exist.
I don’t see how anyone living could do quests where the NPCs say things like “You made it! I thought you would certainly die.” but you just walked as an untouchable god through no resistance in ten seconds to get there and say to themselves, wow this is quality. Or think that does justice to the voice actors, level designers and rest of the art team.
And therein ^ encapsulates this entire bloated discussion.spartaxoxo wrote: »Taste is entirely subjective.
NeeScrolls wrote: »And therein ^ encapsulates this entire bloated discussion.spartaxoxo wrote: »Taste is entirely subjective.
Thread done yet?
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Eh, I rather think someone would have to focus really hard on one paragraph out of several in a special sort of way to infer that I find casual gaming unfathomable. I’ve said within just a few posts my wife plays this way, and of course as a long time gamer I do too at times.
What I am getting at is that the quest texts themselves infer that the player has just been through a ringer, and they haven’tt in many cases - at all, no matter the level of player or playstyle. And this is incongruent and diminishes the immersion and the rest of it.
But anyway, I’ve more than said my piece for a while.
spartaxoxo wrote: »Ah, I get you now. Yeah I agree with much of what you posted. I would personally prefer the debuff approach but at this point, I'd take anything (optional). I just want to be able to play with more difficulty.
“oh, was that the big baddie? haha ok”
I’d prefer an entirely new vet set of instances, because I like a quiet world where I can rarely see fellow hard mode travelers and put my back to theirs against the bad, but I’d happily live with a debuff based approach or whatever is workable.
Dagobertfuk wrote: »spartaxoxo wrote: »Ah, I get you now. Yeah I agree with much of what you posted. I would personally prefer the debuff approach but at this point, I'd take anything (optional). I just want to be able to play with more difficulty.
Why would you prefer debuff? Other Players without debuffs coming across, will almost always attack every mob you are fighting by twoshotthing them. Atleast what i experienced so far. I doubt debuffs will satisfy you. I rather think that Debuff on yourself will make you hate questing in that game. Not in instanced mainquests, but in overland.
When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
Harrowstroms have been empty for years and will be forever. Vents will quickly follow, because they are boring with goofy twitch mechanics. The bosses are balanced for the rare people that do 100K+ dps. The rewards are not worth the effort of doing them over older, better balanced and more fun content.
They're dead not because of how difficult they are, but because of how unrewarding they are. They're pieces of side content that exist in maps where the quests and stories are the main content, so for players to go out of their way to do them, they need to be rewarding enough to be worth the time spent doing them. I'm currently playing Guild Wars 2, and you see this perfectly in its endgame zones.
GW2's overland is almost entirely gameplay-driven, with stories being told through dynamic local events and map-wide meta events, where the main content is whatever the reason the player has to be in that zone, whether it be trying to get an item for a collection, doing zone completion, or trying to do an achievement. The interesting thing with GW2's overland compared to ESO's, though, is that when players are presented with side content (typically something unrelated to the reason they have to be in that zone, like a new dynamic event or meta event), they'll generally pause their main content and start participating in that side content, and I believe it's for two reasons.
Firstly, the moment-to-moment gameplay of GW2's overland experience is highly engaging, with stuff constantly going on around you that you can just jump into and start participating in, which really drives home the fact that this is an MMO, but secondly and more importantly for my point, it's generally rewarding to do this side content. Meta events can be quite lucrative, depending on the exact event, with some endgame zones being the best gold farms in the game, rivaling instanced content; not to mention the fact that many meta events are tied to achievements and collections, which means that by doing this side content, you're constantly progressing forward on a variety of goals, including acquiring legendary gear.
On the other hand, ESO's overland experience tends to be quite unrewarding, often giving a little bit of gold, some experience (which is useless once you've hit level 50 and have earned enough CP that earning more isn't all that meaningful to you; conversely, once you hit max level in GW2 and have maxed out your masteries (GW2's post-level-cap, account-wide leveling system), earning enough XP to "level up" will give you a special currency which is quite valuable due to its use in endgame crafting, so even just the act of earning XP is rewarding in GW2), maybe an item from some set that may or may not be useful for you, and that's about it.
This lack of rewards will naturally cause players to avoid side content due to it feeling like a waste of time, unless they're bored and have nothing else to do, or need something that's locked behind that side content (though I'd argue that this is less them wanting to do the content, more them feeling like they need to do the content). You can see this whenever a new chapter or zone DLC is released: upon release, the group content in that zone is ran more or less off cooldown as players want/need something that's locked behind it (a mythic lead, a particular set piece, etc), and then once the player base has gotten what they want/need, they stop running that content and it dies.
Again, this doesn't happen in GW2, because there's always a reason to run that content. I can guarantee you that if ZOS were to improve the rewards of all group content in overland to the point where they're a serious source of gold that's worth the time spent doing them, you'd see players flocking to do that content whenever available, because there'd be an actual, tangible reason for them to do that content, beyond doing it out of boredom or necessity.
I tried to play another MMORPG few years ago, but quit after few hours due to zero challenge. Mobs were dying in 1 hit, and could not hit me. After few years that game got primitive 'difficulty slider' - damage boost for mobs (up to x5) and damage reduction from players (down to /5). Choice from multiple difficulty levels. I gave it a shot and It was like absolutely different game. Much more enjoyable. Now instead of killing 3 mobs in 1 hit with aoe I had to choose which one to stun, which one to weaken/slow/etc and on which one to go full dps. In addition had to circle around mobs and use other tricks (to break stun for example) - at last the mobs got a chance to use their skills that they had from the release of that game, but could not use them due to dying in 1 hit. Crafted gear and consumables started to be very useful too.
Even a difficulty slider makes a huge change. I think it will improve ESO for a lot of players, and it should not be a big investment for developers.
atm only Vamp stage 4 (along with no gear, no CP, no mundus, etc) and bosses with fire attacks are the threat. Some may hit for 9k.
atm only Vamp stage 4 (along with no gear, no CP, no mundus, etc) and bosses with fire attacks are the threat. Some may hit for 9k.
Thats something I will have to add to my testing...being a vampire. Maybe that could finally get my health to drop while playing and provide a challenge.
Logically speaking...this is easier than playing solitaire at this point. When playing solitaire on any of its modes there is a possibility you will lose if you try. There is a zero percent chance you will lose playing ESO in overland if you try. By try...I mean press one button, dont worry about gear, positions, blocking, so trying as little as you possibly could. As long as you try, you will succeed.
So yes...ESO Overland is easier than Solitaire. Since overland content is the majority of ESO...that means you can logically say "ESO is easier than playing Solitaire" without exaggeration. How is that not a clear indication that it is broken?
joerginger wrote: »atm only Vamp stage 4 (along with no gear, no CP, no mundus, etc) and bosses with fire attacks are the threat. Some may hit for 9k.
Thats something I will have to add to my testing...being a vampire. Maybe that could finally get my health to drop while playing and provide a challenge.
Logically speaking...this is easier than playing solitaire at this point. When playing solitaire on any of its modes there is a possibility you will lose if you try. There is a zero percent chance you will lose playing ESO in overland if you try. By try...I mean press one button, dont worry about gear, positions, blocking, so trying as little as you possibly could. As long as you try, you will succeed.
So yes...ESO Overland is easier than Solitaire. Since overland content is the majority of ESO...that means you can logically say "ESO is easier than playing Solitaire" without exaggeration. How is that not a clear indication that it is broken?
This is absolutely not true. When my character was younger, she died all the time to absolutely everything. Questing was intimidating because it seemed that each quest was either "interact with x things" or "klill x enemies" before you had to kill a boss, each of them quite deadly for my character.
Of course things are completely different now, after getting a basic idea of the incredibly annnoying convoluted combat system and having received lots and lots of xp and thus CP - and also proper gear. But the beginnning in this game is very rough. DLC bosses like the one in Clockwork City or Dark Brotherhood took me ages to beat. And the Northern Elsweyr one was a close call although I was teamed up with two other players for that. I definitely will never play that DLC story ever again on a different character, way too stressful.
It's definitely easy to lose in this game. Not for veteran characters, obviously, but why anyone would roam around in the overland as a veteran player and not do something else is way beyond my understanding anyway.
spartaxoxo wrote: »If you just exclude everything that is specifically designed to make ESO harder than Solitaire, it's easier!
Anyway, the overland is designed to be completed by a new character, so I'm not sure why a bug report was submitted the game was working as designed. It's obviously not a bug. They have been very clear that's the intended design. I feel for the CS agents who's job it is to catalog bugs that have to deal with false reports like that.
I honestly think they need to add some kind of difficulty options, but they also shouldn't change the design of the normal overland. It's challenging for some players. It not being challenging to me doesn't make it not a challenge to someone else, such as the player above me.