Parasaurolophus wrote: »@Arrodisia Jesus, no one left. Just a little "I canceled the subcribe thread" period than usual.
Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
I didn't say the changes were targeted at overland. I didn't suggest nerfs. I suggested buffs. I also suggested improved AI....
The difference between DLC content and base game content is what I spoke about. I mentioned a well known point. Newer DLC content is generally more difficult than the base game. In fact most players don't play PvP or trials or hm vet since they're already having fun in other parts of the game. That doesn't mean it should be neglected either.
That was my point which was that the nerfs and changes impacted most content and aren't fun. It did impact base game overland content in the way I described it previously. It slowed things down for those who enjoy leveling, farming mobs, dailies, bosses and xp. As a vet player I don't find the DLC areas too hard or too easy.
As far as PvP goes, I rarely have performance issues but they are ocassionally present like most other games.
However, there were some changes which added new things into PvP. One example right off the top of my head is the Volendrung weapon and another is the destruction of bridges and milegates. Oh and wait they buffed the resource enemies as well to add more depth to taking the resources. A couple new areas to host battlegrounds and maybe a new mode might be overdue. Maybe they could add a couple new ones with a 2 dungeon dlc if they wanted to do so.
I originally only "suggested" some positive things which could be done to move ESO back into the direction of maintaining a healthy player base.
Anyway, have fun in the game
Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
I didn't say the changes were targeted at overland. I didn't suggest nerfs. I suggested buffs. I also suggested improved AI....
The difference between DLC content and base game content is what I spoke about. I mentioned a well known point. Newer DLC content is generally more difficult than the base game. In fact most players don't play PvP or trials or hm vet since they're already having fun in other parts of the game. That doesn't mean it should be neglected either.
That was my point which was that the nerfs and changes impacted most content and aren't fun. It did impact base game overland content in the way I described it previously. It slowed things down for those who enjoy leveling, farming mobs, dailies, bosses and xp. As a vet player I don't find the DLC areas too hard or too easy.
As far as PvP goes, I rarely have performance issues but they are ocassionally present like most other games.
However, there were some changes which added new things into PvP. One example right off the top of my head is the Volendrung weapon and another is the destruction of bridges and milegates. Oh and wait they buffed the resource enemies as well to add more depth to taking the resources. A couple new areas to host battlegrounds and maybe a new mode might be overdue. Maybe they could add a couple new ones with a 2 dungeon dlc if they wanted to do so.
I originally only "suggested" some positive things which could be done to move ESO back into the direction of maintaining a healthy player base.
Anyway, have fun in the game
I can’t say the difficulty jump in dlc zones are that big, though you have to account that with balancing changes like giving everyone base value of weapon and spell damage + primal stats, adding companions and powerful mystics like oakensoul and pale order ring new zones supposed to be easier, not harder. At least for players who complete them in order and not jump straight from tutorial, even then the difference between 100k vs. 200k bosses are minimal with current level of power creep.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do.
Parasaurolophus wrote: »@Arrodisia Jesus, no one left. Just a little "I canceled the subcribe thread" period than usual.
I didn't say no one was left. However, we can't deny the population dropped signficantly. It's noticable.
My post made a few "suggestions" as to how the game can positively be improved upon to turn that around.
All games have similar threads like these and all players opinions and thoughts are welcome.
Have you read...any of the previous posts in this thread at all? Plenty of us have tried that and it doesn't help. It just makes enemies take slightly longer to die while still being non-threatening pushovers. If there were a solution that simple there wouldn't be so many people asking for a solution.You could make it more difficult by downgrading your gear and changing your build if you wanted too.
Parasaurolophus wrote: »@Arrodisia Jesus, no one left. Just a little "I canceled the subcribe thread" period than usual.
I didn't say no one was left. However, we can't deny the population dropped signficantly. It's noticable.
My post made a few "suggestions" as to how the game can positively be improved upon to turn that around.
All games have similar threads like these and all players opinions and thoughts are welcome.
To be fair, with life starting to return to normal after the pandemic, the drop could have been impacted by that as well.
Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
I didn't say the changes were targeted at overland. I didn't suggest nerfs. I suggested mild buffs. I also suggested improved AI....
The difference between DLC content and base game content is what I spoke about. I mentioned a well known point. Newer DLC content is generally more difficult than the base game. In fact most players don't play PvP or trials or hm vet since they're already having fun in other parts of the game. That doesn't mean it should be neglected either.
That was my point which was that the nerfs and changes impacted most content and aren't fun. It did impact base game overland content in the way I described it previously. It slowed things down for those who enjoy leveling, farming mobs, dailies, bosses and xp. As a vet player I don't find the DLC areas too hard or too easy.
As far as PvP goes, I rarely have performance issues but they are ocassionally present like most other games.
However, there were some changes which added new things into PvP. One example right off the top of my head is the Volendrung weapon and another is the destruction of bridges and milegates. Oh and wait they buffed the resource enemies as well to add more depth to taking the resources. A couple new areas to host battlegrounds and maybe a new mode might be overdue. Maybe they could add a couple new ones with a 2 dungeon dlc if they wanted to do so.
I originally only "suggested" some positive things which could be done to move ESO back into the direction of maintaining a healthy player base.
Anyway, have fun in the game
I can’t say the difficulty jump in dlc zones are that big, though you have to account that with balancing changes like giving everyone base value of weapon and spell damage + primal stats, adding companions and powerful mystics like oakensoul and pale order ring new zones supposed to be easier, not harder. At least for players who complete them in order and not jump straight from tutorial, even then the difference between 100k vs. 200k bosses are minimal with current level of power creep.
To be fair big chunk of this thread was arguing about what options could be implemented to make overland more engaging for veteran players on top of already functioning “normal” mode. So impact on new and casual players would be minimal.
You too have fun
spartaxoxo wrote: »The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do.
Update 35 was a blanket, forced nerf of the entire playbase that impacted players in all content, including hard content. Nobody requested the hard content get even harder. This was not the way to do it, and I always said a lot of people would quit if it wasn't optional. It should also be noted that none of the enemies hit harder, so they aren't more difficult just more time consuming. Without an increase of damage taken it's not harder just longer.
spartaxoxo wrote: »The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do.
Update 35 was a blanket, forced nerf of the entire playbase that impacted players in all content, including hard content. Nobody requested the hard content get even harder. This was not the way to do it, and I always said a lot of people would quit if it wasn't optional. It should also be noted that none of the enemies hit harder, so they aren't more difficult just more time consuming. Without an increase of damage taken it's not harder just longer.
I'm well aware of this being a blanket nerf. I did mention this would happen in the forums before Update 35 was released. I posted approximate calculations and the reasons why this update was too extreme in the nerf department. They listened a little and reduced multiple planned nerfs. Also, I didn't say it impacted only 1 type of content or any of the rest of the assumptions.
spartaxoxo wrote: »spartaxoxo wrote: »The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do.
Update 35 was a blanket, forced nerf of the entire playbase that impacted players in all content, including hard content. Nobody requested the hard content get even harder. This was not the way to do it, and I always said a lot of people would quit if it wasn't optional. It should also be noted that none of the enemies hit harder, so they aren't more difficult just more time consuming. Without an increase of damage taken it's not harder just longer.
I'm well aware of this being a blanket nerf. I did mention this would happen in the forums before Update 35 was released. I posted approximate calculations and the reasons why this update was too extreme in the nerf department. They listened a little and reduced multiple planned nerfs. Also, I didn't say it impacted only 1 type of content or any of the rest of the assumptions.
I didn't say that your post implied or said that it only impacted U35, only that the response to U35 is almost entirely irrelevant to Overland.
Yet the response to U35 isn't mostly irrelevant to overland. U35 impacted overland too. This thread began by asking what players enjoy in overland. Players enjoyed leveling, farming, questing, looting, etc. in overland. TTK is longer which means players including newer players take more damge during the fight time on the harder content like world bosses. More damage was added to base game world bosses and dolmens, long before U35, to close the gap between DLC overland and base game overland. We all killed everything including world bosses so fast we barely took any damage. Now that DPS is lower many players at the mid and lower end of the dps spectrum are impacted quite a bit. Longer TTK is a slowing of progression in most aspects of the game, overland included.
Yet the response to U35 isn't mostly irrelevant to overland. U35 impacted overland too. This thread began by asking what players enjoy in overland. Players enjoyed leveling, farming, questing, looting, etc. in overland. TTK is longer which means players including newer players take more damge during the fight time on the harder content like world bosses. More damage was added to base game world bosses and dolmens, long before U35, to close the gap between DLC overland and base game overland. We all killed everything including world bosses so fast we barely took any damage. Now that DPS is lower many players at the mid and lower end of the dps spectrum are impacted quite a bit. Longer TTK is a slowing of progression in most aspects of the game, overland included.
Parasaurolophus wrote: »@Arrodisia Jesus, no one left. Just a little "I canceled the subcribe thread" period than usual.
I didn't say no one was left. However, we can't deny the population dropped signficantly. It's noticable.
My post made a few "suggestions" as to how the game can positively be improved upon to turn that around.
All games have similar threads like these and all players opinions and thoughts are welcome.
To be fair, with life starting to return to normal after the pandemic, the drop could have been impacted by that as well.
Yes definitely. It was mentioned earlier on in the thread by someone. I merely think improvements that benefit the players which the majority can agree on can be more beneficial for an 8 year old game.Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
I didn't say the changes were targeted at overland. I didn't suggest nerfs. I suggested mild buffs. I also suggested improved AI....
The difference between DLC content and base game content is what I spoke about. I mentioned a well known point. Newer DLC content is generally more difficult than the base game. In fact most players don't play PvP or trials or hm vet since they're already having fun in other parts of the game. That doesn't mean it should be neglected either.
That was my point which was that the nerfs and changes impacted most content and aren't fun. It did impact base game overland content in the way I described it previously. It slowed things down for those who enjoy leveling, farming mobs, dailies, bosses and xp. As a vet player I don't find the DLC areas too hard or too easy.
As far as PvP goes, I rarely have performance issues but they are ocassionally present like most other games.
However, there were some changes which added new things into PvP. One example right off the top of my head is the Volendrung weapon and another is the destruction of bridges and milegates. Oh and wait they buffed the resource enemies as well to add more depth to taking the resources. A couple new areas to host battlegrounds and maybe a new mode might be overdue. Maybe they could add a couple new ones with a 2 dungeon dlc if they wanted to do so.
I originally only "suggested" some positive things which could be done to move ESO back into the direction of maintaining a healthy player base.
Anyway, have fun in the game
I can’t say the difficulty jump in dlc zones are that big, though you have to account that with balancing changes like giving everyone base value of weapon and spell damage + primal stats, adding companions and powerful mystics like oakensoul and pale order ring new zones supposed to be easier, not harder. At least for players who complete them in order and not jump straight from tutorial, even then the difference between 100k vs. 200k bosses are minimal with current level of power creep.
To be fair big chunk of this thread was arguing about what options could be implemented to make overland more engaging for veteran players on top of already functioning “normal” mode. So impact on new and casual players would be minimal.
You too have fun
That's another thing though. Many players don't play with companions and legendaries even when they have the DLC'S. So one player's power and experience isn't the same as another's. Many players keep it simple. Some don't even know companions, antiquities and legendaries are available in the game when they start out and often for quite a while afterwards.
For example, a tank or healer with no legendaries, no champ points, no food, no potions, no companion, etc, They're just starting out at level 5 with no or little gaming experience in let's say Blackwood or High Isle. They stumble upon a world Boss. Another player or 2 attack said boss and the new player thinks ""ok 1-2 other people attacked I'm going to get in on this. " then the boss does his lovely special attack and poof! The new player is dead on the ground and probably without a soul gem. All of this while doing supposedly easy content which they read about here in this thread. They haven't even had a chance to learn much to aid themselves or a group in combat. A nice combat training instance would've given them some of this knowledge.
Yes. We did get primal stats and such but base penetration had been removed. Our skills, gear and champ points were already nerfed multiple times since champ points and abilities were reworked and released. Then we got the OP companions and legendaries which didn't need to be that strong from the beginning. A simple solution for br-Oaken soul from day 1 was to make it less effective or useless in PvP. so it could still be used elsewhere if players chose to use it.
Next point, yes a fair chunk of the thread talks about creating/not creeating an optional harder mode than what we normally have and it discusses multiple other suggestions. However, we've seen HM overland implemented already in other games and we discussed it in this very thread. It's difficult to implement. It's rarely played, buggy and a massive undertaking. We're talking with a team this size minimum 1-2 years just to get it halfway playable and another 1 year or more to get most of the bugs out of it. So we can experience balanced play. Plus, we'd get way less new content and features since they'd be focused on that difficult task.We still have the main story bugged from 3 1/2 months ago. Plus, other older bugs occasionally reoccuring after patches which need to be addressed and I'm being generous with these examples.
I actually like a challenge sometimes, but I'm not interested in banging my head on the wall with little to no new content just to get old overland content done for a couple years while they figure it out the problems it causes especially as a healer. Then what? Players will get used to vet mode and say that's too easy as well and ask for another mode. That's the way games and players are. As the game becomes more familiar things become easier and more fun to do as a group.
There are a lot of other points to make too. However, in the end the majority of players will usually take the easy road to complete content. If it ends up being too annoying and too time consuming, like a RL job, school, and other responsibilities they'll just quit instead of begging for better skills and content nerfs to complete vet mode. The devs keep having flashbacks of the original craglorn release, because it's showed them something important about threads like this. 5-6 people bumping each other's posts and keeping a thread going doesn't mean everyone wants that particular change. Craglorn was a response to add more difficult content. The majority of players weren't happy about it's release and it was nerfed to become more fun and engaging for the majority.
I do see both sides of the arguments here.
In theory something optional doesn't bother me as long as gear rewards are not stronger gear and we don't lose the 4 major content DLC and expansion updates each year. If gear rewards are increased they would be closer to trial gear, making trials even less popular. Plus, the devs will do more player side hatchet nerfing, as more players don the new gear. instead players should be doing it for the personal challenge, and achievements possibly even some pets, skins or mount fragments. So it doesn't do more harm than good. If less content or lower quality content is released because of a change like this, it'll create larger drops in population than we usually see.
As I stated before, this isn't an easy topic to settle and it's up to the devs to implement what they believe is feasible and matches the larger portion of the player base.
No they won’t, if it balanced correctly. Very few if anyone complained that old dlc dungeons and trials become easier with more power creep added to the game, same here. It would be understandable that clearing it for the first time on day 1 would be more challenging than a few years later with FOTM gear after running it multiple times on several alts.Then what? Players will get used to vet mode and say that's too easy as well and ask for another mode.
The main points about its failure made in this thread: it was time-consuming group only content with bad rewards, mediocre story and no alternatives to experience it any other way. Blaming it solely on difficulty is rather misleading.The devs keep having flashbacks of the original craglorn release, because it's showed them something important about threads like this. 5-6 people bumping each other's posts and keeping a thread going doesn't mean everyone wants that particular change. Craglorn was a response to add more difficult content. The majority of players weren't happy about it's release and it was nerfed to become more fun and engaging for the majority.
Parasaurolophus wrote: »@Arrodisia Jesus, no one left. Just a little "I canceled the subcribe thread" period than usual.
I didn't say no one was left. However, we can't deny the population dropped signficantly. It's noticable.
My post made a few "suggestions" as to how the game can positively be improved upon to turn that around.
All games have similar threads like these and all players opinions and thoughts are welcome.
To be fair, with life starting to return to normal after the pandemic, the drop could have been impacted by that as well.
Yes definitely. It was mentioned earlier on in the thread by someone. I merely think improvements that benefit the players which the majority can agree on can be more beneficial for an 8 year old game.Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
I didn't say the changes were targeted at overland. I didn't suggest nerfs. I suggested mild buffs. I also suggested improved AI....
The difference between DLC content and base game content is what I spoke about. I mentioned a well known point. Newer DLC content is generally more difficult than the base game. In fact most players don't play PvP or trials or hm vet since they're already having fun in other parts of the game. That doesn't mean it should be neglected either.
That was my point which was that the nerfs and changes impacted most content and aren't fun. It did impact base game overland content in the way I described it previously. It slowed things down for those who enjoy leveling, farming mobs, dailies, bosses and xp. As a vet player I don't find the DLC areas too hard or too easy.
As far as PvP goes, I rarely have performance issues but they are ocassionally present like most other games.
However, there were some changes which added new things into PvP. One example right off the top of my head is the Volendrung weapon and another is the destruction of bridges and milegates. Oh and wait they buffed the resource enemies as well to add more depth to taking the resources. A couple new areas to host battlegrounds and maybe a new mode might be overdue. Maybe they could add a couple new ones with a 2 dungeon dlc if they wanted to do so.
I originally only "suggested" some positive things which could be done to move ESO back into the direction of maintaining a healthy player base.
Anyway, have fun in the game
I can’t say the difficulty jump in dlc zones are that big, though you have to account that with balancing changes like giving everyone base value of weapon and spell damage + primal stats, adding companions and powerful mystics like oakensoul and pale order ring new zones supposed to be easier, not harder. At least for players who complete them in order and not jump straight from tutorial, even then the difference between 100k vs. 200k bosses are minimal with current level of power creep.
To be fair big chunk of this thread was arguing about what options could be implemented to make overland more engaging for veteran players on top of already functioning “normal” mode. So impact on new and casual players would be minimal.
You too have fun
That's another thing though. Many players don't play with companions and legendaries even when they have the DLC'S. So one player's power and experience isn't the same as another's. Many players keep it simple. Some don't even know companions, antiquities and legendaries are available in the game when they start out and often for quite a while afterwards.
For example, a tank or healer with no legendaries, no champ points, no food, no potions, no companion, etc, They're just starting out at level 5 with no or little gaming experience in let's say Blackwood or High Isle. They stumble upon a world Boss. Another player or 2 attack said boss and the new player thinks ""ok 1-2 other people attacked I'm going to get in on this. " then the boss does his lovely special attack and poof! The new player is dead on the ground and probably without a soul gem. All of this while doing supposedly easy content which they read about here in this thread. They haven't even had a chance to learn much to aid themselves or a group in combat. A nice combat training instance would've given them some of this knowledge.
Yes. We did get primal stats and such but base penetration had been removed. Our skills, gear and champ points were already nerfed multiple times since champ points and abilities were reworked and released. Then we got the OP companions and legendaries which didn't need to be that strong from the beginning. A simple solution for br-Oaken soul from day 1 was to make it less effective or useless in PvP. so it could still be used elsewhere if players chose to use it.
Next point, yes a fair chunk of the thread talks about creating/not creeating an optional harder mode than what we normally have and it discusses multiple other suggestions. However, we've seen HM overland implemented already in other games and we discussed it in this very thread. It's difficult to implement. It's rarely played, buggy and a massive undertaking. We're talking with a team this size minimum 1-2 years just to get it halfway playable and another 1 year or more to get most of the bugs out of it. So we can experience balanced play. Plus, we'd get way less new content and features since they'd be focused on that difficult task.We still have the main story bugged from 3 1/2 months ago. Plus, other older bugs occasionally reoccuring after patches which need to be addressed and I'm being generous with these examples.
I actually like a challenge sometimes, but I'm not interested in banging my head on the wall with little to no new content just to get old overland content done for a couple years while they figure it out the problems it causes especially as a healer. Then what? Players will get used to vet mode and say that's too easy as well and ask for another mode. That's the way games and players are. As the game becomes more familiar things become easier and more fun to do as a group.
There are a lot of other points to make too. However, in the end the majority of players will usually take the easy road to complete content. If it ends up being too annoying and too time consuming, like a RL job, school, and other responsibilities they'll just quit instead of begging for better skills and content nerfs to complete vet mode. The devs keep having flashbacks of the original craglorn release, because it's showed them something important about threads like this. 5-6 people bumping each other's posts and keeping a thread going doesn't mean everyone wants that particular change. Craglorn was a response to add more difficult content. The majority of players weren't happy about it's release and it was nerfed to become more fun and engaging for the majority.
I do see both sides of the arguments here.
In theory something optional doesn't bother me as long as gear rewards are not stronger gear and we don't lose the 4 major content DLC and expansion updates each year. If gear rewards are increased they would be closer to trial gear, making trials even less popular. Plus, the devs will do more player side hatchet nerfing, as more players don the new gear. instead players should be doing it for the personal challenge, and achievements possibly even some pets, skins or mount fragments. So it doesn't do more harm than good. If less content or lower quality content is released because of a change like this, it'll create larger drops in population than we usually see.
As I stated before, this isn't an easy topic to settle and it's up to the devs to implement what they believe is feasible and matches the larger portion of the player base.
That is the thing though: throwing new players in latest dlcs while not accounting for what it provides seems like rather poor marketing strategy to add more value to it and connected mini dlcs rather than accommodate new players to in game mechanics by small steps.
I remember when I started, I was thrown in Northern Elsweir and almost immediately came across dragon, who annihilated me instantly, though there were others nearby. It didn’t take me long to figure out that this zone isn’t the one I was meant to be so I googled that the best way to start is to port to Auridon, encounter hooded figure and start though base game story in order. That not only ensured that I had easier time learing the game but also gave understanding of overall story direction (who is Abnur Tharn, Cadwell, Sai Sahan, what alliance war mean and so on). It was still on the easier side for me even as a new player but I could kind of deal with that. What makes it boring is the fact that you already encounter no difficulty changes throughout of hundreds of hours of questing in base game and at that point you most likely reaching 400CP, decent understanding of you class, skills and basic gameplay mechanics, having some sets, etc. With all that baggage going through another hundreds of hours of dlc content, which has no significant changes to account to that outside of group-oriented stuff, become dull experience.No they won’t, if it balanced correctly. Very few if anyone complained that old dlc dungeons and trials become easier with more power creep added to the game, same here. It would be understandable that clearing it for the first time on day 1 would be more challenging than a few years later with FOTM gear after running it multiple times on several alts.Then what? Players will get used to vet mode and say that's too easy as well and ask for another mode.The main points about its failure made in this thread: it was time-consuming group only content with bad rewards, mediocre story and no alternatives to experience it any other way. Blaming it solely on difficulty is rather misleading.The devs keep having flashbacks of the original craglorn release, because it's showed them something important about threads like this. 5-6 people bumping each other's posts and keeping a thread going doesn't mean everyone wants that particular change. Craglorn was a response to add more difficult content. The majority of players weren't happy about it's release and it was nerfed to become more fun and engaging for the majority.
Agenericname wrote: »Elden Ring handled it reasonably well I think. Even in NG+ overland mobs can still kill you. You can probably still one-shot many, but they can kill you as well. At the end of June it was near 17M copies sold. I think its also reasonable to assume that there is indeed a market for it.
FlopsyPrince wrote: »Agenericname wrote: »Elden Ring handled it reasonably well I think. Even in NG+ overland mobs can still kill you. You can probably still one-shot many, but they can kill you as well. At the end of June it was near 17M copies sold. I think its also reasonable to assume that there is indeed a market for it.
Same arguments a long time later in this thread.
Some of us do not want to have to travel overland in fear of being nuked by overland mobs. I would guess that more players fall in this camp than in those who want to live on the edge in overland.
Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
Agenericname wrote: »@Arrodisia
I think you're overstating the relevance of gear in overland. You could run trial sets, if you wanted, but it makes little to no difference. The difference in TTK in a meta build vs any other reasonably put together build against a boss with 200k health is measured in milliseconds.
I dont think that having an optional veteran instance would impact the game anymore than having a veteran dungeon impacts the dungeon finder. People run normal because its more efficient, others run vet because its more fun. People do run both.
There are public dungeons, Crow's Wood in Stonefalls for example, that under other circumstances I would really like. Its got a creepy Brothers Grimm vibe to it. It would be nice if it were darker as well. Id love to need a torch, but that its own topic. A new DLC comes with 6 delves and 2 dungeons, the same as most base game zones.
So assume that they were able to pull something like that off, thats 3 factions and 4 zones in each faction that contained public dungeons and delves, thats worth literal years of DLC content. I would also assume that its a good bit of work as well, but, Id wager an optional veteran overland mode would have been received at least as well as U35.
Elden Ring handled it reasonably well I think. Even in NG+ overland mobs can still kill you. You can probably still one-shot many, but they can kill you as well. At the end of June it was near 17M copies sold. I think its also reasonable to assume that there is indeed a market for it.
Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
I would say that the elseweyr dragon world bosses are more difficult than nSS encounters. And even then, that's just the illusion of difficulty, as the dragons in nSS are still easy but they have more invulnerability phases- making their rewards greater. The only thing that makes the overland content "easy," as I said in a previous response, are the fact that you aren't limited to the number of people you can bring to an encounter, and those people can include the 100k+ parsing speedrunners that people aren't used to grouping with- it's literally a gamble and everyone's experience is different, just like doing dolmens in alik'ir vs doing them in cyrodiil are completely different experiences.
I do think that more time invested should be greater rewards earned, but i've seen this implementation in other games *cough* The Division *cough* and I don't think it would be a good idea to implement it here.
Invulnerability phases and more dynamic encounters for overworld content (i.e. stand on this pressure plate to get rid of the boss's shield, stand on this one to make it stop enrage, fire this corrosive acid pot trebuchet at it to make it take more damage, be in this bubble to not get killed by the aoe) are probably needed, as well as new rewards (even alchemical ingredients to make some of the major/minor potion buffs people have been asking for over the years) would be great.
I would also like to add-in the idea of players needing to buy/make/bring an item or bait to a spot and perform a ritual or sacrifice for the boss to spawn or be lured to a location in the overworld, that would be cool as hell.
Also, fishing? Can we get a rare Sea Sload or Yaghra encounter or something? Perhaps even Sheogorath *** with us and spawning Cthulu ? It would make a lot of people happy, maybe also frustrated, to be able to fish in a certain area to pull up an epic boss encounter.
Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
I would say that the elseweyr dragon world bosses are more difficult than nSS encounters. And even then, that's just the illusion of difficulty, as the dragons in nSS are still easy but they have more invulnerability phases- making their rewards greater. The only thing that makes the overland content "easy," as I said in a previous response, are the fact that you aren't limited to the number of people you can bring to an encounter, and those people can include the 100k+ parsing speedrunners that people aren't used to grouping with- it's literally a gamble and everyone's experience is different, just like doing dolmens in alik'ir vs doing them in cyrodiil are completely different experiences.
I do think that more time invested should be greater rewards earned, but i've seen this implementation in other games *cough* The Division *cough* and I don't think it would be a good idea to implement it here.
Invulnerability phases and more dynamic encounters for overworld content (i.e. stand on this pressure plate to get rid of the boss's shield, stand on this one to make it stop enrage, fire this corrosive acid pot trebuchet at it to make it take more damage, be in this bubble to not get killed by the aoe) are probably needed, as well as new rewards (even alchemical ingredients to make some of the major/minor potion buffs people have been asking for over the years) would be great.
I would also like to add-in the idea of players needing to buy/make/bring an item or bait to a spot and perform a ritual or sacrifice for the boss to spawn or be lured to a location in the overworld, that would be cool as hell.
Also, fishing? Can we get a rare Sea Sload or Yaghra encounter or something? Perhaps even Sheogorath *** with us and spawning Cthulu ? It would make a lot of people happy, maybe also frustrated, to be able to fish in a certain area to pull up an epic boss encounter.
Parasaurolophus wrote: »@Arrodisia Jesus, no one left. Just a little "I canceled the subcribe thread" period than usual.
I didn't say no one was left. However, we can't deny the population dropped signficantly. It's noticable.
My post made a few "suggestions" as to how the game can positively be improved upon to turn that around.
All games have similar threads like these and all players opinions and thoughts are welcome.
To be fair, with life starting to return to normal after the pandemic, the drop could have been impacted by that as well.
Yes definitely. It was mentioned earlier on in the thread by someone. I merely think improvements that benefit the players which the majority can agree on can be more beneficial for an 8 year old game.Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
I didn't say the changes were targeted at overland. I didn't suggest nerfs. I suggested mild buffs. I also suggested improved AI....
The difference between DLC content and base game content is what I spoke about. I mentioned a well known point. Newer DLC content is generally more difficult than the base game. In fact most players don't play PvP or trials or hm vet since they're already having fun in other parts of the game. That doesn't mean it should be neglected either.
That was my point which was that the nerfs and changes impacted most content and aren't fun. It did impact base game overland content in the way I described it previously. It slowed things down for those who enjoy leveling, farming mobs, dailies, bosses and xp. As a vet player I don't find the DLC areas too hard or too easy.
As far as PvP goes, I rarely have performance issues but they are ocassionally present like most other games.
However, there were some changes which added new things into PvP. One example right off the top of my head is the Volendrung weapon and another is the destruction of bridges and milegates. Oh and wait they buffed the resource enemies as well to add more depth to taking the resources. A couple new areas to host battlegrounds and maybe a new mode might be overdue. Maybe they could add a couple new ones with a 2 dungeon dlc if they wanted to do so.
I originally only "suggested" some positive things which could be done to move ESO back into the direction of maintaining a healthy player base.
Anyway, have fun in the game
I can’t say the difficulty jump in dlc zones are that big, though you have to account that with balancing changes like giving everyone base value of weapon and spell damage + primal stats, adding companions and powerful mystics like oakensoul and pale order ring new zones supposed to be easier, not harder. At least for players who complete them in order and not jump straight from tutorial, even then the difference between 100k vs. 200k bosses are minimal with current level of power creep.
To be fair big chunk of this thread was arguing about what options could be implemented to make overland more engaging for veteran players on top of already functioning “normal” mode. So impact on new and casual players would be minimal.
You too have fun
That's another thing though. Many players don't play with companions and legendaries even when they have the DLC'S. So one player's power and experience isn't the same as another's. Many players keep it simple. Some don't even know companions, antiquities and legendaries are available in the game when they start out and often for quite a while afterwards.
For example, a tank or healer with no legendaries, no champ points, no food, no potions, no companion, etc, They're just starting out at level 5 with no or little gaming experience in let's say Blackwood or High Isle. They stumble upon a world Boss. Another player or 2 attack said boss and the new player thinks ""ok 1-2 other people attacked I'm going to get in on this. " then the boss does his lovely special attack and poof! The new player is dead on the ground and probably without a soul gem. All of this while doing supposedly easy content which they read about here in this thread. They haven't even had a chance to learn much to aid themselves or a group in combat. A nice combat training instance would've given them some of this knowledge.
Yes. We did get primal stats and such but base penetration had been removed. Our skills, gear and champ points were already nerfed multiple times since champ points and abilities were reworked and released. Then we got the OP companions and legendaries which didn't need to be that strong from the beginning. A simple solution for br-Oaken soul from day 1 was to make it less effective or useless in PvP. so it could still be used elsewhere if players chose to use it.
Next point, yes a fair chunk of the thread talks about creating/not creeating an optional harder mode than what we normally have and it discusses multiple other suggestions. However, we've seen HM overland implemented already in other games and we discussed it in this very thread. It's difficult to implement. It's rarely played, buggy and a massive undertaking. We're talking with a team this size minimum 1-2 years just to get it halfway playable and another 1 year or more to get most of the bugs out of it. So we can experience balanced play. Plus, we'd get way less new content and features since they'd be focused on that difficult task.We still have the main story bugged from 3 1/2 months ago. Plus, other older bugs occasionally reoccuring after patches which need to be addressed and I'm being generous with these examples.
I actually like a challenge sometimes, but I'm not interested in banging my head on the wall with little to no new content just to get old overland content done for a couple years while they figure it out the problems it causes especially as a healer. Then what? Players will get used to vet mode and say that's too easy as well and ask for another mode. That's the way games and players are. As the game becomes more familiar things become easier and more fun to do as a group.
There are a lot of other points to make too. However, in the end the majority of players will usually take the easy road to complete content. If it ends up being too annoying and too time consuming, like a RL job, school, and other responsibilities they'll just quit instead of begging for better skills and content nerfs to complete vet mode. The devs keep having flashbacks of the original craglorn release, because it's showed them something important about threads like this. 5-6 people bumping each other's posts and keeping a thread going doesn't mean everyone wants that particular change. Craglorn was a response to add more difficult content. The majority of players weren't happy about it's release and it was nerfed to become more fun and engaging for the majority.
I do see both sides of the arguments here.
In theory something optional doesn't bother me as long as gear rewards are not stronger gear and we don't lose the 4 major content DLC and expansion updates each year. If gear rewards are increased they would be closer to trial gear, making trials even less popular. Plus, the devs will do more player side hatchet nerfing, as more players don the new gear. instead players should be doing it for the personal challenge, and achievements possibly even some pets, skins or mount fragments. So it doesn't do more harm than good. If less content or lower quality content is released because of a change like this, it'll create larger drops in population than we usually see.
As I stated before, this isn't an easy topic to settle and it's up to the devs to implement what they believe is feasible and matches the larger portion of the player base.
That is the thing though: throwing new players in latest dlcs while not accounting for what it provides seems like rather poor marketing strategy to add more value to it and connected mini dlcs rather than accommodate new players to in game mechanics by small steps.
I remember when I started, I was thrown in Northern Elsweir and almost immediately came across dragon, who annihilated me instantly, though there were others nearby. It didn’t take me long to figure out that this zone isn’t the one I was meant to be so I googled that the best way to start is to port to Auridon, encounter hooded figure and start though base game story in order. That not only ensured that I had easier time learing the game but also gave understanding of overall story direction (who is Abnur Tharn, Cadwell, Sai Sahan, what alliance war mean and so on). It was still on the easier side for me even as a new player but I could kind of deal with that. What makes it boring is the fact that you already encounter no difficulty changes throughout of hundreds of hours of questing in base game and at that point you most likely reaching 400CP, decent understanding of you class, skills and basic gameplay mechanics, having some sets, etc. With all that baggage going through another hundreds of hours of dlc content, which has no significant changes to account to that outside of group-oriented stuff, become dull experience.No they won’t, if it balanced correctly. Very few if anyone complained that old dlc dungeons and trials become easier with more power creep added to the game, same here. It would be understandable that clearing it for the first time on day 1 would be more challenging than a few years later with FOTM gear after running it multiple times on several alts.Then what? Players will get used to vet mode and say that's too easy as well and ask for another mode.The main points about its failure made in this thread: it was time-consuming group only content with bad rewards, mediocre story and no alternatives to experience it any other way. Blaming it solely on difficulty is rather misleading.The devs keep having flashbacks of the original craglorn release, because it's showed them something important about threads like this. 5-6 people bumping each other's posts and keeping a thread going doesn't mean everyone wants that particular change. Craglorn was a response to add more difficult content. The majority of players weren't happy about it's release and it was nerfed to become more fun and engaging for the majority.
My experiences in this game and others as a raid leader and as a member of other's raid teams tells me. Players who raid will almost always use their highest powered gear, smashing and grabbing through contact. It's definitely more efficient and logical. Once they're too familiar with content many do tire of it. A differnet mode won't make the stories different or more exciting after the 3rd or 4th time it's all yesterday's news no matter what mode it was in. This is why the path ESO is on is generally correct. They offer new content and regularly. Could we use a few more things? Maybe. It's natural for humans to seek out a balance of new and familiar things. It keeps their minds and souls fit. So I'm not for the extra mode or against it. I'm concerned what will happen to the game and it's player base if a hm is implemented instead of the other discussed options, especially since it's gone so wrong in other games.
Power creep and overland difficulty balance is an issue in almost every game. According to the devs customer feedback says overland content is challenging enough for the majority. I don't see it as ESO's to go to worst problem by far is my main point for the moment. Game balance is necesary and they're constantly working on it. However, I still see there are other things the devs can deliver which would be more feasible and appreciated by the majority of players at this time.
How this would benefit the majority? As far as I can see it’s only impacting crafters and traders.2. widen the scope of jewelry and woodworking crafting
4. make lesser used enchanting and alchemy materials more useful
And this would only benefit those who are really into housing. I do it “casually” a bit and decorated several of my houses yet I couldn’t go over 350 slots, how 700 not enough to decorate even big houses is a mystery for me.6. raise housing slots even if it's just 50 or a 100 slots.
Also only for minority who are into card game. Would this be appreciated by the majority? I seriously doubt that.7. lower the time it takes to complete ToT match dailies done. 40-45 mins and more to get a daily done should give better rewards and xp. A suggestion would be to create a second mode. For example, short mode = 20-25 prestige to win and the dynamic mode would remain at 40 prestige to win.
Only useful for those who are into fashion, pvp and trading.8. add new, more attractive motifs to the AP and telvar vendors
Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
I would say that the elseweyr dragon world bosses are more difficult than nSS encounters. And even then, that's just the illusion of difficulty, as the dragons in nSS are still easy but they have more invulnerability phases- making their rewards greater. The only thing that makes the overland content "easy," as I said in a previous response, are the fact that you aren't limited to the number of people you can bring to an encounter, and those people can include the 100k+ parsing speedrunners that people aren't used to grouping with- it's literally a gamble and everyone's experience is different, just like doing dolmens in alik'ir vs doing them in cyrodiil are completely different experiences.
I do think that more time invested should be greater rewards earned, but i've seen this implementation in other games *cough* The Division *cough* and I don't think it would be a good idea to implement it here.
Invulnerability phases and more dynamic encounters for overworld content (i.e. stand on this pressure plate to get rid of the boss's shield, stand on this one to make it stop enrage, fire this corrosive acid pot trebuchet at it to make it take more damage, be in this bubble to not get killed by the aoe) are probably needed, as well as new rewards (even alchemical ingredients to make some of the major/minor potion buffs people have been asking for over the years) would be great.
I would also like to add-in the idea of players needing to buy/make/bring an item or bait to a spot and perform a ritual or sacrifice for the boss to spawn or be lured to a location in the overworld, that would be cool as hell.
Also, fishing? Can we get a rare Sea Sload or Yaghra encounter or something? Perhaps even Sheogorath *** with us and spawning Cthulu ? It would make a lot of people happy, maybe also frustrated, to be able to fish in a certain area to pull up an epic boss encounter.
To clarify, in terms of overland content, I would clearly define group-focused content and solo focused.
I can’t really say that even in veteran instances (theoretically) there are a lot of reasons to rebalance group bosses and events, from my point of view. ESO already provides tons of well-designed content for groups and what you’d see in overland just a toned down version of dungeon and trials encounters since a lot of mechanics have to be nerfed or removed to account for lack of communication between players there and differences of their skill levels. So in that case, I already could take naysayers advice and go do group content for a challenge I desire, because it already objectively better in that regard than what you’d ever see in overland with perfect grading between normal, veteran and hm.
As for solo, the game severely lacking in providing any meaning or engagement to content designed for it (with a small exception of 2 solo arenas). Stories and quests are big part of the game yet you can only experience them in one way, which is extremely easy difficulty toned down so even brand new players would breeze though it without dying. Enemies and bosses are still there but there are no meaningful mechanics, which would make you think and adjust, they more of a decoration rather than obstacle. There isn’t any sense of progression and the feelings after completing it is rather underwhelming.
I’m not sure invulnerability phases is the way to go, not for every boss anyway. They could be fun in some dungeons and trials if they had fun mechanics attached to them so it’s not just dps race, on the other hand I remember deadland portals and certain quest bosses where it only prolong already dull encounters making it boring slog.Parasaurolophus wrote: »@Arrodisia Jesus, no one left. Just a little "I canceled the subcribe thread" period than usual.
I didn't say no one was left. However, we can't deny the population dropped signficantly. It's noticable.
My post made a few "suggestions" as to how the game can positively be improved upon to turn that around.
All games have similar threads like these and all players opinions and thoughts are welcome.
To be fair, with life starting to return to normal after the pandemic, the drop could have been impacted by that as well.
Yes definitely. It was mentioned earlier on in the thread by someone. I merely think improvements that benefit the players which the majority can agree on can be more beneficial for an 8 year old game.Well. Let 's see here.
The devs announced and released changes to make combat harder from the players side by reducing damage, heals, and such. Then what happened. Players quit because they couldn't cheese everything at the speed of lightning anymore and the hardest vet hm content became annoying to do. Let's add to that. New players are now leveling slower and leaving because they don't see enough progression. They usually don't bother with forums. At best some complain in guild chat before they leave. They don't have champ points, food, gear, cost reduction, buffs, companions, etc. right away.
We have plenty of dynamic combat and vet content in DLC areas and of course in dungeons, trials and PvP. Plus, that content grows nearly every 3 months. The dolmen like events were made harder and the public dungeons were made harder. Players saying combat is uninteresting makes me question if they're even playing this game anymore. The overland "base" game rarely expands. Leave something for the new players to do.
Update 35 changes weren’t targeted at overland difficulty and everything remained exactly the same it was before that. Mobs and solo bosses still die instantly while doing no damage. Even world event and bosses who supposed to represent difficult content there finished in about the same time. There are few if any mechanics and none of them have dps checks to those changes to matter.
The changes are noticeable in trials and especially hm and achievements runs because there everyone need to be aware of mechanics, personal performance and their contribution to the group. Yes, people who interested in that content are now having a harder time. What it does show though, that nobody likes nerfs as it invalidates all the work put in creating and improving a character.
There was nothing added for pvp since Morrowind and it’s in the worst state it ever was with constantly declining population, questionable balancing and unstable performance. 4 dungeons and 1 trial per year are fun, I agree, but that is pure group content and it feels like rather tiny piece in comparison to chapter and zone dlcs which a major focus of the game. And there are no decent options to experience them in any meaningful way as veteran player because they are just way too easy.
I didn't say the changes were targeted at overland. I didn't suggest nerfs. I suggested mild buffs. I also suggested improved AI....
The difference between DLC content and base game content is what I spoke about. I mentioned a well known point. Newer DLC content is generally more difficult than the base game. In fact most players don't play PvP or trials or hm vet since they're already having fun in other parts of the game. That doesn't mean it should be neglected either.
That was my point which was that the nerfs and changes impacted most content and aren't fun. It did impact base game overland content in the way I described it previously. It slowed things down for those who enjoy leveling, farming mobs, dailies, bosses and xp. As a vet player I don't find the DLC areas too hard or too easy.
As far as PvP goes, I rarely have performance issues but they are ocassionally present like most other games.
However, there were some changes which added new things into PvP. One example right off the top of my head is the Volendrung weapon and another is the destruction of bridges and milegates. Oh and wait they buffed the resource enemies as well to add more depth to taking the resources. A couple new areas to host battlegrounds and maybe a new mode might be overdue. Maybe they could add a couple new ones with a 2 dungeon dlc if they wanted to do so.
I originally only "suggested" some positive things which could be done to move ESO back into the direction of maintaining a healthy player base.
Anyway, have fun in the game
I can’t say the difficulty jump in dlc zones are that big, though you have to account that with balancing changes like giving everyone base value of weapon and spell damage + primal stats, adding companions and powerful mystics like oakensoul and pale order ring new zones supposed to be easier, not harder. At least for players who complete them in order and not jump straight from tutorial, even then the difference between 100k vs. 200k bosses are minimal with current level of power creep.
To be fair big chunk of this thread was arguing about what options could be implemented to make overland more engaging for veteran players on top of already functioning “normal” mode. So impact on new and casual players would be minimal.
You too have fun
That's another thing though. Many players don't play with companions and legendaries even when they have the DLC'S. So one player's power and experience isn't the same as another's. Many players keep it simple. Some don't even know companions, antiquities and legendaries are available in the game when they start out and often for quite a while afterwards.
For example, a tank or healer with no legendaries, no champ points, no food, no potions, no companion, etc, They're just starting out at level 5 with no or little gaming experience in let's say Blackwood or High Isle. They stumble upon a world Boss. Another player or 2 attack said boss and the new player thinks ""ok 1-2 other people attacked I'm going to get in on this. " then the boss does his lovely special attack and poof! The new player is dead on the ground and probably without a soul gem. All of this while doing supposedly easy content which they read about here in this thread. They haven't even had a chance to learn much to aid themselves or a group in combat. A nice combat training instance would've given them some of this knowledge.
Yes. We did get primal stats and such but base penetration had been removed. Our skills, gear and champ points were already nerfed multiple times since champ points and abilities were reworked and released. Then we got the OP companions and legendaries which didn't need to be that strong from the beginning. A simple solution for br-Oaken soul from day 1 was to make it less effective or useless in PvP. so it could still be used elsewhere if players chose to use it.
Next point, yes a fair chunk of the thread talks about creating/not creeating an optional harder mode than what we normally have and it discusses multiple other suggestions. However, we've seen HM overland implemented already in other games and we discussed it in this very thread. It's difficult to implement. It's rarely played, buggy and a massive undertaking. We're talking with a team this size minimum 1-2 years just to get it halfway playable and another 1 year or more to get most of the bugs out of it. So we can experience balanced play. Plus, we'd get way less new content and features since they'd be focused on that difficult task.We still have the main story bugged from 3 1/2 months ago. Plus, other older bugs occasionally reoccuring after patches which need to be addressed and I'm being generous with these examples.
I actually like a challenge sometimes, but I'm not interested in banging my head on the wall with little to no new content just to get old overland content done for a couple years while they figure it out the problems it causes especially as a healer. Then what? Players will get used to vet mode and say that's too easy as well and ask for another mode. That's the way games and players are. As the game becomes more familiar things become easier and more fun to do as a group.
There are a lot of other points to make too. However, in the end the majority of players will usually take the easy road to complete content. If it ends up being too annoying and too time consuming, like a RL job, school, and other responsibilities they'll just quit instead of begging for better skills and content nerfs to complete vet mode. The devs keep having flashbacks of the original craglorn release, because it's showed them something important about threads like this. 5-6 people bumping each other's posts and keeping a thread going doesn't mean everyone wants that particular change. Craglorn was a response to add more difficult content. The majority of players weren't happy about it's release and it was nerfed to become more fun and engaging for the majority.
I do see both sides of the arguments here.
In theory something optional doesn't bother me as long as gear rewards are not stronger gear and we don't lose the 4 major content DLC and expansion updates each year. If gear rewards are increased they would be closer to trial gear, making trials even less popular. Plus, the devs will do more player side hatchet nerfing, as more players don the new gear. instead players should be doing it for the personal challenge, and achievements possibly even some pets, skins or mount fragments. So it doesn't do more harm than good. If less content or lower quality content is released because of a change like this, it'll create larger drops in population than we usually see.
As I stated before, this isn't an easy topic to settle and it's up to the devs to implement what they believe is feasible and matches the larger portion of the player base.
That is the thing though: throwing new players in latest dlcs while not accounting for what it provides seems like rather poor marketing strategy to add more value to it and connected mini dlcs rather than accommodate new players to in game mechanics by small steps.
I remember when I started, I was thrown in Northern Elsweir and almost immediately came across dragon, who annihilated me instantly, though there were others nearby. It didn’t take me long to figure out that this zone isn’t the one I was meant to be so I googled that the best way to start is to port to Auridon, encounter hooded figure and start though base game story in order. That not only ensured that I had easier time learing the game but also gave understanding of overall story direction (who is Abnur Tharn, Cadwell, Sai Sahan, what alliance war mean and so on). It was still on the easier side for me even as a new player but I could kind of deal with that. What makes it boring is the fact that you already encounter no difficulty changes throughout of hundreds of hours of questing in base game and at that point you most likely reaching 400CP, decent understanding of you class, skills and basic gameplay mechanics, having some sets, etc. With all that baggage going through another hundreds of hours of dlc content, which has no significant changes to account to that outside of group-oriented stuff, become dull experience.No they won’t, if it balanced correctly. Very few if anyone complained that old dlc dungeons and trials become easier with more power creep added to the game, same here. It would be understandable that clearing it for the first time on day 1 would be more challenging than a few years later with FOTM gear after running it multiple times on several alts.Then what? Players will get used to vet mode and say that's too easy as well and ask for another mode.The main points about its failure made in this thread: it was time-consuming group only content with bad rewards, mediocre story and no alternatives to experience it any other way. Blaming it solely on difficulty is rather misleading.The devs keep having flashbacks of the original craglorn release, because it's showed them something important about threads like this. 5-6 people bumping each other's posts and keeping a thread going doesn't mean everyone wants that particular change. Craglorn was a response to add more difficult content. The majority of players weren't happy about it's release and it was nerfed to become more fun and engaging for the majority.
My experiences in this game and others as a raid leader and as a member of other's raid teams tells me. Players who raid will almost always use their highest powered gear, smashing and grabbing through contact. It's definitely more efficient and logical. Once they're too familiar with content many do tire of it. A differnet mode won't make the stories different or more exciting after the 3rd or 4th time it's all yesterday's news no matter what mode it was in. This is why the path ESO is on is generally correct. They offer new content and regularly. Could we use a few more things? Maybe. It's natural for humans to seek out a balance of new and familiar things. It keeps their minds and souls fit. So I'm not for the extra mode or against it. I'm concerned what will happen to the game and it's player base if a hm is implemented instead of the other discussed options, especially since it's gone so wrong in other games.
Gear is important part of character progression so I don’t see anything wrong with it. It would be nice to see the impact of using it outside of vet dungeon and trials. I agree that anything vet related should account for potential power veteran players could potentially achieve. Mind you, most gear locked behind dungeons and trials are not that useful in solo encounters. Something like Pillar/Whorl/Zaan could yield crazy numbers on target dummy yet underperform to Order Wrath/Mother Sorrow/Slimeclaw in vMA. It all depends on how long or short encounters would be.
Being burned out of the content because of numerous runs vs being bored because of its design are two completely different things. Even if it’s only for one time only completion different ways to experience it is a huge improvement.Power creep and overland difficulty balance is an issue in almost every game. According to the devs customer feedback says overland content is challenging enough for the majority. I don't see it as ESO's to go to worst problem by far is my main point for the moment. Game balance is necesary and they're constantly working on it. However, I still see there are other things the devs can deliver which would be more feasible and appreciated by the majority of players at this time.
But what is it the majority of ESO community wants? If anything this game split on different groups, which intersect on some aspects of the game but, spend more time in their corner. Like dungeon, trial, housing, pvp players are just the same minority as questers, roleplayers, traders. For example, looking through your suggestions:How this would benefit the majority? As far as I can see it’s only impacting crafters and traders.2. widen the scope of jewelry and woodworking crafting
4. make lesser used enchanting and alchemy materials more usefulAnd this would only benefit those who are really into housing. I do it “casually” a bit and decorated several of my houses yet I couldn’t go over 350 slots, how 700 not enough to decorate even big houses is a mystery for me.6. raise housing slots even if it's just 50 or a 100 slots.Also only for minority who are into card game. Would this be appreciated by the majority? I seriously doubt that.7. lower the time it takes to complete ToT match dailies done. 40-45 mins and more to get a daily done should give better rewards and xp. A suggestion would be to create a second mode. For example, short mode = 20-25 prestige to win and the dynamic mode would remain at 40 prestige to win.Only useful for those who are into fashion, pvp and trading.8. add new, more attractive motifs to the AP and telvar vendors
Not even touching anything combat balancing related as I saw more player to tire of them rather be excited about yet another meta shift and more grind.
Not that I even dislike your suggestions, some of them are awesome and could be beneficial for you, me and other group of players they specifically directed. But they are also not benefiting the whole ESO playerbase, only specific parts of it.
Problem 1 - no fear of death
The problem with this is when a "True" MMO player comes and says they have played games like Everquest, Tibia, Asheron's Call or Runescape, where if you died in some of those games you lost Experience, Levels, Skills points, Equipment, gold, your inventory & had to travel back to the area where you died.
How can a game be exciting or channeling, if when the mob kills you, you lose nothing at all. They will argue that just that alone makes every Overland Content Tedious and too easy and not fun at all, as you fear nothing.
Even if the overland mobs had Trial level Mechanics it's truly a snooze fest, as you can die as many times as you like and it does not matter at all.
So we first have to agree that just that alone is the first premise we are not tackling here at all. Over 100 pages of discussion and no one is talking about that.
Agenericname wrote: »FlopsyPrince wrote: »Agenericname wrote: »Elden Ring handled it reasonably well I think. Even in NG+ overland mobs can still kill you. You can probably still one-shot many, but they can kill you as well. At the end of June it was near 17M copies sold. I think its also reasonable to assume that there is indeed a market for it.
Same arguments a long time later in this thread.
Some of us do not want to have to travel overland in fear of being nuked by overland mobs. I would guess that more players fall in this camp than in those who want to live on the edge in overland.
Then I wouldn't go into the veteran instance. See? Choice. Its perfect.
Problem 1 - no fear of death
The problem with this is when a "True" MMO player comes and says they have played games like Everquest, Tibia, Asheron's Call or Runescape, where if you died in some of those games you lost Experience, Levels, Skills points, Equipment, gold, your inventory & had to travel back to the area where you died.
How can a game be exciting or channeling, if when the mob kills you, you lose nothing at all. They will argue that just that alone makes every Overland Content Tedious and too easy and not fun at all, as you fear nothing.
Even if the overland mobs had Trial level Mechanics it's truly a snooze fest, as you can die as many times as you like and it does not matter at all.
So we first have to agree that just that alone is the first premise we are not tackling here at all. Over 100 pages of discussion and no one is talking about that.
I mentioned it.
I think it's important. There really is NO RISK in the risk vs. reward of a more challenging Overland without there being any consequences at all for dying. I don't think we should necessarily lose items, but I would like to at least lose a little time. I think there should be an option for us to NOT resurrect directly where our dead bodies lay, however they want to implement that. Obviously there is already the option to resurrect at a Wayshrine, instead, but I'd rather the prompt to resurrect where you are to be eliminated entirely (optionally), because it's too hard to not just 'take the easy road' and 'choose to get this done faster' in the heat of the moment.
This was one of my points on page 3:
- Dying needs to matter or we still have nothing to lose by failing. There should be limitations on fast travel and resurrection. I like how the new game (that shall not be named) is handling this. Putting down a little camp to resurrect at feels much like a Skyrim save file. If you forget to put the camp down and you die, it's as if you have lost your progress and are forced to start over. Soulgem usage and Wayshrine travel would have to also be limited in some fashion for this to work