Also I think the new Bastion thingies are intended as harder overland content a bit hilarious. It's instance content for four people? That sounds rather familiar... 🙄
I don’t mind trash mobs being easy but a boss should give me some challenge. That s what gets me the most, the build up to something spectacular and in the end it’s a fight that lasts for a minute tops. Oké I might not to be the most average new player, I’ve been playing mmo’s for 20 years +, but there is very little challenge which makes these quests and their, great, dialogue meaningless.
I don’t mind trash mobs being easy but a boss should give me some challenge. That s what gets me the most, the build up to something spectacular and in the end it’s a fight that lasts for a minute tops. Oké I might not to be the most average new player, I’ve been playing mmo’s for 20 years +, but there is very little challenge which makes these quests and their, great, dialogue meaningless.
I've been playing computer games since 1985. However, I'm now in my mid 70s, my reflexes are [snip], twitchy combat was never something I was good at, and I have mega ping due to satellite being my only option for connection. I already have way too much trouble with story bosses - to the point that I won't in future be doing one of the things I love the most about this game: the chapter MQs.
If they could give story bosses a "challenge banner" option, and otherwise leave them not too difficult, that would work, wouldn't it?
Love the optional challenge banner idea. Even if none of this is ever implemented, it is nice to see some brainstorming to hopefully keep the game enjoyable for as many as possible.
I really believe that there's enough people who want more challenge that ZOS should do something about it. I didn't used to feel that way, but as I said, since I've actually been paying attention to zone chat and talking to people on my friends list, as well as my RL friends, I'm seeing that it really is an issue for many people.
I'd rather deal with ramped up overland, than have the game lose a lot of players, and ZOS shut the doors....
SilverBride wrote: »It's been this way for 7 years now and has been very successful.
SilverBride wrote: »Difficult overland was a major factor in why the game was failing after launch. The veteran levels of Cadwell's Silver and Gold were so difficult that very few players completed them. There were other factors, such as separating the playerbase by faction and the forced grouping of Craglorn, but difficulty was a very common complaint.
One Tamriel removed the veteran overland zones and toned down Craglorn, and this is what saved the game. It's been this way for 7 years now and has been very successful. If anything the game has become more casual friendly through the years and this attracts a lot of players.
That being said I do support many of the optional ideas presented in this thread as quality of life features for those that prefer more difficulty, but just increasing overland difficulty for everyone is more likely to lose a lot of players than not.
I really believe that there's enough people who want more challenge that ZOS should do something about it. I didn't used to feel that way, but as I said, since I've actually been paying attention to zone chat and talking to people on my friends list, as well as my RL friends, I'm seeing that it really is an issue for many people.
I'd rather deal with ramped up overland, than have the game lose a lot of players, and ZOS shut the doors....
SilverBride wrote: »It's been this way for 7 years now and has been very successful.
The problem is that the difficulty of the overland and quest content has not been adjusted since. I don't know what the max parses were back then but they were nowhere near the 130k of this day.
Let's be honest here... veteran zones outside of Craglorn weren't difficult, they were tedious. Remember, back then world bosses were easy enough to solo since they were in between delve bosses and public dungeon bosses in difficulty.
[A debuff, however it would be implemented (food, toggle, slider, etc) is much more flexible and the better way.
I_killed_Vivec wrote: ».[A debuff, however it would be implemented (food, toggle, slider, etc) is much more flexible and the better way.
I wonder. You can debuff now - don't eat, no potions, strip off armour, no CP, first person mode, etc., etc., but people won't do that despite crying out for harder overland content.
Of course they don't, what's in it for them? Harder overland content must go hand in hand with more XP and better drops.
At which point all the armour, all the CPs, the food, the pots, all come out, and everyone runs a companion to make it that bit easier... after all, if there's more XP and better drops at stake then why make things difficult for yourself?
Pretty soon people start complaining "hard mode overland is too easy".
This is exactly what I proposed a large number of pages ago in this thread, then I was basically shouted down by some of the more frequent posters in this thread. It would be so easy to implement, no changes in game mechanics required, just the introduction of some more challenging groups in less-used locations.Always get a bit sad when I read up in this thread on how simple and dogmatic some people think. Like as if there is some rule that says harder overland equals 5 minutes life to death fights with every skeever and dung beetle you run into.
There are so many other ways to implement this that don't involve splitting the playerbase or impeding on people resource gathering runs.
You can keep content easier near towns and along roads. You can create something harder in out of the way places, like a bandit camp or troll cave with a difficulty level about equal to public dungeons thrash groups. Maybe a mini dolmen like event: clear the camp and the leader shows up. Give it a worthwhile reward for newer players but nothing veterans would want to farm: clear a poacher camp and get 50 leather.
Think a bit more creative, out of the box.
Also I think the new Bastion thingies are intended as harder overland content a bit hilarious. It's instance content for four people? That sounds rather familiar... 🙄
SilverBride wrote: »Let's be honest here... veteran zones outside of Craglorn weren't difficult, they were tedious. Remember, back then world bosses were easy enough to solo since they were in between delve bosses and public dungeon bosses in difficulty.
I started playing in Beta and I did play through Cadwell's Silver and Gold on one character and I never did it again... because of the difficulty. I remember dying to small packs of wolves frequently and complaining to my friend about how frustrating it was, and if a player wanted to level there was really no other way to do it back then.
As far as soloing World Bosses back then, I never saw or heard of that happening. All I heard were others complaining about how difficult the veteran zones were.
I_killed_Vivec wrote: ».[A debuff, however it would be implemented (food, toggle, slider, etc) is much more flexible and the better way.
I wonder. You can debuff now - don't eat, no potions, strip off armour, no CP, first person mode, etc., etc., but people won't do that despite crying out for harder overland content.
Of course they don't, what's in it for them? Harder overland content must go hand in hand with more XP and better drops.
At which point all the armour, all the CPs, the food, the pots, all come out, and everyone runs a companion to make it that bit easier... after all, if there's more XP and better drops at stake then why make things difficult for yourself?
Pretty soon people start complaining "hard mode overland is too easy".
As for rewards... yes, that's my fear. Without increased rewards, nobody will use whatever option ZOS may decide to take and with increased rewards people will feel pressured to use the increased difficulty.
spartaxoxo wrote: »As for rewards... yes, that's my fear. Without increased rewards, nobody will use whatever option ZOS may decide to take and with increased rewards people will feel pressured to use the increased difficulty.
This is the thing I think they were alluding to when they said that there is an incentive problem of "How do you incentivize it?" or something along those lines. I think they are well aware of the kinds of rewards people enjoy but it's moreso how do they pick something that is good enough to entice people to play it, but not so good that people feel compelled to.
I_killed_Vivec wrote: ».[A debuff, however it would be implemented (food, toggle, slider, etc) is much more flexible and the better way.
I wonder. You can debuff now - don't eat, no potions, strip off armour, no CP, first person mode, etc., etc., but people won't do that despite crying out for harder overland content.
Of course they don't, what's in it for them? Harder overland content must go hand in hand with more XP and better drops.
At which point all the armour, all the CPs, the food, the pots, all come out, and everyone runs a companion to make it that bit easier... after all, if there's more XP and better drops at stake then why make things difficult for yourself?
Pretty soon people start complaining "hard mode overland is too easy".
I_killed_Vivec wrote: ».[A debuff, however it would be implemented (food, toggle, slider, etc) is much more flexible and the better way.
I wonder. You can debuff now - don't eat, no potions, strip off armour, no CP, first person mode, etc., etc., but people won't do that despite crying out for harder overland content.
Of course they don't, what's in it for them? Harder overland content must go hand in hand with more XP and better drops.
At which point all the armour, all the CPs, the food, the pots, all come out, and everyone runs a companion to make it that bit easier... after all, if there's more XP and better drops at stake then why make things difficult for yourself?
Pretty soon people start complaining "hard mode overland is too easy".
spartaxoxo wrote: »As for rewards... yes, that's my fear. Without increased rewards, nobody will use whatever option ZOS may decide to take and with increased rewards people will feel pressured to use the increased difficulty.
This is the thing I think they were alluding to when they said that there is an incentive problem of "How do you incentivize it?" or something along those lines. I think they are well aware of the kinds of rewards people enjoy but it's moreso how do they pick something that is good enough to entice people to play it, but not so good that people feel compelled to.
spartaxoxo wrote: »As for rewards... yes, that's my fear. Without increased rewards, nobody will use whatever option ZOS may decide to take and with increased rewards people will feel pressured to use the increased difficulty.
This is the thing I think they were alluding to when they said that there is an incentive problem of "How do you incentivize it?" or something along those lines. I think they are well aware of the kinds of rewards people enjoy but it's moreso how do they pick something that is good enough to entice people to play it, but not so good that people feel compelled to.
ZOS already has a reward problem in the game, as rewards are not currently on parity with expectations. It has been a frequent concern, and one that seems to get more visibility than overland difficulty.
I have expressed concerns about sliders and debuffs when mixed with increased rewards associated with using them, especially if they are grouped with players who are not using sliders and debuffs. This is an easy exploit, and one that does not really resolve itself, like the case with underleveled characters playing with leveled characters.
Isn't this the exact same thing that would happen with increased difficulty though? Short of implementing entirely new mechanics for every boss and mob type, any sort of increased difficulty will only result in fights being longer. Mobs having higher HP, players doing less damage or taking more damage, resulting in having to heal more than you do now...it's literally just stuff that makes the fights take longer rather than actually being more challenging.Credible_Joe wrote: »I_killed_Vivec wrote: ».[A debuff, however it would be implemented (food, toggle, slider, etc) is much more flexible and the better way.
I wonder. You can debuff now - don't eat, no potions, strip off armour, no CP, first person mode, etc., etc., but people won't do that despite crying out for harder overland content.
Of course they don't, what's in it for them? Harder overland content must go hand in hand with more XP and better drops.
At which point all the armour, all the CPs, the food, the pots, all come out, and everyone runs a companion to make it that bit easier... after all, if there's more XP and better drops at stake then why make things difficult for yourself?
Pretty soon people start complaining "hard mode overland is too easy".
This is exactly how I play overland content, and it doesn't make it more challenging. It just makes the fights last longer. The issue here being that the gear, attributes, champion points, and consumables that you earn for playing wind up making the game less fun, and are also unnecessary to succeed.
Ultimately what we're petitioning for is overland content (opt-in, as always) that rewards us for challenges us to gear up and play as effectively as possible. Ideally, in my opinion, in a way that can be walked up in stages so that when someone decides to maybe plunge into group content or PvP, they aren't faced with a difficulty cliff and unattainable skill ceiling.
Isn't this the exact same thing that would happen with increased difficulty though? Short of implementing entirely new mechanics for every boss and mob type, any sort of increased difficulty will only result in fights being longer. Mobs having higher HP, players doing less damage or taking more damage, resulting in having to heal more than you do now...it's literally just stuff that makes the fights take longer rather than actually being more challenging.Credible_Joe wrote: »I_killed_Vivec wrote: ».[A debuff, however it would be implemented (food, toggle, slider, etc) is much more flexible and the better way.
I wonder. You can debuff now - don't eat, no potions, strip off armour, no CP, first person mode, etc., etc., but people won't do that despite crying out for harder overland content.
Of course they don't, what's in it for them? Harder overland content must go hand in hand with more XP and better drops.
At which point all the armour, all the CPs, the food, the pots, all come out, and everyone runs a companion to make it that bit easier... after all, if there's more XP and better drops at stake then why make things difficult for yourself?
Pretty soon people start complaining "hard mode overland is too easy".
This is exactly how I play overland content, and it doesn't make it more challenging. It just makes the fights last longer. The issue here being that the gear, attributes, champion points, and consumables that you earn for playing wind up making the game less fun, and are also unnecessary to succeed.
Ultimately what we're petitioning for is overland content (opt-in, as always) that rewards us for challenges us to gear up and play as effectively as possible. Ideally, in my opinion, in a way that can be walked up in stages so that when someone decides to maybe plunge into group content or PvP, they aren't faced with a difficulty cliff and unattainable skill ceiling.
I still think the only way to implement any increase in difficulty would be to introduce a set of debuff options that lower resistances/health/resources, increases damage taken, snares/CCs at random, and things like that. These options would only apply changes to the player and leave the world at large alone, and people could customize what sort of difficulty they're looking for. It still seems to me it would just make fights take longer rather than introducing any sort of actual challenge, but it would be something people could use that wouldn't affect anyone else or split the player base more, and people wouldn't have to deal with being told to remove stuff they worked to get (gear and CP mostly) to introduce any sense of challenge.
Also, obligatory reminder that difficulty is subjective, and that a majority of people who feel the game is too easy are people who've been playing for a while and thus know what they're doing. Of course things get easier the longer you do them, that's how experience works.
Also, people need to remember that Overland is where a bulk of ESO story is. It's meant to be easy so people can actually enjoy the story. Overland isn't meant to offer the same challenge as dungeons, trials, or PvP, because the main point of Overland is story, not challenge. You have to cater to the lowest common denominator for these things. How often do we see people complaining that people in PUGs do next to no DPS and seem to only know how to Light Attack from a corner? I remember seeing before, too, one of the devs mentioning a while back how the average player doesn't do over 10k DPS? Something like that? Or maybe it was that Companions average 10k DPS because they're meant to do just a bit less than the average player so they do help people who need it but aren't meant to replace another actual player in harder content? There was some actual number given by someone, maybe it was Rich, I just can't remember the exact context.
My point with that is that if the average player is doing low DPS and not really engaging with combat, then it stands to reason the devs aren't going to want to implement a blanket increase in Overland difficulty. It'll just make things harder and more tedious for the average person. Which, again, is why if they do anything to increase Overland difficulty in general, it needs to strictly be an opt-in thing.
I didn't mean to imply you DID want a blanket increase. Most people replying here agree that any increase in difficulty should be strictly opt-in. However, there have been people who've outright said they don't think it should be opt-in. In fact there was someone saying that not too many pages back, tho icr who it was. The whole "no blanket increase" is aimed at people who think difficulty should be imposed on everyone regardless of desire or ability to do harder content.Credible_Joe wrote: »Isn't this the exact same thing that would happen with increased difficulty though? Short of implementing entirely new mechanics for every boss and mob type, any sort of increased difficulty will only result in fights being longer. Mobs having higher HP, players doing less damage or taking more damage, resulting in having to heal more than you do now...it's literally just stuff that makes the fights take longer rather than actually being more challenging.Credible_Joe wrote: »I_killed_Vivec wrote: ».[A debuff, however it would be implemented (food, toggle, slider, etc) is much more flexible and the better way.
I wonder. You can debuff now - don't eat, no potions, strip off armour, no CP, first person mode, etc., etc., but people won't do that despite crying out for harder overland content.
Of course they don't, what's in it for them? Harder overland content must go hand in hand with more XP and better drops.
At which point all the armour, all the CPs, the food, the pots, all come out, and everyone runs a companion to make it that bit easier... after all, if there's more XP and better drops at stake then why make things difficult for yourself?
Pretty soon people start complaining "hard mode overland is too easy".
This is exactly how I play overland content, and it doesn't make it more challenging. It just makes the fights last longer. The issue here being that the gear, attributes, champion points, and consumables that you earn for playing wind up making the game less fun, and are also unnecessary to succeed.
Ultimately what we're petitioning for is overland content (opt-in, as always) that rewards us for challenges us to gear up and play as effectively as possible. Ideally, in my opinion, in a way that can be walked up in stages so that when someone decides to maybe plunge into group content or PvP, they aren't faced with a difficulty cliff and unattainable skill ceiling.
I still think the only way to implement any increase in difficulty would be to introduce a set of debuff options that lower resistances/health/resources, increases damage taken, snares/CCs at random, and things like that. These options would only apply changes to the player and leave the world at large alone, and people could customize what sort of difficulty they're looking for. It still seems to me it would just make fights take longer rather than introducing any sort of actual challenge, but it would be something people could use that wouldn't affect anyone else or split the player base more, and people wouldn't have to deal with being told to remove stuff they worked to get (gear and CP mostly) to introduce any sense of challenge.
Also, obligatory reminder that difficulty is subjective, and that a majority of people who feel the game is too easy are people who've been playing for a while and thus know what they're doing. Of course things get easier the longer you do them, that's how experience works.
Also, people need to remember that Overland is where a bulk of ESO story is. It's meant to be easy so people can actually enjoy the story. Overland isn't meant to offer the same challenge as dungeons, trials, or PvP, because the main point of Overland is story, not challenge. You have to cater to the lowest common denominator for these things. How often do we see people complaining that people in PUGs do next to no DPS and seem to only know how to Light Attack from a corner? I remember seeing before, too, one of the devs mentioning a while back how the average player doesn't do over 10k DPS? Something like that? Or maybe it was that Companions average 10k DPS because they're meant to do just a bit less than the average player so they do help people who need it but aren't meant to replace another actual player in harder content? There was some actual number given by someone, maybe it was Rich, I just can't remember the exact context.
My point with that is that if the average player is doing low DPS and not really engaging with combat, then it stands to reason the devs aren't going to want to implement a blanket increase in Overland difficulty. It'll just make things harder and more tedious for the average person. Which, again, is why if they do anything to increase Overland difficulty in general, it needs to strictly be an opt-in thing.
No one wants a blanket increase in overland difficulty. My input so far, minus the back-and-forth, can be reviewed in the following posts:
https://forums.elderscrollsonline.com/en/discussion/comment/7858076/#Comment_7858076
https://forums.elderscrollsonline.com/en/discussion/comment/7853267/#Comment_7853267
https://forums.elderscrollsonline.com/en/discussion/comment/7850498/#Comment_7850498
https://forums.elderscrollsonline.com/en/discussion/comment/7850363/#Comment_7850363
Hexnibbler wrote: »back playing the game, and I'm bored again. I'm the guy who made "Gruk", a character that plays without skillpoints, attribute, or even equipement (bare hands everything). and still wins it all. I still have it.
It was 60 pages ago.
I also made a technical study of challenge versus difficulty back then to show the issue is not about difficulty but about the absolute lack of challenge a player is confronted to.
And overland still is left unchallenging. It feels like we are not being heard at all and this thread is specifically made to be ignored.
It's because, overall, you are in the minority. The game is designed for the majority, which are casual players who just want to log on, do their quests, log out... they don't want challenge or increased difficulty. ZOS has said previously they have no intentions of adjusting the open world difficulty but people keep ignoring THEM and what they've already said.
Youre insulting casual players. I am by no means a hardcore player, and the difficulty is laughable. I stood still last night while i made my dinner being attacked by a mob of 10 enemies, in light armor, and i just out healed with health regen. Thats extreme.
Also, people need to remember that Overland is where a bulk of ESO story is. It's meant to be easy so people can actually enjoy the story. Overland isn't meant to offer the same challenge as dungeons, trials, or PvP, because the main point of Overland is story, not challenge. You have to cater to the lowest common denominator for these things. How often do we see people complaining that people in PUGs do next to no DPS and seem to only know how to Light Attack from a corner? I remember seeing before, too, one of the devs mentioning a while back how the average player doesn't do over 10k DPS? Something like that? Or maybe it was that Companions average 10k DPS because they're meant to do just a bit less than the average player so they do help people who need it but aren't meant to replace another actual player in harder content? There was some actual number given by someone, maybe it was Rich, I just can't remember the exact context.
My point with that is that if the average player is doing low DPS and not really engaging with combat, then it stands to reason the devs aren't going to want to implement a blanket increase in Overland difficulty. It'll just make things harder and more tedious for the average person. Which, again, is why if they do anything to increase Overland difficulty in general, it needs to strictly be an opt-in thing.