ShalidorsHeir wrote: »The hell is that garbo comment with the skyrim video??? Skyrim is a single player game where you can choose out of 6 difficulty modes + mods. So no matter of how you enhance your gear to max, boss fights could always have been as difficult / immersive as you wanted them to be while maintaining the feeling of charcater progression. And thats one of the reason why skyrim succeeded. In this thread we are trying to phrase a solution like this for ESO since its more complex. No matter what the point was but the guy has proven the oppositeI don’t understand players with golded out bis slot gear and perfect builds wondering why things die so quickly.
That's his main point and he isn't wrong.
It's the same as with nearly every other MMORPG, overland/story content is easy and for those who want a challenge dungeons/raids or PvP exist.
The only MMORPG I know of that has adjustable difficulty for world content is LotRO and I'm not sure how they handle it as I haven't played that in a while.
An additional part of the problem in ESO is the the extreme bolster low level characters receive and of course CP.
* Funded by ZOSberunhieyes wrote: »Simple solution, probably already suggested a thousand times in this thread, sorry.
Crafted set:
(2) Increases incoming damage from monsters by 25%
(3) Decreases outgoing damage to monsters by 25%
(4) Increases both to 50%
(5) Increases both to 75%
This capability pretty much already exists in game. The same effects can be achieved by using crafted low-level gear, unslotting CPs, and if you're really serious, resetting attributes.
However, it's pretty clear that the people on this thread calling for harder overland aren't interested in this approach.
Why should we have to nerf ourselves, when the casual crowd refuses to buff themselves?
The solution is Necrom, all dlcs should be along these lines from now on.
I guess I don't understand why overland difficulty is such a hot button topic for so many people. The players in this game range all the way from super-sweaty achievement hunters to sleepy flower-pickers and everything in between, and ZOS appears to be trying to put out content that contains elements that will appeal to all levels of this diverse population. Overland is the very first content (other than the starting scenario) that new players will experience, so it needs to remain at a low level of difficulty to prevent driving them away out of the gate, so any calls for an across-the-board bump in overland difficulty are likely DOA. I really can't see ZOS spending their limited programming resources in developing an overland hard mode toggle, so more experienced and skilled players will likely have to continue to seek out the more challenging content that ZOS has given us to keep interested.
No, a handful of us in this thread proposed something entirely different: tougher mobs in the less-used areas, so that anyone who wanted a challenge could visit those areas, and if they didn't they could bypass them. This doesn't involve *any* changes to the game mechanics.
I guess I don't understand why overland difficulty is such a hot button topic for so many people. The players in this game range all the way from super-sweaty achievement hunters to sleepy flower-pickers and everything in between, and ZOS appears to be trying to put out content that contains elements that will appeal to all levels of this diverse population. Overland is the very first content (other than the starting scenario) that new players will experience, so it needs to remain at a low level of difficulty to prevent driving them away out of the gate, so any calls for an across-the-board bump in overland difficulty are likely DOA. I really can't see ZOS spending their limited programming resources in developing an overland hard mode toggle, so more experienced and skilled players will likely have to continue to seek out the more challenging content that ZOS has given us to keep interested.
I guess I don't understand why overland difficulty is such a hot button topic for so many people. The players in this game range all the way from super-sweaty achievement hunters to sleepy flower-pickers and everything in between, and ZOS appears to be trying to put out content that contains elements that will appeal to all levels of this diverse population. Overland is the very first content (other than the starting scenario) that new players will experience, so it needs to remain at a low level of difficulty to prevent driving them away out of the gate, so any calls for an across-the-board bump in overland difficulty are likely DOA. I really can't see ZOS spending their limited programming resources in developing an overland hard mode toggle, so more experienced and skilled players will likely have to continue to seek out the more challenging content that ZOS has given us to keep interested.
I often wonder if people defending the current overland difficulty have ever played any other MMO or even single player RPGs. It's too easy in a game where 5 players could show up to kill the same mob, where mobs have incredibly reduced aggro detection range, no special effects, and hit you for no damage once every few seconds.
ESO is my first MMO but every single MMO I've played after ESO has SOME level of depth to their mobs, even if they just deal more damage when compared to the ones in ESO.
You know what? I will make a video about the whole entire thing.
I often wonder if people defending the current overland difficulty have ever played any other MMO or even single player RPGs. It's too easy in a game where 5 players could show up to kill the same mob, where mobs have incredibly reduced aggro detection range, no special effects, and hit you for no damage once every few seconds.
ESO is my first MMO but every single MMO I've played after ESO has SOME level of depth to their mobs, even if they just deal more damage when compared to the ones in ESO.
No, a handful of us in this thread proposed something entirely different: tougher mobs in the less-used areas, so that anyone who wanted a challenge could visit those areas, and if they didn't they could bypass them. This doesn't involve *any* changes to the game mechanics.
I don't think the "nerf yourself" thing is a good idea. Truly the point to this game for many (any game) is to make oneself more powerful over time (those like me who just don't care about that are pretty few and far between, I have to say).
Years ago (eh, hmmm.... how long has it been? Probably 4 decades....) I played chess competitively. Not on a "world stage" level, but locally. I nearly gave myself ulcers.... and that was about when I discovered computers - and CRPGs. And I realized at that point that I'm simply not suited for competition - especially in the games I play for fun.
There needs to be a solution that gives everyone who plays ESO the game they will really enjoy.
I'm not sanguine that ZOS will (or is even willing to) provide that. Sad.
It could be so easy: Leave veteran modes of dungeons and trials for veterans, so they have something to work on and play normal mode for a casual experience. As a lot of you said, it's fine not to be interested in challenges.
It's my honest opinion that all of this started because some players couldn't live with the fact, that not every shiny is for everyone.
It could be so easy: Leave veteran modes of dungeons and trials for veterans, so they have something to work on and play normal mode for a casual experience. As a lot of you said, it's fine not to be interested in challenges.
It's my honest opinion that all of this started because some players couldn't live with the fact, that not every shiny is for everyone.
The problem is a bit deeper than that though: many of those doing veteran content are not happy about that being their only percieved option. I really hate to recommend you read this entire thread.... but there are a fairly large number of posts where long time players are not happy that they are "relegated" to "vet content".
It could be so easy: Leave veteran modes of dungeons and trials for veterans, so they have something to work on and play normal mode for a casual experience. As a lot of you said, it's fine not to be interested in challenges.
It's my honest opinion that all of this started because some players couldn't live with the fact, that not every shiny is for everyone.
The problem is a bit deeper than that though: many of those doing veteran content are not happy about that being their only percieved option. I really hate to recommend you read this entire thread.... but there are a fairly large number of posts where long time players are not happy that they are "relegated" to "vet content".
The bottom line is that there's a fairly significant population of veterans who want harder overland because they WANT to experience the story questing.
It could be so easy: Leave veteran modes of dungeons and trials for veterans, so they have something to work on and play normal mode for a casual experience. As a lot of you said, it's fine not to be interested in challenges.
It's my honest opinion that all of this started because some players couldn't live with the fact, that not every shiny is for everyone.
The problem is a bit deeper than that though: many of those doing veteran content are not happy about that being their only percieved option. I really hate to recommend you read this entire thread.... but there are a fairly large number of posts where long time players are not happy that they are "relegated" to "vet content".
On a sidenote: I always enjoyed to help out other players, be it by lending a hand if I see someone struggling in a fight with a WB, running some dungeon with more casual players to let them experience the story at their own pace and similar things. But with every "just nerf yourself", every "take it or leave", every "this game isn't for you" (while framing developer interviews, like it was done in another thread today for example) I'm less incentivized to do so. I rarely help randoms meanwhile and I'm not alone with this. That's also something the people, which are opposing every viable compromise should think of. Everyone is affected, if the community is fighting each other instead of cooperating, as we already see in forums, when people are reporting it's getting harder to find help for various activities.
Actually there were about a half dozen posters (quite far back IIRC - like maybe in the first 20 or so pages) who actually stated unequivocally that overland should be made a lot harder and those who weren't on board could just tough it up and learn how to play (paraphrased - I'm not going to go looking either).
AFAIK, by the time the thread was at 50 pages or thereabouts, those posters had left the thread. A couple of them I think might have reappeared for a post or so later.
As the original thread was closed during video processing I'll post my personal experience with "fighting the troll" in this thread.
For this attempt I following rules apply:
- Toon is lvl 50, all points in stam, no CP slotted.
- No armor, jewelry, buff food, pots and further unnecessary paraphernalia are applied.
- Weapons: 2x dagger CP 160, white, no trait, no enchants
- It's strictly a one-bar-"build" to keep things simple.
- Used skills: LA, HA, bloodthirst
- Mechanics of the troll were respected, as I refuse to simulate a complete moron. Scuttler avoided AoE quite well too (he is a veteran in the end)
Enjoy!
https://youtu.be/GW_jTlNvqd8
Result. Definitely more tedious, but still braindead easy
As the original thread was closed during video processing I'll post my personal experience with "fighting the troll" in this thread.
For this attempt I following rules apply:
- Toon is lvl 50, all points in stam, no CP slotted.
- No armor, jewelry, buff food, pots and further unnecessary paraphernalia are applied.
- Weapons: 2x dagger CP 160, white, no trait, no enchants
- It's strictly a one-bar-"build" to keep things simple.
- Used skills: LA, HA, bloodthirst
- Mechanics of the troll were respected, as I refuse to simulate a complete moron. Scuttler avoided AoE quite well too (he is a veteran in the end)
Enjoy!
https://youtu.be/GW_jTlNvqd8
Result. Definitely more tedious, but still braindead easy
And that is what a "veteran overland" would be like, if ZOS ever implemented it.
Well.. almost. They'd probably make it even more tedious by tripling mob health.
Hi All, as many of you have noted already from Rich's interview, there are no current plans for changing the structure of overland content. It is something we will continue to look at, so constructive feedback is always appreciated.
[...]
IKYMI: Rich's Quote on Overland Content
"That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it. So it's a challenging subject and a difficult question to answer. All I can really say is we're definitely looking at it, but we don't have any major changes planned for the Overland difficulty."