SilverBride wrote: »CameraBeardThePirate wrote: »SilverBride wrote: »Many of us don't see struggling, especially with overland trash mobs, as fun.
Again: not a single person I've seen is asking for a difficulty increase for every player.
Every request I've seen is for an option to increase difficulty. If you don't want to struggle with mobs, you don't have to.
Yes some are.
SilverBride wrote: »CameraBeardThePirate wrote: »SilverBride wrote: »Many of us don't see struggling, especially with overland trash mobs, as fun.
Again: not a single person I've seen is asking for a difficulty increase for every player.
Every request I've seen is for an option to increase difficulty. If you don't want to struggle with mobs, you don't have to.
Yes some are.
Giving players the option is simply the best result.
A potion of enlightenment to remove the buff pre-level 50 is ideal. Players who don't take it are not enlightened so they still have that low level buff.
If adding the "enlightened" status to a player messes up too many things because they poorly coded the way "enlightened" works and it's tied in to too many things, then just make it a potion that removes every buff currently applied.
The function for potions already exist and buffs and debuffs already exist. Just how much more difficult can it possibly be? It's not. Time consuming? Just how much time does it take to implement that?
SilverBride wrote: »CameraBeardThePirate wrote: »SilverBride wrote: »Many of us don't see struggling, especially with overland trash mobs, as fun.
Again: not a single person I've seen is asking for a difficulty increase for every player.
Every request I've seen is for an option to increase difficulty. If you don't want to struggle with mobs, you don't have to.
Yes some are.
Giving players the option is simply the best result.
A potion of enlightenment to remove the buff pre-level 50 is ideal. Players who don't take it are not enlightened so they still have that low level buff.
If adding the "enlightened" status to a player messes up too many things because they poorly coded the way "enlightened" works and it's tied in to too many things, then just make it a potion that removes every buff currently applied.
The function for potions already exist and buffs and debuffs already exist. Just how much more difficult can it possibly be? It's not. Time consuming? Just how much time does it take to implement that?
SilverBride wrote: »Many of us don't see struggling, especially with overland trash mobs, as fun.
And most of us wouldn't start struggling because of a slight improvement of difficulty. Nobody is suggesting to make all zones a vma scorerun.
SilverBride wrote: »Many of us don't see struggling, especially with overland trash mobs, as fun.
And most of us wouldn't start struggling because of a slight improvement of difficulty. Nobody is suggesting to make all zones a vma scorerun.
Exactly. It's not as if we want it to be a Dark Souls clone. A difficulty slider or potion would be great.
SilverBride wrote: »Many of us don't see struggling, especially with overland trash mobs, as fun.
And most of us wouldn't start struggling because of a slight improvement of difficulty. Nobody is suggesting to make all zones a vma scorerun.
Exactly. It's not as if we want it to be a Dark Souls clone. A difficulty slider or potion would be great.
Yeah, I just want Skyrim on Adept. The current game makes Skyrim on Novice look like Dark Souls.
With that being said, we do recognize a lot of people want increased overland difficulty and the new world events (Bastion Nymics) that are instanced for up to 4 players in Necrom is one of our answers to that.
SilverBride wrote: »CameraBeardThePirate wrote: »SilverBride wrote: »CameraBeardThePirate wrote: »Bears, Sabre Cats, Giants, Dremora, Daedroths, Trolls, etc. are supposed to be tough fights - they've always been tough in Elder Scrolls games and there's oodles and oodles of in-game text supporting this.
Yet, for a lot of players, these "dangerous enemies" die in a cool 3 seconds. It just makes things feel bland, underwhelming, and unrewarding.
Like, I get that your everyday mobs are just fodder - that's the point of them. But if I hear an adventurer/quest giver lamenting their defeat at the hands of an ancient Daedroth inside a delve, and said Daedroth dies from a gust of wind, I leave feeling unfulfilled.
in real life bears and sabre cats etc. can rip a man to shreds, but it only takes one shot of a man's rifle to drop them. Why should this be any different?
Because this isn't real life. It's a video game.
Exactly. And in this video game I am a hero who should be able to kill trash mobs with ease.
We asked for increased overland difficulty... But ZOS gave us Bastion Nymics that are instanced for up to 4 players... ZOS is gonna do whatever they want to do and then tell us it's exactly what we asked for...
The real issue back in the day was the stupid range of melee mobs destroying casuals trying to run away, it wasn't the difficulty itself. The more I look into this game the more it pisses me off.
Jump to 16:02
https://youtu.be/d0k8_XOHJfM
The real issue back in the day was the stupid range of melee mobs destroying casuals trying to run away, it wasn't the difficulty itself. The more I look into this game the more it pisses me off.
Jump to 16:02
https://youtu.be/d0k8_XOHJfM
1. That (based on the claim the title makes) is alpha footage. There are bound to be bugs.
2. I seriously doubt that it was the mele range of the wolves that killed him.
From what I can see, it looks like bleeding damage combined with a minor bit of fall damage that was likely poorly tuned at the time is what seems to have been what killed him.
The real issue back in the day was the stupid range of melee mobs destroying casuals trying to run away, it wasn't the difficulty itself. The more I look into this game the more it pisses me off.
Jump to 16:02
https://youtu.be/d0k8_XOHJfM
1. That (based on the claim the title makes) is alpha footage. There are bound to be bugs.
2. I seriously doubt that it was the mele range of the wolves that killed him.
From what I can see, it looks like bleeding damage combined with a minor bit of fall damage that was likely poorly tuned at the time is what seems to have been what killed him.
There's no way that was fall damage, even in alpha.
martygod12 wrote: »Came back to ESO after like three years. Saw this sticky topic and was super excited, that maybe something will finally be done about the biggest issue I had with this game back then ...
Then I saw, that the original post is from 2021 lol ... so nothing is gonna change ever
Removing gear and turning off CP for increased difficulty is not a viable solution. Set bonus debuffs are also not ideal. A lot of the fun comes from creating a unique or themed character and that includes the sets and items you choose to put together.
Things I would love to have while questing in overland:
1. All CP and set bonuses to keep a sense of character progression.
2. I want to make use of all the games combat mechanics for smart gameplay where failing to do so has consequences, not dead in one hit consequences, but I should absolutely know when I've made a mistake. I want to feel like a badass during proper combat flow with mistakes reinforcing proper play, not one shotting bosses in an anticlimactic fashion. Combat outside of bosses should also be engaging of course.
3. Difficulty scaling should not be linear, story bosses feeling like world bosses is a good spot, world bosses feeling like raid bosses may be too extreme. Perhaps make world bosses scale to nearby player count up to that of raid bosses.
4. I don't want extra rewards, but I do want rewards balanced around the additional time to kill for the median player so the players time isn't being wasted.
5. I want all this in a separate instance from those who chose to stay in an unmodified overland, which should remain the default. I don't want someone coming over and one shotting my fights, this leads to the same problem. This would also make the reward difference exploitable. I understand that I may run into fewer players, that is fine.
All of this would also make "veteran overland" an excellent co-op experience. I've tried to introduce multiple people to the game and it never really sticks because the only thing they could do in a group at the time were dungeons and we all know how dungeons typically go when we're looking for transmutation crystals. Endless 2 player dungeons don't instill enough intrinsic motivation for me or my play group. More difficult, instanced overland content is nice, but does not help make older story and quest content relevant to those looking for a challenging adventure.
martygod12 wrote: »Came back to ESO after like three years. Saw this sticky topic and was super excited, that maybe something will finally be done about the biggest issue I had with this game back then ...
Then I saw, that the original post is from 2021 lol ... so nothing is gonna change ever
Most likely, the number of people on both sides of this with rather charged feelings leaves the developers understandably wanting to step rather cautiously.
It could be like this (not balanced because that's not my job, just throwing an idea even if I'm probably not the first to come up with it):
Mythic Ring 1: "Expert Difficulty"
Deals 50% Less Damage to Overland, Delve and Public dungeon Mobs (Excluding World Bosses and most of World Events bosses). Reduce healing recovery up to 70% and Healing recieved to 30%. Hitting an enemy increases their Healing Received by 100%. Non-Elite mobs deals 250% Damage, Delves Bosses 280% Damage, Public Dungeons bosses 400% Damage. Magicka and Stamina regen are 10% less effective.
Mythic Ring: "Veteran Difficulty"
Deals 66% Less Damage to Overland, Delve and Public dungeon Mobs (Excluding World Bosses and most of World Events bosses). Reduce healing recovery up to 70% and Healing recieved to 50%. Hitting an enemy increases their Healing Received by 100%. Non-Elite mobs deals 300% Damage, Delves Bosses 320% Damage, Public Dungeons bosses 500% Damage. Magicka and Stamina regen are 50% less effective.
Triple XP recieved, increase quality of Overland Sets found to Purple.
Numbers and reward are not balanced because Im bad at math but you get the point. Just give a little something to keep me entertained on this wonderful MMO ZoS !
(I'm not English at all so sorry if I misspelled some words)
martygod12 wrote: »martygod12 wrote: »Came back to ESO after like three years. Saw this sticky topic and was super excited, that maybe something will finally be done about the biggest issue I had with this game back then ...
Then I saw, that the original post is from 2021 lol ... so nothing is gonna change ever
Most likely, the number of people on both sides of this with rather charged feelings leaves the developers understandably wanting to step rather cautiously.
Really dont understand what the big problem is. Just make two instances of the zone. One with normal difficulty which will be same as it is now and one "hard/veteran" one with increased difficulty. Bam both sides are happy and everyone can play the way they prefers it, and switch it up as they likes.
I myself know I would definitely use both types for example. Normal for when I harvest nodes, doing excavations etc. And really dont want to waste time with every mob I come across.
And when I have my questing mode on, I would switch to vet for some Challenge. Not necesarily every mob must be a death thread, but at least the Story bosses should last more then three seconds in the fight lol
martygod12 wrote: »martygod12 wrote: »Came back to ESO after like three years. Saw this sticky topic and was super excited, that maybe something will finally be done about the biggest issue I had with this game back then ...
Then I saw, that the original post is from 2021 lol ... so nothing is gonna change ever
Most likely, the number of people on both sides of this with rather charged feelings leaves the developers understandably wanting to step rather cautiously.
Really dont understand what the big problem is. Just make two instances of the zone. One with normal difficulty which will be same as it is now and one "hard/veteran" one with increased difficulty. Bam both sides are happy and everyone can play the way they prefers it, and switch it up as they likes.
I myself know I would definitely use both types for example. Normal for when I harvest nodes, doing excavations etc. And really dont want to waste time with every mob I come across.
And when I have my questing mode on, I would switch to vet for some Challenge. Not necesarily every mob must be a death thread, but at least the Story bosses should last more then three seconds in the fight lol
I am completely with you. And especially with the fact that they already have multiple instances, they would just dedicate a few of them to difficulty levels. When I have proposed that idea in the past, it has either been ignored or started a fight.