Silentverge wrote: »Put it this way... I started playing ESO recently with my 8 year old son and even he is complaining its too easy lol i mean cmon now.
valenwood_vegan wrote: »Silentverge wrote: »Put it this way... I started playing ESO recently with my 8 year old son and even he is complaining its too easy lol i mean cmon now.
And I could find someone who says it's too difficult or just right. All this proves is that some think it's too easy and others don't.
SilverBride wrote: »This is what I don't understand.
Players create builds for participating in challenging content. Because of this their characters become stronger and more powerful. This in turn makes the less challenging story content of overland easier for them.
These players prefer to have more of a challenge while questing in overland but do not wish to remove one of the elements that is making overland easier for them.
Also, are all these characters not playing through overland until they have fully leveled and geared up? Is no one playing through the story at lower levels?
Silentverge wrote: »Mobs aren't scaled to the player's level, they are static level 50 CP 160. It's the player that gets scaled scaled up if they're below that and there's the root of the problem as far as new characters are concerned. Since the game can't know how you'll place your attributes, they all get scaled up and thereby lead to the ridiculously powerful characters.
In addition, there's the problem of players having extensive knowledge and experience in playing the game as @Elsonso mentioned in his post. This is an issue ZOS won't be able to work around, even if they decide to create an optional harder overland.
They could, of course, do an extensive rework of virtually every mob in the game to have improved and new mechanics, but such a rework would have to be mandatory and you can bet that ESO would see a mass exodus of players.
So, even with a difficulty slider/toggle I doubt you'd be satisfied for long. Simply because you're too experienced (and probably too well equipped) to find a real challenge in overland content.
What if on hard mode it only scaled your character to lvl 40 and a harder mode to lvl 30 ect ect. this would at least make it more of a challenge. The issue if player skill will still be an issue, however, at least you wont be one shotting every mob. It would still be worth doing imo.
edit: The issue is not that we want raid boss mechanics for normal overland mobs. Its the fact that it is waaaay too easy. normal mobs have mechanics, albeit simple ones but as it is now, the mobs dont have a chance to use them because they all die immediately. I they were "harder" you would have to block, dodge, interupt all that, at least a little bit. Which in turn would make questing more engaging, especially boss fights.
Four_Fingers wrote: »Seriously they go and do things like grind Skyreach to hit max level in a couple days, then have a problem with being over leveled when they do overland quests. #facepalm
Having an overland gear set and build isn't different to other builds tho, but artifically limiting build options, because 99% of available sets and 95% of available builds are overkill for this content has nothing to do with creating a build anymore. That's just pointless.
valenwood_vegan wrote: »I started somewhat recently in the grand scheme of eso (with Elsweyr), but I remember struggling mightily in overland... being unable to kill quest bosses... the first time I accidentally set foot in Elden Hollow I, I was nuked in an instant by the first mob by the waterfall lol.
I can never get that old experience back because of how much my own skill level has increased - I was leveling up a new character for the event recently and I took him into EH1 with under-leveled mismatched gear, and it was so easy. I couldn't believe it.
valenwood_vegan wrote: »TLDR; Power creep exists, but I'm unsure whether that's the real problem or whether it's more that player skill (for long-time players) has increased.
SilverBride wrote: »Having an overland gear set and build isn't different to other builds tho, but artifically limiting build options, because 99% of available sets and 95% of available builds are overkill for this content has nothing to do with creating a build anymore. That's just pointless.
In my opinion, creating gear and a build that satisfies the desire for a more challenging experience in overland isn't pointless. I do not undestand why something that can help give players that experience is unacceptable.
Overland is never going to be challenging for an experienced player with powerful gear and builds, and that is fine for many of us because we know that overland isn't a challenging part of the game. But for those that would like a quality of life change so they can enjoy it more, well the options are limited. It would behoove players to look at what is more likely to be implemented.
Creating a build is an essential part of every rpg since pen&paper times. Removing all talents, perks and equipment (in eso skills, CP and gear) the player earned to play the game has nothing to do with creating a build tho.
It's basically reverting the levelling process and trying to undo the build creation you're pretending to fulfill.
Silentverge wrote: »What if on hard mode it only scaled your character to lvl 40 and a harder mode to lvl 30 ect ect. this would at least make it more of a challenge. The issue of player skill will still be an issue. However, at least you wont be one shotting every mob. It would still be worth doing imo.
spartaxoxo wrote: »Yes, getting rid of power would help. As would a slider or a separate instance. Mobs already have mechs.
SilverBride wrote: »Creating a build is an essential part of every rpg since pen&paper times. Removing all talents, perks and equipment (in eso skills, CP and gear) the player earned to play the game has nothing to do with creating a build tho.
It's basically reverting the levelling process and trying to undo the build creation you're pretending to fulfill.
Going from veteran end game content to overland is a step backward in difficulty. Taking a powerful and experienced player back to the most basic of the game's content is not going to make for a challenging experience unless the player is willing to adapt themselves to that content.
The overland experience is fine for many players, so changing it for everyone won't work. This mean the player that wants the change needs to be willing to make some changes and work with whatever help the developers may choose to offer.
SilverBride wrote: »spartaxoxo wrote: »Yes, getting rid of power would help. As would a slider or a separate instance. Mobs already have mechs.
Great examples.
I guess the biggest question now is how best to do it.
I still think an armor set and build is a good idea, but for those that do not like this option, what other suggestions are there? Debuff foods?
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »Yes, getting rid of power would help. As would a slider or a separate instance. Mobs already have mechs.
Great examples.
I guess the biggest question now is how best to do it.
I still think an armor set and build is a good idea, but for those that do not like this option, what other suggestions are there? Debuff foods?
Yes. Debuff food. A landscape slider. Challenge banners. Whatever. I don't like gear but I don't care if it's food or a slider. Whichever would be best for the devs. I just want to be able to keep my build and get a bit more difficulty.
Silentverge wrote: »What if on hard mode it only scaled your character to lvl 40 and a harder mode to lvl 30 ect ect. this would at least make it more of a challenge. The issue of player skill will still be an issue. However, at least you wont be one shotting every mob. It would still be worth doing imo.
I was thinking that a slider would work that way, but honestly, I think that player skill has a lot to do with things.
For a lot of content, I just know what to do. Where to stand. How long I have before I really need to get out of a red circle. Whether I need to get out of the red circle at all.
One of the other issues that I am noticing is that the monsters are just slow. That is also an artifact of experience, and no amount of player scaling is going to fix that.
SilverBride wrote: »spartaxoxo wrote: »Yes, getting rid of power would help. As would a slider or a separate instance. Mobs already have mechs.
Great examples.
I guess the biggest question now is how best to do it.
I still think an armor set and build is a good idea, but for those that do not like this option, what other suggestions are there? Debuff foods?
spartaxoxo wrote: »Level 50+ character with no attributes or CP assigned. No gear equipped except a weapon.
https://youtu.be/EN-Ixn0tFzs?si=O1YeOoTDeM894kSA
My main
https://youtu.be/WTDxmuSRNto?si=_AkjrdOaAxtgF0j6
Yes, getting rid of power would help. As would a slider or a separate instance. Mobs already have mechs.
Agreed. Whoever posted above that it was too easy at level 1 was just assuming other players all have the same experience of the game. In other words, it's an invalid generalisation.valenwood_vegan wrote: »Silentverge wrote: »Put it this way... I started playing ESO recently with my 8 year old son and even he is complaining its too easy lol i mean cmon now.
And I could find someone who says it's too difficult or just right. All this proves is that some think it's too easy and others don't.
Agreed. Whoever posted above that it was too easy at level 1 was just assuming other players all have the same experience of the game. In other words, it's an invalid generalisation.valenwood_vegan wrote: »Silentverge wrote: »Put it this way... I started playing ESO recently with my 8 year old son and even he is complaining its too easy lol i mean cmon now.
And I could find someone who says it's too difficult or just right. All this proves is that some think it's too easy and others don't.
wolfsilver wrote: »So, wow, didn't realize the thread was THAT long; not sure if this has been brought up before, but would there be a problem with making zone story bosses (at least in the base game) solo instances and scaling them to the player, or only having that occur when the player hits the CP mark? [...] Apologies if this has been brought up before and anyone's annoyed.
SilverBride wrote: »jbarnhill1b14_ESO wrote: »Telling players that they just need to stop building strong characters is not a solution.
I never told anyone to stop building strong characters. Players need to become stronger and more powerful for doing end game content.
I am just saying gear appropriately for the content you are doing.
Players wouldn't go into a trial in trash gear with no good skills slotted, so they shouldn't go into overland questing in trial gear and expect it to be a challenge.
Players change their gear and builds all the time to fit the content they are participating in. This is what the armory station is for. Why is it any different to have an overland gear set and build?
Warhawke_80 wrote: »SilverBride wrote: »jbarnhill1b14_ESO wrote: »Telling players that they just need to stop building strong characters is not a solution.
I never told anyone to stop building strong characters. Players need to become stronger and more powerful for doing end game content.
I am just saying gear appropriately for the content you are doing.
Players wouldn't go into a trial in trash gear with no good skills slotted, so they shouldn't go into overland questing in trial gear and expect it to be a challenge.
Players change their gear and builds all the time to fit the content they are participating in. This is what the armory station is for. Why is it any different to have an overland gear set and build?
Oddly enough none of them will just wear just a costume overland and one green weapon.....those few that do still say it isn't hard enough which goes back to my original point of it never will be enough for some....
Warhawke_80 wrote: »SilverBride wrote: »jbarnhill1b14_ESO wrote: »Telling players that they just need to stop building strong characters is not a solution.
I never told anyone to stop building strong characters. Players need to become stronger and more powerful for doing end game content.
I am just saying gear appropriately for the content you are doing.
Players wouldn't go into a trial in trash gear with no good skills slotted, so they shouldn't go into overland questing in trial gear and expect it to be a challenge.
Players change their gear and builds all the time to fit the content they are participating in. This is what the armory station is for. Why is it any different to have an overland gear set and build?
Oddly enough none of them will just wear just a costume overland and one green weapon.....those few that do still say it isn't hard enough which goes back to my original point of it never will be enough for some....
Warhawke_80 wrote: »SilverBride wrote: »jbarnhill1b14_ESO wrote: »Telling players that they just need to stop building strong characters is not a solution.
I never told anyone to stop building strong characters. Players need to become stronger and more powerful for doing end game content.
I am just saying gear appropriately for the content you are doing.
Players wouldn't go into a trial in trash gear with no good skills slotted, so they shouldn't go into overland questing in trial gear and expect it to be a challenge.
Players change their gear and builds all the time to fit the content they are participating in. This is what the armory station is for. Why is it any different to have an overland gear set and build?
Oddly enough none of them will just wear just a costume overland and one green weapon.....those few that do still say it isn't hard enough which goes back to my original point of it never will be enough for some....
If you take a new player and equip them in a costume and green weapon, it is an upgrade, but they still die.
If you take an expert player and equip them in a costume and green weapon, they can still watch Netflix while eating pizza without dying.
Warhawke_80 wrote: »And some players think it's hilarious to talk the devs into providing ridiculously hard content I have seen that first hand in EQ, the guild FOH talked the devs into tuning the sleeper to a point that it was literally impossible to do just to see how much influence they actually had...so the problem is much more complex than folks think.
valenwood_vegan wrote: »wolfsilver wrote: »So, wow, didn't realize the thread was THAT long; not sure if this has been brought up before, but would there be a problem with making zone story bosses (at least in the base game) solo instances and scaling them to the player, or only having that occur when the player hits the CP mark? [...] Apologies if this has been brought up before and anyone's annoyed.
It has definitely been brought up in various forms, like having an optional "vet" version or "challenge banner" or difficulty scaling for important quest bosses, and I think generally met with approval as long as it was done in an optional way. It seems like very low hanging fruit that could be accomplished more quickly and with less controversy than solutions affecting all of overland.
Can't speak for anyone else, but I'm not annoyed that you brought it up, I wouldn't expect you to actually read through this entire thread before posting at this point