But I wonder how motivated ZoS would be to go back and nerf all the content they've introduced in the past few years? It's a tough pickle they're in, honestly...
SilverBride wrote: »Whatever ZoS does (if indeed they do anything), I would sincerely hope it would not be to the detriment of people who want a more casual experience...
Unfortunately they have and it is.
Since around High Isle the Story Bosses have gotten progressively more difficult with invulnerable phases that do nothing to make the fight more engaging but only serve to prolong it. It's reached a point that many players can no longer defeat these Bosses and complete the zone story.
The same with World Bosses with invulnerable phases, and now Incursions, too. And the group event Boss in Silorn is ridiculously difficult for a Public Dungeon, but thankfully it is having its difficulty adjusted down to something more reasonable.
They could make everyone happy if they stop putting invulnerable phases on every Boss, and stop increasing the difficulty of these Bosses more and more with every Chapter, and fix the ones that have already been taken too far, and just implement an optional slider or debuff for those that want it.
I want my more relaxing overland story experience back.
To be fair, this is the case with almost all video games though, isn't it? Especially MMOs. New content tends to become harder with new releases, because power creep generally has to be taken into account.
SilverBride wrote: »SilverBride wrote: »Whatever ZoS does (if indeed they do anything), I would sincerely hope it would not be to the detriment of people who want a more casual experience...
Unfortunately they have and it is.
Since around High Isle the Story Bosses have gotten progressively more difficult with invulnerable phases that do nothing to make the fight more engaging but only serve to prolong it. It's reached a point that many players can no longer defeat these Bosses and complete the zone story.
The same with World Bosses with invulnerable phases, and now Incursions, too. And the group event Boss in Silorn is ridiculously difficult for a Public Dungeon, but thankfully it is having its difficulty adjusted down to something more reasonable.
They could make everyone happy if they stop putting invulnerable phases on every Boss, and stop increasing the difficulty of these Bosses more and more with every Chapter, and fix the ones that have already been taken too far, and just implement an optional slider or debuff for those that want it.
I want my more relaxing overland story experience back.
To be fair, this is the case with almost all video games though, isn't it? Especially MMOs. New content tends to become harder with new releases, because power creep generally has to be taken into account.
Most other games have different level zones that are played through in a linear order, and the max player level is increased with new expansions to handle the higher level zones. That isn't how ESO is set up.
LootAllTheStuff wrote: »^ ???
I'm no hardcore player, but I just finished the West Weald and Scribing story lines without any difficulty. The world bosses and dolmen-equivalents are definitely a lot tougher than base game equivalents (I would not want to try and solo a mosaic right now). But just the story content is doable with attention to build and gear. I will admit, though, that having a companion helps somewhat!
SilverBride wrote: »SilverBride wrote: »Whatever ZoS does (if indeed they do anything), I would sincerely hope it would not be to the detriment of people who want a more casual experience...
Unfortunately they have and it is.
Since around High Isle the Story Bosses have gotten progressively more difficult with invulnerable phases that do nothing to make the fight more engaging but only serve to prolong it. It's reached a point that many players can no longer defeat these Bosses and complete the zone story.
The same with World Bosses with invulnerable phases, and now Incursions, too. And the group event Boss in Silorn is ridiculously difficult for a Public Dungeon, but thankfully it is having its difficulty adjusted down to something more reasonable.
They could make everyone happy if they stop putting invulnerable phases on every Boss, and stop increasing the difficulty of these Bosses more and more with every Chapter, and fix the ones that have already been taken too far, and just implement an optional slider or debuff for those that want it.
I want my more relaxing overland story experience back.
To be fair, this is the case with almost all video games though, isn't it? Especially MMOs. New content tends to become harder with new releases, because power creep generally has to be taken into account.
Most other games have different level zones that are played through in a linear order, and the max player level is increased with new expansions to handle the higher level zones. That isn't how ESO is set up.
LootAllTheStuff wrote: »^ ???
I'm no hardcore player, but I just finished the West Weald and Scribing story lines without any difficulty. The world bosses and dolmen-equivalents are definitely a lot tougher than base game equivalents (I would not want to try and solo a mosaic right now). But just the story content is doable with attention to build and gear. I will admit, though, that having a companion helps somewhat!
Our perceptions of challenge vary, and it can be easy to assume that if we're breezing through content it's easy by definition. This is yet another reason why giving players difficulty options is a good idea. It's not just for those of us who want something more punishing, if the base challenge level is evened out, more players like TaSheen could potentially overcome the newer content.
FlopsyPrince wrote: »SilverBride wrote: »SilverBride wrote: »Whatever ZoS does (if indeed they do anything), I would sincerely hope it would not be to the detriment of people who want a more casual experience...
Unfortunately they have and it is.
Since around High Isle the Story Bosses have gotten progressively more difficult with invulnerable phases that do nothing to make the fight more engaging but only serve to prolong it. It's reached a point that many players can no longer defeat these Bosses and complete the zone story.
The same with World Bosses with invulnerable phases, and now Incursions, too. And the group event Boss in Silorn is ridiculously difficult for a Public Dungeon, but thankfully it is having its difficulty adjusted down to something more reasonable.
They could make everyone happy if they stop putting invulnerable phases on every Boss, and stop increasing the difficulty of these Bosses more and more with every Chapter, and fix the ones that have already been taken too far, and just implement an optional slider or debuff for those that want it.
I want my more relaxing overland story experience back.
To be fair, this is the case with almost all video games though, isn't it? Especially MMOs. New content tends to become harder with new releases, because power creep generally has to be taken into account.
Most other games have different level zones that are played through in a linear order, and the max player level is increased with new expansions to handle the higher level zones. That isn't how ESO is set up.
The trend has been away from that for some lately. I believe World of Warcraft eliminated that a while back, though I could be wrong.
FlopsyPrince wrote: »SilverBride wrote: »Most other games have different level zones that are played through in a linear order, and the max player level is increased with new expansions to handle the higher level zones. That isn't how ESO is set up.
The trend has been away from that for some lately. I believe World of Warcraft eliminated that a while back, though I could be wrong.
LootAllTheStuff wrote: »^ ???
I'm no hardcore player, but I just finished the West Weald and Scribing story lines without any difficulty. The world bosses and dolmen-equivalents are definitely a lot tougher than base game equivalents (I would not want to try and solo a mosaic right now). But just the story content is doable with attention to build and gear. I will admit, though, that having a companion helps somewhat!
Our perceptions of challenge vary, and it can be easy to assume that if we're breezing through content it's easy by definition. This is yet another reason why giving players difficulty options is a good idea. It's not just for those of us who want something more punishing, if the base challenge level is evened out, more players like TaSheen could potentially overcome the newer content.
LootAllTheStuff wrote: »I was just trying to encourage the OP to see if they could adapt to go a little further and deeper, because they'd get more out of the game that way.
How many more pages need to say that overland difficulty is __optional__? 240 isn't enough? Must be 480?
Like it - use it. Don't like it - don't use it.
Sounds like you just don't want (for some very twisted reasons) others to get this OPTIONAL mode.
@LootAllTheStuff - I'm comfortable with the game the way it's been since I started playing (mid 2017). I'm old, my reflexes suck, my only internet is satellite (including of course massive ping). I'm totally uninterested in having all the story content harder to the point where it's literally painful for me to play. I don't want to "go further and deeper" - I want my game experience the way it always has been.
And no - I'm not interested in "challenge", and I'm entirely un-competitive in the extreme.
LootAllTheStuff wrote: »@LootAllTheStuff - I'm comfortable with the game the way it's been since I started playing (mid 2017). I'm old, my reflexes suck, my only internet is satellite (including of course massive ping). I'm totally uninterested in having all the story content harder to the point where it's literally painful for me to play. I don't want to "go further and deeper" - I want my game experience the way it always has been.
And no - I'm not interested in "challenge", and I'm entirely un-competitive in the extreme.
I think we're just misunderstanding one another? I wasn't talking about the story content being made harder, but that it didn't actually seem harder in different zones (other than group events/bosses). I'm also old and have slow reflexes. Mercifully, I don't have to deal with ping issues though - that would be unpleasant, and I sympathize with that. That said, I have had the experience of being able to change things around and do more challenging content than I could when I started. :shrug: Anyway, as long as you're still having fun, that's cool.
As more general point not really connected with the above:
Some have talked about having some kind of individual player difficulty slider. I've played PvE games with that feature, and it basically meant instancing things like health pools so that various level players could coop the same mob/boss. So that is feasible, but I'm not sure how well it would scale - that was a max of 4-player coop, not an MMO.
dk_dunkirk wrote: »There's a recurring ask for making a vet toggle for overland, to increase the difficulty and the rewards, but I think Fallout 76 has a better answer. In 76, some creatures randomly spawn as legendary, which means they'll drop legendary gear. They're clearly marked with a glowing aura, and are several times more powerful than the usual version.
dk_dunkirk wrote: »There's a recurring ask for making a vet toggle for overland, to increase the difficulty and the rewards, but I think Fallout 76 has a better answer. In 76, some creatures randomly spawn as legendary, which means they'll drop legendary gear. They're clearly marked with a glowing aura, and are several times more powerful than the usual version.
I don't know how it's implemented in Fallout76, but if they are just spawning and the player can either decide to engage or not, well that would be nothing new. That would be like world bosses or those wandering things in High Isle (or its dlc, can't remember).
Dynamic encounters will only work if those enemies spawn and attack the player. And evidently that is something the player should be free to choose to trigger or not.
LootAllTheStuff wrote: »I'm not seeing much difference for the same types of overland activity from zone to zone (with the obvious exception of Craglorn because of all the group content areas). Is it subjective? Yes. I was just trying to encourage the OP to see if they could adapt to go a little further and deeper, because they'd get more out of the game that way.
dk_dunkirk wrote: »There's a recurring ask for making a vet toggle for overland, to increase the difficulty and the rewards, but I think Fallout 76 has a better answer. In 76, some creatures randomly spawn as legendary, which means they'll drop legendary gear. They're clearly marked with a glowing aura, and are several times more powerful than the usual version.
Also, several times a year, there are events where there are special variants of common enemies, which drop special loot. For instance, soon, the "spooky" event will happen, and in addition to special construction plans and legendary drops, there's a candy that you can "trick or treat" with. It's just... fun. And isn't that supposed to be the point of a video game?
Maybe these random legendaries could drop gold plans or even gear from dungeons and trials. Maybe the variants could drop a zone daily coffer. Just spitballing. Fallout 76 has a much more interesting overland because there are completely random encounters. The enemies in ESO are always in the same spots, but randomly changing up these encounters like this could work in ESO too.
(I made a separate thread about this which was closed by a mod, and told to post it here.)
How many more pages need to say that overland difficulty is __optional__? 240 isn't enough? Must be 480?
Like it - use it. Don't like it - don't use it.
Sounds like you just don't want (for some very twisted reasons) others to get this OPTIONAL mode.
Are you pointing that at me? I'm the one always posting how anything like this needs to be OPTIONAL...
How many more pages need to say that overland difficulty is __optional__? 240 isn't enough? Must be 480?
Like it - use it. Don't like it - don't use it.
Sounds like you just don't want (for some very twisted reasons) others to get this OPTIONAL mode.
Are you pointing that at me? I'm the one always posting how anything like this needs to be OPTIONAL...
I think it might have been directed at ZOS. Seems like they're saying "how many pages does it take to make you understand that people want an optional change? You're trying all of these other ideas which don't solve the problem and here we are".
dk_dunkirk wrote: »I don't know why you need them to attack to make this work.