The difficulty slider should go both ways, like in the single player games, to correct some of the overtuning that has already been brought up.
colossalvoids wrote: »Would also add that puzzles in ESO aren't any good and are self solving always with close to zero chances to fail, so I'm not sure those would really fit in zone bosses encounters but will be another glorified immunity phase of sorts.
colossalvoids wrote: »Would also add that puzzles in ESO aren't any good and are self solving always with close to zero chances to fail, so I'm not sure those would really fit in zone bosses encounters but will be another glorified immunity phase of sorts.
part of the problem with the CURRENT puzzle implementation in eso is that while working the puzzle, it GIVES you the answer to the puzzle... take the dwarven door block puzzle in the markarth dlc for example: you have to turn three blocks with four sides each to unlock the door... but when you turn to the correct face on one of the blocks, it lights up, giving away the answer to something you would've had the opportunity to put thought into... so then it just becomes another mindless button-masher, as it boringly auto-solves the puzzle for you... there are WAY too many puzzles like that in eso, but there ARE some good ones... like the block-turn puzzle in skyreach, or the thieves guild vault door puzzle, where you're not spoon-fed the answer. I just want puzzles in quests where i'm not spoon-fed the answers... and the simon puzzle in silorn COULD have been good, but it was made too easy again... only like, 3 lights each that you had to remember the order of... there were 6 pylons on each well, give me a combo of six please!
I'm not talking about adding THOSE into boss encounters... rather, just what i described (certain abilities for different classes having beneficial mechanics for those bosses, but all abilities you'd normally use still having value)
colossalvoids wrote: »colossalvoids wrote: »Would also add that puzzles in ESO aren't any good and are self solving always with close to zero chances to fail, so I'm not sure those would really fit in zone bosses encounters but will be another glorified immunity phase of sorts.
part of the problem with the CURRENT puzzle implementation in eso is that while working the puzzle, it GIVES you the answer to the puzzle... take the dwarven door block puzzle in the markarth dlc for example: you have to turn three blocks with four sides each to unlock the door... but when you turn to the correct face on one of the blocks, it lights up, giving away the answer to something you would've had the opportunity to put thought into... so then it just becomes another mindless button-masher, as it boringly auto-solves the puzzle for you... there are WAY too many puzzles like that in eso, but there ARE some good ones... like the block-turn puzzle in skyreach, or the thieves guild vault door puzzle, where you're not spoon-fed the answer. I just want puzzles in quests where i'm not spoon-fed the answers... and the simon puzzle in silorn COULD have been good, but it was made too easy again... only like, 3 lights each that you had to remember the order of... there were 6 pylons on each well, give me a combo of six please!
I'm not talking about adding THOSE into boss encounters... rather, just what i described (certain abilities for different classes having beneficial mechanics for those bosses, but all abilities you'd normally use still having value)
I do understand what you mean but I'm hinting at that zos deliberately made puzzles auto-solvable because a lot of folks were stuck on them, same as on some mobs, bosses etc. as there always people who can't do basic things or do not want to. It's bizarre for us but some are actually having hard times with those from base game or early dlcs.
So imo if those principles are implemented as part of usual overland it's going to be auto-solvable ones which just unnecessary prolongs the fight, like immunity phases currently. We have puzzle like things in some trials and dungeons so that's where they expect people to be actively engaged, those would be unnecessary in current version of overland we have now, which is an "easy mode" one. If there would be a separate instance solution anywhere in the future these would be welcomed part for sure. But here and now people want to solo everything and have as less challenge as possible, hence why I'd prefer splitting the playerbase wanting entirely different experiences.
I like crossword and jigsaw puzzles. CRPG puzzles? Not ever much interest. I really disliked Myst and Riven (I think it was those) because of the puzzles. In ESO, the puzzles are simple, and that's fine, because while I'd rather do that than combat, I'm still not very much interested in them "as content".
I really prefer quests that are more involved than linear. And while puzzles aren't my thing, "investigation" is. I love to follow clues about "whodunit"....
I like crossword and jigsaw puzzles. CRPG puzzles? Not ever much interest. I really disliked Myst and Riven (I think it was those) because of the puzzles. In ESO, the puzzles are simple, and that's fine, because while I'd rather do that than combat, I'm still not very much interested in them "as content".
I really prefer quests that are more involved than linear. And while puzzles aren't my thing, "investigation" is. I love to follow clues about "whodunit"....
I'm curious about what the fun of investigation is for you. Is it the act of searching around, or more the storytelling tropes/style? I can't remember a lot of instances where ESO gives the player the opportunity to investigate in a way that isn't simply arriving to bonk someone over the head, but I think the High Isle prologue might have had a pretty good sequence.
I'd also like to how many people go to the trouble of disabling things like quest markers to make searching more interesting. Personally I use a mod called PinKiller which disables quest markers in order to force the player to search. I also use TrueExploration which hides areas of the map you haven't been to. Both of these together make "investigating" a lot more fun, and they really dramatically increase immersion, in my opinion.
Rather than making things insanely difficult, like what they did with Silorn's group event boss in gold road... and west weald's group bosses... i'm a solo veteran, a professional at kicking butt alone... and i will say that a couple of apocrypha's, and even more of west weald's, world bosses are insane, to the point that a lot of people don't want to bother fighting them... the primary problem being that they do WAAAAYYYYY too much damage, or spam the living daylights out of stuns, knockbacks, knockdowns, fears, etc... This isn't what players were wanting when they asked for 'more engaging/difficult' content.
SeaGtGruff wrote: »I do get that WBs and incursion events are intended to be tackled by multiple players at once, and I do think it's entirely fitting that MMOs should have certain content which is beyond the ability of most players to clear solo. But the drawback of adding such content is that it becomes impossible for many if not most players to engage in if the specific zone-- or the game as a whole-- becomes too underpopulated with players, since it will become increasingly more difficult over time for players to find anyone else to help them clear said content.
It actually reminds me of some of the dynamic events that occur in Guild Wars 2 which I remember very fondly, but those occurred under very defined circumstances in specific locations. I think it could be done, but it would have to happen outside of major gathering areas and in smaller towns or settlements that are purpose-built for it, and when you're at that point, it's really just a new, branching static event type that happens in a defined area which could still be really fun, but almost completely removes the surprise element.
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dk_dunkirk wrote: »I don't know why you need them to attack to make this work.
The only alternative I see would be to spawn new encounters in response to the presence of players who choose to have them, but then the mobs should engage the player specifically, and not interfere with passers-by (unless they choose to get involved).
That reminded me of the invisible assassin in Elden Ring: now THAT was challenging.dk_dunkirk wrote: »I don't know why you need them to attack to make this work.
The only alternative I see would be to spawn new encounters in response to the presence of players who choose to have them, but then the mobs should engage the player specifically, and not interfere with passers-by (unless they choose to get involved).
This makes me think of an old Skyrim mod I used (and modified myself) called "better assassins", and how some sort of mechanic like this could be "ESO-ified" based on already existing mechanics which could be tweaked by ESO devs.
Basically the assassins would spawn on top of the player (or near the player) with invisibility cloaks and then "poof" appear right on top of you and mess you up pretty bad, based on your difficulty settings.
Something like this could indeed be made optional; just think of that one random Werewolf encounter you get if you're have Lycanthropy. WW hunters appear around WW corpses and they say something like "here's another one" (it's been a while so I forget the dialogue). So obviously that spawned encounter is optional, and as far as I'm aware, is unique to the player.
If there were some kind of "switch" that the player could turn on (either through the settings interface, or through a quest, or a curse, something "Eldersrollsish" and immersive they could add to the game, then dangerous and spontaneous encounters like this could happen for those players who decided they wanted them. It could be toggled on and off just like an armoury build or a skill line.
So as you're exploring the world, their encounter script will scan your player if you have this setting toggled on (whatever form that would take) and if "yes", then BAM, here's a deadly group of vengeful Daedric assassins sent by Molag Bal to exact revenge for all the Dolmens you've destroyed. Or maybe an assassin or "thug" (like in Skyrim) because you angered someone. Or maybe just a tough elite gang of bandits who want to rob you.
(Note, however, that they would have to be quick and attack immediately... not like a lot of random encounters we have now that literally just stand there and wait for you to attack.)
Again this would be an optional toggle, so casual players who don't want the stress could opt out completely and just explore casually.
Here's a video showcasing the mod I was referring to... Could you imagine having something like this in ESO? That would be great IMO!
https://www.youtube.com/watch?v=V7SIHr426ig
Here's a video showcasing the mod I was referring to... Could you imagine having something like this in ESO? That would be great IMO!
https://www.youtube.com/watch?v=V7SIHr426ig
the question is, how much compromise could you give and still enjoy the game?
My advice to new players is to not get good at the game, because once they are, they won't enjoy overland and questing any more.