SilverBride wrote: »Story bosses, world bosses, etc. have gotten progressively more difficult from High Isle forward. We were never told this was going to happen, but belive me... we noticed.
DenverRalphy wrote: »I would personally welcome an increase in difficulty for Overland content. It's long overdue. And I don't want to see it optional. No difficulty sliders. Just straight up boost the difficulty.
When anybody, even brand new players, can just truck across any overland zone training all the mobs into one giant pile then turn around at their leisure to kill them all without breaking a sweat, there's something inherently wrong. What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?
SilverBride wrote: »DenverRalphy wrote: »What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?
How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..
I don't fear any blanket increases in difficulty, because there won't be any. It's way too obvious that would not work.
There's a wide gap to cross from the difficulty overland is at now and the difficulty that would make it somewhat challenging.
Anywhere in that gap is going to yield a 'worst of both worlds' compromise. Anywhere on either side will either mean doing nothing or risking chasing away one group of users trying to retain another. Not going to happen.
DenverRalphy wrote: »I would personally welcome an increase in difficulty for Overland content. It's long overdue. And I don't want to see it optional. No difficulty sliders. Just straight up boost the difficulty.
When anybody, even brand new players, can just truck across any overland zone training all the mobs into one giant pile then turn around at their leisure to kill them all without breaking a sweat, there's something inherently wrong. What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?
But why does it matter what someone else is doing or what their experience is? Shouldn't you only care about your experience? So what if they're racing through a zone, they aren't affecting you in any way other than that you can see them, and if that's such a big issue then you have a problem with MMOs, not just ESO overland.
DenverRalphy wrote: »SilverBride wrote: »DenverRalphy wrote: »What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?
How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..
Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.
Was I implying forced grouping should be on ZOS's agenda? By having a dedicated group work on addressing the concern of overland difficulty, given the time to make something that isn't applied to everyone (increased difficulty of story bosses/world bosses), wouldn't you think this would then enable ZOS to go back to the content they put those band-aids on in the past and remove them? So that newer content is on the same level floor as older content, so the difficulty scaling, in whatever form it takes, will be even throughout all the content? It would make a lot more sense for ZOS to address the overly challenging newer bosses to establish a consistent base, than to go back and make more work for themselves buffing everything else.
DenverRalphy wrote: »SilverBride wrote: »DenverRalphy wrote: »What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?
How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..
Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.
old_scopie1945 wrote: »DenverRalphy wrote: »SilverBride wrote: »DenverRalphy wrote: »What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?
How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..
Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.
Farming resources, what a mindless pain at the best of times. I don't need it to be more than a pain as it is. Done and dusted and onto something more interesting, asap. LOL (what a chore)
I can't say with 100% certainty that you will never be satisfied, but I'm pretty sure you're just not going to get anything like what you're asking for. ZOS understands that the bulk of its players do not want an increased challenge and those people pay the bills. I would encourage you not to worry so much about what other people do with their time and prioritize your own enjoyment of the game instead.DenverRalphy wrote: »DenverRalphy wrote: »I would personally welcome an increase in difficulty for Overland content. It's long overdue. And I don't want to see it optional. No difficulty sliders. Just straight up boost the difficulty.
When anybody, even brand new players, can just truck across any overland zone training all the mobs into one giant pile then turn around at their leisure to kill them all without breaking a sweat, there's something inherently wrong. What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?
But why does it matter what someone else is doing or what their experience is? Shouldn't you only care about your experience? So what if they're racing through a zone, they aren't affecting you in any way other than that you can see them, and if that's such a big issue then you have a problem with MMOs, not just ESO overland.
Because I'd rather not have my accomplishments diminished by the fact that at any time it can be done without a challenge.
But then too, I don't believe in "Participation Trophies" either.
DenverRalphy wrote: »old_scopie1945 wrote: »DenverRalphy wrote: »SilverBride wrote: »DenverRalphy wrote: »What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?
How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..
Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.
Farming resources, what a mindless pain at the best of times. I don't need it to be more than a pain as it is. Done and dusted and onto something more interesting, asap. LOL (what a chore)
If bots can manage to farm resources without aggroing anything, it shouldn't be too difficult for a player who's paying attention.
BananaBender wrote: »Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.
I agree that optional challenge does foster a skill gap, but I also think that those who utilize the challenge option will be naturally perform better in instanced content, while those who can't or don't want to are still able to continue playing. You will still have undergeared and/or underskilled people showing up from time to time in pug vet dungeons, but probably fewer because some of them will decide to enable the overland challenge mode and improve.BananaBender wrote: »How do I know this to be true? Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.
DenverRalphy wrote: »old_scopie1945 wrote: »DenverRalphy wrote: »SilverBride wrote: »DenverRalphy wrote: »What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?
How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..
Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.
Farming resources, what a mindless pain at the best of times. I don't need it to be more than a pain as it is. Done and dusted and onto something more interesting, asap. LOL (what a chore)
If bots can manage to farm resources without aggroing anything, it shouldn't be too difficult for a player who's paying attention.
SilverBride wrote: »BananaBender wrote: »Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.
How would a more difficult overland make players better in dungeons? No one would expect wolves and bears to have the same mechanics as a veteran dungeon boss, so how would overland enemies being more difficult do anything but frustrate the player and make them take longer to kill? The only way to learn dungeon mechanics is in dungeons.
SilverBride wrote: »BananaBender wrote: »Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.
How would a more difficult overland make players better in dungeons? No one would expect wolves and bears to have the same mechanics as a veteran dungeon boss, so how would overland enemies being more difficult do anything but frustrate the player and make them take longer to kill? The only way to learn dungeon mechanics is in dungeons.
MidniteOwl1913 wrote: »DenverRalphy wrote: »old_scopie1945 wrote: »DenverRalphy wrote: »SilverBride wrote: »DenverRalphy wrote: »What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?
How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..
Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.
Farming resources, what a mindless pain at the best of times. I don't need it to be more than a pain as it is. Done and dusted and onto something more interesting, asap. LOL (what a chore)
If bots can manage to farm resources without aggroing anything, it shouldn't be too difficult for a player who's paying attention.
Bots only do it in the starter areas. Serious farmers avoid those areas because you can't beat the bots.
Making overland harder will only make it annoying. If I want harder there are plenty of ways to get that in game. Why ruin the whole experience just to add one more?
I agree that optional challenge does foster a skill gap, but I also think that those who utilize the challenge option will be naturally perform better in instanced content, while those who can't or don't want to are still able to continue playing. You will still have undergeared and/or underskilled people showing up from time to time in pug vet dungeons, but probably fewer because some of them will decide to enable the overland challenge mode and improve.BananaBender wrote: »How do I know this to be true? Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.
All things considered, keeping it optional is probably good for everyone involved. Though it may be frustrating to have a less-effective group member in difficult content every now and then, more players who are able to enjoy the game means more revenue, which means more content and features for everyone. I'm willing to accept a wider variety of player skill and builds in the mix if it means the game is longer-lived with better support. It feels like a worthwhile compromise.
So the feature is not something you're interested in. It's not intended to cater to your interests, and that's fine. To say that it's not something anyone could enjoy is incorrect though, because I and plenty of other people do want it.MidniteOwl1913 wrote: »SilverBride wrote: »BananaBender wrote: »Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.
How would a more difficult overland make players better in dungeons? No one would expect wolves and bears to have the same mechanics as a veteran dungeon boss, so how would overland enemies being more difficult do anything but frustrate the player and make them take longer to kill? The only way to learn dungeon mechanics is in dungeons.
Exactly! Maybe make dungeons harder so players actually need to learn the mechanics. Upping the difficulty of overland just doesn't make any sense. Making it take longer (because the trash has more HP) to get from point A to B will only make the game more boring.
Renato90085 wrote: »i alway think it why we can in rnd see a dps do 5k(1%)
because basegame overland trash only 10~30k health, 5k dps still can cook them in 2-6sec
I recorded a video to show how difficult overlanding is, and it's serious. I can't understand who is having any kind of difficulty. Watch the video and draw your own conclusions
https://youtu.be/DWtW1BP6qqM
Honestly, they could make overland 10x more difficult and it would still be extremely easy. LMFAO