I feel like you can scale everything as long as there is a reasonable level of difficulty within the scale, and that things make an amount of sense. Seekers are tough, they have some challenging abilities and that's good, they should be. They're not quite at the level of a DLC world boss, but a little under that. I think that's a good level for a challenging roamer and there should be more like them, but it can still exist within the level scaling system.Duke_Falcon wrote: »So in conclusion, a little bit of a mix of Scaling so we can go anywhere, with some regular npc Mobs scattered in that make us a little cautious. Updating the HP & Damage of all the overland npc's in the game times 10 might make overland a bit more interesting.
ESO_player123 wrote: »Bottom line is I do not believe that people will rush to harder overland in droves without worthy rewards for it.
Yes. A lot of games work this way: the reward is commensurate with the difficulty, so ESO shouldn't be any different. That's why ZOS decisions such as offering low-level rewards for defeating seekers are unpopular decisions.ESO_player123 wrote: »Bottom line is I do not believe that people will rush to harder overland in droves without worthy rewards for it.
Yes. A lot of games work this way: the reward is commensurate with the difficulty, so ESO shouldn't be any different. That's why ZOS decisions such as offering low-level rewards for defeating seekers are unpopular decisions.ESO_player123 wrote: »Bottom line is I do not believe that people will rush to harder overland in droves without worthy rewards for it.
ESO_player123 wrote: »I feel like you can scale everything as long as there is a reasonable level of difficulty within the scale, and that things make an amount of sense. Seekers are tough, they have some challenging abilities and that's good, they should be. They're not quite at the level of a DLC world boss, but a little under that. I think that's a good level for a challenging roamer and there should be more like them, but it can still exist within the level scaling system.Duke_Falcon wrote: »So in conclusion, a little bit of a mix of Scaling so we can go anywhere, with some regular npc Mobs scattered in that make us a little cautious. Updating the HP & Damage of all the overland npc's in the game times 10 might make overland a bit more interesting.
I think Seekers are a good example of harder content that no one bother with because they drop nothing useful but the Ichor (and people do not flock to Bastion Nymic anymore because, well, no useful rewards there either) . You won't see anyone killing Seekers for the fun of it. So, if something like this were to be introduced all over the place without appropriate rewords it will be dead very soon after the novelty of the change disappears.
Bottom line is I do not believe that people will rush to harder overland in droves without worthy rewards for it.
ESO_player123 wrote: »I feel like you can scale everything as long as there is a reasonable level of difficulty within the scale, and that things make an amount of sense. Seekers are tough, they have some challenging abilities and that's good, they should be. They're not quite at the level of a DLC world boss, but a little under that. I think that's a good level for a challenging roamer and there should be more like them, but it can still exist within the level scaling system.Duke_Falcon wrote: »So in conclusion, a little bit of a mix of Scaling so we can go anywhere, with some regular npc Mobs scattered in that make us a little cautious. Updating the HP & Damage of all the overland npc's in the game times 10 might make overland a bit more interesting.
I think Seekers are a good example of harder content that no one bother with because they drop nothing useful but the Ichor (and people do not flock to Bastion Nymic anymore because, well, no useful rewards there either) . You won't see anyone killing Seekers for the fun of it. So, if something like this were to be introduced all over the place without appropriate rewords it will be dead very soon after the novelty of the change disappears.
Shara_Wynn wrote: »I would like ZOS to remove the majority of quest markers. There is no point in reading anything in the quest dialogue for clues as to where you should go or what you should do in order to obtain objective x,y or z because everything is always marked out for you, like a child.
Overland content is far too easy. And it's not just because you can kill all the mobs in one hit. It's such a shame because the zones are gorgeous, the storylines and plots pretty good, the voice acting is pretty spot on, all that effort put into the game, just so I can go speak to giant quest marker NPC A, travel to giant quest marker point B, collect 4 giant quest marker plant C's, kill giant quest marker mob D and hand back into giant quest marker NPC A again.
Whatever happened to players having to actually read dialogue for clues and use their brains to figure out where they are supposed to go, what they are supposed to do when they get there, what they are supposed to do next and where they are supposed to return to.
At the very least, there should be an option for players to turn these giant quest markers off.
Shara_Wynn wrote: »I would like ZOS to remove the majority of quest markers. There is no point in reading anything in the quest dialogue for clues as to where you should go or what you should do in order to obtain objective x,y or z because everything is always marked out for you, like a child.
Overland content is far too easy. And it's not just because you can kill all the mobs in one hit. It's such a shame because the zones are gorgeous, the storylines and plots pretty good, the voice acting is pretty spot on, all that effort put into the game, just so I can go speak to giant quest marker NPC A, travel to giant quest marker point B, collect 4 giant quest marker plant C's, kill giant quest marker mob D and hand back into giant quest marker NPC A again.
Whatever happened to players having to actually read dialogue for clues and use their brains to figure out where they are supposed to go, what they are supposed to do when they get there, what they are supposed to do next and where they are supposed to return to.
At the very least, there should be an option for players to turn these giant quest markers off.
They would have to redo (and redo the voice overs) for a lot of quests since most don't give any useful hints as to where to go. Working without quest markers is something that should have been done from the start. You can already turn them of, so go ahead. And even with redoing the quests most people would probably just use spoiler sites.
Shara_Wynn wrote: »I have not yet looked into add-ons that might help hide these markers, but really feel there should be some in-game option to disable these "cheat" markers without having to resort to a third party to do so.
Shara_Wynn wrote: »I have not yet looked into add-ons that might help hide these markers, but really feel there should be some in-game option to disable these "cheat" markers without having to resort to a third party to do so.
The PinKiller addon seems to allow you to hide quest markers on the world map, and with Map Pins you can hide all sorts of other pins.
But it would be nice if similar functions were added to ESO itself, yeah.
ESO_player123 wrote: »I feel like you can scale everything as long as there is a reasonable level of difficulty within the scale, and that things make an amount of sense. Seekers are tough, they have some challenging abilities and that's good, they should be. They're not quite at the level of a DLC world boss, but a little under that. I think that's a good level for a challenging roamer and there should be more like them, but it can still exist within the level scaling system.Duke_Falcon wrote: »So in conclusion, a little bit of a mix of Scaling so we can go anywhere, with some regular npc Mobs scattered in that make us a little cautious. Updating the HP & Damage of all the overland npc's in the game times 10 might make overland a bit more interesting.
I think Seekers are a good example of harder content that no one bother with because they drop nothing useful but the Ichor (and people do not flock to Bastion Nymic anymore because, well, no useful rewards there either) . You won't see anyone killing Seekers for the fun of it. So, if something like this were to be introduced all over the place without appropriate rewords it will be dead very soon after the novelty of the change disappears.
Bottom line is I do not believe that people will rush to harder overland in droves without worthy rewards for it.
SilverBride wrote: »I don't use my Companions for questing. I only use them if I am soloing Dungeons or World Bosses or other more challenging content. Using Companions to quest in Overland just makes it that much easier, which isn't a problem for me. I just prefer to quest solo.
Some players don't use Companions at all and they should not forced into a playstyle they don't want to be able to handle a more difficult overland they also don't want.
Shara_Wynn wrote: »Shara_Wynn wrote: »I have not yet looked into add-ons that might help hide these markers, but really feel there should be some in-game option to disable these "cheat" markers without having to resort to a third party to do so.
The PinKiller addon seems to allow you to hide quest markers on the world map, and with Map Pins you can hide all sorts of other pins.
But it would be nice if similar functions were added to ESO itself, yeah.
Yes!!!
I have just installed this Add-On (PinKiller by Shinni) and for me it is a game changer. Already quests are far more enjoyable.
You could check out this thread on the forums with a list of other mods that increase immersion. TrueExploration, which adds a fog of war over undiscovered places on the map, could maybe be nice if you're going to a zone you haven't explored yet for example.
I know some of you might think, “But I don’t want to play with a specific build/playstyle.”
Nowadays, the game is EXTREMELY easier. We have the Battle Leveling System, healing and defensive buffs available early on, CPs for veterans, and easy access to Mundus Stones thanks to Housing. Let’s not forget, we also have COMPANIONS. So, thinking that the game will somehow become difficult with all these conveniences doesn’t make sense. And for those struggling with the game, you can just craft gear with high resistance and Health Recovery, and the game will remain easy—or you can also use a Heavy Attack build (Oakensoul).
I know some of you might think, “But I don’t want to play with a specific build/playstyle.” Well, I don’t want to quest the way it currently is either. I prefer to read the lore on UESP because, without a bit of challenge, the game is basically just walking and clicking—boring
Counterpoint: For some players, the fun is in putting together a build that is most effective. It is like solving a puzzle, and seeing higher damage numbers is satisfying to a lot of them. For other players (myself included), the fun is the challenge itself, seeing how far you can push yourself and still defeat the boss.
Nowadays, the game is EXTREMELY easier. We have the Battle Leveling System, healing and defensive buffs available early on, CPs for veterans, and easy access to Mundus Stones thanks to Housing. Let’s not forget, we also have COMPANIONS. So, thinking that the game will somehow become difficult with all these conveniences doesn’t make sense. And for those struggling with the game, you can just craft gear with high resistance and Health Recovery, and the game will remain easy—or you can also use a Heavy Attack build (Oakensoul).
I know some of you might think, “But I don’t want to play with a specific build/playstyle.” Well, I don’t want to quest the way it currently is either. I prefer to read the lore on UESP because, without a bit of challenge, the game is basically just walking and clicking—boring
This argument could just as easily be flipped to say that those who want more difficulty can just craft gear with low resistance and health recovery or use a crummier build. If you're not willing to do that to achieve more difficulty, why should others be expected to do so to achieve more ease?
Counterpoint: For some players, the fun is in putting together a build that is most effective. It is like solving a puzzle, and seeing higher damage numbers is satisfying to a lot of them. For other players (myself included), the fun is the challenge itself, seeing how far you can push yourself and still defeat the boss.
Just because we like harder content or are running more optimal builds, doesn't mean we're not having fun.