SSX_Gryphon wrote: »3 - certain quest mechanics that persist so long as the quest is not completed could then be used to abuse other mechanics elsewhere, leading to potential cheesing of other vet areas (something that doesn't give so much of an edge at normal difficulty may give a greater edge at higher levels)
I tried to get back into questing in Bangkorai (previously the top-level region in the DC). My bf and I played through this whole questline building Uela as a tough and dangerous villain. We got down to fighting this "boss", but she was deleted in less than 2 seconds literally, my bf who was fighting from the back didn't even get to see her and was like "was that it?".
This happens in every quest, and in solo mode too. It's completely anti-climactic that bosses are so easy. It literally breaks immersion. I'm not saying they need to be equivalent to dungeon bosses, but this is too easy. I remember only ever dying once to a quest boss, it was some Aldmeri general early in the AD questline, because she kept cloning herself and I was fighting her clones instead of the real her... I probably wasn't wearing armor either, I was too new. Why can't bosses do more like that? Dragon bosses in Elsweyr kind of addressed the issue, but it persists everywhere else.
A relevant issue is level-scaling. I get why One Tamriel happened, but it's actually terrible that you can go anywhere and do anything. The finale zones have to be more difficult/challenging than the tutorial zone, but unfortunately they are not. I think that other games like GW2 have a good balance, where your level is scaled in zones of lower level than yours, but you still can't access high-level zones. I get that people want to go anywhere, but why would a new player even want to land in zones Bangkorai when you first start the game?
The other major problem is mob AI. Mob leash is too long, they just keep chasing you forever, like kilometers, they ruin the music, and you cannot interact with any object or event in the world, can't open doors, can't gather, can't start quests, can't travel, can't mount. This is silly, because you can't fight them either because they become invincible. Most of the time you can't see them though because they get stuck against pebbles and can't reach you. This isn't a design choice imho, but poor/outdated coding.
My other problem is that the ESO world feels too void. Having played other MMOs, I have to say that the world feels dead. Not only do you hardly ever encounter other players, but there are very few NPCs as well. "Towns" have a population of like 5 or something, and cities don't feel lively enough. Meanwhile there are hundreds of bad guys appearing, completely outnumbering the population of entire zones. Idk if this has to do with performance concerns, but it just breaks immersion.
On top of that, most cities are poorly designed, they don't feel like real cities at all, but rather cloned house assets aligned next to each other for convenience. Wayrest is one of the few exceptions that feels like a real city, its design is actually amazing and it does feel like what it's supposed to represent, a medieval human city.
Anyway, the issues outlined above are unlikely to change so posts like mine are pointless, but it's still important that the game designers know how players feel about the game. These issues remind me why I don't enjoy playing ESO anymore.
The game is no fun on handicap mode as it trivializes other aspects and mechanics of why we play a RPG: getting progressively stronger.
I have to add my vote here with many others: the overland content *is* the best aspect to this game, yet it is severely diminished by the lack of challenge. Without any bit of challenge or difficulty, there's no reason to level up your CP, get better gear, create new builds, etc. While I think the combat is the worst aspect of the game, as rotations are extremely static and rely just on applying buffs, stacking dots, and spamming one move, it feels lackluster to never have to use any ability beyond one or two in a given fight. While having a couple sets active, I often 1-2 shot groups of mobs. There's so much story content that builds up into a dire climax, that always ends up being a trivial 5-second or less "boss" fight.
The game is no fun on handicap mode as it trivializes other aspects and mechanics of why we play a RPG: getting progressively stronger. Yes, there are vet dungeons and trials (I wish there was a LFR feature for trials so we could experience them), but the majority of the content in the game, and increasingly so, comes in the form of overland content. Make it more enjoyable and deadly.
Sylvermynx wrote: »I have to add my vote here with many others: the overland content *is* the best aspect to this game, yet it is severely diminished by the lack of challenge. Without any bit of challenge or difficulty, there's no reason to level up your CP, get better gear, create new builds, etc. While I think the combat is the worst aspect of the game, as rotations are extremely static and rely just on applying buffs, stacking dots, and spamming one move, it feels lackluster to never have to use any ability beyond one or two in a given fight. While having a couple sets active, I often 1-2 shot groups of mobs. There's so much story content that builds up into a dire climax, that always ends up being a trivial 5-second or less "boss" fight.
The game is no fun on handicap mode as it trivializes other aspects and mechanics of why we play a RPG: getting progressively stronger. Yes, there are vet dungeons and trials (I wish there was a LFR feature for trials so we could experience them), but the majority of the content in the game, and increasingly so, comes in the form of overland content. Make it more enjoyable and deadly.
As long as "more enjoyable and deadly" is optional.
Chilly-McFreeze wrote: »Sylvermynx wrote: »I have to add my vote here with many others: the overland content *is* the best aspect to this game, yet it is severely diminished by the lack of challenge. Without any bit of challenge or difficulty, there's no reason to level up your CP, get better gear, create new builds, etc. While I think the combat is the worst aspect of the game, as rotations are extremely static and rely just on applying buffs, stacking dots, and spamming one move, it feels lackluster to never have to use any ability beyond one or two in a given fight. While having a couple sets active, I often 1-2 shot groups of mobs. There's so much story content that builds up into a dire climax, that always ends up being a trivial 5-second or less "boss" fight.
The game is no fun on handicap mode as it trivializes other aspects and mechanics of why we play a RPG: getting progressively stronger. Yes, there are vet dungeons and trials (I wish there was a LFR feature for trials so we could experience them), but the majority of the content in the game, and increasingly so, comes in the form of overland content. Make it more enjoyable and deadly.
As long as "more enjoyable and deadly" is optional.
Does really anyone wanted to force vet overland on everyone? Everything I read was a plea for giving options.
SilverBride wrote: »The game is no fun on handicap mode as it trivializes other aspects and mechanics of why we play a RPG: getting progressively stronger.
Progressively getting stronger means that you become stronger. It does not mean that the mobs around you become stronger, too. In fact it's quite the opposite. The stronger you become the more trivial those mobs will appear by comparison.
How can a player feel like they've progressed if easy questing mobs still give them a challenge?
Blackbird_V wrote: »SilverBride wrote: »The game is no fun on handicap mode as it trivializes other aspects and mechanics of why we play a RPG: getting progressively stronger.
Progressively getting stronger means that you become stronger. It does not mean that the mobs around you become stronger, too. In fact it's quite the opposite. The stronger you become the more trivial those mobs will appear by comparison.
How can a player feel like they've progressed if easy questing mobs still give them a challenge?
Because we'd be at the point where it's become so easy for us we want to progress to something harder.
SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »The game is no fun on handicap mode as it trivializes other aspects and mechanics of why we play a RPG: getting progressively stronger.
Progressively getting stronger means that you become stronger. It does not mean that the mobs around you become stronger, too. In fact it's quite the opposite. The stronger you become the more trivial those mobs will appear by comparison.
How can a player feel like they've progressed if easy questing mobs still give them a challenge?
Because we'd be at the point where it's become so easy for us we want to progress to something harder.
Something harder is found in veteran dungeons, trials and arenas. Overland is not end game content and it should not be turned into end game content.
spartaxoxo wrote: »Chilly-McFreeze wrote: »Sylvermynx wrote: »I have to add my vote here with many others: the overland content *is* the best aspect to this game, yet it is severely diminished by the lack of challenge. Without any bit of challenge or difficulty, there's no reason to level up your CP, get better gear, create new builds, etc. While I think the combat is the worst aspect of the game, as rotations are extremely static and rely just on applying buffs, stacking dots, and spamming one move, it feels lackluster to never have to use any ability beyond one or two in a given fight. While having a couple sets active, I often 1-2 shot groups of mobs. There's so much story content that builds up into a dire climax, that always ends up being a trivial 5-second or less "boss" fight.
The game is no fun on handicap mode as it trivializes other aspects and mechanics of why we play a RPG: getting progressively stronger. Yes, there are vet dungeons and trials (I wish there was a LFR feature for trials so we could experience them), but the majority of the content in the game, and increasingly so, comes in the form of overland content. Make it more enjoyable and deadly.
As long as "more enjoyable and deadly" is optional.
Does really anyone wanted to force vet overland on everyone? Everything I read was a plea for giving options.
Yes. There are a few who do, check out page 44 for the last time it was suggested explicitly. And the likes that suggestion got (4).
It's not something people that people are posting about as often but it's definitely something some people want to do.
Chilly-McFreeze wrote: »SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »The game is no fun on handicap mode as it trivializes other aspects and mechanics of why we play a RPG: getting progressively stronger.
Progressively getting stronger means that you become stronger. It does not mean that the mobs around you become stronger, too. In fact it's quite the opposite. The stronger you become the more trivial those mobs will appear by comparison.
How can a player feel like they've progressed if easy questing mobs still give them a challenge?
Because we'd be at the point where it's become so easy for us we want to progress to something harder.
Something harder is found in veteran dungeons, trials and arenas. Overland is not end game content and it should not be turned into end game content.
90% of this game is quest content. It's just natural that people ask for an option tho the biggest part of the game to fit their level.
Also, there is a lot of space between "end game content" and current quest difficulty.spartaxoxo wrote: »Chilly-McFreeze wrote: »Sylvermynx wrote: »I have to add my vote here with many others: the overland content *is* the best aspect to this game, yet it is severely diminished by the lack of challenge. Without any bit of challenge or difficulty, there's no reason to level up your CP, get better gear, create new builds, etc. While I think the combat is the worst aspect of the game, as rotations are extremely static and rely just on applying buffs, stacking dots, and spamming one move, it feels lackluster to never have to use any ability beyond one or two in a given fight. While having a couple sets active, I often 1-2 shot groups of mobs. There's so much story content that builds up into a dire climax, that always ends up being a trivial 5-second or less "boss" fight.
The game is no fun on handicap mode as it trivializes other aspects and mechanics of why we play a RPG: getting progressively stronger. Yes, there are vet dungeons and trials (I wish there was a LFR feature for trials so we could experience them), but the majority of the content in the game, and increasingly so, comes in the form of overland content. Make it more enjoyable and deadly.
As long as "more enjoyable and deadly" is optional.
Does really anyone wanted to force vet overland on everyone? Everything I read was a plea for giving options.
Yes. There are a few who do, check out page 44 for the last time it was suggested explicitly. And the likes that suggestion got (4).
It's not something people that people are posting about as often but it's definitely something some people want to do.
Well, okay. Missed that. Doesn't mean that other, more sensible approaches should be wiped away because of some extreme views like "vet content must be forced upon casual questers" or "there mustn't be any option for those who outgrew current quest content". Right?
Sylvermynx wrote: »As long as "more enjoyable and deadly" is optional.
Chilly-McFreeze wrote: »90% of this game is quest content. It's just natural that people ask for an option tho the biggest part of the game to fit their level.
Also, there is a lot of space between "end game content" and current quest difficulty.
SilverBride wrote: »Easy questing zones with challenges in dungeon and trials, or raids is pretty much the standard in many MMOs. It's a very successful formula because it makes sense.
spartaxoxo wrote: »I would definitely use more challening quest content from time to time. This is an Elder Scrolls game first and an MMO second, and thus the storyline is more important to players than is typical of an MMO.
spartaxoxo wrote: »A lot of MMOs people just skip through the dialogue as a means to an end to gearing up for group content, so it don't really matter what the story is and hardly anyone pays attention. In this game the majority of people actually listen to the story, myself included. Unlike most MMOs, the story is the most popular and used content in the game.
spartaxoxo wrote: »So I think increasing it's difficulty optionally makes a lot of sense. I think that it should come from debuffs, challenge banners, new incursions (like the wwb), and new standalone adventure zones personally. But however it gets here, I think it needs to happen, so long as it's not mandatory. As I would take nothing over forcing everyone.
SilverBride wrote: »
We don't know what percentage of this game is quest content, but it doesn't matter anyway. Questing zones are not meant to be a challenge. They are meant to tell the story for all players of all levels, skills and experience, and it does that very well just as it is.
SilverBride wrote: »I don't know that the players in this game care more about the story than players in any other game. All I know is the story doesn't change regardless if it takes one hit or a dozen to kill a mob. The story is exactly the same whether a new player or a vet plays through it.
I don't think overland should be changed at all because it isn't the problem. The problem is that some players don't like that they have out leveled the questing zones and find them boring now. The problem is with the player's perception so that is where the solution should lie.
.
Chilly-McFreeze wrote: »Honestly I can't even fully comprehend your standpoint. One time it seems you are against the option for higher difficulty at all, in the next post you say you support debuffs for individuals. Why buffed + debuffed players in the same instance is a bad idea was explained on the last page.
SilverBride wrote: »I don't think overland should be changed at all because it isn't the problem. The problem is that some players don't like that they have out leveled the questing zones and find them boring now. The problem is with the player's perception so that is where the solution should lie.
This is why I support a debuff and challenge banners, because they address this just for the individual player.
SilverBride wrote: »This is based on the Elder's Scrolls games, the same way many movies are based on books. These follow the story to a certain extent, but there are always differences to make it fit a different format.
Rich in MMO interview wrote:That was one of the lessons we had to learn really early on when we first launched in 2014. We didn’t really feel or have a clear understanding of what game we were trying to make. We tried to walk that line between Elder Scrolls and MMO, and we didn’t really hit either of those out of the park.
And so, we went back, and we listened to the community, and we listened to the team, and we focused on making it an Elder Scrolls game, first and foremost. And once we did that, the game just blew up and turned into what it is today.
I don't know that the players in this game care more about the story than players in any other game. All I know is the story doesn't change regardless if it takes one hit or a dozen to kill a mob. The story is exactly the same whether a new player or a vet plays through it.
I don't think overland should be changed at all because it isn't the problem. The problem is that some players don't like that they have out leveled the questing zones and find them boring now. The problem is with the player's perception so that is where the solution should lie.
This is why I support a debuff and challenge banners, because they address this just for the individual player. I also wouldn't be averse to a standalone adventure zone, but honestly think it will just show how little interest there really is.
Chilly-McFreeze wrote: »So your argument is that players can simply change their idea of what is fun and engaging story content. Got it. Doesnt convince me.
Being debuffed in an instance with unnerfed players changes nothing for everyone else, right, But it changes a lot for those who go the extra step in nerfing themselves. It becomes useless bc everyone else can still run over „boss opponents“. I gain nothing. Na fun is still ruined by this anti climatic experience.
Hence the separate vet instance. What do you fear? If you don’t want to Go there, you don’t have to. Is it the low pop? According to you only a few would go there, so nothing changes for you. If a lot of people Go there , it would show how needed this option is. So the Community wins either way.
This isnt about making it harder for those who are already struggeling to clear content. It is about giving options to chose who struggle to have fun.
spartaxoxo wrote: »SilverBride wrote: »This is based on the Elder's Scrolls games, the same way many movies are based on books. These follow the story to a certain extent, but there are always differences to make it fit a different format.Rich in MMO interview wrote:That was one of the lessons we had to learn really early on when we first launched in 2014. We didn’t really feel or have a clear understanding of what game we were trying to make. We tried to walk that line between Elder Scrolls and MMO, and we didn’t really hit either of those out of the park.
And so, we went back, and we listened to the community, and we listened to the team, and we focused on making it an Elder Scrolls game, first and foremost. And once we did that, the game just blew up and turned into what it is today.
spartaxoxo wrote: »I also don't think a separate instance is the way to go about fixing this issue, so we agree on the solutions more than we disagree.
Chilly-McFreeze wrote: »Being debuffed in an instance with unnerfed players changes nothing for everyone else, right, But it changes a lot for those who go the extra step in nerfing themselves. It becomes useless bc everyone else can still run over „boss opponents“. I gain nothing. Na fun is still ruined by this anti climatic experience.
Hence the separate vet instance. What do you fear? If you don’t want to Go there, you don’t have to. Is it the low pop? According to you only a few would go there, so nothing changes for you. If a lot of people Go there , it would show how needed this option is. So the Community wins either way.
This isnt about making it harder for those who are already struggeling to clear content. It is about giving options to chose who struggle to have fun.
AvalonRanger wrote: »
I know this schematics is too much exaggerated. But. just I wanted to tell my feeling of this game instantly.
Dear ZoS. Please keep hold on green zone. Do not underestimate importance of "A" line.
PS. I love design and animation of new huge caterpillar creature of dead-land.
I want statue of that thing.
Funny, but if I have to make a connection between eso and this picture than the difficulty would be way below average. As a brand new player in any game on normal difficulty i tend to die occasionally to big boss, overwhelming wave of mobs or confusing mechanics. In eso none of those things pose a challenge in content balanced for solo player: bosses deal low damage and have extremely low hp, mobs do as much damage as your health recovery restore and you encounter 3 of them at best, all mechanics very obvious if not trivial and forgiving to every mistake. I haven’t die or failed anything quest related (so i have to google a solution for example) back when i was a new player and it’s much worse now. Nothing was learned, memorized or made me exited about my experience. The whole premise of the complaints is that a considerable number of players unsatisfied with such balancing and find it way too easy. If you happy to one-shot those poor 30k hp mobs with 400 dps or 100k hp bosses with 1500 dps, it’s fine but not everyone feels the same.
So yes, overland isnt endgame and it shouldnt be. The thing is nobody wants to make its hard as vet dlc dungeons (i hope). Ppl just want to have fun in overland too. Is it really so bad? The last time when i tried to do quests i was just dissapointed. Its was the newest prologue. And the mobs had 12k hp. And there were like 10+ other players. Sorry but i just couldnt enjoy the story...
Also every time we get a new zone its the same stuff - u cant enjoy WB because there is a lot of ppl, u cant enjoy Group Events because there is a lot of ppl. And when zone is dying they add new blueprints and motifs so u still cant enjoy stuff.
Of course for ppl who just want the story it doesnt matter. For ppl who like the challenge its rather bad. And u know, not long ago there was even thread about ppl griefing on WB... because someone couldnt get loot.
AvalonRanger wrote: »AvalonRanger wrote: »
I know this schematics is too much exaggerated. But. just I wanted to tell my feeling of this game instantly.
Dear ZoS. Please keep hold on green zone. Do not underestimate importance of "A" line.
PS. I love design and animation of new huge caterpillar creature of dead-land.
I want statue of that thing.
Funny, but if I have to make a connection between eso and this picture than the difficulty would be way below average. As a brand new player in any game on normal difficulty i tend to die occasionally to big boss, overwhelming wave of mobs or confusing mechanics. In eso none of those things pose a challenge in content balanced for solo player: bosses deal low damage and have extremely low hp, mobs do as much damage as your health recovery restore and you encounter 3 of them at best, all mechanics very obvious if not trivial and forgiving to every mistake. I haven’t die or failed anything quest related (so i have to google a solution for example) back when i was a new player and it’s much worse now. Nothing was learned, memorized or made me exited about my experience. The whole premise of the complaints is that a considerable number of players unsatisfied with such balancing and find it way too easy. If you happy to one-shot those poor 30k hp mobs with 400 dps or 100k hp bosses with 1500 dps, it’s fine but not everyone feels the same.
-->> difficulty would be way below average
Sorry, maybe my explanation was lack of precise. That's my fault.
Exactly say...
Too much easy= It's too much predictable game, so it's boring. Always it's same.
Too much hard= Most of people can't understand game concept or something game gimmick.
-->> <for example>
When I've been farming at the G-dungeon the "Cradle of the Shadow" for the "Sicith of the Gaze".
Our two DPS had fallen instantly by the sudden death spike from ground. I checked Youtube guide
before play it. So, I could avoid it. But it's a nonsense game design at all.
ZoS is amateur game designer. I have huge confidence saying like that.
Each time I met those type of game design or unreasonable balance. I lost passion to play this game.
So yes, overland isnt endgame and it shouldnt be. The thing is nobody wants to make its hard as vet dlc dungeons (i hope). Ppl just want to have fun in overland too. Is it really so bad? The last time when i tried