This right here. Most casual players here don't realize just how high player power has gotten atm.spartaxoxo wrote: »So they gave us a ton of power and very few opportunities to use it. That's a game design issue not a player taste issue.
Why? Is it impossible to create content without related achievements? I personally don't care one bit about achievements when I'm in overland. They are mostly just participation trophies anyway.SilverBride wrote: »A separate veteran overland would have to duplicate every overland achievement to reflect having completed them in veteran mode. In light of account wide achievements being implemented I very much doubt that this would happen.
I appreciate the fact that ESO has a range of content for many different types of players and players of different abilities.
spartaxoxo wrote: »
They are talking about different content types, so their comment is accurate.
Overland is a single content type out of many. And all other forms of content provide a challenge.
Overland, Arenas, Dungeons, Trials, Battlegrounds, Cyrodiil, Dueling, and Sewers are the main content types. And they all have challenging content to be found. Overland's challenge currently comes from bosses primarily, though there's also a few world events as well that are meant to be challenging.
The only way to engage in the quest content in this game -- the vast, vast majority of content -- is to play on Super Easy Novice difficulty. All we're asking is a way for quest content -- again, by far the largest portion of the game, and a major selling point of each expansion -- to be made enjoyable "for many different types of players and players of different abilities". Right now it's all tuned to one type of player at one level of ability.
All we're asking for
I appreciate the fact that ESO has a range of content for many different types of players and players of different abilities.
But it doesn't, not when it comes to quest and storytelling content. The only way to engage in the quest content in this game -- the vast, vast majority of content -- is to play on Super Easy Novice difficulty. All we're asking is a way for quest content -- again, by far the largest portion of the game, and a major selling point of each expansion -- to be made enjoyable "for many different types of players and players of different abilities". Right now it's all tuned to one type of player at one level of ability.
This isn't about having something to prove or being Mega Chad Gamers who want TES to be Dark Souls. It's about many of us simply finding the quest gameplay unimmersive and disconnected from the rest of the game's systems, which prevents us from enjoying the stellar quest [i[writing[/i].
True. There's plenty of threads about those. A story mode for dungeons and trials (I fully support this btw), PvE versions of IC and Cyrodiil. Then there's the numerous nerfs to DLC dungeons (especially on normal) and some trials over time. Btw normal difficulty setting exists for that reason. So people can experience content without things being too hard. ZoS even added weapon set drops from normal version of the arenas for the same reason.I'd also like to touch on the opposite side of this argument, which I'm not sure is a point anyone has made. If people can claim the game is too easy and it thus ruins their enjoyment, can we also then say there are things that are too hard ruining peoples' enjoyment?
A solution that raises overland difficulty across the board is not acceptable, yes. Most of us agree on this.At the end of the day I think people may have to accept that the overland and its stories are meant for everyone to enjoy, not just the people who are good at the game. The people who have a hard time due to age, physical/mental health, or things like lag and ping deserve to be able to actually play the game they paid for.
"Using BiS trial gear is a main reason for overland to be trivial" <- This is a common misconception. Like you said, some of their unique effects are literally disabled outside of group content. And most of these BiS gear (sets like Kinras, Tzogvin, Advancing Yokeda, Relequen, Yandir and formerly Siroria) have atleast 5 seconds of ramp up time to get their full power (and then keep on fighting to keep those stacks). Quest enemies barely last 3 seconds against an experienced player.Someone mentioned that there aren't enough places to use your gear and skills when you get to a certain level, but look at what a lot of endgame sets are made for. A lot of BiS sets tend to be trial gear, which gives your group buffs against trial and dungeon bosses. That right there tells you that gear is meant to be used in other endgame content, NOT for overland. Of course these stronger sets are going to make overland seem trivial. There ARE plenty of places to use your strong gear and the skills you've gained, though; trials, dungeons, BGs, IC, Cyrodiil, single and 4-man arenas. Overland is just one part of the game and claiming there's not enough content to essentially "be powerful" in is quite a stretch.
What do you do if you are pretty much done with current group content? PvP? With its abysmal performance and busted sets like Dark convergence? No thanks.There ARE plenty of places to use your strong gear and the skills you've gained, though; trials, dungeons, BGs, IC, Cyrodiil, single and 4-man arenas. Overland is just one part of the game and claiming there's not enough content to essentially "be powerful" in is quite a stretch.
That's a frightening thought. Why is ESO in such a bad state in terms of resources? Funds not being directed where it's needed? I don't know. I don't want this game to be a sinking ship where we have to detach parts of the game just to stay afloat a while longer.To everyone wanting a Vet version of overland content...I think their explanation about why they're implementing AwA the way they are is going to kill any option of that. They're claiming they need to reduce data so they can add new content and so the game performs better (or at least, they CLAIM the game MIGHT run better). If they're reducing data by getting rid of most character-specific achievements, I genuinely cannot see them adding in huge amounts of data for Vet versions of each zone when most people would likely ignore them. And for the people who do want harder content, once they go through the Vet stuff enough and it no longer poses a challenge, will they want even harder stuff added that would take more data ESO apparently can't afford to spare and fewer people would bother with?
Plenty of people can't do even the normal versions, though, and there are numerous Personalities and Skins locked behind harder content that many people can't do. My point was that if people can say X is too easy and this ruins peoples' enjoyment, the very same thing can be said about harder content not being able to be completed ruining other peoples' enjoyment.True. There's plenty of threads about those. A story mode for dungeons and trials (I fully support this btw), PvE versions of IC and Cyrodiil. Then there's the numerous nerfs to DLC dungeons (especially on normal) and some trials over time. Btw normal difficulty setting exists for that reason. So people can experience content without things being too hard. ZoS even added weapon set drops from normal version of the arenas for the same reason.
But again, how do you account for optional sliders and toggles if people with different difficulty settings are fighting the same enemies? The only way those optional methods would work is if they affected individual players somehow, but most people seem against self nerfs. You can't have optional settings affect the world itself because if someone with minimum difficulty is fighting the same WB someone with max difficulty is, then which of those is the game supposed to apply? It can't do both at the same time.A solution that raises overland difficulty across the board is not acceptable, yes. Most of us agree on this.
My main point with that one was people saying overland is too easy with endgame stuff. There are a lot of good sets that AREN'T endgame, that's true, but ultimately either way gear isn't the main thing that determines strength. It's just one part of what determines how "good" a person is and how much damage they can put out. Things like a solid rotation, using the right Food/Drinks and Potions, CP allocation, Attribute point allocation, light attack weaving/animation cancelling, Traits and Glyphs, and Mundus Stone all play a role."Using BiS trial gear is a main reason for overland to be trivial" <- This is a common misconception. Like you said, some of their unique effects are literally disabled outside of group content. And most of these BiS gear (sets like Kinras, Tzogvin, Advancing Yokeda, Relequen, Yandir and formerly Siroria) have atleast 5 seconds of ramp up time to get their full power (and then keep on fighting to keep those stacks). Quest enemies barely last 3 seconds against an experienced player.
Sets like Bahsei requires you to stay low on magicka to get the most out of it. I don't think people are keeping their magicka pool below 50% while questing. I certainly don't bother. Most of the time I have false god and Medusa with wild hunt ring when I'm in overland.
Want to feel really powerful in overland? Don't use trial gear. Use a combination like New moon Acolyte + Mother's Sorrow/Julianos/Hundings with a sharpened weapon. Could even use Spriggans/Spinners. These are overland and crafted sets btw. You'll absolutely decimate quest enemies just by using a spammable.
Overland is also the part of the game with the most stories and quests, as you said. The point of overland content isn't meant to make anyone feel particularly powerful, it's to deliver stories.What do you do if you are pretty much done with current group content? PvP? With its abysmal performance and busted sets like Dark convergence? No thanks.
There's 10 trials and 4 arenas. Can complete all these on normal over a weekend (assuming you have a group).
There's 46 dungeons. Can complete all of them on normal over a weekend and maybe one more day. (though you'll need play a lot).
How long will it take to complete all quests in overland? I doubt it can be done in a couple of days. There's over 35 zones and no idea how many quests.
Sure overland is just one part of the game. But it's the biggest part. And it's the only part left for a solo PvE player after the 2 solo arenas.
I think it's because the card game is a new system, which is what they're allegedly freeing up data for. I honestly can't explain why they think deleting current stuff is an acceptable solution to needing more data, since like I said, that implies that down the road they're going to start getting rid of other stuff. No one has been able to figure out why ESO's database is in such dire straits, and there's been a bunch of discussion on it over in the AwA Feedback thread on the PTS board.That's a frightening thought. Why is ESO in such a bad state in terms of resources? Funds not being directed where it's needed? I don't know. I don't want this game to be a sinking ship where we have to detach parts of the game just to stay afloat a while longer.
Yet they are introducing a brand new card game system with its own leaderboard/rankings, custom decks and probably achievements too. No concerns over resources then.
SilverBride wrote: »A separate veteran overland would have to duplicate every overland achievement to reflect having completed them in veteran mode. In light of account wide achievements being implemented I very much doubt that this would happen.
SilverBride wrote: »A separate veteran overland would have to duplicate every overland achievement to reflect having completed them in veteran mode. In light of account wide achievements being implemented I very much doubt that this would happen.
Thinking about it, the only other thing I can think of beyond sliders or toggles that affect an individual's stats would be a new zone sort of like how Craglorn was originally, but without the need of an actual group to progress with the story (is that still part of Craglorn? I haven't come anywhere near finishing the zone story so I'm not sure if they removed the part where you needed other players to actually progress said story). Craglorn originally failed because it was TOO hard for most people, as well as the group aspect making it harder for solo players to finish the story.
I appreciate the fact that ESO has a range of content for many different types of players and players of different abilities.
But it doesn't, not when it comes to quest and storytelling content. The only way to engage in the quest content in this game -- the vast, vast majority of content -- is to play on Super Easy Novice difficulty. All we're asking is a way for quest content -- again, by far the largest portion of the game, and a major selling point of each expansion -- to be made enjoyable "for many different types of players and players of different abilities". Right now it's all tuned to one type of player at one level of ability.
This isn't about having something to prove or being Mega Chad Gamers who want TES to be Dark Souls. It's about many of us simply finding the quest gameplay unimmersive and disconnected from the rest of the game's systems, which prevents us from enjoying the stellar quest [i[writing[/i].
emilyhyoyeon wrote: »I appreciate the fact that ESO has a range of content for many different types of players and players of different abilities.
But it doesn't, not when it comes to quest and storytelling content. The only way to engage in the quest content in this game -- the vast, vast majority of content -- is to play on Super Easy Novice difficulty. All we're asking is a way for quest content -- again, by far the largest portion of the game, and a major selling point of each expansion -- to be made enjoyable "for many different types of players and players of different abilities". Right now it's all tuned to one type of player at one level of ability.
This isn't about having something to prove or being Mega Chad Gamers who want TES to be Dark Souls. It's about many of us simply finding the quest gameplay unimmersive and disconnected from the rest of the game's systems, which prevents us from enjoying the stellar quest [i[writing[/i].
exactly this. I personally don't even mind too much easily killing wolves and other petty enemies; it's the 100-200k HP quest bosses with no damage that really bother me. I think having a toggle for a veteran version of bosses alone would drastically improve questing.
emilyhyoyeon wrote: »I appreciate the fact that ESO has a range of content for many different types of players and players of different abilities.
But it doesn't, not when it comes to quest and storytelling content. The only way to engage in the quest content in this game -- the vast, vast majority of content -- is to play on Super Easy Novice difficulty. All we're asking is a way for quest content -- again, by far the largest portion of the game, and a major selling point of each expansion -- to be made enjoyable "for many different types of players and players of different abilities". Right now it's all tuned to one type of player at one level of ability.
This isn't about having something to prove or being Mega Chad Gamers who want TES to be Dark Souls. It's about many of us simply finding the quest gameplay unimmersive and disconnected from the rest of the game's systems, which prevents us from enjoying the stellar quest [i[writing[/i].
exactly this. I personally don't even mind too much easily killing wolves and other petty enemies; it's the 100-200k HP quest bosses with no damage that really bother me. I think having a toggle for a veteran version of bosses alone would drastically improve questing.
Yes, totally agree.
Also the loot for these big bad dangerous creatures is very often green useless gear and measly amounts of gold. This makes defeating these so called bosses rather demeaning to the player. The rewards are rather underwhelming.
So, a fair example of my alts goes something like this:
Gear: Mother's Sorrow/Julianos/Zaan/Ring of Pale Order (or Wild Hunt). All legendary.
Champion Points: thoroughly researched and tweaked.
Companion: Fully maximized and all purple gear that is well balanced.
Setup this way I can do overland content in a much-preferred non-stressful way. Delves and Public Dungeons are quite doable.
I have quit doing DLC dungeons altogether, and I'd never consider Trials or PvP. Those things are either too stressful or well beyond my capability or game expectations.
I am 80 years old, recovering from multiple strokes, severe tremor and rheumatoid arthritis. Obviously on the very low end of the spectrum. I just quit playing SWTOR because its 7.0 expansion screwed over people like me -- because a lot of min-max players in raid-level gear complained content was too easy. Don't want to be forced to quit this game AGAIN because players wearing end-game armor think overland content is too easy.
[snip] Although i do recognize that certain aspects should be adjusted around disabilities, but they should never be designed around.