No, and just in case, Oh HECK NO.
Want new players to run away screaming?
The suggestions made, I'd also say no.
But what if we take away all filled soul gem rewards, take it away from merchant also. Drastically increase price of empty soul gem. Take empty soul gems and repair kits from crafting writs, and only reward them on WB, harrowstorms, dolmens and public dungeon group event bosses. Just kick it up a notch.
The suggestions made, I'd also say no.
But what if we take away all filled soul gem rewards, take it away from merchant also. Drastically increase price of empty soul gem. Take empty soul gems and repair kits from crafting writs, and only reward them on WB, harrowstorms, dolmens and public dungeon group event bosses. Just kick it up a notch.
No thank you. The game is perfect for me the way it is. I have no interest in being forced to do harder content.
belial5221_ESO wrote: »Those are the reasons most games die,or barely hang on.New players would quit as soon as they die and see a reset,or have to walk across map to get their 2 trash items,and hope to not die again.It could also bring in PKers,or people luring mobs to kill other players to loot em,if that was the option.The game is fine and fun as is,no need to completely revamp and kill it off.
The suggestions made, I'd also say no.
But what if we take away all filled soul gem rewards, take it away from merchant also. Drastically increase price of empty soul gem. Take empty soul gems and repair kits from crafting writs, and only reward them on WB, harrowstorms, dolmens and public dungeon group event bosses. Just kick it up a notch.
AcadianPaladin wrote: »Flexibility that accounts for differing preferences and play styles is important in a large game. It much easier for those who want consequences to 'self-create' such consequences in a game that does not have them than for those who don't want consequences to deal with them if the game has them. Want consequences and the game doesn't have them? Carry a stack of 200 soul gems. If you use one, you have to destroy the other 199. Or, if you die, you must sell whatever head gear you are wearing to a merchant. Want to play full 'Iron Man'? If you die, delete your character. These are the kinds of things Oblivion and Skyrim players who did not have access to mods sometimes did.
The suggestions made, I'd also say no.
But what if we take away all filled soul gem rewards, take it away from merchant also. Drastically increase price of empty soul gem. Take empty soul gems and repair kits from crafting writs, and only reward them on WB, harrowstorms, dolmens and public dungeon group event bosses. Just kick it up a notch.
No thank you. The game is perfect for me the way it is. I have no interest in being forced to do harder content.
I guess you missed I added dolmens. They are not "hard" content by any means. Just spend an hour on prime time in Alik'r or Auridon and the hardest part about it is knowing the route and hitting a mob.
No, and just in case, Oh HECK NO.
Want new players to run away screaming?
As a 51 year old newbie that started in March, first gaming experience on Atari Pong machines, nintendo 8-bit, c-64/128, sega 16 and so on, please don't think of me a little kid that is helpless, can't find his way and throws a hissy fit.
There is no real cost for death in the game. Couple that with underwhelming bosses for 99% of the solo content, makes the game seem too easy.
It shouldn't be frustrating, but the way things are now is far too easy and because of the scaling, everything seems generic. At present, I'd say the self life for me is six months as I'm already dreading certain repetative tasks and seeing the same patterns applied in all story lines.
A more stringent penalty for death isn't going to fix all that, but it's a good step towards that.
The suggestions made, I'd also say no.
But what if we take away all filled soul gem rewards, take it away from merchant also. Drastically increase price of empty soul gem. Take empty soul gems and repair kits from crafting writs, and only reward them on WB, harrowstorms, dolmens and public dungeon group event bosses. Just kick it up a notch.
There is no real cost for death in the game. Couple that with underwhelming bosses for 99% of the solo content, makes the game seem too easy.
It shouldn't be frustrating, but the way things are now is far too easy and because of the scaling, everything seems generic. At present, I'd say the self life for me is six months as I'm already dreading certain repetative tasks and seeing the same patterns applied in all story lines.
A more stringent penalty for death isn't going to fix all that, but it's a good step towards that.
Your response makes the whole "Harder Overland Feedback" turned on it's head.
In present time we seam to be playing live service games who's main goal is to hook players to stay with making content as accessible for everyone and not make people rage quit once they lose their level and gear due to lag
MasterSpatula wrote: »Even the question feels like an assault. Not just no, but Hell no. Instant unsub and uninstall if it happened. Possible unsub and unstall if I even thought they were thinking of it. No. If I wasn't passionate about the characters I've created, I wouldn't be here in the first place.