AlwaysDancing wrote: »SilverBride wrote: »When players are having trouble finding groups for these World Bosses already, this early in the chapter, something is wrong.
I think what is wrong is the lackluster rewards from doing WB in this area, not the difficulty. There is no incentive to go out of the way to kill these bosses. A trash set piece, a crafting material, and a dozen gold pieces? The antiquity lead is maybe worth it to some people, but once you get it - nothing.
SilverBride wrote: »
AlwaysDancing wrote: »SilverBride wrote: »When players are having trouble finding groups for these World Bosses already, this early in the chapter, something is wrong.
I think what is wrong is the lackluster rewards from doing WB in this area, not the difficulty. There is no incentive to go out of the way to kill these bosses. A trash set piece, a crafting material, and a dozen gold pieces? The antiquity lead is maybe worth it to some people, but once you get it - nothing.
Exactly this. If the sets were good, and the bosses were guaranteed to drop purple items, furnishing plans, hard to get style materials (like the Glass Eye of Mora and Pristine Daedra Hearts required for the new content), you'd see more involvement. The rewards should scale to the time spent doing an activity, or players become disinterested quickly. That seems to be the majority of the backlash against the Bastion Nymic quasi-world events, too. Just not enough value in the time required.
There are more people fishing in Apocrypha than doing world bosses. Can you guess why?
SeaGtGruff wrote: »AlwaysDancing wrote: »SilverBride wrote: »When players are having trouble finding groups for these World Bosses already, this early in the chapter, something is wrong.
I think what is wrong is the lackluster rewards from doing WB in this area, not the difficulty. There is no incentive to go out of the way to kill these bosses. A trash set piece, a crafting material, and a dozen gold pieces? The antiquity lead is maybe worth it to some people, but once you get it - nothing.
Exactly this. If the sets were good, and the bosses were guaranteed to drop purple items, furnishing plans, hard to get style materials (like the Glass Eye of Mora and Pristine Daedra Hearts required for the new content), you'd see more involvement. The rewards should scale to the time spent doing an activity, or players become disinterested quickly. That seems to be the majority of the backlash against the Bastion Nymic quasi-world events, too. Just not enough value in the time required.
There are more people fishing in Apocrypha than doing world bosses. Can you guess why?
To be honest, this is why I have my doubts about whether a "hard mode" or "vet" or "variable difficulty" overland would ever be successful. That is not to say that I don't want such a thing, because I think it would be nice if players could adjust the level of difficulty to make things easier or harder according to their preference-- and if a difficulty slider were to be added so players could increase the difficulty if they want to, then I think it would only be fair that they also be allowed to decrease it. Whether such a thing is even doable without putting excessive strain on the servers is quite another matter.
But unless players are willing to engage in challenging content for essentially zero rewards-- that is, to consider the challenge itself as the reward-- then they will not be satisfied with greater difficulty for very long, because they'll either say it was fun to beat the greater difficulty but the rewards just weren't good enough to justify their time spent and make them want to repeat the experience, or they'll say the rewards were okay but once they attain all of the potential rewards they'll no longer have any desire to engage in the content. We're already seeing the first sentiment being expressed by some players-- "Gee, that was fun for a change, but the rewards just weren't worth the effort TBH."
SeaGtGruff wrote: »AlwaysDancing wrote: »SilverBride wrote: »When players are having trouble finding groups for these World Bosses already, this early in the chapter, something is wrong.
I think what is wrong is the lackluster rewards from doing WB in this area, not the difficulty. There is no incentive to go out of the way to kill these bosses. A trash set piece, a crafting material, and a dozen gold pieces? The antiquity lead is maybe worth it to some people, but once you get it - nothing.
Exactly this. If the sets were good, and the bosses were guaranteed to drop purple items, furnishing plans, hard to get style materials (like the Glass Eye of Mora and Pristine Daedra Hearts required for the new content), you'd see more involvement. The rewards should scale to the time spent doing an activity, or players become disinterested quickly. That seems to be the majority of the backlash against the Bastion Nymic quasi-world events, too. Just not enough value in the time required.
There are more people fishing in Apocrypha than doing world bosses. Can you guess why?
To be honest, this is why I have my doubts about whether a "hard mode" or "vet" or "variable difficulty" overland would ever be successful. That is not to say that I don't want such a thing, because I think it would be nice if players could adjust the level of difficulty to make things easier or harder according to their preference-- and if a difficulty slider were to be added so players could increase the difficulty if they want to, then I think it would only be fair that they also be allowed to decrease it. Whether such a thing is even doable without putting excessive strain on the servers is quite another matter.
But unless players are willing to engage in challenging content for essentially zero rewards-- that is, to consider the challenge itself as the reward-- then they will not be satisfied with greater difficulty for very long, because they'll either say it was fun to beat the greater difficulty but the rewards just weren't good enough to justify their time spent and make them want to repeat the experience, or they'll say the rewards were okay but once they attain all of the potential rewards they'll no longer have any desire to engage in the content. We're already seeing the first sentiment being expressed by some players-- "Gee, that was fun for a change, but the rewards just weren't worth the effort TBH."
I think you're right about this. Although some of us won't like it (I include myself here), that content, especially in online games, is primarily done for the rewards tied to it, it's nonetheless a reality.
Difficulty options would solve this problem tho, as the two main complaints about more difficult content are:
1) Someone needs help to achieve some reward he isn't able to get without help, but nobody is willing to assist.
2) Players think the proportions of content difficulty and tied in rewards aren't fitting in a specific case.
So, why not completely desync difficulty from the according rewards? This way the game can be fun for the casual soloplayer as well as for people which prefer more engaging combat mechanics or group action. And of course everybody is getting the very same reward in the end, because what's easy for some of us is engaging for others.
Nobody would demand different rewards in any other sort of games but alone mmos.
SeaGtGruff wrote: »SeaGtGruff wrote: »AlwaysDancing wrote: »SilverBride wrote: »When players are having trouble finding groups for these World Bosses already, this early in the chapter, something is wrong.
I think what is wrong is the lackluster rewards from doing WB in this area, not the difficulty. There is no incentive to go out of the way to kill these bosses. A trash set piece, a crafting material, and a dozen gold pieces? The antiquity lead is maybe worth it to some people, but once you get it - nothing.
Exactly this. If the sets were good, and the bosses were guaranteed to drop purple items, furnishing plans, hard to get style materials (like the Glass Eye of Mora and Pristine Daedra Hearts required for the new content), you'd see more involvement. The rewards should scale to the time spent doing an activity, or players become disinterested quickly. That seems to be the majority of the backlash against the Bastion Nymic quasi-world events, too. Just not enough value in the time required.
There are more people fishing in Apocrypha than doing world bosses. Can you guess why?
To be honest, this is why I have my doubts about whether a "hard mode" or "vet" or "variable difficulty" overland would ever be successful. That is not to say that I don't want such a thing, because I think it would be nice if players could adjust the level of difficulty to make things easier or harder according to their preference-- and if a difficulty slider were to be added so players could increase the difficulty if they want to, then I think it would only be fair that they also be allowed to decrease it. Whether such a thing is even doable without putting excessive strain on the servers is quite another matter.
But unless players are willing to engage in challenging content for essentially zero rewards-- that is, to consider the challenge itself as the reward-- then they will not be satisfied with greater difficulty for very long, because they'll either say it was fun to beat the greater difficulty but the rewards just weren't good enough to justify their time spent and make them want to repeat the experience, or they'll say the rewards were okay but once they attain all of the potential rewards they'll no longer have any desire to engage in the content. We're already seeing the first sentiment being expressed by some players-- "Gee, that was fun for a change, but the rewards just weren't worth the effort TBH."
I think you're right about this. Although some of us won't like it (I include myself here), that content, especially in online games, is primarily done for the rewards tied to it, it's nonetheless a reality.
Difficulty options would solve this problem tho, as the two main complaints about more difficult content are:
1) Someone needs help to achieve some reward he isn't able to get without help, but nobody is willing to assist.
2) Players think the proportions of content difficulty and tied in rewards aren't fitting in a specific case.
So, why not completely desync difficulty from the according rewards? This way the game can be fun for the casual soloplayer as well as for people which prefer more engaging combat mechanics or group action. And of course everybody is getting the very same reward in the end, because what's easy for some of us is engaging for others.
Nobody would demand different rewards in any other sort of games but alone mmos.
There could still be some differences in the rewards-- for instance, an achievement for completing something at the easiest difficulty, plus a different achievement for completing it at the hardest difficulty, or a difference in how much gold and XP you earn from it (which I think is already how things work as far as enemies of differing difficulties), and things like that. I don't think there should be some highly-desirable thingy that you can only get by doing something at the hardest difficulty, as that would probably just result in (1) resentment and complaints from players who want the thingy but can't get it, and (2) players selling carries to other players who want the thingy but aren't "good enough" to get it on their own-- in other words, the same sort of thing we already see with vet and hard-mode vet content that offers some highly-desirable reward. I'd rather we had less of that sort of thing rather than more of it.
But as nice as a difficulty slider would be, I think the main problem with it is the logistics of how to program it in a way that's workable in a multiplayer (grouped or ungrouped) setting, that wouldn't upset the way certain things are currently set up (such as vet dungeons and trials and hard modes), and that wouldn't result in the servers being overtaxed.
Ishtarknows wrote: »Maybe this is less to do with Necrom bosses and more to do with people gathering skyshards/levelling guilds in base zones for their new Arcanists.
We can't go for sliders to define difficulty almost infinitely variable. But that's not necessary, as it would be sufficient to define some of the already opened instances as "veteran", the playerbase would split upon them as it does now, except the game is taking the respective difficulty setting into account.
We can't go for sliders to define difficulty almost infinitely variable. But that's not necessary, as it would be sufficient to define some of the already opened instances as "veteran", the playerbase would split upon them as it does now, except the game is taking the respective difficulty setting into account.
The problem is, ZOS wants to avoid the split in the playerbase. Most likely because it could make the game feel emptier than it actually is to new players.
Also, they probably want to avoid setting a precedence, as other groups would almost certainly want their own "special" instances.
We can't go for sliders to define difficulty almost infinitely variable. But that's not necessary, as it would be sufficient to define some of the already opened instances as "veteran", the playerbase would split upon them as it does now, except the game is taking the respective difficulty setting into account.
The problem is, ZOS wants to avoid the split in the playerbase. Most likely because it could make the game feel emptier than it actually is to new players.
Also, they probably want to avoid setting a precedence, as other groups would almost certainly want their own "special" instances.
I understand that.
Thing is, the split is already here, as we can see in every thread about difficulty.
We have two options now:
1) Looking for a solution which is fitting for at least most of us, even if this mean we aren't in the same instances all the time. (We are are indeed in different instances as the game is now too. So I'm not convinced the game would feel emptier.)
2) Insisting that a specific way to play the game is the only right way to do it and everybody else has to submit to that set norm or leave the game.
I still vote for option 1 and see therefore no reason to set actions which affect all players (nerfing content) while other options are still available.
We need more world bosses that are of similar difficulty to dragons.
Dragons are closer inclined to world events than world bosses. (Remember elsweyr had wbs too.)
And there was fewer dragons than wbs, (in northern elsweyr at least).
And the map told you if people were fighting them and where.
And dragons actually dropped items people still want.
What it comes down to is not really the difficulty alone, it’s difficulty vs participation.
Necrom wbs are difficult due to lack of participation.
We can't go for sliders to define difficulty almost infinitely variable. But that's not necessary, as it would be sufficient to define some of the already opened instances as "veteran", the playerbase would split upon them as it does now, except the game is taking the respective difficulty setting into account.
The problem is, ZOS wants to avoid the split in the playerbase. Most likely because it could make the game feel emptier than it actually is to new players.
Also, they probably want to avoid setting a precedence, as other groups would almost certainly want their own "special" instances.
I understand that.
Thing is, the split is already here, as we can see in every thread about difficulty.
We have two options now:
1) Looking for a solution which is fitting for at least most of us, even if this mean we aren't in the same instances all the time. (We are are indeed in different instances as the game is now too. So I'm not convinced the game would feel emptier.)
2) Insisting that a specific way to play the game is the only right way to do it and everybody else has to submit to that set norm or leave the game.
I still vote for option 1 and see therefore no reason to set actions which affect all players (nerfing content) while other options are still available.
SilverBride wrote: »It's not that we want everything to be easy. It's that we want things to be doable by the general player base. These are not.
And we want it to be as hard like that and even harder. We don't want easy mode for the general player base. If you can't do it as four where others can do it as two or even solo that's not on the difficulty of the boss.
SilverBride wrote: »
We can't go for sliders to define difficulty almost infinitely variable. But that's not necessary, as it would be sufficient to define some of the already opened instances as "veteran", the playerbase would split upon them as it does now, except the game is taking the respective difficulty setting into account.
The problem is, ZOS wants to avoid the split in the playerbase. Most likely because it could make the game feel emptier than it actually is to new players.
Also, they probably want to avoid setting a precedence, as other groups would almost certainly want their own "special" instances.
chessalavakia_ESO wrote: »We can't go for sliders to define difficulty almost infinitely variable. But that's not necessary, as it would be sufficient to define some of the already opened instances as "veteran", the playerbase would split upon them as it does now, except the game is taking the respective difficulty setting into account.
The problem is, ZOS wants to avoid the split in the playerbase. Most likely because it could make the game feel emptier than it actually is to new players.
Also, they probably want to avoid setting a precedence, as other groups would almost certainly want their own "special" instances.
I understand that.
Thing is, the split is already here, as we can see in every thread about difficulty.
We have two options now:
1) Looking for a solution which is fitting for at least most of us, even if this mean we aren't in the same instances all the time. (We are are indeed in different instances as the game is now too. So I'm not convinced the game would feel emptier.)
2) Insisting that a specific way to play the game is the only right way to do it and everybody else has to submit to that set norm or leave the game.
I still vote for option 1 and see therefore no reason to set actions which affect all players (nerfing content) while other options are still available.
Part of the issue with separate instances is that the population you pull in isn't just going to be the people that want the harder overland experience. It's also going to be everyone that might prefer to be in a less populated instance. The former might not be that disruptive to lose but, the latter could seriously add up (Ex: players that don't like busy areas, rpers looking to avoid crowds, and resource farmers looking to have less competition)
You'll also run into the issue that people aren't necessarily going to agree on the same level of difficulty for what Veteran should be. For example, I would agree with you that much of the game is too easy but, I'm also one of the people that thinks that the Necrom World Bosses should get nerfed. If the difficulty was aimed at me, it'd likely be too easy for you to enjoy and if it's aimed at you it'd likely be either too tedious or too hard for me to enjoy.
Veteran Overland will also run into the issue that people are lazy/don't necessarily like content. I complain about the difficulty from time to time but, most of the time I'm in-game I am running a companion and relatively well geared out which reduces the difficulty significantly. Even if the difficulty was perfect in my view, I would likely be spending significant periods of time in the easier mode because it goes faster and portions of the content really don't interest me that much.
You'll also hit the payoff issue. If the rewards aren't increased it's not going to be effective which will lead to complaints. If they are increased you'll end up with people in it that don't actually enjoy it for the rewards that will complain about it.
Generally speaking, decisions that take resources will impact everyone to one degree or another. For example, I'd like a PvE Imperial City with reduced Tel Var gain and loss. The time it would take to implement that would take away from other things and it would put a dent on the number of people in the PvP one which could reduce the quality of the experience for the people that like the current version.
Fundamentally, many of the difficulty issues in the game are because ESO draws much of the difficulty from bursts/mechanics and only a small portion of the power a player brings into play is from the character itself. Thus, the results players get are vastly different which makes producing content for them that is enjoyable manner significantly harder.
SeaGtGruff wrote: »It seems to me that if that scaling could be adjusted on a per-character basis, then individual players could make the content scale to be either more difficult or less difficult.
SeaGtGruff wrote: »We're already seeing the first sentiment being expressed by some players-- "Gee, that was fun for a change, but the rewards just weren't worth the effort TBH."
And maybe it's time to adjust that effort/reward formula we use for ourselves. Undoubtedly it's compared to other, but older content. You can't compare the effort involved to kill the Deshaan Troll to the Sable Knight in High Isle, but both Plague Doctor and Mother's Embrace still have value in progression and utility builds and the High Isle overland sets have paved the way for sustainable hybrid builds. I'm not sure Necrom overland sets have the same lasting value, but I feel the effort/reward for killing a base game WB versus latest expansion is skewing our perception a bit.
Secondly, I never see the complainers that cannot do them even with multiple people, posting anything about gear, skills and passives. I shouldn't expet to have an easy time on any world boss in my nightblade's thieving kit, so yeah, if you're all undergeared, mismatched roles for a group, mismatched or no sets at all for combat, then yes, you should not do well and you should figure out how to gear / skill up better.
My first build of my NB was a horror to play (which followed the skill advisor), cause I ditched the wrong skills and had no survivability in my build. After finding a better skill setup things already went a lot smoother. "play as you want" means you have to research or figure out gear and skill combos by yourself, as you are not limited by your class to a restricted set.
They are supposed to be group content so should not be solo-able easily.
There has been a lot of complaining about overland being too easy - so now some of it is harder.
Try levelling and kitting out a companion to help you.
Dagoth_Rac wrote: »SeaGtGruff wrote: »It seems to me that if that scaling could be adjusted on a per-character basis, then individual players could make the content scale to be either more difficult or less difficult.
Content difficulty really only works if everyone playing side-by-side faces the same difficulty. Some may be better players. Some may have better gear. But they need to face the same thing. If Player X has themselves set to "veteran" and Player Y has themselves set to "normal", what happens when they both fight an enemy at same time? Can the normal player just stand there and facetank the boss, turning it into a glorified parse dummy for the veteran player? Or will the normal player come along and quickly burn down an enemy that the veteran player was expecting to be a long, mechanic-heavy, difficult fight? It could happen by accident, simply because those players are looking for different game experiences, or could happen on purpose, with people teaming up to de facto exploit the intended harder mode.
The player base would need to be split apart to match up people wanting similar challenges to make sure it stays at the intended difficulty level. If easy mode players are side by side with hard mode players, it is unavoidable that they will interfere with each other. ZOS will put time and money and resources and it will just get us right back where we are now: nobody, especially players looking for a stiff challenge, will be happy.
You either need separate, more difficult instances, which ZOS seem hesitant to implement. They have had difficult overland content in the past, it was largely empty and unpopular. Or you need clearly isolated and limited areas of increased difficulty, that can kind of act as "choke points", where those seeking higher difficulty will know where to congregate. Sort of like dragons. Generally only 1 up at a time, clearly marked on map, easy for players to find (or avoid).
But this idea of a toggle or slider, where players at different difficulties will fight side-by-side anywhere and everywhere, is just not practical. Neither group will be able to consistently and reliably get what they want.