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Please readjust the insane VR content nerf

  • theyancey
    theyancey
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    'Difficulty sliders' can't work in an MMO, two people can't fight the same mob if they're not playing to the same rules.

    Actually it can. It simply adds armor protection and weapon damage to the easier mode toon. No different than consuming food or enchanting armor.
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    crislevin wrote: »
    rusila22 wrote: »
    Guys guys they just nerf a little their HP and a little of their damage. Stop saying ohoh i can kill them ONLY with light and heavy attack if it's really true post a video without any skill on your Bar thank you ! (jizuz sometimes people are so mad :) )

    Pretty much this.

    And it is obvious that to us , people that played and managed vr content before the nerf , the content will appear a lot easier , we could already do it anyway.

    This was done for the players that could not deal with it.

    this makes a lot of sense.

    for those who already can manage difficult VR, you probably went through most of them already, just goto Craglorn or vet dungeons.

    this is for those who couldn't before, now they have a chance to experience VR and learn gradually.

    just let it go.

    So what were they doing for the first 49 levels?
    :trollin:
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
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    theyancey wrote: »
    'Difficulty sliders' can't work in an MMO, two people can't fight the same mob if they're not playing to the same rules.

    Actually it can. It simply adds armor protection and weapon damage to the easier mode toon. No different than consuming food or enchanting armor.
    Very different from using consumables, but I won't argue if you don't see that letting someone play on 'easy' mode isn't going to fly when others play on 'normal', it makes a mockery of the entire concept of an MMO.
  • mumok
    mumok
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    Loco_Mofo wrote: »
    mumok wrote: »
    spinedoc wrote: »
    What's the problem? Take off your weapon and/or your armor if you find it too easy. I don't understand why people complain. Personally I find it much less fun to have to replay the same EXACT content that my alt played and would rather get through it as fast as possible. If you want to take it slowly with a challenge no one is stopping you.

    This is one of those weird complaints I just never understood.

    Well here you go. Don't know why no one has thought of this already. If you want more difficulty take your cloths off, heck just fight with your hands. This is like a difficulty toggle switch already in game.

    I'm all for the VR difficulty adjustment. It makes the game more enjoyable for more people. And that's what its about right?

    This has been said before but all you need to do is look at the VR zones to see that this was the right move for ESO. They actually have people in them now.

    Why stop there?

    How bout we play with one hand tied behind our backs? Maybe we could play blind folded? I know, lets play using our feet!

    Anyone else have any ridiculous suggestions?

    Look I'm just trying to give you options if difficulty is what you are looking for.
  • Sangeet
    Sangeet
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    I like the difficulty nerf before it was at certain spots only doable in teams.
  • mumok
    mumok
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    Hilgara wrote: »
    MrMT wrote: »
    i simply don't understand why people are complaining.

    If you want it harder, take off your gear. Simple as that.

    Yeah , thats really immersive isnt it? Loads of people running around in their underwear.

    You could put on a costume. That should be immersive enough.
  • Hilgara
    Hilgara
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    Sangeet wrote: »
    I like the difficulty nerf before it was at certain spots only doable in teams.

    A lot of people did it without grouping and enjoyed doing it. But ZoS has already said that's the way the vet zones were designed, to be a good single player challenge but really scaled to a small group. I think it would have been a great concept if they then didn't mess the phasing up making having a steady levelling partner such a pain.
  • Jack-0
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    I agree, they went too far with the nerf and made it too easy, but they have to cater to the lowest common denominator of skill/capability when people feel so very entitled to access all content without, y'know, actually having to hone their skills and decision-making on talents etc.

    Oh, and who cares about the actual percentage of nerf anyway? The feeling remains the same: it was too harsh a nerf.

    All we can really hope for now is new challenging content to offset the easy mode they've introduced to the vet zones.
  • Anastasia
    Anastasia
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    Loco_Mofo wrote: »

    And what do we have now? Vet zones are completely soloable. Dolmens, public delves, no groups required. ZoS has done a complete back flip on their own vision, nice one.

    Good. Maybe now they'll make enough money to keep the game going.

    Yea. MAYBE.

    Or, maybe the other reasons that people have already unsubbed or will soon,need to be addressed and maybe that nerf was a diversion and/or it was knee-jerk and/or it doesn't fit in any way, shape or form with what the target market this game was advertised for.

    I still find it utterly hard to believe that an MMO years in the making, with all the target market data, all the forward public relations/marketing, both anecdotal data and direct response industry information - all that is null and void.

    ALL that was wrong after all, and now we are supposed to believe "Darn it TESO creators and devs: YOU ACTUALLY MADE THE WRONG GAME...ya should not have planned for fun soloability in levels 1 - 50 and group-centric/encouraged content in Vet+ 1-10...you screwed up...it really SHOULD have been made specifically and primarily for SOLO players...??!!

    It is actually amazing that we are expected to believe that the funds spent in forward target markets during years of pre-launch game design and planning supposedly was all bumbled...is all completely freaking wrong??

    And IF the solo player is actually the only money-maker -- wow...the pc platform is just a loss leader for the console release... what this MMO was planned to be is no more. I'm fine that the solo player has a specific and important market share. I am not fine that this MMO which was long planned to have a very equitable chunk of/provision for both group-centric and solo playstyles prior to attempting to enter into endgame has now been morphed.

    Of course time will tell. For awhile there I was actually fuming at the 'suits' forcing these changes...but if the early investment was so totally botched as far as the viability of the MMO it was actually being planned for...
    Well, making immediate, speedy endgame-impacting changes is justifiable. I still cannot fathom that, but it might be a consideration after all.


    CF.



    Edited by Anastasia on July 17, 2014 1:42PM
  • aleister
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    The problem isn't as simple as how many HPs a mob has or how hard they hit. For every encounter type, there is a strategy that works by exploiting some specific weakness in the mob's abilities or AI. Without that strategy, some of the fights are nearly impossible, but once you pick up that strategy, the fight becomes much easier, and oftentimes a faceroll.

    And the balance between trash mobs and bosses is still out of whack. It's silly that most of the bosses are trivially easy compared to the trash mobs along the way to them.
  • steveb16_ESO46
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    Hilgara wrote: »

    Then why is medium armour still under powered. Why are NB's still broken. Why are Templars no good for anything but healing in trials. Your argument doesn't stand up to scrutiny when you see how slow they have been to address (arguably) even bigger issues than vet difficulty.

    Because you can't fix that stuff by changing a couple of variables like you can with monster difficulty.

    But you knew that already.

    And they've been trying to 'fix' NB's and Templars for weeks. With their usual display of competence.

    But you knew that as well.

    I guess the river must be flooding.
  • fromtesonlineb16_ESO
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    Jack-0 wrote: »
    when people feel so very entitled to access all content without, y'know, actually having to hone their skills and decision-making on talents etc..
    Or perhaps they didn't want to have to play one of the limited cookie-cutter, FoTM builds capable of dealing with the VR content?

    LOL 'decision making', those players simply followed the templates the min/maxers came up with.
    Edited by fromtesonlineb16_ESO on July 17, 2014 1:47PM
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
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    Anastasia wrote: »
    I'm fine that the solo player has a specific and important market share. I am not fine that this MMO which was long planned to have a very equitable chunk of/provision for both group-centric and solo playstyles prior to attempting to enter into endgame has now been morphed.
    You don't seem to want to accept players with your interests are in such a small minority that ZOS presumably believed your numbers wouldn't make the game viable.

    I think some people arguing against the change need to get some real-life experience of the reality of the marketplace.

    ZOS had a vision, but the people didn't come in large enough numbers that wanted it. Same reason Warhammer closed. Same reason other MMOs closed.
    Edited by fromtesonlineb16_ESO on July 17, 2014 1:51PM
  • Jelliez
    Jelliez
    Soul Shriven
    I'm quite annoyed at this too - My partner and I 2-manned 1/3 of a group dungeon in Craglorn at levels VR11 for me, VR12 for him - 2-manned 2 public dungeons with ease, also in Craglorn - This is ridiculous. Before release, people were informed this was meant to be a challenging game, and then they go and cater to the "casual" players while the rest of us who enjoy a challenge in a game, have to suffer. Also, as OP said, this is live - Why should anyone still be paying a subscription fee for a game basically still in Beta? The numbers have crashed already, won't be long until more subscriptions are lost.
    My main pet peev about this game so far are the damn bugs I am still suffering from since Pre-release - Zenimax have had more time than needed to fix these things, but instead they leave them there to continue while bringing out new content (3/4 of the player base were nowhere near Crag levels when it was brought out), still, bringing out even more new content, but failing to fix the damn issues that are still plaguing the game.
  • Anastasia
    Anastasia
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    Sangeet wrote: »
    I like the difficulty nerf before it was at certain spots only doable in teams.


    o-0 o-0 o-0 o-0 o-0 o-0...ya don't say?

  • Anastasia
    Anastasia
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    Anastasia wrote: »
    I'm fine that the solo player has a specific and important market share. I am not fine that this MMO which was long planned to have a very equitable chunk of/provision for both group-centric and solo playstyles prior to attempting to enter into endgame has now been morphed.
    You don't seem to want to accept players with your interests are in such a small minority that ZOS presumably believed your numbers wouldn't make the game viable.

    I think some people arguing against the change need to get some real-life experience of the reality of the marketplace.

    ZOS had a vision, but the people didn't come in large enough numbers that wanted it. Same reason Warhammer closed. Same reason other MMOs closed.


    *fromtesonlineb16, you continue to contribute a lot of important points to this issue, thanks. Perhaps it will turn out you are totally point on, which is the quandary I addressed in my last post. I've a 'tad' real life experience in the reality of the marketplace actually. TESO is not some Kickstarter, two-year indie dream team plot. Not that there is anything at all wrong with that scenario either...would probs suit my gaming entertainment inclinations a lot -- I adored Fallen Earth despite some of its curious shortcomings.

    I do not think we 'know' why they decided to nerf Vet+ content. I do not believe that because they took that action, it directly provides proof that TESO was losing subs because of the Vet content difficulty level or mob density therein. These are guesses. Not proof "why" the nerf was done. Company's make decisions often that are the 'best of two or more bad choices'; cost and profit analysis is usually at the top of the list, but there are other complicating factors that will affect that scenario if not addressed/redirected immediately. Also some decisions are made to 'refocus' certain public challenges or assist their p-r folks with a particularly difficult period of public disengagement with their product.

    I stand by my comment that the resources put into this game for years prior to launch included plenty of direct input industry projections based on more important data than "Oh gee, lets make a unique lil' MMO for group-centric PvE'rs, soloers, and PvP'rs. It will be just dandy, don't worry, we promise you that is what the market has been waiting for." Start-up talk points for an entrepreneurial corner hotdog cart include more justification and cost analysis than that. LoL, the game would have remained a dev's dream plot instead of a viable profit-producing risk worth pursuing.

    One point is the money fronted, the time and resources spent on designing a winning MMO like TESO for many, many YEARS prior to launch cannot be explained away so easily.

    I just find it impossible to believe the creative, awesome experienced development staff are sitting around shaking their heads with their arms flailing around. Or that they are dodging spitballs from the money people who are screaming "You wasted our money for YEARS creating a game for MMO PvE vets as well as solo folks and PvP'rs. You were so WRONG. But now that you have 'fixed' it all for the soloers, hmm-k, we'll just keep on funneling more money into it while you figure out if knee-jerk guesses are the responsible way to fix what shouldn't have been made in the first place! You just better get this squared away. We were mislead, but now we understand so go, go, go!"


    Edited by Anastasia on July 17, 2014 2:24PM
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
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    Anastasia wrote: »
    I just find it impossible to believe the creative, awesome experienced development staff are sitting around shaking their heads with their arms flailing around.
    Zenimax Online was set up to make this game, they had no experience of MMOs and bought in most of the 'talent' they needed.

    I'll not bias your view, I'll simply suggest you look up the names of the lead designers, 'director' and other key staff then research the successful games those people had been involved with prior to joining ZOS.

    Most of your key questions will be answered by looking at just what those who designed ESO had done before.

    I genuinely think their actions over VR and their half-thought-out comments so far show they're in disarray.

    They had spent a lot of time and effort developing Craglorn when only a tiny minority of players are even able to play it and are still releasing more of it. That shows their vision still hasn't died, and I suspect Champion content is an attempt to keep it on life support.
    Edited by fromtesonlineb16_ESO on July 17, 2014 2:29PM
  • Anastasia
    Anastasia
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    Anastasia wrote: »
    I just find it impossible to believe the creative, awesome experienced development staff are sitting around shaking their heads with their arms flailing around. Or that they are dodging spitballs from the money people who are screaming "You wasted our money for YEARS creating a game for MMO PvE vets as well as solo folks and PvP'rs. You were so WRONG. But now that you have 'fixed' it all for the soloers, hmm-k, we'll just keep on funneling more money into it while you figure out if knee-jerk guesses are the responsible way to fix what shouldn't have been made in the first place! You just better get this squared away. We were mislead, but now we understand so go, go, go!"
    Zenimax Online was set up to make this game, they had no experience of MMOs and bought in most of the 'talent' they needed.

    I'll not bias your view, I'll simply suggest you look up the names of the lead designers, 'director' and other key staff then research the successful games those people had been involved with prior to joining ZOS.

    Most of your key questions will be answered by looking at just what those who designed ESO had done before.

    Insightful enough fromtesonlineb16 to make me reach back years and try to figure out which info dump I started following to acquire the misinformation I based my support, purchase and sub of this MMO on.

    Guessing I was intrigued and hoping to be convinced. I admit the consequences to endgame, the general turning away from original overall vision ASIDE from ALL the other really IMPORTANT challenges that need to be attended to, is what annoys me...guess it was my "line in the sand." I fully expected adjustments to be needed, balancing and changes to occur in the first year or so of a new MMORPG...but never, ever expected this, or this, so soon. *Nods to fromtesolineb16.

    Edited by Anastasia on July 17, 2014 2:34PM
  • Zarman
    Zarman
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    Just redo the server system, hardcore and normal servers

    That way all the people here with op tools can get more of a challenge since they won't need their character. Where people that don't op their tools till the fun is gone can play like normal people.
    Edited by Zarman on July 17, 2014 2:46PM
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
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    Anastasia wrote: »
    what annoys me...guess it was my "line in the sand." I fully expected adjustments to be needed, balancing and changes to occur in the first year or so of a new MMORPG...but never, ever expected this, or this, so soon. *Nods to fromtesolineb16.
    To me the most shocking thing is that only three months into the game the developers dropped one of their main visions and have already started re-vamping the main questing/dungeon content.

    THREE MONTHS!

    Most MMOs I play have needed some 'tweaking' early on .. The Old Forest in LOTRO being a good example for those that experienced it .. and some have had large-scale zone revamps over time .. LOTRO again being the one that readily springs to mind .. but for the developer to be even talking about large-scale revamps so early on is .. shocking.

    The only other game I can think of where the developers recognised the need for such large changes was FFXIV V1 .. I'll leave it at that, for now.
    Edited by fromtesonlineb16_ESO on July 17, 2014 2:49PM
  • OrangeTheCat
    OrangeTheCat
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    ...anip...

    This was done for the players that could not deal with it.

    I doubt there were any players who "could not deal with it". Rather, it was more for people like me who refused to do it; "it" being the equivalent of 100 more levels of questing. Now, I will do some of the questing. But mostly, I just grind XP in Craglorn because frankly, after reaching 50, I think I should be pretty much done with levelling.
  • steveb16_ESO46
    steveb16_ESO46
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    THREE MONTHS!

    Most MMOs I play have needed some 'tweaking' early on .. The Old Forest in LOTRO being a good example for those that experienced it .. and some have had large-scale zone revamps over time .. LOTRO again being the one that readily springs to mind .. but for the developer to be even talking about large-scale revamps so early on is .. shocking.

    The only other game I can think of where the developers recognised the need for such large changes was FFXIV V1 .. I'll leave it at that, for now.

    Well unfortunately it shows the scale of their misjudgement of the market and it's resulted in what may be an over-compensation. But hopefully it will buy them the financial breathing space to get a good Plan B going that will get a balance.

    Just like LOTRO has now begun adjusting difficulty levels upward from the Helm's Deep levels.

    I really enjoyed The Old Forest in its original form but MMO's were different then and there were always people around.
  • steveb16_ESO46
    steveb16_ESO46
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    Zarman wrote: »
    Just redo the server system, hardcore and normal servers

    That way all the people here with op tools can get more of a challenge since they won't need their character. Where people that don't op their tools till the fun is gone can play like normal people.

    I expect the hard-core one would be low population but it'd be a nice idea.
  • Burnemdown
    Burnemdown
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    Give the hard cores Craglorn and what ever content is planned as hard mode.
    Don't lock gear or mats for legendary gear behind raid doors.

    I wonder how many hard cores there will be then? Will Craglorn be empty?
  • stumpy999
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    I came back to vet content today after a guildie told me it had been changed so to try it out.

    Yep it was way more playable, however my vr3 DK in max armour still burned through 27 soul gems in 2 hours.

    so easy? no

    better? yes

    Right? - hell no, it's a cheap trick to avoid the coding effort of proper new zones
  • starlizard70ub17_ESO
    starlizard70ub17_ESO
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    Burnemdown wrote: »
    Give the hard cores Craglorn and what ever content is planned as hard mode.
    Don't lock gear or mats for legendary gear behind raid doors.

    I wonder how many hard cores there will be then? Will Craglorn be empty?

    Well there will always be anomaly farmers in Craglorn, won't there? :wink:
    "We have found a cave, but I don't think there are warm fires and friendly faces inside."
  • sotonin
    sotonin
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    polar wrote: »
    I am excited to see the effects of the nurf. For me, the vet areas just weren't that fun because I felt like it devalued the work I had put into my character. Here I was, I just beat a god... I should be one BAMF and I go to the next area and get one-hit by trash mobs. So they nurfed it now. I hope that I can again feel like a BAMF when I am in hat area.

    When I want the harder challenge, I can go to Craglorn, vet dungeons, and PvP. Seems like this change may better fit the needs of a wider group of gamer.

    Agreed. it's very much more inline with a steady progression from 1-50 then v1 onward. It's not an abrupt change anymore.

    Granted i'm only at vr3 right now. not sure much after that just yet. But I for one enjoy playing again and if they had not nerfed it my account would have already been cancelled.
  • steveb16_ESO46
    steveb16_ESO46
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    I'll not bias your view, I'll simply suggest you look up the names of the lead designers, 'director' and other key staff then research the successful games those people had been involved with prior to joining ZOS.

    Quite. These are people with a vision, however admirable, that is out of tune with today's market. ESO would have been awesome back in 2004 but times have changed.

    One key aspect in which the market has changed is that there are a ton of good MMO's out there for people to go play. You just don't have the breathing space to release something in a barely working state and spend months and months fixing it.

    You could do that back in the MMO Dark Ages - not now. You certainly cannot expect people to be happy spending $15 a month waiting for things to work.
  • Blacksting
    Blacksting
    Soul Shriven
    As others already wrote before me and also ZOS made clear, the VR content had been adjusted to scale similarly to the difficulty of the level 1 to 50 areas. Depending on your current build you may feel the content is now too easy.
    I remember light armor mobs in VR 9 areas having around 1,600 health points and doing around 400 damage with light attacks - yes, I paid close attention to the new humiliating ding, ding, ding BANG!! death recap. After the nerf their health points dropped to around 1,400 and light attacks to around 200 - 250. That is what? 10% - 15% lower than it was. ZOS might have applied a absolute number of 180 to 200 points to reduce both attack and health instead of a percentage. I think it would have been OK to leave the health points as they were, but the damage the mobs were dishing out definitely needed some adjustment and leave some leeway for unfortunate RNG results.

    TL;DR: I was playing a dual-wield DK until I hit VR 7 and remember the difficulties I faced with a group of 2 or more mobs. I assume it has become common knowledge in the meantime that stamina builds were and still are underpowered, so I won't go into the "Play as you'd like as long it is light armor and destro staff" discussion. As I couldn't handle any reasonable mob group anymore myself, I did some reading and decided to go with a cookie cutter light armor/destro staff build. With no guild buddies pulling me through any dungeons, it took me almost two levels to VR 9 until I was able to morph the necessary abilities so that I can now virtually face-roll any sized group.
    So yes, now it feels a bit too easy. But go to Craglorn or Cyrodiil and the mobs and players there will still wipe with you the floor, if didn't L2P.
    Long story short, I'm OK with the nerf as is. VR content is still leveling and not end game content.
  • vyndral13preub18_ESO
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    Here is an odd question i thought of while reading the last post. If the rumors i hear are true and vet content is under going a massive change with level 50 being the new max and vet becoming a champion system, would you be ok with the difficulty returning to the current vet content areas?

    Because at that point, with the level cap being 50, the current vet areas would effectively be end game content. They could be content designed for players at max level.

    I doubt they would do that, since even though most people like to use the excuse it is leveling content so it should be easy, I'm pretty sure they would come up with another reason it should be easy.
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