.The Uninvited wrote: »Molag_Crow wrote: »And what a lot of you seem to be forgetting is that the new difficult dungeons are on their way in the next small DLC.
I'm really hoping that they will provide a challenge. However, they will be nerfed very fast otherwise people won't buy the DLC.
This, they even mentioned it in one of the live shows, that it will be downgraded a bit from what it currently is on the PTS. And this because they see people doing one of the dungeons in 2.5 hours, whereas it is planned for about 45 minutes. Even for a first run this is quite a difference to what is expected.
Lol...speedrunachievements are for 30/45 mins iirc. They cannot expect everyone to get speedrun with first completion while trying to understand mechanics and such. sry, but that's just crap.
no they said it is meant to be done in about 45 minutes - regularily - that is their goal with it - and if people need far longer than this - and 2.5 hours is more than 3 times from what they expect - then they will have to downgrade it.
Those dungeons can be done in 45 minutes....just not first-try. What's that hard to understand with it? Do you/they expect people to beat vMoL in 60 minutes first try (without knowing any mechanics) bc it is 1.5times of speedrun achievement? That's f**** nonsense!
Well it is not me who said they will have to adjust it and make it easier - but ZOS said this. So do not blame me. I am absolutely neutral to this, as this is content I will never do anyway - I am just stating what ZOS has said about this.
.The Uninvited wrote: »Molag_Crow wrote: »And what a lot of you seem to be forgetting is that the new difficult dungeons are on their way in the next small DLC.
I'm really hoping that they will provide a challenge. However, they will be nerfed very fast otherwise people won't buy the DLC.
This, they even mentioned it in one of the live shows, that it will be downgraded a bit from what it currently is on the PTS. And this because they see people doing one of the dungeons in 2.5 hours, whereas it is planned for about 45 minutes. Even for a first run this is quite a difference to what is expected.
Lol...speedrunachievements are for 30/45 mins iirc. They cannot expect everyone to get speedrun with first completion while trying to understand mechanics and such. sry, but that's just crap.
no they said it is meant to be done in about 45 minutes - regularily - that is their goal with it - and if people need far longer than this - and 2.5 hours is more than 3 times from what they expect - then they will have to downgrade it.
Those dungeons can be done in 45 minutes....just not first-try. What's that hard to understand with it? Do you/they expect people to beat vMoL in 60 minutes first try (without knowing any mechanics) bc it is 1.5times of speedrun achievement? That's f**** nonsense!
Well it is not me who said they will have to adjust it and make it easier - but ZOS said this. So do not blame me. I am absolutely neutral to this, as this is content I will never do anyway - I am just stating what ZOS has said about this.
Doesn't change the fact, that this expectation is bullsh**.
Joy_Division wrote: »Just gonna throw this out there... but don't you think if you repeat the same content over & over that it will start to seem a lot easier at some point?
No.
The content is too easy because all the dungeons were designed to present a challenge to VR 14 characters with zero champion points at a time when everyone just wore Martial Knowledge gear. The power creep has made this content easy.
.The Uninvited wrote: »Molag_Crow wrote: »And what a lot of you seem to be forgetting is that the new difficult dungeons are on their way in the next small DLC.
I'm really hoping that they will provide a challenge. However, they will be nerfed very fast otherwise people won't buy the DLC.
This, they even mentioned it in one of the live shows, that it will be downgraded a bit from what it currently is on the PTS. And this because they see people doing one of the dungeons in 2.5 hours, whereas it is planned for about 45 minutes. Even for a first run this is quite a difference to what is expected.
Lol...speedrunachievements are for 30/45 mins iirc. They cannot expect everyone to get speedrun with first completion while trying to understand mechanics and such. sry, but that's just crap.
no they said it is meant to be done in about 45 minutes - regularily - that is their goal with it - and if people need far longer than this - and 2.5 hours is more than 3 times from what they expect - then they will have to downgrade it.
Those dungeons can be done in 45 minutes....just not first-try. What's that hard to understand with it? Do you/they expect people to beat vMoL in 60 minutes first try (without knowing any mechanics) bc it is 1.5times of speedrun achievement? That's f**** nonsense!
Well it is not me who said they will have to adjust it and make it easier - but ZOS said this. So do not blame me. I am absolutely neutral to this, as this is content I will never do anyway - I am just stating what ZOS has said about this.
Doesn't change the fact, that this expectation is bullsh**.
I can again just reply with something ZOS said - they have expectations for content, how many do the content, and how long it takes them - if this is not inside the expectations, they will adjust the content to match their expectations. Of course they do that, because they want their content to be used and not be done for nothing - this would not satisfy them as developers. They are human beings as well, who want to see some results, which can let them be proud of what they did. To create content, which is not used or does not fulfill they expectations is frustrating for them. You have to understand this as well.
an RPG and RPGs are in average not overly challenging, because they are not FPS style games. It is more about exploration and story-driven content than it would be about challenge. What I am saying is, if you expect to be challenged in an RPG, which is made for a larger group of people (MMO), you expect the wrong thing.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
I don't know why you attack me, @Flak - I am not doing any of this content nor do I intend to do it. I am just stating what ZOS said about it and what is economically reasonable. I play much too less to even get any near to be able to do the content, because I am a slow paced, casual player who wants to read lore books and do stuff, which is not competitive as well. If I want a challenge I play EVE, not ESO - to me ESO is an RPG and RPGs are in average not overly challenging, because they are not FPS style games. It is more about exploration and story-driven content than it would be about challenge. What I am saying is, if you expect to be challenged in an RPG, which is made for a larger group of people (MMO), you expect the wrong thing.
MaxwellCrystal wrote: »@Lysette
Well I disagree with you aboutan RPG and RPGs are in average not overly challenging, because they are not FPS style games. It is more about exploration and story-driven content than it would be about challenge. What I am saying is, if you expect to be challenged in an RPG, which is made for a larger group of people (MMO), you expect the wrong thing.
FFXIV: A Realm Reborn also disagrees with you, Runescape also disagrees with you, and PSO2 (Hack n slash MMORPG) Disagrees with you as well.
PSO2 is a easy game and it's built around that but it didn't stop developers putting in competitive time based challenges/missions that reward exclusive top tier stuff.
FFXIV director told players who struggle to get things due to how hard things were to pretty much deal with it and guess what that MMO is thriving and super successful it was so successful sony listed it as one of it's promient money earners for it's fiscal quarter.
Runescape appealed to casuals so much that a lot of the hardcore players left and then casuals did their thing and jumped around since all the hardcore players left there wasn't anyone that stood out and attracted players to jump in and play. Runescape then decided a crazy idea and I guess some think a radical idea to appease the hardcore crowd. Guess what happened; many hardcore players came back, many started streaming and then the casuals were lured back into the game. Amazing how that works huh?
so which is it are we making a special criteria to define ESO because this game is somehow special and not the same as any of the other MMOs out there; since other like games put more support on the hardcore players to drag in the casuals which ultimately happens.What I am saying is, if you expect to be challenged in an RPG, which is made for a larger group of people (MMO), you expect the wrong thing.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »@Lysette
Ok but you just said it's a RPG MMOso which is it are we making a special criteria to define ESO because this game is somehow special and not the same as any of the other MMOs out there; since other like games put more support on the hardcore players to drag in the casuals which ultimately happens.What I am saying is, if you expect to be challenged in an RPG, which is made for a larger group of people (MMO), you expect the wrong thing.
The average player is not a player good enough to do content like you want it - they would just not play it at all.j.
The Uninvited wrote: »See, ZOS makes content easier by a reason - because they have the numbers and see, that content is not done in the amount like they have expected it - and they make it more attractive for those avoiding it, by giving them a chance to get through the content without to die
This is not a really good argument, because it's based on the assumption that content is not done because people can't complete it.
Aetherian Archive and Hel Ra Citadel are not being run at the moment because they are still at CP 140 and most find them too easy. That's why they are upping them to CP 160 and make them fun, hard content again.
So the argument "because they have the numbers and see, that content is not done in the amount like they have expected it" works both ways and can therefore not be seen as the sole reason for making those dungeons easier.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »@Lysette
Ok but you just said it's a RPG MMOso which is it are we making a special criteria to define ESO because this game is somehow special and not the same as any of the other MMOs out there; since other like games put more support on the hardcore players to drag in the casuals which ultimately happens.What I am saying is, if you expect to be challenged in an RPG, which is made for a larger group of people (MMO), you expect the wrong thing.
MMO just means that it is made for a large amount of people - massively multiplayer oriented - it is no longer referring to a genre, but a technology instead, just like Mr. Firor said in an interview. There are a couple of MMOs out there, which are not MMOs in a classical sense, but they still use the technology - and ESO is meant to be an expansive online Elder Scrolls RPG, just how Matt Firor put it - and he needs to know, because he is the one running ZOS.
And of course ESO is different - that is intented - it is meant to be different and not the classical MMO genre.
Quote from Matt Firor's interview:
To answer your question about comparing ESO to other MMOs: ESO is not really a traditional MMO, so we don’t use that term much around the office – and it is this distinction that separates it from other games. If you want to play it solo, like you did with other Elder Scrolls games, you can do that. If you want to play it super-grindy with dungeons, Trials, and group bosses as the core of you experience, you can join up with others and do that too.
You see, ZOS is proud of that it is NOT a traditional MMO.
And his quote to the term MMO, like ZOS is using it:
What has happened in the last decade is that the term MMO doesn’t really mean anything by itself any more. Most games are online at this point, and some of them are pretty massive, but wouldn’t be considered MMOs by 2004 criteria (like Grand Theft Auto, Minecraft, etc.). As networking and platform technology has become commoditised, it has become easier to make online games, which has brought much needed competition and opening up to other genres like shooters, strategy games, and of course role-playing games.
...
MMO now refers to a technology, not to a genre, and will probably keep moving in that direction.
That was his last statement about this in this interview.
The Uninvited wrote: »See, ZOS makes content easier by a reason - because they have the numbers and see, that content is not done in the amount like they have expected it - and they make it more attractive for those avoiding it, by giving them a chance to get through the content without to die
This is not a really good argument, because it's based on the assumption that content is not done because people can't complete it.
Aetherian Archive and Hel Ra Citadel are not being run at the moment because they are still at CP 140 and most find them too easy. That's why they are upping them to CP 160 and make them fun, hard content again.
So the argument "because they have the numbers and see, that content is not done in the amount like they have expected it" works both ways and can therefore not be seen as the sole reason for making those dungeons easier.
Name one good reason why they recently nerfed 2 dungeons other than the fact that not many people were completing them. They release content that is hard and after it has been out for awhile it is nerfed so more people can complete it.
The Uninvited wrote: »The Uninvited wrote: »See, ZOS makes content easier by a reason - because they have the numbers and see, that content is not done in the amount like they have expected it - and they make it more attractive for those avoiding it, by giving them a chance to get through the content without to die
This is not a really good argument, because it's based on the assumption that content is not done because people can't complete it.
Aetherian Archive and Hel Ra Citadel are not being run at the moment because they are still at CP 140 and most find them too easy. That's why they are upping them to CP 160 and make them fun, hard content again.
So the argument "because they have the numbers and see, that content is not done in the amount like they have expected it" works both ways and can therefore not be seen as the sole reason for making those dungeons easier.
Name one good reason why they recently nerfed 2 dungeons other than the fact that not many people were completing them. They release content that is hard and after it has been out for awhile it is nerfed so more people can complete it.
Honestly, I can't think of one.
If they based nerfing of content purely on completion statistics, it's not a good way without knowing the reasons behind non-completed runs.
For instance, in some dungeons you have groups farming the first boss for gear over and over. They go in, kill the first boss, get the loot and go back out to reset the dungeon.
Does this count as a non-completed run in statistics? Yes. Does this mean they couldn't complete it if they ran the whole dungeon? No.
What if the player base consisted more of roleplayers than people who like the boss fights in a dungeon? Not a lot of dungeons would be run. Does that mean they should nerf them all? No, because the roleplayers still wouldn't run them simply because it isn't interesting to them.
A better way would have been to ask the community if they wanted those dungeons nerfed and combine that with the statistics.