My idea is leave the starter-island as they are - when people come from those to the mainland, they have about level 6-8 and that can then be battle-leveled, it will be hard for them at times, but it is doable with some care and caution. At that time they have as well a bar full with abilities and can actually fight something what is not just a joke.
My idea is leave the starter-island as they are - when people come from those to the mainland, they have about level 6-8 and that can then be battle-leveled, it will be hard for them at times, but it is doable with some care and caution. At that time they have as well a bar full with abilities and can actually fight something what is not just a joke.
That would be one way to do it, but then that is contrary to what they are trying to achieve.
ZOS is trying to make the whole of Tamriel available to all players as soon as they leave the Wailing Prison.
I believe a boost to players under level 10 would be a more practical solution.
There are many threads opened in the past week, mostly by people that are concerned about overcrowding and server performance.
While I do expect some hiccups when OT goes live, I don't share the concerns of those people, server capabilities will remain the same, the same number of people will be handled, simply in different zone shards.
Currently there are 3 types of shards for each zone - AD, EP and DC, each of which can get another copy when it gets overcrowded.
After OT, there will be only one type of shard for each zone, where all alliances are present, and it also will be copied multiple times to accommodate as much players as needed.
Great, now that we have that covered, I'd like to point out on a problematic that bugs me for a long time in ESO:
Open world monster difficulty.
I am one of the players that played ESO when it was challenging, when you could not solo a world boss, let alone a Public dungeon Group event.
One Tamriel and battle leveling grants ZOS a clean slate for difficulty balance, and I would hate to see that opportunity wasted.
The current battle leveling might be too punishing for new players, so there would have to be some kind of an additional boost for players under level 10, but after that, I believe the player should learn and follow the basic game mechanics to progress in the world.
This means bashing casting monsters to prevent a dangerous spell, keeping out of red, dodge rolling or blocking heavy attacks, then using heavy attacks themselves to knock down a concussed enemy.
These are some of the game mechanics that ALL players should know by heart, and use them daily while playing ESO.
Also, bump the difficulty of world bosses and Public dungeons.
Wrothgar is a masterpiece in terms of world monster difficulty, World boss difficulty and public dungeon difficulty, it should serve as an example.
Make every world boss worthy of the achievement tied to killing it.
Honestly, I would not mind bumping the world monster difficulty even higher than the current battle leveled equivalent, but I guess it is good enough.
The current game difficulty has a serious gap that tends to hit new people really hard once they reach lvl 50.
The experience of entering a veteran dungeon for the first time can be overwhelming.
One Tamriel and battle leveling should serve to smoothen the difficulty curve, and prepare new players for every endgame content.
There are many threads opened in the past week, mostly by people that are concerned about overcrowding and server performance.
While I do expect some hiccups when OT goes live, I don't share the concerns of those people, server capabilities will remain the same, the same number of people will be handled, simply in different zone shards.
Currently there are 3 types of shards for each zone - AD, EP and DC, each of which can get another copy when it gets overcrowded.
After OT, there will be only one type of shard for each zone, where all alliances are present, and it also will be copied multiple times to accommodate as much players as needed.
Great, now that we have that covered, I'd like to point out on a problematic that bugs me for a long time in ESO:
Open world monster difficulty.
I am one of the players that played ESO when it was challenging, when you could not solo a world boss, let alone a Public dungeon Group event.
One Tamriel and battle leveling grants ZOS a clean slate for difficulty balance, and I would hate to see that opportunity wasted.
The current battle leveling might be too punishing for new players, so there would have to be some kind of an additional boost for players under level 10, but after that, I believe the player should learn and follow the basic game mechanics to progress in the world.
This means bashing casting monsters to prevent a dangerous spell, keeping out of red, dodge rolling or blocking heavy attacks, then using heavy attacks themselves to knock down a concussed enemy.
These are some of the game mechanics that ALL players should know by heart, and use them daily while playing ESO.
Also, bump the difficulty of world bosses and Public dungeons.
Wrothgar is a masterpiece in terms of world monster difficulty, World boss difficulty and public dungeon difficulty, it should serve as an example.
Make every world boss worthy of the achievement tied to killing it.
Honestly, I would not mind bumping the world monster difficulty even higher than the current battle leveled equivalent, but I guess it is good enough.
The current game difficulty has a serious gap that tends to hit new people really hard once they reach lvl 50.
The experience of entering a veteran dungeon for the first time can be overwhelming.
One Tamriel and battle leveling should serve to smoothen the difficulty curve, and prepare new players for every endgame content.
Basically you are saying. Get rid of all casuals and take all of the actual fun out of the game with the mob difficulty.
Oh well. I've been a subscriber since release, but, if they're really going to take all the actual "fun" out of the game for people who just want to play it and not be punished with the difficulty then ciao. I'm sure they don't need my $15 a month.
There are many threads opened in the past week, mostly by people that are concerned about overcrowding and server performance.
While I do expect some hiccups when OT goes live, I don't share the concerns of those people, server capabilities will remain the same, the same number of people will be handled, simply in different zone shards.
Currently there are 3 types of shards for each zone - AD, EP and DC, each of which can get another copy when it gets overcrowded.
After OT, there will be only one type of shard for each zone, where all alliances are present, and it also will be copied multiple times to accommodate as much players as needed.
Great, now that we have that covered, I'd like to point out on a problematic that bugs me for a long time in ESO:
Open world monster difficulty.
I am one of the players that played ESO when it was challenging, when you could not solo a world boss, let alone a Public dungeon Group event.
One Tamriel and battle leveling grants ZOS a clean slate for difficulty balance, and I would hate to see that opportunity wasted.
The current battle leveling might be too punishing for new players, so there would have to be some kind of an additional boost for players under level 10, but after that, I believe the player should learn and follow the basic game mechanics to progress in the world.
This means bashing casting monsters to prevent a dangerous spell, keeping out of red, dodge rolling or blocking heavy attacks, then using heavy attacks themselves to knock down a concussed enemy.
These are some of the game mechanics that ALL players should know by heart, and use them daily while playing ESO.
Also, bump the difficulty of world bosses and Public dungeons.
Wrothgar is a masterpiece in terms of world monster difficulty, World boss difficulty and public dungeon difficulty, it should serve as an example.
Make every world boss worthy of the achievement tied to killing it.
Honestly, I would not mind bumping the world monster difficulty even higher than the current battle leveled equivalent, but I guess it is good enough.
The current game difficulty has a serious gap that tends to hit new people really hard once they reach lvl 50.
The experience of entering a veteran dungeon for the first time can be overwhelming.
One Tamriel and battle leveling should serve to smoothen the difficulty curve, and prepare new players for every endgame content.
Basically you are saying. Get rid of all casuals and take all of the actual fun out of the game with the mob difficulty.
Oh well. I've been a subscriber since release, but, if they're really going to take all the actual "fun" out of the game for people who just want to play it and not be punished with the difficulty then ciao. I'm sure they don't need my $15 a month.
It is people like you why "casual" is used as a derogatory term.
Learning the basic game mechanics has nothing to do with being casual.
My idea is leave the starter-island as they are - when people come from those to the mainland, they have about level 6-8 and that can then be battle-leveled, it will be hard for them at times, but it is doable with some care and caution. At that time they have as well a bar full with abilities and can actually fight something what is not just a joke.
That would be one way to do it, but then that is contrary to what they are trying to achieve.
ZOS is trying to make the whole of Tamriel available to all players as soon as they leave the Wailing Prison.
I believe a boost to players under level 10 would be a more practical solution.
That is already happening - my stats are often higher than those from higher level players, because there is a boost of stats in place in DLC zones, when you are really low level - -the problem is more, that new players have a nearly empty ability bar - well they might have 2 class abilities slotted but nothing for their weapon due to lack of skill points or skill locked, if they skipped.
Just imagine you would have to kill a DLC mob with just having strife and teleport strike on your bar as a NB - you are basically screwed.
There are many threads opened in the past week, mostly by people that are concerned about overcrowding and server performance.
While I do expect some hiccups when OT goes live, I don't share the concerns of those people, server capabilities will remain the same, the same number of people will be handled, simply in different zone shards.
Currently there are 3 types of shards for each zone - AD, EP and DC, each of which can get another copy when it gets overcrowded.
After OT, there will be only one type of shard for each zone, where all alliances are present, and it also will be copied multiple times to accommodate as much players as needed.
Great, now that we have that covered, I'd like to point out on a problematic that bugs me for a long time in ESO:
Open world monster difficulty.
I am one of the players that played ESO when it was challenging, when you could not solo a world boss, let alone a Public dungeon Group event.
One Tamriel and battle leveling grants ZOS a clean slate for difficulty balance, and I would hate to see that opportunity wasted.
The current battle leveling might be too punishing for new players, so there would have to be some kind of an additional boost for players under level 10, but after that, I believe the player should learn and follow the basic game mechanics to progress in the world.
This means bashing casting monsters to prevent a dangerous spell, keeping out of red, dodge rolling or blocking heavy attacks, then using heavy attacks themselves to knock down a concussed enemy.
These are some of the game mechanics that ALL players should know by heart, and use them daily while playing ESO.
Also, bump the difficulty of world bosses and Public dungeons.
Wrothgar is a masterpiece in terms of world monster difficulty, World boss difficulty and public dungeon difficulty, it should serve as an example.
Make every world boss worthy of the achievement tied to killing it.
Honestly, I would not mind bumping the world monster difficulty even higher than the current battle leveled equivalent, but I guess it is good enough.
The current game difficulty has a serious gap that tends to hit new people really hard once they reach lvl 50.
The experience of entering a veteran dungeon for the first time can be overwhelming.
One Tamriel and battle leveling should serve to smoothen the difficulty curve, and prepare new players for every endgame content.
Basically you are saying. Get rid of all casuals and take all of the actual fun out of the game with the mob difficulty.
Oh well. I've been a subscriber since release, but, if they're really going to take all the actual "fun" out of the game for people who just want to play it and not be punished with the difficulty then ciao. I'm sure they don't need my $15 a month.
It is people like you why "casual" is used as a derogatory term.
Learning the basic game mechanics has nothing to do with being casual.
I know the basics and I am not a poor player, but I refuse to participate in the inane and unbalanced "group" activities and kowtow to the "build to the mold" mob that rules the game.
I play to enjoy, not to be punished.
ESO is just turning in to another pointless and worthless MMO that I will never play again.
It's a good thing that the genre is dieing.
Subscription cancelled today. I doubt I'll ever pick it up again.
Too bad. It had potential.
But, as I said. ZoS doesn't care in the least if the lose a subscriber, since, 99% of you are too cheap to subscribe in the first place.
My idea is leave the starter-island as they are - when people come from those to the mainland, they have about level 6-8 and that can then be battle-leveled, it will be hard for them at times, but it is doable with some care and caution. At that time they have as well a bar full with abilities and can actually fight something what is not just a joke.
That would be one way to do it, but then that is contrary to what they are trying to achieve.
ZOS is trying to make the whole of Tamriel available to all players as soon as they leave the Wailing Prison.
I believe a boost to players under level 10 would be a more practical solution.
That is already happening - my stats are often higher than those from higher level players, because there is a boost of stats in place in DLC zones, when you are really low level - -the problem is more, that new players have a nearly empty ability bar - well they might have 2 class abilities slotted but nothing for their weapon due to lack of skill points or skill locked, if they skipped.
Just imagine you would have to kill a DLC mob with just having strife and teleport strike on your bar as a NB - you are basically screwed.
I don't have to imagine, I have entered Wrothgar with my newly made lvl 3 nightblade, no CPs invested.
I agree it is a bit much in terms of difficulty, that is why I am proposing an additional boost to players under level 10.
That being said, the first few levels are gained rather fast, as well as the skills themselves.
ZOS already made the first skill in every class tree have the most impact.
Every class can unlock one of two damaging abilities with their very first skill point. Some of those skills stay as the best spammable single target skills or executes for the rest of the game (Puncturing strikes, Assassin's Blade, Strife, Crystal Shard, Mage's Fury).
Also worth noting that Templars can unlock their Rushed Ceremony with the first skill point.
There are many threads opened in the past week, mostly by people that are concerned about overcrowding and server performance.
While I do expect some hiccups when OT goes live, I don't share the concerns of those people, server capabilities will remain the same, the same number of people will be handled, simply in different zone shards.
Currently there are 3 types of shards for each zone - AD, EP and DC, each of which can get another copy when it gets overcrowded.
After OT, there will be only one type of shard for each zone, where all alliances are present, and it also will be copied multiple times to accommodate as much players as needed.
Great, now that we have that covered, I'd like to point out on a problematic that bugs me for a long time in ESO:
Open world monster difficulty.
I am one of the players that played ESO when it was challenging, when you could not solo a world boss, let alone a Public dungeon Group event.
One Tamriel and battle leveling grants ZOS a clean slate for difficulty balance, and I would hate to see that opportunity wasted.
The current battle leveling might be too punishing for new players, so there would have to be some kind of an additional boost for players under level 10, but after that, I believe the player should learn and follow the basic game mechanics to progress in the world.
This means bashing casting monsters to prevent a dangerous spell, keeping out of red, dodge rolling or blocking heavy attacks, then using heavy attacks themselves to knock down a concussed enemy.
These are some of the game mechanics that ALL players should know by heart, and use them daily while playing ESO.
Also, bump the difficulty of world bosses and Public dungeons.
Wrothgar is a masterpiece in terms of world monster difficulty, World boss difficulty and public dungeon difficulty, it should serve as an example.
Make every world boss worthy of the achievement tied to killing it.
Honestly, I would not mind bumping the world monster difficulty even higher than the current battle leveled equivalent, but I guess it is good enough.
The current game difficulty has a serious gap that tends to hit new people really hard once they reach lvl 50.
The experience of entering a veteran dungeon for the first time can be overwhelming.
One Tamriel and battle leveling should serve to smoothen the difficulty curve, and prepare new players for every endgame content.
Basically you are saying. Get rid of all casuals and take all of the actual fun out of the game with the mob difficulty.
Oh well. I've been a subscriber since release, but, if they're really going to take all the actual "fun" out of the game for people who just want to play it and not be punished with the difficulty then ciao. I'm sure they don't need my $15 a month.
It is people like you why "casual" is used as a derogatory term.
Learning the basic game mechanics has nothing to do with being casual.
I know the basics and I am not a poor player, but I refuse to participate in the inane and unbalanced "group" activities and kowtow to the "build to the mold" mob that rules the game.
I play to enjoy, not to be punished.
ESO is just turning in to another pointless and worthless MMO that I will never play again.
It's a good thing that the genre is dieing.
Subscription cancelled today. I doubt I'll ever pick it up again.
Too bad. It had potential.
But, as I said. ZoS doesn't care in the least if the lose a subscriber, since, 99% of you are too cheap to subscribe in the first place.
ThePaleItalian wrote: »World bosses should be BOSSES. I am not saying that a max level gear player shouldn't be able to take them out in the lower levels, but when this game first started it was awesome to see 4 or 5 players taking a world boss on.
Having players face difficult bosses and mechanics makes them a better player down the road. You do want a challenge? You just want to face roll everything? then go play some single player game and turn the difficult to super easy.
lordrichter wrote: »ThePaleItalian wrote: »World bosses should be BOSSES. I am not saying that a max level gear player shouldn't be able to take them out in the lower levels, but when this game first started it was awesome to see 4 or 5 players taking a world boss on.
Having players face difficult bosses and mechanics makes them a better player down the road. You do want a challenge? You just want to face roll everything? then go play some single player game and turn the difficult to super easy.
I think so, too. I am not certain whether the bosses are easier, I am better, or Champion Points have really tipped the balance, but I don't fear the bosses like I used to. My magicka sorc was able to do all of the solo-able content in Lost City of the Na-Totambu at level 35. Now, I realize that this is not a world boss, but aren't these dungeons supposed to be HARD?
Later, I went into Razak's Wheel to get the skyshard, this time below level. I got the skyshard but the dungeon was so easy I decided to go back out and grab one of the quests. I ended up killing Major Carina and Spymaster Geta (twice), and I solo'ed Mzanchndalft because I got too close. I had never seen that flesh atronach before, so I accidentally triggered that one inspecting the body and had to kill it, and lady who was hiding there. I got the group achievement for that, but I am not sure if anyone else helped me. There was another person there in the room.
Bottom line is that, at least for a CP360 dual pet magicka sorc that just hit Level 40, this game is pretty easy. I am in Coldharbour now, five levels BELOW the monsters I am killing. It's so easy.
Quite frankly, I like the difficulty (or lack thereof) we currently have.
I've been around since the beta weekends and I remember how Doshia and Molag Bal were back then. I have no interest whatsoever to go back to that difficulty (or anything even closely resembling it).
If ZOS were to increase difficulty of world content, I can safely say I'd stop playing ESO. Dungeons and trials are a different thing, they can be hard as hell and I don't mind as I can ignore them.
I think so, too. I am not certain whether the bosses are easier, I am better, or Champion Points have really tipped the balance, but I don't fear the bosses like I used to. My magicka sorc was able to do all of the solo-able content in Lost City of the Na-Totambu at level 35. Now, I realize that this is not a world boss, but aren't these dungeons supposed to be HARD?
Later, I went into Razak's Wheel to get the skyshard, this time below level. I got the skyshard but the dungeon was so easy I decided to go back out and grab one of the quests. I ended up killing Major Carina and Spymaster Geta (twice), and I solo'ed Mzanchndalft because I got too close. I had never seen that flesh atronach before, so I accidentally triggered that one inspecting the body and had to kill it, and lady who was hiding there. I got the group achievement for that, but I am not sure if anyone else helped me. There was another person there in the room.
Bottom line is that, at least for a CP360 dual pet magicka sorc that just hit Level 40, this game is pretty easy. I am in Coldharbour now, five levels BELOW the monsters I am killing. It's so easy.I really think the CP gives a huge boost to new toons. I am only 400 CP. But putting all those points into a fresh lvl 1 toon pretty has you 1 or 2 shotting everything. Which I get and understand and its nice to have everything account based like that. I would hate to grind for max CP on all my guys.
But I saw some hope in the new DLC world bosses. Its nice to run into group waiting for more people to take it down.Or seeing the poor soul who runs into the fight for the first time and just gets blasted and then the "Wanna join a group" pops up.
I do not want the game to be very challenging, but I would like to see a little more difficulty on somethings. I hated harvesters the first time I fought them, died so many times, now they are a pushover. Which is nice to feel that way when your character is maxed, I just don't want it my entire play through.
And this is why CP is a really bad idea. Better to just add more levels and higher level content. Also, if everything scales, why bother having levels at all?
mlstevens42_ESO wrote: »This is not a matter of whether I believe the game is to easy or to hard.
One has to ask this ...by whose standard are we asking the difficulty to be set? By the elite players for who almost every thing in this game and many others is so easy they almost fall asleep doing them...or for those that just want to live in a different world or time...
Not every one is looking for a huge challenge. Many just want to chill.
Regardless of how I might feel about the matter all of them are potential customers for zos. If they wish to keep the majority of their customers they will have to do what is best for the majority.
mlstevens42_ESO wrote: »This is not a matter of whether I believe the game is to easy or to hard.
One has to ask this ...by whose standard are we asking the difficulty to be set? By the elite players for who almost every thing in this game and many others is so easy they almost fall asleep doing them...or for those that just want to live in a different world or time...
Not every one is looking for a huge challenge. Many just want to chill.
Regardless of how I might feel about the matter all of them are potential customers for zos. If they wish to keep the majority of their customers they will have to do what is best for the majority.
It is meant to be an RPG - and an RPG is never really challenging - it has some difficulty, but not too much, because combat is not the main focus of an RPG - it is there, but it is just a spice to the main menu, which is story-driven content, exploration of a rich game world and role playing a character in it. It is not meant to be like an fps game, where challenging content is key.
mlstevens42_ESO wrote: »This is not a matter of whether I believe the game is to easy or to hard.
One has to ask this ...by whose standard are we asking the difficulty to be set? By the elite players for who almost every thing in this game and many others is so easy they almost fall asleep doing them...or for those that just want to live in a different world or time...
Not every one is looking for a huge challenge. Many just want to chill.
Regardless of how I might feel about the matter all of them are potential customers for zos. If they wish to keep the majority of their customers they will have to do what is best for the majority.
It is meant to be an RPG - and an RPG is never really challenging - it has some difficulty, but not too much, because combat is not the main focus of an RPG - it is there, but it is just a spice to the main menu, which is story-driven content, exploration of a rich game world and role playing a character in it. It is not meant to be like an fps game, where challenging content is key.
For me it's not even all about the challenge. Its about feeling like enemies, beasts or monsters in the game have realistic power and toughness for what or who they are.
It doesn't always need to be challenging, but it needs to feel genuine. If I choose to go attack a giant mammoth that is at least 20 times my size, it should pose some threat. Or if I choose to attack 5+ bandits at s time, I should feel as if I'm outnumbered.
Those are just two quick examples of situations where the game really falls flat right now. With zone level restrictions being removed, ZOS really does have an opportunity to improve in this area.