snakester320 wrote: »my issue is there so called mega server has issues at best even with the different pacts/starting zones .. are they going to remove the pacts alltogether? Allow you to start from where ever you want ? group more players together in zones and watch the game become even more unplayable in there so called buggy mega server!!
BlackguardBob wrote: »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.
... and Gutstripper!
Well said, fella. I 100% agree with you and so apparently does ZoS since they implemented the changes to where they are at now.
[directing my remarks elsewhere]
Some people have become so good at this game that they seek a greater challenge where no greater challenge exists. They have beaten the game but instead of moving on they advocate that the entire game should be rebalanced so that it becomes even more difficult than it currently is for their own personal satisfaction with little to no regard for the majority of players who are not that way inclined.
ESO cannot and never will appeal to everybody at once. It has to appeal to most of the players most of the time. That's the best ZoS can hope for and some players should learn that and not preach to us about learning game mechanics like this was some kind of serious thing going on.
lordrichter wrote: »snakester320 wrote: »my issue is there so called mega server has issues at best even with the different pacts/starting zones .. are they going to remove the pacts alltogether? Allow you to start from where ever you want ? group more players together in zones and watch the game become even more unplayable in there so called buggy mega server!!
Best guess is that you start in the appropriate zone for the Alliance, but are free to travel, in some manner, to other zomes.
This does not change the population we see in the zones. From our perspective, the base zones will be the same number of players. The Cadwell zones will be more populated, but that is expected since they will be the base zones.
snakester320 wrote: »lordrichter wrote: »snakester320 wrote: »my issue is there so called mega server has issues at best even with the different pacts/starting zones .. are they going to remove the pacts alltogether? Allow you to start from where ever you want ? group more players together in zones and watch the game become even more unplayable in there so called buggy mega server!!
Best guess is that you start in the appropriate zone for the Alliance, but are free to travel, in some manner, to other zomes.
This does not change the population we see in the zones. From our perspective, the base zones will be the same number of players. The Cadwell zones will be more populated, but that is expected since they will be the base zones.
okay but what real advantage will that have over the format already seems stupid to change to this OT when it seems like nothing is going to change as i progress through the story i can go to places in other pacts ( well after the story or high enough lvl ) as for the cadwell zones for silver etc thats a given its aways going to be busy!! by your reasoning the places that are busy now are going to stay busy so whats the reason to change i can get to the other pact areas later on and unless there going to allow you to fast travel to them at lvl 5 -40 then whats the point?? if they do of course what benifit am i going to get by doing quests from a diff pact at such lowbie lvls therers nothing .. isnt the game all about end game and then the cp grind? I cant help but wonder that there making more mess for themselves to clean up( which is clearly and issue with the state of the console versions ) WHY make more trouble!!
Totalitarian wrote: »IMO, ZOS has done a good job at creating both hard and easy content as of late.
We have normal Maelstrom Arena, and vet mode, and while vet mode is horrifically stressful at first, normal mode is easy. It caters to both skilled and less skilled players.
Same goes with the revamped trials, or the new dungeons in Shadows of the Hist. The normal modes provide relatively easy, straightforward gameplay, while the veteran versions cater to better players.
Of course, this has caused a sizable discrepancy in difficulty between the two modes.
Totalitarian wrote: »IMO, ZOS has done a good job at creating both hard and easy content as of late.
We have normal Maelstrom Arena, and vet mode, and while vet mode is horrifically stressful at first, normal mode is easy. It caters to both skilled and less skilled players.
Same goes with the revamped trials, or the new dungeons in Shadows of the Hist. The normal modes provide relatively easy, straightforward gameplay, while the veteran versions cater to better players.
Of course, this has caused a sizable discrepancy in difficulty between the two modes.
I have to disagree. The difficulty is gap is so huge it only caters for the two ends of the player spectrum. MA normal is horribly easy and does not provide any challange to anyone knowing the basics of this game. On the other hand vMA requires tedious amount of repetition and muscle memory with near BiS gear to complete. Both feels like a chore for different reason.
Similarly, half of the dungeons are a faceroll if 1-2 people know their way around. This includes all legacy dungeons. You can do them with pretty much any pug. Again it is mostly boring and not challenging, while the veteran dlc dungeons are an almost guaranteed failure for pugs.
No middle ground. ESO should offer a more sophisticated method of dealing with difficulty, the current approach is poor. Why the hell the game support dungeon scaling on player level which players cannot explicitly control but no real options to choose from?
Here is another great video from the EC team:https://www.youtube.com/watch?v=QKEzMz6FcXs
It is a broad theme, but it says much about how designers should approach to the development of their game.
One particular thing that caught my eye in this video is how they say that the designer should choose which is the more important immersion:What do you think?
- The World
- The Character
Thank you ZOS!World bosses throughout Tamriel have been rebalanced to target groups of four instead of two.
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.
EDIT: oh yeah and break free, how did I forget about break free? (hello Primate Artorius)
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.
Arthur_Spoonfondle wrote: »Balance and difficulty level is why One Tamriel was never going to work well for everyone. As long as you have new/newish players, with no Champion Points, playing in the same instance of the game as players with hundreds, making the difficulty work well for all is impossible.