Doctordarkspawn wrote: »Strider_Roshin wrote: »Darth_Savage wrote: »OP, if you are looking for masochismore take a break from ESO and go check out the Dark Souls series. I have never felt such a sense of accomplishment from finishing a game before like I did when I completed those games.
Great suggestion Ashen One/Hunter, but I'm afraid that I've already conquered those games
I'll PM you the next one I plan on tackling.
Perfect example of the point I attempt to make. Once you beat those games, you dont wanna play them anymore.
Should a entire zone be designed for you, which you wont play around a month after release? A dungeon? Or would it be much easier, simpler, better, to create a third difficulty mode made -just- for you, with an entire backlog of content to try it out on? And fairer to other audiences that are -not- hardcore players?
That's my suggestion. Instead of lobbying for masocore content, lobby for a masocore difficulty.
Strider_Roshin wrote: »Doctordarkspawn wrote: »Strider_Roshin wrote: »Darth_Savage wrote: »OP, if you are looking for masochismore take a break from ESO and go check out the Dark Souls series. I have never felt such a sense of accomplishment from finishing a game before like I did when I completed those games.
Great suggestion Ashen One/Hunter, but I'm afraid that I've already conquered those games
I'll PM you the next one I plan on tackling.
Perfect example of the point I attempt to make. Once you beat those games, you dont wanna play them anymore.
Should a entire zone be designed for you, which you wont play around a month after release? A dungeon? Or would it be much easier, simpler, better, to create a third difficulty mode made -just- for you, with an entire backlog of content to try it out on? And fairer to other audiences that are -not- hardcore players?
That's my suggestion. Instead of lobbying for masocore content, lobby for a masocore difficulty.
Not really. I spent a ton of time in IC back when it had some difficulty to it, but dungeons I get bored of pretty quickly. Having a difficult open world that you can roam free in is something this game needs, and it maintains its longevity for much longer. Nearly the entire map is catered to casuals. Giving players an adventure zone that's incredibly difficult to solo is long overdue. I need to emphasize though; there needs to be incentives to linger there.
Doctordarkspawn wrote: »Strider_Roshin wrote: »Doctordarkspawn wrote: »Strider_Roshin wrote: »Darth_Savage wrote: »OP, if you are looking for masochismore take a break from ESO and go check out the Dark Souls series. I have never felt such a sense of accomplishment from finishing a game before like I did when I completed those games.
Great suggestion Ashen One/Hunter, but I'm afraid that I've already conquered those games
I'll PM you the next one I plan on tackling.
Perfect example of the point I attempt to make. Once you beat those games, you dont wanna play them anymore.
Should a entire zone be designed for you, which you wont play around a month after release? A dungeon? Or would it be much easier, simpler, better, to create a third difficulty mode made -just- for you, with an entire backlog of content to try it out on? And fairer to other audiences that are -not- hardcore players?
That's my suggestion. Instead of lobbying for masocore content, lobby for a masocore difficulty.
Not really. I spent a ton of time in IC back when it had some difficulty to it, but dungeons I get bored of pretty quickly. Having a difficult open world that you can roam free in is something this game needs, and it maintains its longevity for much longer. Nearly the entire map is catered to casuals. Giving players an adventure zone that's incredibly difficult to solo is long overdue. I need to emphasize though; there needs to be incentives to linger there.
Craglorn was that. Craglorn eventually became barren.
I doubt that a motif would be enough incentive and I doubt people would keep going back. I'm sorry but no.
Strider_Roshin wrote: »Doctordarkspawn wrote: »Strider_Roshin wrote: »Doctordarkspawn wrote: »Strider_Roshin wrote: »Darth_Savage wrote: »OP, if you are looking for masochismore take a break from ESO and go check out the Dark Souls series. I have never felt such a sense of accomplishment from finishing a game before like I did when I completed those games.
Great suggestion Ashen One/Hunter, but I'm afraid that I've already conquered those games
I'll PM you the next one I plan on tackling.
Perfect example of the point I attempt to make. Once you beat those games, you dont wanna play them anymore.
Should a entire zone be designed for you, which you wont play around a month after release? A dungeon? Or would it be much easier, simpler, better, to create a third difficulty mode made -just- for you, with an entire backlog of content to try it out on? And fairer to other audiences that are -not- hardcore players?
That's my suggestion. Instead of lobbying for masocore content, lobby for a masocore difficulty.
Not really. I spent a ton of time in IC back when it had some difficulty to it, but dungeons I get bored of pretty quickly. Having a difficult open world that you can roam free in is something this game needs, and it maintains its longevity for much longer. Nearly the entire map is catered to casuals. Giving players an adventure zone that's incredibly difficult to solo is long overdue. I need to emphasize though; there needs to be incentives to linger there.
Craglorn was that. Craglorn eventually became barren.
I doubt that a motif would be enough incentive and I doubt people would keep going back. I'm sorry but no.
Craglorn lacked incentives. Motifs have been useless since One Tamriel btw. IC has incentives which is why is was great back in the day.
Doctordarkspawn wrote: »Strider_Roshin wrote: »Doctordarkspawn wrote: »Strider_Roshin wrote: »Doctordarkspawn wrote: »Strider_Roshin wrote: »Darth_Savage wrote: »OP, if you are looking for masochismore take a break from ESO and go check out the Dark Souls series. I have never felt such a sense of accomplishment from finishing a game before like I did when I completed those games.
Great suggestion Ashen One/Hunter, but I'm afraid that I've already conquered those games
I'll PM you the next one I plan on tackling.
Perfect example of the point I attempt to make. Once you beat those games, you dont wanna play them anymore.
Should a entire zone be designed for you, which you wont play around a month after release? A dungeon? Or would it be much easier, simpler, better, to create a third difficulty mode made -just- for you, with an entire backlog of content to try it out on? And fairer to other audiences that are -not- hardcore players?
That's my suggestion. Instead of lobbying for masocore content, lobby for a masocore difficulty.
Not really. I spent a ton of time in IC back when it had some difficulty to it, but dungeons I get bored of pretty quickly. Having a difficult open world that you can roam free in is something this game needs, and it maintains its longevity for much longer. Nearly the entire map is catered to casuals. Giving players an adventure zone that's incredibly difficult to solo is long overdue. I need to emphasize though; there needs to be incentives to linger there.
Craglorn was that. Craglorn eventually became barren.
I doubt that a motif would be enough incentive and I doubt people would keep going back. I'm sorry but no.
Craglorn lacked incentives. Motifs have been useless since One Tamriel btw. IC has incentives which is why is was great back in the day.
I''ll have to disagree. All I see is another effort to try and please the hardcore crowd, which will fail and please no one. Again.
Whatever.
Hell No, those palaces turn into ghost towns as soon as people get what they want.
And then newer players never get to experience the content as they progress through the game until year later the developers free up some time to redo the zone.
This game has more then enough toxic content with VMOL and VMA to keep the 5% ers happy.
Since you obviously were not paying attention the only time Old Craglorn and IC were actually populated was when they did events with shinny new things to drive traffic there, almost any other time they are ghost towns.
Terrible and I do mean terrible idea so they will probabaly do it.
I guess we disagree on this point. There is nothing in this game that will one shot you if you follow mechanics properly. IMO, removing one-shots just encourages poor strategy and gameplay. Video games have been using one-shots as part of a basic game design for decades. I actually think this is one of the big problems we have in ESO. You have overland content and normal dungeons that are so easy, they don't prepare you for vet. If things like standing in red would actually get you killed once in a while on Normal, people might not do it when they try vet. Instead, people go into content unprepared, have bad time, and assume anyone that can do it with ease is exploiting in some way.trbrelinskib14_ESO wrote: »Oreyn_Bearclaw wrote: »trbrelinskib14_ESO wrote: »Oreyn_Bearclaw wrote: »Doctordarkspawn wrote: »No.
You have Maelstrom Arena, VMOL, Shadows of the hist, and all repeatable content for the past year geared toward the hardcore player. And all but VMOL, geared toward raiders has been forgotten or universally reviled. Do I want all the content to be *** easy? No, but I'm tired of geting virtually ignored by a dev team only lisening to people who want the game to be difficult, despite whether or not the difficult content is designed -well-.
Lets be honest, if you loved 2014 Craglorn you'd have played it when it was difficult.
Stop the imperialism and greed. If this does have dungeons, let them be casual dungeons. Your not cool by demanding difficulty. And quite frankly, I'll take interesting, memorable, and fun over difficult any day. This game has suffered too long by lisening to these players who are willing to sacrifice -fun-, even other players fun, for the sake of success and having that success mean something.
What game are you playing? If the dev team listed to the people that wanted this game to be difficult, then we would not have had blanket nerfs to virtually every piece of content over the last 2 years. Craglorn? Nefed. ICP and WGT? Nerfed so hard its laughable. Every gold and silver Zone? Dont get me started. There are two difficult pieces of content left in this game, VMOL-HM and VMA. By difficult, I mean it takes progression. SOTH dungeons are tricky, but most people that are properly built will clear on their first or second run.
By "properly built" you mean broken build, exploiting an imbalance in the game. I keep hearing people complaining about nerfs... when really what's happening is the build they found exploited an imbalance in the game that wasn't intended and was fixed... not nerfed. So now you end up being balanced and you call it a nerf because you don't feel all powerful... They nerf stuff that is out of spec with the rest of the abilities...as in not balanced and over performing compared to the other abilities.
@trbrelinskib14_ESO
By "properly built" I mean using a gear setup and skills that actually compliment one another and are suited to the role you chose. I don't know where you are getting all this stuff about builds exploiting a game imbalance. This has nothing to do with the actual nerfs to the content, things having less health and/or doing less damage, thus making them easier to complete. This is exactly what happened to VWGT and VICP. Right or wrong, these dungeons have had their difficulty changed by the developers. If you run them with the exact same build now as you did a year ago, they are much easier to clear now. Almost nothing in these dungeons can one-shot you anymore. A lot of people I know, myself included, wishes they wouldnt have done that, but rather, added a middle ground for difficulty.
@Doctordarkspawn
I really dont think much productive will ever come from our discussions, but we obviously disagree about where we would like things from a difficulty standpoint. I don't know if I am a massochist, (looking at the title), but I prefer content that can't be cleared the first time your run it. VMA probably took me 15-20 hours to clear the first time. VMOL, 1-2 months, VMOL HM about 4 months. Some people enjoy the progression, others do not. Neither group is correct, which is why I think ZOS should do a better job of having both more difficulty levels and preparing players to step up in difficulty. One of the biggest problems we have in ESO in my opinion is that there is too much of a power gap between normal and vet mode.
In any event, however, there are two points I would like to make. First, I don't see how players like myself hoping that the vet content be challenging affects you in the slightest. There is a face roll mode, its called normal. Second, I am the second person that you declared "unfit" whatever that means to comment on a topic because we didnt agree with you. Not the way to win an argument, but apparently a decent way to have your posts removed on the forums.
Edit: Also, I know lots of RPers that like to ride around and look at the scenery. This game is beautiful, and you will never hear me suggest this is a bad thing, but I also dont necessarily think that all overland content should be trivial to clear.
Designing things to one shot you is ridiculous design period.
Meh, that kind of difficulty will force the game into an eternal grind ruining it as a daily zone, so long as they keep the boss camps challenging I am happy.
Masocore is just stupid because it means large health pools and long fights, not challenging ones.
Meh, that kind of difficulty will force the game into an eternal grind ruining it as a daily zone, so long as they keep the boss camps challenging I am happy.
Masocore is just stupid because it means large health pools and long fights, not challenging ones.
Not really, he meant it as a much more difficult type of enemies that actually challenge you.
And please...the whole game is a grind. Besides, if Vvardenfell DOES come, then youll be doing the quests rather than *grind it*
Meh, that kind of difficulty will force the game into an eternal grind ruining it as a daily zone, so long as they keep the boss camps challenging I am happy.
Masocore is just stupid because it means large health pools and long fights, not challenging ones.
Not really, he meant it as a much more difficult type of enemies that actually challenge you.
And please...the whole game is a grind. Besides, if Vvardenfell DOES come, then youll be doing the quests rather than *grind it*
Doesn't world boss camps have that?
trbrelinskib14_ESO wrote: »I agree, Solo content becomes ridiculously easy after you hit CP 160+ and have decent gear... I run around with Julianos + Willpower + Seducer sets and it's literally impossible to die during quests
It would be nice to go through the story and feel challenged by each battle (specially bosses)!
I have no desire to die while doing a basic quest. It's the story I'm more interested in. Sure, make the bosses in quests maybe a bit tougher, but this is a RPG not some Rogue game. If I want that experience then I'll play a different game... And I never play those.
Ultimately, it's a numbers game... If the majority of players want the game to be exploration/story/social, then that is what the devs will develop for. The hardcore "I must die if I miss one millisecond in activating that ability" crowd is a pretty small size compared to the overall population of who plays the game.
Strider_Roshin wrote: »Fore those wondering what "masocore" means; it is a combination of masochism, and hardcore.
There are websites better suited to give you that kind of content, though they may or may not ask for a Credit Card.
https://www.youtube.com/watch?v=QLPLQowwm-I Strider_Roshin wrote: »Can we have a zone that actually challenges us again?
Fore those wondering what "masocore" means; it is a combination of masochism, and hardcore.
Strider_Roshin wrote: »People that don't want to feel challenged should read a book rather than play a game. Games maintain attention by providing incentives, and challenging you. The PvE content in this game just makes you yawn.
Strider_Roshin wrote: »People that don't want to feel challenged should read a book rather than play a game. Games maintain attention by providing incentives, and challenging you. The PvE content in this game just makes you yawn.
Video Games were designed for recreation and entertainment, not challenge. It's because of your kind of viewpoint on Gaming that Rage Quit exists.