Yes, you can light attack your way to victory.
I'd like to see hard mode zones, same content just much more challenging and in a different instance.
I wonder how hard it would be to have veteran level overworld option. So you can change the difficulty like you would a dungeon or msa/dsa.
Yeah, I wouldn't think it would be too difficult with all the work they have already put in to doing it with dungeons.
Its more difficult than you think. They would have to recode the game to make every map instanced to every player or group like Guild Wars 1 was.
ESO is huge compared to GW1 in terms if the data it needs to process to render maps.
Dungeons are much smaller and most are broken up into smaller rooms so the server only has to load the relevant room.
There isn't enough server capacity to do that and it will never happen in this game.
If servers are not coded in a way to handle instanced game-play and group difficulty, then that is a technical limitation the design should try to work around.
For example dynamic spawn times. Or dynamic population system. If mobs are weak in strenght, then compensate with amount of mobs and make it more a diablo feel on the overland world, where you are fighting a lot of enemies at the same time coming from everywhere.
Or have ambushes that pop up, when players are in a group. I mean, there probably are multiple ways to create some dynamic system that does not require instancing to make the experience more solid.
Yes, you can light attack your way to victory.
I'd like to see hard mode zones, same content just much more challenging and in a different instance.
I wonder how hard it would be to have veteran level overworld option. So you can change the difficulty like you would a dungeon or msa/dsa.
Yeah, I wouldn't think it would be too difficult with all the work they have already put in to doing it with dungeons.
Its more difficult than you think. They would have to recode the game to make every map instanced to every player or group like Guild Wars 1 was.
ESO is huge compared to GW1 in terms if the data it needs to process to render maps.
Dungeons are much smaller and most are broken up into smaller rooms so the server only has to load the relevant room.
There isn't enough server capacity to do that and it will never happen in this game.
If servers are not coded in a way to handle instanced game-play and group difficulty, then that is a technical limitation the design should try to work around.
For example dynamic spawn times. Or dynamic population system. If mobs are weak in strenght, then compensate with amount of mobs and make it more a diablo feel on the overland world, where you are fighting a lot of enemies at the same time coming from everywhere.
Or have ambushes that pop up, when players are in a group. I mean, there probably are multiple ways to create some dynamic system that does not require instancing to make the experience more solid.
That might be great for a max level, CP 600+ character in purple set gear with runes, but a newly minted level 50 would get crushed.
Anyone that is complaining the game is too easy, try making a new character using dropped armor and no CPS allocated whatsoever. It will be a completely different experience.
Normal dungeons are pretty easy. Vet version of all dungeon 1 add a bit more difficulty but fully geared CP 600 characters don't flinch most of the time. Vet dungeons get a bit harder and vet dlc dungeons are the highest of difficulty for 4 man. After that, it's vet trials and VMA. The problem is once you learn the mechanics and timing it all becomes easier.
I don't think it's possible to code in random mobs all over the place, at least not easily. There are set spawn points for everything. Thats inherent in how games are made. Some things like chests and nodes have a certain set of spawn points that the game may chooze randomly which one to spawn at. Some muliple bosses in Cyrodiil delves have random spawn timers but they still spawn in the same place. You have to tell the program what to spawn, where to spawn, when to spawn.
Having a bazillion mobs popping up every second wouldn't be fun for many either. Imagine trying to harvest a node with 20 mobs on you constantly. It would just be rediculous. If you want that kind of random, frenzy of action, perhaps an FPS game would be more your taste.
leepalmer95 wrote: »Game was too hard so zos decided you should be able to light attack 95% of the pve to keep the casuals happy.
That aside, yeah...jst play overworld as a visual novel or something
Ive tried to suggest that they should remove Gear Upgrade System and while they add it back to the game, add more challenge and difficult to the game, green gears hard, blue easier, purple easier, legendary easiest.
It was different and a lot harder in the day of VR levels b4 1T. Funnily enough it was the player base that asked for the removal of VR which was replaced with cp levels which they wanted and now player base moans about it. LMAO
This, I also sent two horse feeder characters down in two delves during the jester festival for the quest reward and achievement. DB and DK who I have never played, neither stamina build, not crafted set armor and just the random junk they found in coldharbor or messing around a bit on starting island.Zone content is ridicously easy. I don't know what kind of players they intend to cater with that approach.
I see new players struggling with zone content all the time now that I am playing through the game again with my second character. It's easy to forget what it was like to be new and a real low level player.
leepalmer95 wrote: »Game was too hard so zos decided you should be able to light attack 95% of the pve to keep the casuals happy.
It was different and a lot harder in the day of VR levels b4 1T. Funnily enough it was the player base that asked for the removal of VR which was replaced with cp levels which they wanted and now player base moans about it. LMAO
No, I do not think that this is what happened.
I think the developers made the right decision with 1T. They just didn't iterate it to a point where it is actually good.
The base idea is still good. Player numbers are dropping. People have different character levels etc. The premise of 1Tamriel with auto leveling is very good. It allows differently progressed character to play together. It allows more easy drop in and drop out game-play with less commitment by a player. He can still have fun with his friends without the need to "keep up".
Also it allows true open world exploration, where you go where you want, which is a core brand value of the Elder Scrolls franchise.
I really think the general decision was a good one. It is just a lazy implementation, and it needs much more work to have the scaling work well. Exploration, immersion and story are the core values of TES. They seemed to have realized that, but they don't do enough to get the game where it could be with those goals in mind.
Yes, you can light attack your way to victory.
I'd like to see hard mode zones, same content just much more challenging and in a different instance.
I wonder how hard it would be to have veteran level overworld option. So you can change the difficulty like you would a dungeon or msa/dsa.
Yeah, I wouldn't think it would be too difficult with all the work they have already put in to doing it with dungeons.
Its more difficult than you think. They would have to recode the game to make every map instanced to every player or group like Guild Wars 1 was.
ESO is huge compared to GW1 in terms if the data it needs to process to render maps.
Dungeons are much smaller and most are broken up into smaller rooms so the server only has to load the relevant room.
There isn't enough server capacity to do that and it will never happen in this game.
It was different and a lot harder in the day of VR levels b4 1T. Funnily enough it was the player base that asked for the removal of VR which was replaced with cp levels which they wanted and now player base moans about it. LMAO
No, I do not think that this is what happened.
I think the developers made the right decision with 1T. They just didn't iterate it to a point where it is actually good.
The base idea is still good. Player numbers are dropping. People have different character levels etc. The premise of 1Tamriel with auto leveling is very good. It allows differently progressed character to play together. It allows more easy drop in and drop out game-play with less commitment by a player. He can still have fun with his friends without the need to "keep up".
Also it allows true open world exploration, where you go where you want, which is a core brand value of the Elder Scrolls franchise.
I really think the general decision was a good one. It is just a lazy implementation, and it needs much more work to have the scaling work well. Exploration, immersion and story are the core values of TES. They seemed to have realized that, but they don't do enough to get the game where it could be with those goals in mind.
Why is it that no1 actually reads? I said that is what happened I didn't say 1T was a bad thing...erm did I? I ran 2 chars through the old system up to vr16 and it was a lot harder than it is now with 1T, that was "all" I was saying. I've been visiting these forums long enough to see what was asked for and moaned about to know.
Meh.
From an MMO perspective is this a surprise?
Using WoW as an example - (context: I left mid Cataclysm) there was very little in the open world that offered any challenge. Open world was for farming/leveling etc. If anything I think ESO is a bit more challenging in this effect since it is at least possible to pull aggro and get overwhelmed - as a max level in WoW you would limit exposure to relevant content by traveling to a zone you outlevel where nothing could touch you.
Do people expect the basic open world content to be truly challenging? That is an expectation that is out of line as far as MMOs are concerned in my experience.
If you're playing with friends why would you just trot through the overworld picking up quests? That's designed to be easy access to new players. You should do vet group dungeons if you want an uninterrupted challenge or fight world bosses as they were made tougher not long ago.
Yes, however grinding your way to VR14 fighting hard all the time was exhausting.Anyone else from the beginning remember when silver and gold were actually a challenge? There was a definite point about 3 months or so into the game where they made the decision to nerf silver and gold. I'd pay money to get that challenge back.