Hi,
so I have returned to ESO with 2 friends and I was wondering: What happened to this game?!?!?
It is so super easy in the open world, that it just is meaningless. It does not matter what you encounter, everything is meaningless.
There are totally contradicing design patterns to be seen here:
1)
-Mobs are spread in a way as if it is a classical MMO, where you need to manage aggro range and "pull" pockets.
-However, strength of enemy mobs is so irrelevant, that it is more of a diablo feeling.
This leads to total boredom. A consistant design would be to either go the Diablo route, where the areas are spammed with mobs, or go the MMO route and make the mob pockets a challenge. The current set up is so underwhelming that it is no wonder everyone I know says the game is super boring.
2)
Another totally contradicting design approach
-Story heavy questing
VS.
-other players just stomping on your content.
So you get your group of friends together, and it already is boring as hell, and ON TOP of it you have to deal with other players just killing away. This is so contradicting. Either make it a hack & slay game, where I dont give flying f**k about the story, or make it a story heavy game (which it is) and let me and my friends experience the story and bosses ALONE without interference of other players.
Man, who the heck is doing the high level design decisions at ZOS?
Don't you play your own game?
/rant
Prof_Bawbag wrote: »The problem with hard content is people do tend to start to exclude a lot of people, then wonder why they don't get catered to in any great or meaningful way. Because due to their ways, they become such a small and insignificant part of the game, it's obviously not financially viable to support such a small group of the playing population. They more or less bring it all on themselves, yet blame everyone other than themselves when they get left behind. I mean, include more people in your activities, don't alienate yourselves and you'd stand more of a chance getting the content you want.
Thinking logically, it makes more sense to create dlc/content that the majority will play and use than stuff like the hist dungeons we got. Would most complaining about easy content on here waste a few hours of their life allowing others to run with you or do you just boot those people before coming on here to complain about the amount of scrubs you encounter whilst waiting to create a group for dlc dungeon groups? Or is it just a case of someone else should put all the time and effort in to allowing others to learn the ropes whilst you just sit back and reap all the rewards?
People who love difficult content and think nothing of excluding others have no one other than themselves to blame for the amount of easy content in the game. Can't have it both ways.
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.
Prof_Bawbag wrote: »The problem with hard content is people do tend to start to exclude a lot of people, then wonder why they don't get catered to in any great or meaningful way. Because due to their ways, they become such a small and insignificant part of the game, it's obviously not financially viable to support such a small group of the playing population. They more or less bring it all on themselves, yet blame everyone other than themselves when they get left behind. I mean, include more people in your activities, don't alienate yourselves and you'd stand more of a chance getting the content you want.
Thinking logically, it makes more sense to create dlc/content that the majority will play and use than stuff like the hist dungeons we got. Would most complaining about easy content on here waste a few hours of their life allowing others to run with you or do you just boot those people before coming on here to complain about the amount of scrubs you encounter whilst waiting to create a group for dlc dungeon groups?
People who love difficult content and think nothing of excluding others have no one other than themselves to blame for the amount of easy content in the game. Can't have it both ways.
DisgracefulMind wrote: »Prof_Bawbag wrote: »The problem with hard content is people do tend to start to exclude a lot of people, then wonder why they don't get catered to in any great or meaningful way. Because due to their ways, they become such a small and insignificant part of the game, it's obviously not financially viable to support such a small group of the playing population. They more or less bring it all on themselves, yet blame everyone other than themselves when they get left behind. I mean, include more people in your activities, don't alienate yourselves and you'd stand more of a chance getting the content you want.
Thinking logically, it makes more sense to create dlc/content that the majority will play and use than stuff like the hist dungeons we got. Would most complaining about easy content on here waste a few hours of their life allowing others to run with you or do you just boot those people before coming on here to complain about the amount of scrubs you encounter whilst waiting to create a group for dlc dungeon groups?
People who love difficult content and think nothing of excluding others have no one other than themselves to blame for the amount of easy content in the game. Can't have it both ways.
I'm not sure OP is asking for crazy difficult content, he/she is simply pointing out that a lot of the fights/mobs in the game ARE incredibly easy. I mean, I'm personally in the small percentage of playerbase that does play the hardest content in the game, but I don't expect the rest of the game to be on that level. But when I get to the final boss in the Wrothgar storyline and my friend and I kill each of its stages in like 2 flame lashes and 2 puncturing sweeps...I mean that's not really exciting. The fact of the matter is that once more and more players start hitting the higher CP numbers (and there is A LOT that are hitting closer to cap with all the xp events) more and more people will start seeing the same issues in the content. I don't think the difficulties need to be extraordinarily increased, I just think there should possibly be some difficulty tiers tied in to them.
Also, as a side note, most of the higher difficulty players don't "exclude" really on purpose, it's moreso that our raid groups require we have a tight team. But you'll see a lot of these players going out and doing casual content, particularly trials group with lower tier teams. It's just that...to do things like vMoL HM, for example, you have to have a pretty consistent and tight group. That's not really alienating, that's doing what the game requires you to in order to beat difficult content. I really enjoy going and pugging pledges through group finder or doing casual trials with players that aren't fully experienced. In fact, a lot of the members of my core team go and do things like that all the time.
We all share this game, and I don't think more options are really a bad thing. Just me though, I guess.
Prof_Bawbag wrote: »The problem with hard content is people do tend to start to exclude a lot of people, then wonder why they don't get catered to in any great or meaningful way. Because due to their ways, they become such a small and insignificant part of the game, it's obviously not financially viable to support such a small group of the playing population. They more or less bring it all on themselves, yet blame everyone other than themselves when they get left behind. I mean, include more people in your activities, don't alienate yourselves and you'd stand more of a chance getting the content you want.
Thinking logically, it makes more sense to create dlc/content that the majority will play and use than stuff like the hist dungeons we got. Would most complaining about easy content on here waste a few hours of their life allowing others to run with you or do you just boot those people before coming on here to complain about the amount of scrubs you encounter whilst waiting to create a group for dlc dungeon groups? Or is it just a case of someone else should put all the time and effort in to allowing others to learn the ropes whilst you just sit back and reap all the rewards?
People who love difficult content and think nothing of excluding others have no one other than themselves to blame for the amount of easy content in the game. Can't have it both ways.
When the game launched, players cried that the game was too hard that the veteran rank grind was insane etc
now people complaining that the game is too easy
like, thread dismissed.
Prof_Bawbag wrote: »DisgracefulMind wrote: »Prof_Bawbag wrote: »The problem with hard content is people do tend to start to exclude a lot of people, then wonder why they don't get catered to in any great or meaningful way. Because due to their ways, they become such a small and insignificant part of the game, it's obviously not financially viable to support such a small group of the playing population. They more or less bring it all on themselves, yet blame everyone other than themselves when they get left behind. I mean, include more people in your activities, don't alienate yourselves and you'd stand more of a chance getting the content you want.
Thinking logically, it makes more sense to create dlc/content that the majority will play and use than stuff like the hist dungeons we got. Would most complaining about easy content on here waste a few hours of their life allowing others to run with you or do you just boot those people before coming on here to complain about the amount of scrubs you encounter whilst waiting to create a group for dlc dungeon groups?
People who love difficult content and think nothing of excluding others have no one other than themselves to blame for the amount of easy content in the game. Can't have it both ways.
I'm not sure OP is asking for crazy difficult content, he/she is simply pointing out that a lot of the fights/mobs in the game ARE incredibly easy. I mean, I'm personally in the small percentage of playerbase that does play the hardest content in the game, but I don't expect the rest of the game to be on that level. But when I get to the final boss in the Wrothgar storyline and my friend and I kill each of its stages in like 2 flame lashes and 2 puncturing sweeps...I mean that's not really exciting. The fact of the matter is that once more and more players start hitting the higher CP numbers (and there is A LOT that are hitting closer to cap with all the xp events) more and more people will start seeing the same issues in the content. I don't think the difficulties need to be extraordinarily increased, I just think there should possibly be some difficulty tiers tied in to them.
Also, as a side note, most of the higher difficulty players don't "exclude" really on purpose, it's moreso that our raid groups require we have a tight team. But you'll see a lot of these players going out and doing casual content, particularly trials group with lower tier teams. It's just that...to do things like vMoL HM, for example, you have to have a pretty consistent and tight group. That's not really alienating, that's doing what the game requires you to in order to beat difficult content. I really enjoy going and pugging pledges through group finder or doing casual trials with players that aren't fully experienced. In fact, a lot of the members of my core team go and do things like that all the time.
We all share this game, and I don't think more options are really a bad thing. Just me though, I guess.
More aimed at the comments throughout the thread than the OP. I get you like to run tight groups, but what happens when some of those people move on? Your group becomes smaller, less people do the content and then Craglorn happens. including more people from the start helps keeps the numbers up. Some will be awful, some people can't be helped, but there are many people being excluded that would learn and add to those "tight groups". Those people just move onto too because they soon realise life is too short to sit there begging in the hope of being included.
GreenhaloX wrote: »Total boredom.. what the?! Yes, it was getting a bit monotonous doing the same dailies and other repeatable contents leveling up to max CP and beyond for one toon, and it was seemingly getting a bit boring. However, after creating three other toons of each class, I am enjoying the skillsets of each toon class. Plus, it has been over a year since I've done any regular line quests, and it is actually interesting to redo the quests with a new toon. I had actually forget a lot of what the quests entail, and it is kind of like experiencing new again with the new toon. Also, new contents (festivals, dlc and such) are being added every so often. So, how the hell are you saying total boredom? Something's wrong with you, dude. Ha ha
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.
Well, actually right now I am doing exactly what you describe, and my new character just auto attacks his way to victory. Rarely do I have to use an ability. So I don't know where your experience comes from, but mine is surely different. I have an altmer mage with cloth armor.
GreenhaloX wrote: »Total boredom.. what the?! Yes, it was getting a bit monotonous doing the same dailies and other repeatable contents leveling up to max CP and beyond for one toon, and it was seemingly getting a bit boring. However, after creating three other toons of each class, I am enjoying the skillsets of each toon class. Plus, it has been over a year since I've done any regular line quests, and it is actually interesting to redo the quests with a new toon. I had actually forget a lot of what the quests entail, and it is kind of like experiencing new again with the new toon. Also, new contents (festivals, dlc and such) are being added every so often. So, how the hell are you saying total boredom? Something's wrong with you, dude. Ha ha
The boredom was not about the world and the story/quests. They are done very well. The boredom part was about the lackluster of depth in game-play / combat duration / anti-climax feeling.
hmsdragonfly wrote: »GreenhaloX wrote: »Total boredom.. what the?! Yes, it was getting a bit monotonous doing the same dailies and other repeatable contents leveling up to max CP and beyond for one toon, and it was seemingly getting a bit boring. However, after creating three other toons of each class, I am enjoying the skillsets of each toon class. Plus, it has been over a year since I've done any regular line quests, and it is actually interesting to redo the quests with a new toon. I had actually forget a lot of what the quests entail, and it is kind of like experiencing new again with the new toon. Also, new contents (festivals, dlc and such) are being added every so often. So, how the hell are you saying total boredom? Something's wrong with you, dude. Ha ha
The boredom was not about the world and the story/quests. They are done very well. The boredom part was about the lackluster of depth in game-play / combat duration / anti-climax feeling.
That's because you guys are doing solo content as a group.
hmsdragonfly wrote: »GreenhaloX wrote: »Total boredom.. what the?! Yes, it was getting a bit monotonous doing the same dailies and other repeatable contents leveling up to max CP and beyond for one toon, and it was seemingly getting a bit boring. However, after creating three other toons of each class, I am enjoying the skillsets of each toon class. Plus, it has been over a year since I've done any regular line quests, and it is actually interesting to redo the quests with a new toon. I had actually forget a lot of what the quests entail, and it is kind of like experiencing new again with the new toon. Also, new contents (festivals, dlc and such) are being added every so often. So, how the hell are you saying total boredom? Something's wrong with you, dude. Ha ha
The boredom was not about the world and the story/quests. They are done very well. The boredom part was about the lackluster of depth in game-play / combat duration / anti-climax feeling.
That's because you guys are doing solo content as a group.
golfer.dub17_ESO wrote: »
I remember going up from Stonefalls to the Rift and immediately getting wrecked by the level 40 skeleton soldiers around there, either trying to sneak around them or getting lucky and having a high level save me.
.
hmsdragonfly wrote: »GreenhaloX wrote: »Total boredom.. what the?! Yes, it was getting a bit monotonous doing the same dailies and other repeatable contents leveling up to max CP and beyond for one toon, and it was seemingly getting a bit boring. However, after creating three other toons of each class, I am enjoying the skillsets of each toon class. Plus, it has been over a year since I've done any regular line quests, and it is actually interesting to redo the quests with a new toon. I had actually forget a lot of what the quests entail, and it is kind of like experiencing new again with the new toon. Also, new contents (festivals, dlc and such) are being added every so often. So, how the hell are you saying total boredom? Something's wrong with you, dude. Ha ha
The boredom was not about the world and the story/quests. They are done very well. The boredom part was about the lackluster of depth in game-play / combat duration / anti-climax feeling.
That's because you guys are doing solo content as a group.
I mean, one of the major points for 1T was to bring people together and to have character from different progressions states be able to play together. Yet, when you do exactly that, the game does not really handle it well. Sure, it has group content somwhere, but that is not the promise of the game. The promise is: Get your friends and explore Tamriel.
That being said, even if you are actually doing the solo content solo, you have random players interfering with your solo content in a way that the effect is the same: Areas cleared of mobs before you know whats going on, free walk to the dungeon boss, and a boss fight that feels like beating a trash mob (due to the other players basically making you a "pug" group).
hmsdragonfly wrote: »GreenhaloX wrote: »Total boredom.. what the?! Yes, it was getting a bit monotonous doing the same dailies and other repeatable contents leveling up to max CP and beyond for one toon, and it was seemingly getting a bit boring. However, after creating three other toons of each class, I am enjoying the skillsets of each toon class. Plus, it has been over a year since I've done any regular line quests, and it is actually interesting to redo the quests with a new toon. I had actually forget a lot of what the quests entail, and it is kind of like experiencing new again with the new toon. Also, new contents (festivals, dlc and such) are being added every so often. So, how the hell are you saying total boredom? Something's wrong with you, dude. Ha ha
The boredom was not about the world and the story/quests. They are done very well. The boredom part was about the lackluster of depth in game-play / combat duration / anti-climax feeling.
That's because you guys are doing solo content as a group.
Yeah, it seems like it. It is kinda weird to have an MMO being advertised with exploration and multiplayer, just to find out that the game's systems actually don't handle playing with your friends that well.
I mean, one of the major points for 1T was to bring people together and to have character from different progressions states be able to play together. Yet, when you do exactly that, the game does not really handle it well. Sure, it has group content somwhere, but that is not the promise of the game. The promise is: Get your friends and explore Tamriel.
That being said, even if you are actually doing the solo content solo, you have random players interfering with your solo content in a way that the effect is the same: Areas cleared of mobs before you know whats going on, free walk to the dungeon boss, and a boss fight that feels like beating a trash mob (due to the other players basically making you a "pug" group).
DisgracefulMind wrote: »hmsdragonfly wrote: »GreenhaloX wrote: »Total boredom.. what the?! Yes, it was getting a bit monotonous doing the same dailies and other repeatable contents leveling up to max CP and beyond for one toon, and it was seemingly getting a bit boring. However, after creating three other toons of each class, I am enjoying the skillsets of each toon class. Plus, it has been over a year since I've done any regular line quests, and it is actually interesting to redo the quests with a new toon. I had actually forget a lot of what the quests entail, and it is kind of like experiencing new again with the new toon. Also, new contents (festivals, dlc and such) are being added every so often. So, how the hell are you saying total boredom? Something's wrong with you, dude. Ha ha
The boredom was not about the world and the story/quests. They are done very well. The boredom part was about the lackluster of depth in game-play / combat duration / anti-climax feeling.
That's because you guys are doing solo content as a group.
I don't agree that open world questing is just meant for solo players. ZoS has, over the years, actually adjusted the way quests work so that they are more group friendly. This is an MMO, people play together, even questing. Questing with a friend is really fun and enjoyable.
hmsdragonfly wrote: »hmsdragonfly wrote: »GreenhaloX wrote: »Total boredom.. what the?! Yes, it was getting a bit monotonous doing the same dailies and other repeatable contents leveling up to max CP and beyond for one toon, and it was seemingly getting a bit boring. However, after creating three other toons of each class, I am enjoying the skillsets of each toon class. Plus, it has been over a year since I've done any regular line quests, and it is actually interesting to redo the quests with a new toon. I had actually forget a lot of what the quests entail, and it is kind of like experiencing new again with the new toon. Also, new contents (festivals, dlc and such) are being added every so often. So, how the hell are you saying total boredom? Something's wrong with you, dude. Ha ha
The boredom was not about the world and the story/quests. They are done very well. The boredom part was about the lackluster of depth in game-play / combat duration / anti-climax feeling.
That's because you guys are doing solo content as a group.
Yeah, it seems like it. It is kinda weird to have an MMO being advertised with exploration and multiplayer, just to find out that the game's systems actually don't handle playing with your friends that well.
I mean, one of the major points for 1T was to bring people together and to have character from different progressions states be able to play together. Yet, when you do exactly that, the game does not really handle it well. Sure, it has group content somwhere, but that is not the promise of the game. The promise is: Get your friends and explore Tamriel.
That being said, even if you are actually doing the solo content solo, you have random players interfering with your solo content in a way that the effect is the same: Areas cleared of mobs before you know whats going on, free walk to the dungeon boss, and a boss fight that feels like beating a trash mob (due to the other players basically making you a "pug" group).
As I have said before, there is actual group content for you and your group:
1) Craglorn: the entire zone is designed for group questing.
2) World bosses in all zones.
3) Group dungeons.
4) DSA and Trials
As "play however you want", it is stupid if you forbid players from questing together. With that said, as this is an Elder Scrolls game, solo questing is very important as this is what 99,99% of players do. There's no way to balance the mobs out for both solo players and groups, it is just impossible, so you will have to take the trade-off if you want to do solo content as a group. If you want challenge, wear level 1 gear and do it. Please tell me where the game promise that open world questing is balanced for group play all across Tamriel? I haven't seen anything like that.
The game handles playing with your friend very well. Craglorn, an entire zone. World bosses. Group dungeons, DSA and Trials. Cyrodiil, a massive zone with PvP. Imperial City. There are many ways for you and your friends to enjoy the game together. If you refuse to do them, oh well, maybe the game is not for you.
I don't see any problem with random people in the quest areas, and as you can see in my signature, I care deeply for immersion. It makes the world more lively, there's another hero trying to do something good, well that's good news.