Khaos_Bane wrote: »
Overall this game is in a MUCH better state than it was. However, I have to agree with the OP, the overworld is far too easy that it really does make it boring. They nerfed it for the lowest common denominator.
That being said, my friends are totally new, while I already played a DK to 50, when the game came out. So I thought, I just drag em along for a ride and we have a fun time questing around.
Prof_Bawbag wrote: »
You seen it with Craglorn too. No one who done it when it was all new and shiny would help newcomers. They just preferred to stand in the likes of Mournhold spamming their AoE's. There was nothing in it for them so instead just ignored all the requests over chat for help in Craglorn. No one answered, so no real amount of people ventured outwith the town hub. When the difficulty was removed from the area, they came on here complaining that it was now too easy and they had to do it the hard way. Nah, not the hard way, just had more people around at the time because it was newer content so didn't need to stand there begging for days on end to find a group.
Kiralyn2000 wrote: »Balancing around the high-end seems like a great way to have a small population.
It is an MMO and it is staying true to Elder Scrolls roots. Difficult is not based on anything except for dmg or health buff multipliers. The only things that contain difficulty in terms of mechanics is dungeons and raids... Most of us have come to accept it seeing as it is...well...and elder scrolls game.
It is an MMO and it is staying true to Elder Scrolls roots. Difficult is not based on anything except for dmg or health buff multipliers. The only things that contain difficulty in terms of mechanics is dungeons and raids... Most of us have come to accept it seeing as it is...well...and elder scrolls game.
Name a difficult dungeon they have even nerfed these into the ground................
It is an MMO and it is staying true to Elder Scrolls roots. Difficult is not based on anything except for dmg or health buff multipliers. The only things that contain difficulty in terms of mechanics is dungeons and raids... Most of us have come to accept it seeing as it is...well...and elder scrolls game.
Name a difficult dungeon they have even nerfed these into the ground................
Well to be fair COS and ROM are pretty good there. Vet obviously.
It is an MMO and it is staying true to Elder Scrolls roots. Difficult is not based on anything except for dmg or health buff multipliers. The only things that contain difficulty in terms of mechanics is dungeons and raids... Most of us have come to accept it seeing as it is...well...and elder scrolls game.
Name a difficult dungeon they have even nerfed these into the ground................
Well to be fair COS and ROM are pretty good there. Vet obviously.
Not really hard if you can pug your way through them and I am far from the best player you can still mainly dps your way through these with little regard to the mechanics.
As for trials all they did was buff trash health and resistances a cheap way to make hard content
GwJSVDShark wrote: »That being said, my friends are totally new, while I already played a DK to 50, when the game came out. So I thought, I just drag em along for a ride and we have a fun time questing around.
Here's an idea,
Try logging onto the EU server and make yourself new character. Because the servers are separate, you will not have any of your gear, any of your CP or skills, brand new baby character level 4. Then you and your guys try questing together. It's a good challenge as you know how to play but have none of the tools and thus have to find a way to survive. Kept trying to reach for my meteor ultimate, but of course was not there, not was my destruction staff ultimate, no skills for good potions and so i kept getting my ass kicked until i found ways to win with level 8 armor and weapons that i came across.
Also the EU server is alone and deserted when it's 9 pm EST, there's like no one there, so you end up soloing dolmens, WB, caves and mobs, no high level saviours to rescue you. I did this and it was a very good experience, reminded me how far mky main has come from my first awkwards days in ESO.
Or,
stop giving them high end gear and carrying them. Let them find low level armor and low level daggers and let them try and survive on their own. If you keep crafting them good armor good gear and healing them, of course they will think it's a joke and they learn nothing as well, every time they are about to croak, you rescue them, easy pieacy.
your friends, your choice.
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.
Yes, as you have said before there is group content, which I repeatedly took into account in my considerations and arguments made. :-)
I have explained the issue of first contact with the game and the retrospective decision making requirement of knowing the game before being able to structure one's one game experience. You talk from the perspective of a knowledgeable ESO player, not a newcomer that is in the orientation phase of the game.
And still, I have also explained that soloing is also suffering from group "pug" stomping. The experience is not designed well overall.
If you want to be toxic, fine. But stop putting things into my mouth. I didn't refuse anything. I am talking about the early game flow when playing with friends and solo, and the issues that arose while doing so.
On the topic of impossibility: I think there is always a solution to a design issue if you step of the beaten path. Dynamic game systems are a challenging topic, but innovation comes from smart brains that tackle things no one dared to tackle before.
Else we would still be fighting like in Everquest 1
hmsdragonfly wrote: »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.
Yes, as you have said before there is group content, which I repeatedly took into account in my considerations and arguments made. :-)
I have explained the issue of first contact with the game and the retrospective decision making requirement of knowing the game before being able to structure one's one game experience. You talk from the perspective of a knowledgeable ESO player, not a newcomer that is in the orientation phase of the game.
And still, I have also explained that soloing is also suffering from group "pug" stomping. The experience is not designed well overall.
If you want to be toxic, fine. But stop putting things into my mouth. I didn't refuse anything. I am talking about the early game flow when playing with friends and solo, and the issues that arose while doing so.
On the topic of impossibility: I think there is always a solution to a design issue if you step of the beaten path. Dynamic game systems are a challenging topic, but innovation comes from smart brains that tackle things no one dared to tackle before.
Else we would still be fighting like in Everquest 1
@Dreepa
How am I toxic? Please tell me where I insulted you, or offended you in anyway? I am lost. Now i am offended by your false accusation.
If you are absolutely new to the game, there's no way you can storm through the content. There are so many things for new players to learn and figure out by themselves, they don't know how to fight, don't know what gear to use, don't know how to block, dodge roll effectively, don't know how to put points in in passives. No way those absolutely new players can burn through the content like a piece of cake just by themselves, even when they group up.
As I have said before, I have done vMA, not saying i am one of the best or anything (i am not), but i have done the hardest content that many has failed to complete so it means i am not a bad player. When i lvl up an alt, sometimes i die in the open world (while wearing full blue training gear with purple training weapons) when i make a mistake. Yes, I know all the combat mechanics, all kind of combos, all the animation cancelling techniques, how to block, how to dodge roll etc, and sometimes I still die in the open world. Granted my gear might be 6-8 levels outdated, but that cannot be so much worse that white dropped gear that new players use. I don't think it is possible to burn through open world content easily with just light and heavy attacks (it is possible, but no way a piece of cake).
Apparently you are not new to the game, as you have admitted, you have played through it, you know all the mechanics, so that's why it's easy for you and a group of players to do open world content. Not so much for new players. You should put yourself into the perspective of a new player. Ironic, huh? The most important point, as you are not new to the game, you know about Craglorn, you know about group activities, and yet you choose to carry your friends through solo content. I don't think it's ZOS's fault in this case.
Again, about seeing random players while you are questing, I don't see any problem with that, and as you can see in my signature, I care deeply for immersion. You are trying to take down this boss, and some other hero jumps in to help you. It makes the world more lively, there's another hero trying to do something good, well that's good news.
On the topic of impossibility: I want a pig that can fly. Not sure how we can achieve this though.
hmsdragonfly wrote: »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.
It is an MMO and it is staying true to Elder Scrolls roots. Difficult is not based on anything except for dmg or health buff multipliers. The only things that contain difficulty in terms of mechanics is dungeons and raids... Most of us have come to accept it seeing as it is...well...and elder scrolls game.
Name a difficult dungeon they have even nerfed these into the ground................
Well to be fair COS and ROM are pretty good there. Vet obviously.
Not really hard if you can pug your way through them and I am far from the best player you can still mainly dps your way through these with little regard to the mechanics.
As for trials all they did was buff trash health and resistances a cheap way to make hard content
I can't pug my way through them lol. They're pretty mechanic heavy, especially on hm, and can be challenging even for good teams.
We need more content like this imo.
Idk about Trials because I don't run them but moar challenging 4 man would be nice.
hmsdragonfly wrote: »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.
Yes, as you have said before there is group content, which I repeatedly took into account in my considerations and arguments made. :-)
I have explained the issue of first contact with the game and the retrospective decision making requirement of knowing the game before being able to structure one's one game experience. You talk from the perspective of a knowledgeable ESO player, not a newcomer that is in the orientation phase of the game.
And still, I have also explained that soloing is also suffering from group "pug" stomping. The experience is not designed well overall.
If you want to be toxic, fine. But stop putting things into my mouth. I didn't refuse anything. I am talking about the early game flow when playing with friends and solo, and the issues that arose while doing so.
On the topic of impossibility: I think there is always a solution to a design issue if you step of the beaten path. Dynamic game systems are a challenging topic, but innovation comes from smart brains that tackle things no one dared to tackle before.
Else we would still be fighting like in Everquest 1
@Dreepa
How am I toxic? Please tell me where I insulted you, or offended you in anyway? I am lost. Now i am offended by your false accusation.
If you are absolutely new to the game, there's no way you can storm through the content. There are so many things for new players to learn and figure out by themselves, they don't know how to fight, don't know what gear to use, don't know how to block, dodge roll effectively, don't know how to put points in in passives. No way those absolutely new players can burn through the content like a piece of cake just by themselves, even when they group up.
As I have said before, I have done vMA, not saying i am one of the best or anything (i am not), but i have done the hardest content that many has failed to complete so it means i am not a bad player. When i lvl up an alt, sometimes i die in the open world (while wearing full blue training gear with purple training weapons) when i make a mistake. Yes, I know all the combat mechanics, all kind of combos, all the animation cancelling techniques, how to block, how to dodge roll etc, and sometimes I still die in the open world. Granted my gear might be 6-8 levels outdated, but that cannot be so much worse that white dropped gear that new players use. I don't think it is possible to burn through open world content easily with just light and heavy attacks (it is possible, but no way a piece of cake).
Apparently you are not new to the game, as you have admitted, you have played through it, you know all the mechanics, so that's why it's easy for you and a group of players to do open world content. Not so much for new players. You should put yourself into the perspective of a new player. Ironic, huh? The most important point, as you are not new to the game, you know about Craglorn, you know about group activities, and yet you choose to carry your friends through solo content. I don't think it's ZOS's fault in this case.
Again, about seeing random players while you are questing, I don't see any problem with that, and as you can see in my signature, I care deeply for immersion. You are trying to take down this boss, and some other hero jumps in to help you. It makes the world more lively, there's another hero trying to do something good, well that's good news.
On the topic of impossibility: I want a pig that can fly. Not sure how we can achieve this though.
Okay, toxic was the wrong word. Sorry. I meant: You neglect my opinion as a valid one and say I play the game wrong. Which is a bad way to approach the concerns of someone. If there is a "right" way to play a game (a statement on which I disagree generally, there should not be "a wrong way" to play a game) then the game designer needs to make sure that the player immediately understands what this "right way" is, and should prevent him from player the "wrong" way. But this is getting too theoretical anyway.
From my viewpoint the experience of getting into the game when playing together with friend is not well designed, and what you say did not apply to me or my friends. They are not MMO nerds, but they are pretty standard gamers. They know how to equip an item and understand the basic concepts. Like most gamers do. People have played at least one hack and slay or other game to not be "super idiotic" in how they approach the game. And even if they were, playing as a group totally kills the power balance in a way that you do not learn the combat mechanics either. It is actually doing the opposite of what you describe: The group just rolls over the content, and never really gets into a danger situation that would require them to learn the mechanics. What was that red path on the ground the mob just made? Oh nevermind, we auto-attacke him to death.
Those abilities we got? That stun, or CC, or incrase healing? ... Oh! A fireball! Lets spam it! Hey, it works! Cool! Just continue auto attack and fireball!
People do not learn the game with this approach. Actually they even might have a harder time learning it, because once they are leveling up and getting online solo, they might get destroyed because they now are level 20 and have, up until now, just auto attacked their way to victory, when suddenly they are challenged in a way they dont know how to handle.
I respect your opinion, and I can understand where you are coming from, but I just don't agree. This can be done better. Way better.
On the topic of impossibilities: It is not impossible to have dynamic systems in a game that react to player population. Spawn rates and mob strength are parameters we have available without much hassle.
One approach could be to get info about players involved (how many + what level) in an over-world cave/crypt/dungeon, and scale enemy strength accordingly. This would need to be adapted permanently by the system, as player enter and leave the cave. Maybe even player vicinity might be a factor, but scanning for distances might be more CPU heavy on the server.
For certain quests, it might be an option to lock the boss room, when a fight has started and only after the boss is dead, or the fight ended, the door is open again. So players have a proper start and ending of the fight, and don't join mid fight.
Instancing, of course, would be the best option, but someone here already said that the tech behind ESO wouldn't be able to handle so many instances.
hmsdragonfly wrote: »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.
Oh, @hmsdragonfly, about that one: You are right, it has not been mentioned explicitly as in a big slogan on the webpage or in a trailer, but it has been the vibe of the marketing communcations ever since.
Exploring and seeing the world is part of the TES brand. Anyone who is asked what they like about the TES brand will say: Exploring the world, finding adventure. And since 1T was also being put into a good light with points like "Everyone can play together now" this is also going into that same direction.
So it is not really an explicit promise made somewhere on the ESO page, bit it is more an implicit promise coming from the brand AND the fact that this is called an "online game" or MMO, and also the general vibe that comes across when devs talk about the game in interviews and community-management statements like done for 1T.
EDIT:
Actually, there is even EXPLICIT advertising... I just found... Here:
http://www.elderscrollsonline.com/en-us/onetamriel
"Welcome to One Tamriel, a world of opportunity without restriction! An unprecedented achievement for an online RPG, One Tamriel removes Alliance restrictions and will automatically level your characters to match the difficulty of the content wherever you are in the world. Travel where you like, whenever you like, with whomever you like regardless of their Alliance or level. Accept any quest, fight any monster, and experience a world of adventure without limits!"