MLGProPlayer wrote: »Very few games are hard these days. Devs try to appeal to the lowest common denominator.
It's unfortunate, but it's reality.
Doctordarkspawn wrote: »Translation: WAAAAH! WAAAAH! MAKE IT HARDER!
You cite MMO's that make things harder at high levels. Go play them. This game is not equipped to make difficulty fun.
And I've never understood the players who simply want this game to conform to they're interests.
The overland content being hard is what drove players away in the beginning. Wonder what'll happen if it happens again? OH WAIT.
seedubsrun wrote: »Doctordarkspawn wrote: »Translation: WAAAAH! WAAAAH! MAKE IT HARDER!
You cite MMO's that make things harder at high levels. Go play them. This game is not equipped to make difficulty fun.
And I've never understood the players who simply want this game to conform to they're interests.
The overland content being hard is what drove players away in the beginning. Wonder what'll happen if it happens again? OH WAIT.
Wow someone who complains about complaining. How refreshing. Ignore this one OP. There are plenty of people and several somewhat recent posts sharing your concern. There's been many suggestions, a lot of them good, on how Zos could approach this. They usually come down to "would be a waste of time and money" (To which I say, giving players more out of the existing content is likely a money saver in reality and a good ass idea) or "Zos wont bother with it" (To which I'd say, I hope that's not true but probably is)
I'd like to see it happen but be optional. More like a normal/Vet toggle in some way. I feel as the CP cap increases the difficulty of overland and questing will get easier and easier until new expansions granting new locations will be very boring to play through. I haven't finished the last 3 content expansions because of this. I guess we'll see what they do.
Doctordarkspawn wrote: »MLGProPlayer wrote: »Very few games are hard these days. Devs try to appeal to the lowest common denominator.
It's unfortunate, but it's reality.
Or, possibly, the audience isn't that big.
Look at dark souls. Compared to other games at the time, it had a comparatively low budget. It aimed, for a target audience. It hit that audience. It was profitable, because it ajusted it's expectations.
Problem ain' the world. Problem is you my man.
Doctordarkspawn wrote: »Translation: WAAAAH! WAAAAH! MAKE IT HARDER!
You cite MMO's that make things harder at high levels. Go play them. This game is not equipped to make difficulty fun.
And I've never understood the players who simply want this game to conform to they're interests.
The overland content being hard is what drove players away in the beginning. Wonder what'll happen if it happens again? OH WAIT.
If you raise CP gear cap and leave mobs where they are, it gets even easier.
If you raise mobs to match, nothing changes, what was the point?
Raising the CP rank of the mobs themselves and leaving gear alone would be the only way that works, but I don't see this as a possibility or changing much at all if max CP keeps increasing.
While the One Tamriel update was great for the game in terms of allowing people to play most content together, the CP system itself is on a runaway path.
CP keeps raising and they will have to continue to keep nerfing CP and modifying it to keep it in line. Alternatively a major overhaul of CP would be needed to keep the power creep under control. I just can't see how the CP system as it is now is sustainable for the future.
Doctordarkspawn wrote: »Translation: WAAAAH! WAAAAH! MAKE IT HARDER!
You cite MMO's that make things harder at high levels. Go play them. This game is not equipped to make difficulty fun.
And I've never understood the players who simply want this game to conform to they're interests.
The overland content being hard is what drove players away in the beginning. Wonder what'll happen if it happens again? OH WAIT.
I'd like it if exansions required completion of the main questline (defeat molag bal) before allowing a toon to join in on the expansions' main quests. Expansions are meant to expand on story content, not give random tangents of events that can be entered at any point without any regard to previously established plot events. And this way they could be designed with the assumption that players are at least moderately proficient at the game and make the content more challenging that the standard faceroll of overland content.
LonePirate wrote: »The group event in the dwemer public dungeon in Vvardenfell is easily the most difficult one in the game to solo. I'd say the devs are already listening and responding to feedback like that from the OP.
Doctordarkspawn wrote: »Translation: WAAAAH! WAAAAH! MAKE IT HARDER!
You cite MMO's that make things harder at high levels. Go play them. This game is not equipped to make difficulty fun.
And I've never understood the players who simply want this game to conform to they're interests.
The overland content being hard is what drove players away in the beginning. Wonder what'll happen if it happens again? OH WAIT.
MLGProPlayer wrote: »Doctordarkspawn wrote: »MLGProPlayer wrote: »Very few games are hard these days. Devs try to appeal to the lowest common denominator.
It's unfortunate, but it's reality.
Or, possibly, the audience isn't that big.
Look at dark souls. Compared to other games at the time, it had a comparatively low budget. It aimed, for a target audience. It hit that audience. It was profitable, because it ajusted it's expectations.
Problem ain' the world. Problem is you my man.
Video used to be more challenging. There has been a generational shift though. I'll call it the "achievement generation", where most people care about the end result (the achievement) and don't care about the journey there (in fact, they want to get the achievement as quickly as possible with as little resistance as possible).
DMuehlhausen wrote: »Doctordarkspawn wrote: »Translation: WAAAAH! WAAAAH! MAKE IT HARDER!
You cite MMO's that make things harder at high levels. Go play them. This game is not equipped to make difficulty fun.
And I've never understood the players who simply want this game to conform to they're interests.
The overland content being hard is what drove players away in the beginning. Wonder what'll happen if it happens again? OH WAIT.
It was never "hard" to begin with it. The problem was the VR grind and the being forced to play through the other factions just to hit max level. Then throw in that the dungeons gave you essentially 0 experience.
I understand where he's coming from. I'm not saying it should be like FFXI Online was all those years ago where enemies your own level could one shot you sometimes, or EQ where you had to rest for 20 minutes after fights. However I shouldn't be able to just run through like 10 packs (3-4) in a group. Turn around and spam a skill and never really lose life and easily kill them. There is a balance and it would be nice if they found it.
I'd like it if exansions required completion of the main questline (defeat molag bal) before allowing a toon to join in on the expansions' main quests. Expansions are meant to expand on story content, not give random tangents of events that can be entered at any point without any regard to previously established plot events. And this way they could be designed with the assumption that players are at least moderately proficient at the game and make the content more challenging that the standard faceroll of overland content.
WOW overland is not hard in any way, doubt they changed it since I played. Might be a bit harder than ESO but also more tedious as get 20 bear asses is more common. You also have lots of fun quests some very fun but the bulk is tedious.Doctordarkspawn wrote: »Translation: WAAAAH! WAAAAH! MAKE IT HARDER!
You cite MMO's that make things harder at high levels. Go play them. This game is not equipped to make difficulty fun.
And I've never understood the players who simply want this game to conform to they're interests.
The overland content being hard is what drove players away in the beginning. Wonder what'll happen if it happens again? OH WAIT.
seedubsrun wrote: »Doctordarkspawn wrote: »Translation: WAAAAH! WAAAAH! MAKE IT HARDER!
You cite MMO's that make things harder at high levels. Go play them. This game is not equipped to make difficulty fun.
And I've never understood the players who simply want this game to conform to they're interests.
The overland content being hard is what drove players away in the beginning. Wonder what'll happen if it happens again? OH WAIT.
Wow someone who complains about complaining. How refreshing. Ignore this one OP. There are plenty of people and several somewhat recent posts sharing your concern. There's been many suggestions, a lot of them good, on how Zos could approach this. They usually come down to "would be a waste of time and money" (To which I say, giving players more out of the existing content is likely a money saver in reality and a good ass idea) or "Zos wont bother with it" (To which I'd say, I hope that's not true but probably is)
I'd like to see it happen but be optional. More like a normal/Vet toggle in some way. I feel as the CP cap increases the difficulty of overland and questing will get easier and easier until new expansions granting new locations will be very boring to play through. I haven't finished the last 3 content expansions because of this. I guess we'll see what they do.
I think on balance - after taking into account some of the above views - future expansions will have to have harder overland content.
Even if solely becuase of the continuous rise of the CP cap!