That sounds remarkably like Veteran Levels and pre-One Tamriel to me, and that would drive away all the players that stuck around because the former were removed and those that came because the latter was added.
monktoasty wrote: »The only caveat of hard mode version is you HAVE TO start a new character.to access it..since you are all so God like at the game I'm sure that shouldn't be a problem
Elitists don't deserve to play online games they are selfish and petty and if they got their way the game would be dead.
Chilly-McFreeze wrote: »This thread is pure gold. OP says he finds CWC overland content - aka the content and quests that build the story, the element that drives a big part of this DLC - way too easy and people answer with "play vma", "you elitist snob" or something in the way of "this is not for you".
And I really bump myself on the last one. As someone who plays this game now for a good while, I've done almost every single quest. On every zone. Many of them a couple of times because it makes absolutely no difference if you do it as an AD Sorcerer or an EP Dragonknight - but this is a topic on it's own.
Since I'm no fan of running the same content over and over again for the sake of leaderboards, grinding or killing time - all I had left was to pick up the pieces on my alts and PvP. While the latter becomes more annoying each patch with endless loading screens, lags, sound issues, etc., I was really hyped about exploring the new zone, diving into the quests and completing the story - something new and challenging!
But what did I get? Exactly what OP and some others here mentioned. A brain dead easy walk in the park. You can literally put down mobs walking by, as if they are non-existent. Even the boss NPC are laughable. *the trial aside*
Is this DLC not for players who are already at the cap? Is it not for players that invest time, money and dedication? Not even for those halfway through? Only for the absolut newbies?
I don't get it. If overland content is too hard because you "die" here and there (which has almost no consequences anyway), you can always ask someone around. That leads me to my other issue.
From a MMO I expect to meet other players. To be able to form groups to share the experience and to make content easier. And what do I get? Not a single need to get or to lend a helping hand. This direclty contradicts mmo philosophy. Most of the times I just log off if there are "too many" others at the same quest because it's far too easy already. What good does it do when you can't even touch a boss because he died from the sneeze of some random stranger? "Mah immersion". Why put a "boss" in the quest anyway if it doesn't feel like it?
Sound a bit harsh maybe but if you can't complete content at the first try - so be it. It's a game, especially a MMO - this shouldn't be a faceroll through every new content. Talking about handouts and participation trophies. Gather knowledge, gain experience by l2p or simply leveling and gearing up, or - what an inhumane advice in a RPG - bring someone with you.
Funny thing is, gaining levels alone does more harm, at least until somewhere in the CPs - Players with low level get battle leved into the sky. It's such a strong crutch that some people even create troll toons for pvp. I guess this says it all.
I really see less and less incentive in running PvE for mentioned reasons. My personal problem maybe. PvP is borderline atm.
Enough complaining, on to the solutions. What did I read until here?
Getting overland instances with difficulty selection - personally, I don't think this will happen. Although I find the it extremly intiguing, Zeni's approach since one tamriel is that you can do everything from the start with everyone else. Creating two overland zones would cut how many people are on them and directly counter there idea of 1T.
Make your own difficulty by stripping yourself of gear and CP - this can't be serious. The whole incentive in this game at the moment is grinding - for CP - for sets - for upgrading materials. What should I use them for? For the same handfull trials despite I payed to play a story dlc?
Only way I see it - although I deem it unrealistic myself - is that they completely let go of the CP system. Replace it with something else, but nothing that fires up the power creep. Threads like this show exactly why it's a bad decision to add a system to the game that let's you easily buff your skills by 35%+ through double dipping in certain CP (not even crit dmg modifier and penetration counted).
tl;dr
It's too easy for players that didn't started last week.
It's unbelievable how they think they can balance content for their players when you can have 90%+ powerboost by battle leveling on one end - nothing, zero, nada somewhere in between and at the high end CP.
So replace CP system, leave battle leveling if they must, but maybe turn it down a bit. Not everyone fresh from the egg must be a facerolling demigod.
On second thought about all a difficulty slider could do is increase enemy health/damage which doesn't really translate to more fun.
Difficulty could mean many things and I don't have a good answer as to what should be changed to make the quests harder. Maybe throw in some mechanics which have to be figured out and followed to succeed? Launch Doshia was a good example of this but was probably too hard for the starting area. I think something like her would be great for a DLC quest boss though.
BTW when you say stuff like this:monktoasty wrote: »The only caveat of hard mode version is you HAVE TO start a new character.to access it..since you are all so God like at the game I'm sure that shouldn't be a problem
Elitists don't deserve to play online games they are selfish and petty and if they got their way the game would be dead.
You sound just as bad as the "leets" you seem to hate so much. This is a big game, there's room for everyone here.
Publius_Scipio wrote: »CP sure made the general content in the game watered down quite a bit. And there is no option for "no cp" PvE. But have you tried being naked as you say without the CP passives?
Chilly-McFreeze wrote: »This thread is pure gold. OP says he finds CWC overland content - aka the content and quests that build the story, the element that drives a big part of this DLC - way too easy and people answer with "play vma", "you elitist snob" or something in the way of "this is not for you".
And I really bump myself on the last one. As someone who plays this game now for a good while, I've done almost every single quest. On every zone. Many of them a couple of times because it makes absolutely no difference if you do it as an AD Sorcerer or an EP Dragonknight - but this is a topic on it's own.
Since I'm no fan of running the same content over and over again for the sake of leaderboards, grinding or killing time - all I had left was to pick up the pieces on my alts and PvP. While the latter becomes more annoying each patch with endless loading screens, lags, sound issues, etc., I was really hyped about exploring the new zone, diving into the quests and completing the story - something new and challenging!
But what did I get? Exactly what OP and some others here mentioned. A brain dead easy walk in the park. You can literally put down mobs walking by, as if they are non-existent. Even the boss NPC are laughable. *the trial aside*
Is this DLC not for players who are already at the cap? Is it not for players that invest time, money and dedication? Not even for those halfway through? Only for the absolut newbies?
I don't get it. If overland content is too hard because you "die" here and there (which has almost no consequences anyway), you can always ask someone around. That leads me to my other issue.
From a MMO I expect to meet other players. To be able to form groups to share the experience and to make content easier. And what do I get? Not a single need to get or to lend a helping hand. This direclty contradicts mmo philosophy. Most of the times I just log off if there are "too many" others at the same quest because it's far too easy already. What good does it do when you can't even touch a boss because he died from the sneeze of some random stranger? "Mah immersion". Why put a "boss" in the quest anyway if it doesn't feel like it?
Sound a bit harsh maybe but if you can't complete content at the first try - so be it. It's a game, especially a MMO - this shouldn't be a faceroll through every new content. Talking about handouts and participation trophies. Gather knowledge, gain experience by l2p or simply leveling and gearing up, or - what an inhumane advice in a RPG - bring someone with you.
Funny thing is, gaining levels alone does more harm, at least until somewhere in the CPs - Players with low level get battle leved into the sky. It's such a strong crutch that some people even create troll toons for pvp. I guess this says it all.
I really see less and less incentive in running PvE for mentioned reasons. My personal problem maybe. PvP is borderline atm.
Enough complaining, on to the solutions. What did I read until here?
Getting overland instances with difficulty selection - personally, I don't think this will happen. Although I find the it extremly intiguing, Zeni's approach since one tamriel is that you can do everything from the start with everyone else. Creating two overland zones would cut how many people are on them and directly counter there idea of 1T.
Make your own difficulty by stripping yourself of gear and CP - this can't be serious. The whole incentive in this game at the moment is grinding - for CP - for sets - for upgrading materials. What should I use them for? For the same handfull trials despite I payed to play a story dlc?
Only way I see it - although I deem it unrealistic myself - is that they completely let go of the CP system. Replace it with something else, but nothing that fires up the power creep. Threads like this show exactly why it's a bad decision to add a system to the game that let's you easily buff your skills by 35%+ through double dipping in certain CP (not even crit dmg modifier and penetration counted).
tl;dr
It's too easy for players that didn't started last week.
It's unbelievable how they think they can balance content for their players when you can have 90%+ powerboost by battle leveling on one end - nothing, zero, nada somewhere in between and at the high end CP.
So replace CP system, leave battle leveling if they must, but maybe turn it down a bit. Not everyone fresh from the egg must be a facerolling demigod.

monktoasty wrote: »Chilly-McFreeze wrote: »This thread is pure gold. OP says he finds CWC overland content - aka the content and quests that build the story, the element that drives a big part of this DLC - way too easy and people answer with "play vma", "you elitist snob" or something in the way of "this is not for you".
And I really bump myself on the last one. As someone who plays this game now for a good while, I've done almost every single quest. On every zone. Many of them a couple of times because it makes absolutely no difference if you do it as an AD Sorcerer or an EP Dragonknight - but this is a topic on it's own.
Since I'm no fan of running the same content over and over again for the sake of leaderboards, grinding or killing time - all I had left was to pick up the pieces on my alts and PvP. While the latter becomes more annoying each patch with endless loading screens, lags, sound issues, etc., I was really hyped about exploring the new zone, diving into the quests and completing the story - something new and challenging!
But what did I get? Exactly what OP and some others here mentioned. A brain dead easy walk in the park. You can literally put down mobs walking by, as if they are non-existent. Even the boss NPC are laughable. *the trial aside*
Is this DLC not for players who are already at the cap? Is it not for players that invest time, money and dedication? Not even for those halfway through? Only for the absolut newbies?
I don't get it. If overland content is too hard because you "die" here and there (which has almost no consequences anyway), you can always ask someone around. That leads me to my other issue.
From a MMO I expect to meet other players. To be able to form groups to share the experience and to make content easier. And what do I get? Not a single need to get or to lend a helping hand. This direclty contradicts mmo philosophy. Most of the times I just log off if there are "too many" others at the same quest because it's far too easy already. What good does it do when you can't even touch a boss because he died from the sneeze of some random stranger? "Mah immersion". Why put a "boss" in the quest anyway if it doesn't feel like it?
Sound a bit harsh maybe but if you can't complete content at the first try - so be it. It's a game, especially a MMO - this shouldn't be a faceroll through every new content. Talking about handouts and participation trophies. Gather knowledge, gain experience by l2p or simply leveling and gearing up, or - what an inhumane advice in a RPG - bring someone with you.
Funny thing is, gaining levels alone does more harm, at least until somewhere in the CPs - Players with low level get battle leved into the sky. It's such a strong crutch that some people even create troll toons for pvp. I guess this says it all.
I really see less and less incentive in running PvE for mentioned reasons. My personal problem maybe. PvP is borderline atm.
Enough complaining, on to the solutions. What did I read until here?
Getting overland instances with difficulty selection - personally, I don't think this will happen. Although I find the it extremly intiguing, Zeni's approach since one tamriel is that you can do everything from the start with everyone else. Creating two overland zones would cut how many people are on them and directly counter there idea of 1T.
Make your own difficulty by stripping yourself of gear and CP - this can't be serious. The whole incentive in this game at the moment is grinding - for CP - for sets - for upgrading materials. What should I use them for? For the same handfull trials despite I payed to play a story dlc?
Only way I see it - although I deem it unrealistic myself - is that they completely let go of the CP system. Replace it with something else, but nothing that fires up the power creep. Threads like this show exactly why it's a bad decision to add a system to the game that let's you easily buff your skills by 35%+ through double dipping in certain CP (not even crit dmg modifier and penetration counted).
tl;dr
It's too easy for players that didn't started last week.
It's unbelievable how they think they can balance content for their players when you can have 90%+ powerboost by battle leveling on one end - nothing, zero, nada somewhere in between and at the high end CP.
So replace CP system, leave battle leveling if they must, but maybe turn it down a bit. Not everyone fresh from the egg must be a facerolling demigod.
Just don't allocate the cp points.
Again what you find easy isn't easy to everyone else.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
I love it that the game is easy, especially with cp. it feels like all that leveling I've been doing - is paying off. I love that the longer i play, the easier the content becomes for me. I want it to STAY that easy. yes, that includes DLC which ARE in fact meant for new players as much as original zones are.
no, i have no problem with an OPTION to toggle higher difficulty. add better rewards for it, separate achievements, whatever, I don't care. I may try it. i may not. but overland content difficulty right now? is perfect.
monktoasty wrote: »Cwc came with vet dungeon..they are catering to both.
monktoasty wrote: »Chilly-McFreeze wrote: »This thread is pure gold. OP says he finds CWC overland content - aka the content and quests that build the story, the element that drives a big part of this DLC - way too easy and people answer with "play vma", "you elitist snob" or something in the way of "this is not for you".
And I really bump myself on the last one. As someone who plays this game now for a good while, I've done almost every single quest. On every zone. Many of them a couple of times because it makes absolutely no difference if you do it as an AD Sorcerer or an EP Dragonknight - but this is a topic on it's own.
Since I'm no fan of running the same content over and over again for the sake of leaderboards, grinding or killing time - all I had left was to pick up the pieces on my alts and PvP. While the latter becomes more annoying each patch with endless loading screens, lags, sound issues, etc., I was really hyped about exploring the new zone, diving into the quests and completing the story - something new and challenging!
But what did I get? Exactly what OP and some others here mentioned. A brain dead easy walk in the park. You can literally put down mobs walking by, as if they are non-existent. Even the boss NPC are laughable. *the trial aside*
Is this DLC not for players who are already at the cap? Is it not for players that invest time, money and dedication? Not even for those halfway through? Only for the absolut newbies?
I don't get it. If overland content is too hard because you "die" here and there (which has almost no consequences anyway), you can always ask someone around. That leads me to my other issue.
From a MMO I expect to meet other players. To be able to form groups to share the experience and to make content easier. And what do I get? Not a single need to get or to lend a helping hand. This direclty contradicts mmo philosophy. Most of the times I just log off if there are "too many" others at the same quest because it's far too easy already. What good does it do when you can't even touch a boss because he died from the sneeze of some random stranger? "Mah immersion". Why put a "boss" in the quest anyway if it doesn't feel like it?
Sound a bit harsh maybe but if you can't complete content at the first try - so be it. It's a game, especially a MMO - this shouldn't be a faceroll through every new content. Talking about handouts and participation trophies. Gather knowledge, gain experience by l2p or simply leveling and gearing up, or - what an inhumane advice in a RPG - bring someone with you.
Funny thing is, gaining levels alone does more harm, at least until somewhere in the CPs - Players with low level get battle leved into the sky. It's such a strong crutch that some people even create troll toons for pvp. I guess this says it all.
I really see less and less incentive in running PvE for mentioned reasons. My personal problem maybe. PvP is borderline atm.
Enough complaining, on to the solutions. What did I read until here?
Getting overland instances with difficulty selection - personally, I don't think this will happen. Although I find the it extremly intiguing, Zeni's approach since one tamriel is that you can do everything from the start with everyone else. Creating two overland zones would cut how many people are on them and directly counter there idea of 1T.
Make your own difficulty by stripping yourself of gear and CP - this can't be serious. The whole incentive in this game at the moment is grinding - for CP - for sets - for upgrading materials. What should I use them for? For the same handfull trials despite I payed to play a story dlc?
Only way I see it - although I deem it unrealistic myself - is that they completely let go of the CP system. Replace it with something else, but nothing that fires up the power creep. Threads like this show exactly why it's a bad decision to add a system to the game that let's you easily buff your skills by 35%+ through double dipping in certain CP (not even crit dmg modifier and penetration counted).
tl;dr
It's too easy for players that didn't started last week.
It's unbelievable how they think they can balance content for their players when you can have 90%+ powerboost by battle leveling on one end - nothing, zero, nada somewhere in between and at the high end CP.
So replace CP system, leave battle leveling if they must, but maybe turn it down a bit. Not everyone fresh from the egg must be a facerolling demigod.
Just don't allocate the cp points.
Again what you find easy isn't easy to everyone else.
Chilly-McFreeze wrote: »I love it that the game is easy, especially with cp. it feels like all that leveling I've been doing - is paying off. I love that the longer i play, the easier the content becomes for me. I want it to STAY that easy. yes, that includes DLC which ARE in fact meant for new players as much as original zones are.
no, i have no problem with an OPTION to toggle higher difficulty. add better rewards for it, separate achievements, whatever, I don't care. I may try it. i may not. but overland content difficulty right now? is perfect.
This is what really sets me off. Why should a complete DLC be meant for new players only? Why shouldn't someone that stayed with eso for more than a few weeks have fun doing the quests on seperate DLC he payed for again?
As much as some people like to play the elitist card, this idea that stories and quests are not for me is a tad egoistical. Why pushing higher level players out of it, shoehorning them to the same few trials and dungeons? And to add another line of salt, even these bits of content have difficulty selection and battle leveling.
Nothing personal and I see you put it in perspective, it's just the conception in general.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Um. Have you actually tried that?but it shouldnt be so easy that you can run around naked with no cp allocated and punch mobs to death.
Because I guarantee you that for someone starting out with zero CP (you have mid-300's, we're talking zero) and a mishmash of dropped gear (because no newbie has the crafting to make set gear nor the gold to afford to pay someone for set gear), the overland is not braindead easy. I know, because I experienced it first-hand when I started on a new server.
Again, why the hell do people want harder overland? The overland is story mode. It's supposed to be easy. You want a challenge? There is plenty of that to be had in this game. I like challenging content. It's why I spend pretty much all my time in vet trials and the vet DLC dungeons. But I don't go around advocating for making overland easier. That would be like an experienced swimmer going to a public pool and demanding that they eliminate the shallow end of the pool. There is a wide spectrum of PvE difficulty--take advantage of that instead of trying to make everything conform to you.
I have a completely different experience. When I play the content in its current form on a non-cp character, it is still overwhelmingly easy for me. It just takes a little longer, block here and there, dodge a little more often rather than destroying each and everything within a few seconds on my main...
I also challenge the statement that overland content is supposed to be easy. In its current form certainly, but that is: completely boring and that's why at least some of us people want a changeIts not that we want a chore, but just a little more challenge like it was in the past.
I for myself do not want that the entire continent of Tamriel is just the same boring mess whenever I go. I'd like to see zones which only veteran players can master.
monktoasty wrote: »Isn't imperial city an entire zone for vets..thought I heard it was hard?
monktoasty wrote: »Isn't imperial city an entire zone for vets..thought I heard it was hard?
It is hard PVP and PVE content yes, vets have stuff to do, the OP is just whining.
you are living in the past, because 'MMO philosophy' has changed and even ZOS has stated on several occasions that they are 'not like a traditional MMO'. Today's MMO is geared heavily towards casual and solo players, because they are the majority of new MMO players and thus follows the money.Chilly-McFreeze wrote: »From a MMO I expect to meet other players. To be able to form groups to share the experience and to make content easier. And what do I get? Not a single need to get or to lend a helping hand. This direclty contradicts mmo philosophy.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
tinythinker wrote: »Sooo... this again? OK. Well, then, this again.
Doctordarkspawn wrote: »datgladiatah wrote: »If ZoS feels comfortable with the state of Craglorn, I don't see why they aren't releasing more zones like it. Challenging solo PvE is necessary even for casual audiences because they're mostly not interested in group play. Dependency on a group isn't even a good way to challenge any kind of player, let alone casuals.
They teased Mirkmire a long time ago as being just like Craglorn. Just release the area like Craglorn is now, decrease the amount of group world bosses compared to that zone and it'd be fine. I think it's up to the game developer to come up with ways to make it interested in players who are coming in trying to make it a TES experience, and there is at least some challenge in that game that make people come back, but not one that involves organizing a 12 man thing. It's counter-intuitive to constantly release solo questing zones that no hardcore player has any interest in grinding through when the rewards are weak and the challenge is weaker. To me, and to anyone else that I've helped get into the game, is the issue that will keep me from playing because it's an overall frustrating and unfun experience to be handfed 1000 hours of *** quest content with weak rewards, then realize the best way I can make my character stronger is through vet trials and that none of my time mattered and the effort wasn't even fun.
It's not necessary for casual audiences. People can just not like difficult content, you do understand the concept of not forcing people to do it like some sort of hardcore SS right?
And Craglorn is friggin -barren-, no one does the content on the regular anymore outside of small, contained groups.
If you make it harder for those with CP, you make it 10x harder for those without.
Think about everyone, not just the Endgame.
monktoasty wrote: »What does it mean to be difficult? The overland mobs hitting harder and having more hitpoints? Or is it better ai..or bigger groups of mobs.?
A difficulty slider would do what?
I like the idea of a nightmare version with better rewards for advanced players but what would that entail?
The only caveat of hard mode version is you HAVE TO start a new character.to access it..since you are all so God like at the game I'm sure that shouldn't be a problem
monktoasty wrote: »Isn't imperial city an entire zone for vets..thought I heard it was hard?
It is hard PVP and PVE content yes, vets have stuff to do, the OP is just whining.