MaleAmazon wrote: »but you shouldn't get anything extra for it, only the added challenge.
Lol at telling other people how the game "should" workP.S. the fact that even on these forums, with biased poll options and all - we still have 40% of people saying its just right? should tell you all something as well.
You dont know if the poll results are biased, you dont know in which direction if they are.you know why MMO's are different? because this is where you can lord your superiority over other people. and no, i don't think people like that should get what they want.
So you basically dont want people who pay to play MMOs to get the kind of MMO they want.no, the fact that you treat GAMING as a job is a problem. getting paid for doing a job is good, its necessary. getting paid for a hobby? if you want to get paid, its no longer a hobby its a JOB. so what you want is to turn this game? into a job. no thanks.
There is a point to thinking that gaming for me is becoming more of a.. I´d say chore rather than a job. I try to be mindful of that and move away from it. But the point is that the *choice* of a higher difficulty is something people want, even when it just provides extra challenge. I´d choose it even without extra in-game rewards, but it makes more sense to add in-game rewards of some sorts, since the entire game works like that - for a reason. Because that. Is. How. People. Work. Psychologically.
Hell, you talk about Iron Man.. I dont know exactly which one you´re talking about, but the WoW one, and also Diablo for example, have external rewards in the form of victor lists and in-game achievements! It isn´t just your own sense of achievement! I have played several games where the creators patched in extra hard modes (Skyrim, Fallout, Diablo...). Adding "extra easy mode"? It happens, but not that frequently...
Anyway this is getting pointless. I have been in pointless internet arguments before, and I have learned to not get tangled up in those. So I am not having *this* argument anymore.
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 ***
Chilly-McFreeze wrote: »[/snip]It is not intended to be challenging to most. Have never seen overland in any game be a challenge to a mildly skilled player.
As I said above, I don't think it's intentional. They just don't know how to fix this. It would be awesome if everybody could play at their appropriate difficulty level in the open world of an MMO and I'm sure ZOS agrees with this.
It's likely completely intentional.
As I indicated, the current status quo for MMORPGs is his Zos chose to setup ESO overland difficulty. You can think Zos agrees with you but all indications are they don't. You can think Zos doesn't know how to change it (not fix it cause it ain't broke) when it's merely their choice to not implement a change
In realy isn't that hard for Zos to add a system where we can choose from a few settings to nerf our character, hence increasing the difficulty level. They seem to think the effort is not worth it. They're correct.
No they aren't correct.
What is at least 75% of this game's content including the added DLC content?
It's exploration/questing and overland content.
So if they want high level characters to remain interested in their game and the expansions they expect them to buy it's very important that they make this content challenging enough to where it's interesting to play for them. Frankly I find this idea that most of the game should be balanced around new players just starting out bordering on the absurd.
ZoS can keep the monsters at their current difficulty levels in the starter zones if they are afraid of chasing off newer players. But the other zones and enemies further along in the game should have their health and stats boosted to where they provide a temporary danger to high level characters. Or at least an option to do so needs to be there. Because as another poster pointed out - this game is quickly turning into a hello kitty tea party. Outside of the world bosses, the rest of the landscape enemies really may as well not even be there as they melt if you look at them funny. And I don't even play a DPS character. So I can just imagine those who do. I bet they don't even live a second (and I'm not exaggerating).
The purpose of adding enemies and monsters to a map is to make it seem more alive and dangerous. If they fail at doing that then they are pointless to have.
Maybe you should check out the trials, especially vet and HM. Either way, this design works for the business model. As long as it does it will not change since that is what determines what is correct and what is not.
This is not about vet trials or even vet dungeons.
I am fully aware this is not about vet trials. That is extremely clear. However, you conveniently edited out the comments that put what you quoted into context.
I suggest anyone looking at the post I just quoted go back one page and read my full comment he quoted.It is not intended to be challenging to most. Have never seen overland in any game be a challenge to a mildly skilled player.
As I said above, I don't think it's intentional. They just don't know how to fix this. It would be awesome if everybody could play at their appropriate difficulty level in the open world of an MMO and I'm sure ZOS agrees with this.
It's likely completely intentional.
As I indicated, the current status quo for MMORPGs is his Zos chose to setup ESO overland difficulty. You can think Zos agrees with you but all indications are they don't. You can think Zos doesn't know how to change it (not fix it cause it ain't broke) when it's merely their choice to not implement a change
In realy isn't that hard for Zos to add a system where we can choose from a few settings to nerf our character, hence increasing the difficulty level. They seem to think the effort is not worth it. They're correct.
No they aren't correct.
What is at least 75% of this game's content including the added DLC content?
It's exploration/questing and overland content.
So if they want high level characters to remain interested in their game and the expansions they expect them to buy it's very important that they make this content challenging enough to where it's interesting to play for them. Frankly I find this idea that most of the game should be balanced around new players just starting out bordering on the absurd.
ZoS can keep the monsters at their current difficulty levels in the starter zones if they are afraid of chasing off newer players. But the other zones and enemies further along in the game should have their health and stats boosted to where they provide a temporary danger to high level characters. Or at least an option to do so needs to be there. Because as another poster pointed out - this game is quickly turning into a hello kitty tea party. Outside of the world bosses, the rest of the landscape enemies really may as well not even be there as they melt if you look at them funny. And I don't even play a DPS character. So I can just imagine those who do. I bet they don't even live a second (and I'm not exaggerating).
The purpose of adding enemies and monsters to a map is to make it seem more alive and dangerous. If they fail at doing that then they are pointless to have.
I understand that Zos' choice on this matter, and really the choice of major MMORPGs is not something you agree with. However, this design is tried and true in todays market. It is proven to be great for revenue and this is a business first and foremost.
As for the balancing you mention, your example is not really accurate. Most of the game is balanced around new and casual players. Those groups make up a huge portion of the player base. You mentioned starter zones when Zos does not have starter zones. All the alliance zones are intended for leveling (and more since we no longer have vet ranks) and it might just be bad business for Zos to cordon off DLCs for more experienced players since limiting sales would put a damper on revenue.
The challenge MMOS put into these games is with instanced content like raids and in the case of ESO, these trials. Well, for some we an toss in the dungeons as well. It is pretty much a standard design to have different content and different difficulty level.
Maybe you should check out the trials, especially vet and HM. Either way, this design works for the business model. As long as it does it will not change since that is what determines what is correct and what is not.
God I am sotired of hearing this argument. What about what is good for the game, what is good for the title, what is good for gameplay, what is good for progression? I understand that profits are important, but good god, its called a video game, not a fantasy business investment.
While I understand it is inconvenient, but it is a business first, not for you, but for Zos. It is a video game to you, but not to Zenimax. The Business side of their operations make the decisions on this, every time.
Any player that has interest in increased difficulty is doing the instanced content. They are doing the vet trials their HMs, that is where progression is.
That is why Zos, and other MMORPGs spend the time to build raids.
Case in point, SWTOR lost their strongest players when they stopped building full raids and went to single boss instanced fights. What is good for profits, directly related to the actual game, would seem to be good for the game itself.
Regardless, if Zos thinks your idea on this is worth the effort then they will add it. If not, I guess we will see more of the same. It can be done since it would merely be something to nerf the player and Zos knows how to though it is not a small project so it comes down to value added to the game for the effort.
MaleAmazon wrote: »Well the results of the poll disagree with you.
I don´t know why others play, I play in order to get rewards. By rewards I don´t just mean 'stuff', I mean getting to see new content, fun quests, getting to try out good builds in PvP, beating hard content, etc.
There is no uniqueness here; were I a gambling man I´d wage people with experience in gaming turned the difficulty up in Skyrim. Despite the fact that if they turned the difficulty down they´d get the exact same missions, environment and story. Why play on expert when you can just turn the difficulty to novice and kill things faster? Hell, people wanted extra extra hard mode which they put in.
That will take out progression and the game is still stupid easy without CP and gear.Sweetpea704 wrote: »You want it to be harder? Don't put your champ points in. The starting zones are for people who are STARTING the game. If you have 1000 champ points and are starting your 14th alt, the starting zones are not geared for you. Go level in normal Maelstrom Arena, world boss hop, do harder stuff. Do a different faction's content. You forget wandering around looking for quest givers and all that fun stuff.
MudkipKatana wrote: »When I first started, I stuggled... Alot. I almost gave up on the game around Lvl 36 on my first toon before some friendly player gave me some advice on a how to build and I came to find the StamSorc master class... But I digress.
This game, for a new player, is not only slow but also unforgiving. There is no information that's readily available "in game" to help you learn mechanics or priority stats or in general have recommended stats for certain setups. It's one of my most glaring issues with this game is the huge learning barrier for new players. Pair that with the pacing of the games progression and I find myself unable to get any of my close family and friends into the game. Even ones that play MMOs. When they start, I give them all the helpful advice they need in order to level quickly or otherwise just enjoy the game but the problem for everyone is always the same. It's too damned slow and hard to get into thanks to progression.
It's not an easy issue to fix but still, I wish something could be done for new players to enhance their experience. Especially for those that aren't all that interested in questing as I was. I always play through the game by doing all the questing first. I got to CP160 by 100%ing all of the Zone Quest and the Main Quest. After that, I bought the DLC and did those. One year later, I'm CP 643.
P.S. the fact that even on these forums, with biased poll options and all - we still have 40% of people saying its just right? should tell you all something as well.
It is not intended to be challenging to most. Have never seen overland in any game be a challenge to a mildly skilled player.
As I said above, I don't think it's intentional. They just don't know how to fix this. It would be awesome if everybody could play at their appropriate difficulty level in the open world of an MMO and I'm sure ZOS agrees with this.
It's likely completely intentional.
As I indicated, the current status quo for MMORPGs is his Zos chose to setup ESO overland difficulty. You can think Zos agrees with you but all indications are they don't. You can think Zos doesn't know how to change it (not fix it cause it ain't broke) when it's merely their choice to not implement a change
In realy isn't that hard for Zos to add a system where we can choose from a few settings to nerf our character, hence increasing the difficulty level. They seem to think the effort is not worth it. They're correct.
No they aren't correct.
What is at least 75% of this game's content including the added DLC content?
It's exploration/questing and overland content.
So if they want high level characters to remain interested in their game and the expansions they expect them to buy it's very important that they make this content challenging enough to where it's interesting to play for them. Frankly I find this idea that most of the game should be balanced around new players just starting out bordering on the absurd.
ZoS can keep the monsters at their current difficulty levels in the starter zones if they are afraid of chasing off newer players. But the other zones and enemies further along in the game should have their health and stats boosted to where they provide a temporary danger to high level characters. Or at least an option to do so needs to be there. Because as another poster pointed out - this game is quickly turning into a hello kitty tea party. Outside of the world bosses, the rest of the landscape enemies really may as well not even be there as they melt if you look at them funny. And I don't even play a DPS character. So I can just imagine those who do. I bet they don't even live a second (and I'm not exaggerating).
The purpose of adding enemies and monsters to a map is to make it seem more alive and dangerous. If they fail at doing that then they are pointless to have.
I understand that Zos' choice on this matter, and really the choice of major MMORPGs is not something you agree with. However, this design is tried and true in todays market. It is proven to be great for revenue and this is a business first and foremost.
As for the balancing you mention, your example is not really accurate. Most of the game is balanced around new and casual players. Those groups make up a huge portion of the player base. You mentioned starter zones when Zos does not have starter zones. All the alliance zones are intended for leveling (and more since we no longer have vet ranks) and it might just be bad business for Zos to cordon off DLCs for more experienced players since limiting sales would put a damper on revenue.
The challenge MMOS put into these games is with instanced content like raids and in the case of ESO, these trials. Well, for some we an toss in the dungeons as well. It is pretty much a standard design to have different content and different difficulty level.
Maybe you should check out the trials, especially vet and HM. Either way, this design works for the business model. As long as it does it will not change since that is what determines what is correct and what is not.
Kiralyn2000 wrote: »MaleAmazon wrote: »Well the results of the poll disagree with you.
I don´t know why others play, I play in order to get rewards. By rewards I don´t just mean 'stuff', I mean getting to see new content, fun quests, getting to try out good builds in PvP, beating hard content, etc.
Hmm, based on those various "gamer personality/psychology" articles I've seen, "getting to see new content, fun quests" and "try out good builds in PvP, beating hard content" are two different playstyles or focuses. One is Exploration, the other is Achievement. Of course, a person can be even in both, but they're not a linked thing. (i.e, someone rated high in Exploration but not as high in Achievement would play on a lower difficulty. They want to see the world/lore/story, but they're not into clawing their way through it.)There is no uniqueness here; were I a gambling man I´d wage people with experience in gaming turned the difficulty up in Skyrim. Despite the fact that if they turned the difficulty down they´d get the exact same missions, environment and story. Why play on expert when you can just turn the difficulty to novice and kill things faster? Hell, people wanted extra extra hard mode which they put in.
Been videogaming since ~1979. Arcade, AppleII, PC, Mac, console... personally, I never turn up the difficulty in games anymore (except games like Diablo/PoE/Grim Dawn, where playing through each difficulty is part of the regular path through the game). And yeah, back when I was playing Dragon Age:Origins, I ended up turning the difficulty down, because the super-tedious combat was getting in the way of enjoying the story. (Of course, it didn't help that I was playing a very non-meta party, no AoE Mages in Dragon Mage:Origins, whee!)
As for Survival Extra Makework & Tedium mode in Skyrim & Fallout 4.... yeah, avoided the heck out of those.
Yes, overcoming a Big Dramatic Boss fight at the climax of the story can add to that plot resolution.... but having to re-do that 10-20m+ boss fight several times to get there just takes away from the whole story climax and makes it a burden. Boss fights like that, I don't feel "Woohoo! Awesome!"... just "Thank god that's over."
(It might be obvious, but I'm not a competitive gamer. Don't care that someone else had a higher gearscore then me in WoW, don't play PvP/Mobas/Overwatch/whatever, don't care about DPS meters or leaderboards. I'm just here to explore around and have fun.)
elfantasmo wrote: »When you can solo any world boss in any region it’s too easy...
Chilly-McFreeze wrote: »[/snip]It is not intended to be challenging to most. Have never seen overland in any game be a challenge to a mildly skilled player.
As I said above, I don't think it's intentional. They just don't know how to fix this. It would be awesome if everybody could play at their appropriate difficulty level in the open world of an MMO and I'm sure ZOS agrees with this.
It's likely completely intentional.
As I indicated, the current status quo for MMORPGs is his Zos chose to setup ESO overland difficulty. You can think Zos agrees with you but all indications are they don't. You can think Zos doesn't know how to change it (not fix it cause it ain't broke) when it's merely their choice to not implement a change
In realy isn't that hard for Zos to add a system where we can choose from a few settings to nerf our character, hence increasing the difficulty level. They seem to think the effort is not worth it. They're correct.
No they aren't correct.
What is at least 75% of this game's content including the added DLC content?
It's exploration/questing and overland content.
So if they want high level characters to remain interested in their game and the expansions they expect them to buy it's very important that they make this content challenging enough to where it's interesting to play for them. Frankly I find this idea that most of the game should be balanced around new players just starting out bordering on the absurd.
ZoS can keep the monsters at their current difficulty levels in the starter zones if they are afraid of chasing off newer players. But the other zones and enemies further along in the game should have their health and stats boosted to where they provide a temporary danger to high level characters. Or at least an option to do so needs to be there. Because as another poster pointed out - this game is quickly turning into a hello kitty tea party. Outside of the world bosses, the rest of the landscape enemies really may as well not even be there as they melt if you look at them funny. And I don't even play a DPS character. So I can just imagine those who do. I bet they don't even live a second (and I'm not exaggerating).
The purpose of adding enemies and monsters to a map is to make it seem more alive and dangerous. If they fail at doing that then they are pointless to have.
Maybe you should check out the trials, especially vet and HM. Either way, this design works for the business model. As long as it does it will not change since that is what determines what is correct and what is not.
This is not about vet trials or even vet dungeons.
I am fully aware this is not about vet trials. That is extremely clear. However, you conveniently edited out the comments that put what you quoted into context.
I suggest anyone looking at the post I just quoted go back one page and read my full comment he quoted.It is not intended to be challenging to most. Have never seen overland in any game be a challenge to a mildly skilled player.
As I said above, I don't think it's intentional. They just don't know how to fix this. It would be awesome if everybody could play at their appropriate difficulty level in the open world of an MMO and I'm sure ZOS agrees with this.
It's likely completely intentional.
As I indicated, the current status quo for MMORPGs is his Zos chose to setup ESO overland difficulty. You can think Zos agrees with you but all indications are they don't. You can think Zos doesn't know how to change it (not fix it cause it ain't broke) when it's merely their choice to not implement a change
In realy isn't that hard for Zos to add a system where we can choose from a few settings to nerf our character, hence increasing the difficulty level. They seem to think the effort is not worth it. They're correct.
No they aren't correct.
What is at least 75% of this game's content including the added DLC content?
It's exploration/questing and overland content.
So if they want high level characters to remain interested in their game and the expansions they expect them to buy it's very important that they make this content challenging enough to where it's interesting to play for them. Frankly I find this idea that most of the game should be balanced around new players just starting out bordering on the absurd.
ZoS can keep the monsters at their current difficulty levels in the starter zones if they are afraid of chasing off newer players. But the other zones and enemies further along in the game should have their health and stats boosted to where they provide a temporary danger to high level characters. Or at least an option to do so needs to be there. Because as another poster pointed out - this game is quickly turning into a hello kitty tea party. Outside of the world bosses, the rest of the landscape enemies really may as well not even be there as they melt if you look at them funny. And I don't even play a DPS character. So I can just imagine those who do. I bet they don't even live a second (and I'm not exaggerating).
The purpose of adding enemies and monsters to a map is to make it seem more alive and dangerous. If they fail at doing that then they are pointless to have.
I understand that Zos' choice on this matter, and really the choice of major MMORPGs is not something you agree with. However, this design is tried and true in todays market. It is proven to be great for revenue and this is a business first and foremost.
As for the balancing you mention, your example is not really accurate. Most of the game is balanced around new and casual players. Those groups make up a huge portion of the player base. You mentioned starter zones when Zos does not have starter zones. All the alliance zones are intended for leveling (and more since we no longer have vet ranks) and it might just be bad business for Zos to cordon off DLCs for more experienced players since limiting sales would put a damper on revenue.
The challenge MMOS put into these games is with instanced content like raids and in the case of ESO, these trials. Well, for some we an toss in the dungeons as well. It is pretty much a standard design to have different content and different difficulty level.
Maybe you should check out the trials, especially vet and HM. Either way, this design works for the business model. As long as it does it will not change since that is what determines what is correct and what is not.
God I am sotired of hearing this argument. What about what is good for the game, what is good for the title, what is good for gameplay, what is good for progression? I understand that profits are important, but good god, its called a video game, not a fantasy business investment.
While I understand it is inconvenient, but it is a business first, not for you, but for Zos. It is a video game to you, but not to Zenimax. The Business side of their operations make the decisions on this, every time.
Any player that has interest in increased difficulty is doing the instanced content. They are doing the vet trials their HMs, that is where progression is.
That is why Zos, and other MMORPGs spend the time to build raids.
Case in point, SWTOR lost their strongest players when they stopped building full raids and went to single boss instanced fights. What is good for profits, directly related to the actual game, would seem to be good for the game itself.
Regardless, if Zos thinks your idea on this is worth the effort then they will add it. If not, I guess we will see more of the same. It can be done since it would merely be something to nerf the player and Zos knows how to though it is not a small project so it comes down to value added to the game for the effort.
Swtor TANKED when it did that, absolutely TANKED.
Swtor tanked for several reasons
- Dumbed down content
- Dumbed down combat system
- Dumbed down stat system
- Hyper fixation on single player story
- Galactic Conquest
- RNG Crates for in game progress
- Complete lack of story based ops
- Those bastardized versions of flashpoints
all those things contributed to the slow death of swtor. Which shows us that catering purely to the god mode story only crowd simply does not cut it. The only reason ZoS is holding the game up is because they are still bringing out meaty Dungeons and trials and a regular quarterly xpac of a sort. If the god mode story crowd was the single only important crowd, swtor would be the most popular game on the market atm, but it is not.
Kiralyn2000 wrote: »MaleAmazon wrote: »Well the results of the poll disagree with you.
I don´t know why others play, I play in order to get rewards. By rewards I don´t just mean 'stuff', I mean getting to see new content, fun quests, getting to try out good builds in PvP, beating hard content, etc.
Hmm, based on those various "gamer personality/psychology" articles I've seen, "getting to see new content, fun quests" and "try out good builds in PvP, beating hard content" are two different playstyles or focuses. One is Exploration, the other is Achievement. Of course, a person can be even in both, but they're not a linked thing. (i.e, someone rated high in Exploration but not as high in Achievement would play on a lower difficulty. They want to see the world/lore/story, but they're not into clawing their way through it.)There is no uniqueness here; were I a gambling man I´d wage people with experience in gaming turned the difficulty up in Skyrim. Despite the fact that if they turned the difficulty down they´d get the exact same missions, environment and story. Why play on expert when you can just turn the difficulty to novice and kill things faster? Hell, people wanted extra extra hard mode which they put in.
Been videogaming since ~1979. Arcade, AppleII, PC, Mac, console... personally, I never turn up the difficulty in games anymore (except games like Diablo/PoE/Grim Dawn, where playing through each difficulty is part of the regular path through the game). And yeah, back when I was playing Dragon Age:Origins, I ended up turning the difficulty down, because the super-tedious combat was getting in the way of enjoying the story. (Of course, it didn't help that I was playing a very non-meta party, no AoE Mages in Dragon Mage:Origins, whee!)
As for Survival Extra Makework & Tedium mode in Skyrim & Fallout 4.... yeah, avoided the heck out of those.
Yes, overcoming a Big Dramatic Boss fight at the climax of the story can add to that plot resolution.... but having to re-do that 10-20m+ boss fight several times to get there just takes away from the whole story climax and makes it a burden. Boss fights like that, I don't feel "Woohoo! Awesome!"... just "Thank god that's over."
(It might be obvious, but I'm not a competitive gamer. Don't care that someone else had a higher gearscore then me in WoW, don't play PvP/Mobas/Overwatch/whatever, don't care about DPS meters or leaderboards. I'm just here to explore around and have fun.)
elfantasmo wrote: »When you can solo any world boss in any region it’s too easy...
No, when most people can solo any world boss in any region it's too easy, when you can do it that simply raises questions about the extent of your knowledge of the game and the degree to which you are skilled and geared as compared to those who cannot do it.
The fact that there is a healthy balance in the poll between those who find it too hard, too easy, and about right suggests that ZOS got the balance pretty well spot on - for a part of the game that is not supposed to be the toughest challenge. Run the same poll about VMA and not only will you get a very different response, but there will be a reason for that - it's where the challenge is supposed to be.
-Chilly-McFreeze wrote: »[/snip]It is not intended to be challenging to most. Have never seen overland in any game be a challenge to a mildly skilled player.
As I said above, I don't think it's intentional. They just don't know how to fix this. It would be awesome if everybody could play at their appropriate difficulty level in the open world of an MMO and I'm sure ZOS agrees with this.
It's likely completely intentional.
As I indicated, the current status quo for MMORPGs is his Zos chose to setup ESO overland difficulty. You can think Zos agrees with you but all indications are they don't. You can think Zos doesn't know how to change it (not fix it cause it ain't broke) when it's merely their choice to not implement a change
In realy isn't that hard for Zos to add a system where we can choose from a few settings to nerf our character, hence increasing the difficulty level. They seem to think the effort is not worth it. They're correct.
No they aren't correct.
What is at least 75% of this game's content including the added DLC content?
It's exploration/questing and overland content.
So if they want high level characters to remain interested in their game and the expansions they expect them to buy it's very important that they make this content challenging enough to where it's interesting to play for them. Frankly I find this idea that most of the game should be balanced around new players just starting out bordering on the absurd.
ZoS can keep the monsters at their current difficulty levels in the starter zones if they are afraid of chasing off newer players. But the other zones and enemies further along in the game should have their health and stats boosted to where they provide a temporary danger to high level characters. Or at least an option to do so needs to be there. Because as another poster pointed out - this game is quickly turning into a hello kitty tea party. Outside of the world bosses, the rest of the landscape enemies really may as well not even be there as they melt if you look at them funny. And I don't even play a DPS character. So I can just imagine those who do. I bet they don't even live a second (and I'm not exaggerating).
The purpose of adding enemies and monsters to a map is to make it seem more alive and dangerous. If they fail at doing that then they are pointless to have.
Maybe you should check out the trials, especially vet and HM. Either way, this design works for the business model. As long as it does it will not change since that is what determines what is correct and what is not.
This is not about vet trials or even vet dungeons.
I am fully aware this is not about vet trials. That is extremely clear. However, you conveniently edited out the comments that put what you quoted into context.
I suggest anyone looking at the post I just quoted go back one page and read my full comment he quoted.It is not intended to be challenging to most. Have never seen overland in any game be a challenge to a mildly skilled player.
As I said above, I don't think it's intentional. They just don't know how to fix this. It would be awesome if everybody could play at their appropriate difficulty level in the open world of an MMO and I'm sure ZOS agrees with this.
It's likely completely intentional.
As I indicated, the current status quo for MMORPGs is his Zos chose to setup ESO overland difficulty. You can think Zos agrees with you but all indications are they don't. You can think Zos doesn't know how to change it (not fix it cause it ain't broke) when it's merely their choice to not implement a change
In realy isn't that hard for Zos to add a system where we can choose from a few settings to nerf our character, hence increasing the difficulty level. They seem to think the effort is not worth it. They're correct.
No they aren't correct.
What is at least 75% of this game's content including the added DLC content?
It's exploration/questing and overland content.
So if they want high level characters to remain interested in their game and the expansions they expect them to buy it's very important that they make this content challenging enough to where it's interesting to play for them. Frankly I find this idea that most of the game should be balanced around new players just starting out bordering on the absurd.
ZoS can keep the monsters at their current difficulty levels in the starter zones if they are afraid of chasing off newer players. But the other zones and enemies further along in the game should have their health and stats boosted to where they provide a temporary danger to high level characters. Or at least an option to do so needs to be there. Because as another poster pointed out - this game is quickly turning into a hello kitty tea party. Outside of the world bosses, the rest of the landscape enemies really may as well not even be there as they melt if you look at them funny. And I don't even play a DPS character. So I can just imagine those who do. I bet they don't even live a second (and I'm not exaggerating).
The purpose of adding enemies and monsters to a map is to make it seem more alive and dangerous. If they fail at doing that then they are pointless to have.
I understand that Zos' choice on this matter, and really the choice of major MMORPGs is not something you agree with. However, this design is tried and true in todays market. It is proven to be great for revenue and this is a business first and foremost.
As for the balancing you mention, your example is not really accurate. Most of the game is balanced around new and casual players. Those groups make up a huge portion of the player base. You mentioned starter zones when Zos does not have starter zones. All the alliance zones are intended for leveling (and more since we no longer have vet ranks) and it might just be bad business for Zos to cordon off DLCs for more experienced players since limiting sales would put a damper on revenue.
The challenge MMOS put into these games is with instanced content like raids and in the case of ESO, these trials. Well, for some we an toss in the dungeons as well. It is pretty much a standard design to have different content and different difficulty level.
Maybe you should check out the trials, especially vet and HM. Either way, this design works for the business model. As long as it does it will not change since that is what determines what is correct and what is not.
God I am sotired of hearing this argument. What about what is good for the game, what is good for the title, what is good for gameplay, what is good for progression? I understand that profits are important, but good god, its called a video game, not a fantasy business investment.
While I understand it is inconvenient, but it is a business first, not for you, but for Zos. It is a video game to you, but not to Zenimax. The Business side of their operations make the decisions on this, every time.
Any player that has interest in increased difficulty is doing the instanced content. They are doing the vet trials their HMs, that is where progression is.
That is why Zos, and other MMORPGs spend the time to build raids.
Case in point, SWTOR lost their strongest players when they stopped building full raids and went to single boss instanced fights. What is good for profits, directly related to the actual game, would seem to be good for the game itself.
Regardless, if Zos thinks your idea on this is worth the effort then they will add it. If not, I guess we will see more of the same. It can be done since it would merely be something to nerf the player and Zos knows how to though it is not a small project so it comes down to value added to the game for the effort.
Swtor TANKED when it did that, absolutely TANKED.
Swtor tanked for several reasons
- Dumbed down content
- Dumbed down combat system
- Dumbed down stat system
- Hyper fixation on single player story
- Galactic Conquest
- RNG Crates for in game progress
- Complete lack of story based ops
- Those bastardized versions of flashpoints
all those things contributed to the slow death of swtor. Which shows us that catering purely to the god mode story only crowd simply does not cut it. The only reason ZoS is holding the game up is because they are still bringing out meaty Dungeons and trials and a regular quarterly xpac of a sort. If the god mode story crowd was the single only important crowd, swtor would be the most popular game on the market atm, but it is not.
Some of your points are appropriate in they did over simplify builds. Things like RNG crates really did not affect the serious player in a negative manner. Especially since they could by anything they wanted out of them from the GTN with in game credits.
But yes, you are exactly correct that the ceasing of creating new ops left the players interested in challenging content with nothing really to do except the same ops they had been doing for years already. I did not want to bring it up, but again, yes, the creating of those easy FPs also added, but at least they still did a few more FPs that were worthy.
Those were the two biggest factors that lead to the more serious player leaving SWTOR. Few of the serious players still log in and it is mostly for PvP. Yes, some top players actually still log in for their PvP.
Some WB i can solo some not. I see also from time to time players die in normal quest contend, for me is the quest contend to easy but im not all players.
I'm not a competitive gamer either. Not only do I not care about DPS meters but I have contempt for them. And I also play ESO because I enjoy exploring the world and having fun. But it's difficult to have fun when everything (or most everything) you encounter on the landscape is so brain dead easy you can annihilate them in seconds without a second thought.
So I would caution people not to assume that everyone here who is dissatisfied with the current state of this game's challenge when it comes to solo/questing content are one of those competitive or hard core type players. Because I doubt that is the case.
I'm sure there are plenty of casual players who simply enjoy questing and exploring the world of Tamriel who find this game becoming too easy as well.
elfantasmo wrote: »When you can solo any world boss in any region it’s too easy...
-Chilly-McFreeze wrote: »[/snip]It is not intended to be challenging to most. Have never seen overland in any game be a challenge to a mildly skilled player.
As I said above, I don't think it's intentional. They just don't know how to fix this. It would be awesome if everybody could play at their appropriate difficulty level in the open world of an MMO and I'm sure ZOS agrees with this.
It's likely completely intentional.
As I indicated, the current status quo for MMORPGs is his Zos chose to setup ESO overland difficulty. You can think Zos agrees with you but all indications are they don't. You can think Zos doesn't know how to change it (not fix it cause it ain't broke) when it's merely their choice to not implement a change
In realy isn't that hard for Zos to add a system where we can choose from a few settings to nerf our character, hence increasing the difficulty level. They seem to think the effort is not worth it. They're correct.
No they aren't correct.
What is at least 75% of this game's content including the added DLC content?
It's exploration/questing and overland content.
So if they want high level characters to remain interested in their game and the expansions they expect them to buy it's very important that they make this content challenging enough to where it's interesting to play for them. Frankly I find this idea that most of the game should be balanced around new players just starting out bordering on the absurd.
ZoS can keep the monsters at their current difficulty levels in the starter zones if they are afraid of chasing off newer players. But the other zones and enemies further along in the game should have their health and stats boosted to where they provide a temporary danger to high level characters. Or at least an option to do so needs to be there. Because as another poster pointed out - this game is quickly turning into a hello kitty tea party. Outside of the world bosses, the rest of the landscape enemies really may as well not even be there as they melt if you look at them funny. And I don't even play a DPS character. So I can just imagine those who do. I bet they don't even live a second (and I'm not exaggerating).
The purpose of adding enemies and monsters to a map is to make it seem more alive and dangerous. If they fail at doing that then they are pointless to have.
Maybe you should check out the trials, especially vet and HM. Either way, this design works for the business model. As long as it does it will not change since that is what determines what is correct and what is not.
This is not about vet trials or even vet dungeons.
I am fully aware this is not about vet trials. That is extremely clear. However, you conveniently edited out the comments that put what you quoted into context.
I suggest anyone looking at the post I just quoted go back one page and read my full comment he quoted.It is not intended to be challenging to most. Have never seen overland in any game be a challenge to a mildly skilled player.
As I said above, I don't think it's intentional. They just don't know how to fix this. It would be awesome if everybody could play at their appropriate difficulty level in the open world of an MMO and I'm sure ZOS agrees with this.
It's likely completely intentional.
As I indicated, the current status quo for MMORPGs is his Zos chose to setup ESO overland difficulty. You can think Zos agrees with you but all indications are they don't. You can think Zos doesn't know how to change it (not fix it cause it ain't broke) when it's merely their choice to not implement a change
In realy isn't that hard for Zos to add a system where we can choose from a few settings to nerf our character, hence increasing the difficulty level. They seem to think the effort is not worth it. They're correct.
No they aren't correct.
What is at least 75% of this game's content including the added DLC content?
It's exploration/questing and overland content.
So if they want high level characters to remain interested in their game and the expansions they expect them to buy it's very important that they make this content challenging enough to where it's interesting to play for them. Frankly I find this idea that most of the game should be balanced around new players just starting out bordering on the absurd.
ZoS can keep the monsters at their current difficulty levels in the starter zones if they are afraid of chasing off newer players. But the other zones and enemies further along in the game should have their health and stats boosted to where they provide a temporary danger to high level characters. Or at least an option to do so needs to be there. Because as another poster pointed out - this game is quickly turning into a hello kitty tea party. Outside of the world bosses, the rest of the landscape enemies really may as well not even be there as they melt if you look at them funny. And I don't even play a DPS character. So I can just imagine those who do. I bet they don't even live a second (and I'm not exaggerating).
The purpose of adding enemies and monsters to a map is to make it seem more alive and dangerous. If they fail at doing that then they are pointless to have.
I understand that Zos' choice on this matter, and really the choice of major MMORPGs is not something you agree with. However, this design is tried and true in todays market. It is proven to be great for revenue and this is a business first and foremost.
As for the balancing you mention, your example is not really accurate. Most of the game is balanced around new and casual players. Those groups make up a huge portion of the player base. You mentioned starter zones when Zos does not have starter zones. All the alliance zones are intended for leveling (and more since we no longer have vet ranks) and it might just be bad business for Zos to cordon off DLCs for more experienced players since limiting sales would put a damper on revenue.
The challenge MMOS put into these games is with instanced content like raids and in the case of ESO, these trials. Well, for some we an toss in the dungeons as well. It is pretty much a standard design to have different content and different difficulty level.
Maybe you should check out the trials, especially vet and HM. Either way, this design works for the business model. As long as it does it will not change since that is what determines what is correct and what is not.
God I am sotired of hearing this argument. What about what is good for the game, what is good for the title, what is good for gameplay, what is good for progression? I understand that profits are important, but good god, its called a video game, not a fantasy business investment.
While I understand it is inconvenient, but it is a business first, not for you, but for Zos. It is a video game to you, but not to Zenimax. The Business side of their operations make the decisions on this, every time.
Any player that has interest in increased difficulty is doing the instanced content. They are doing the vet trials their HMs, that is where progression is.
That is why Zos, and other MMORPGs spend the time to build raids.
Case in point, SWTOR lost their strongest players when they stopped building full raids and went to single boss instanced fights. What is good for profits, directly related to the actual game, would seem to be good for the game itself.
Regardless, if Zos thinks your idea on this is worth the effort then they will add it. If not, I guess we will see more of the same. It can be done since it would merely be something to nerf the player and Zos knows how to though it is not a small project so it comes down to value added to the game for the effort.
Swtor TANKED when it did that, absolutely TANKED.
Swtor tanked for several reasons
- Dumbed down content
- Dumbed down combat system
- Dumbed down stat system
- Hyper fixation on single player story
- Galactic Conquest
- RNG Crates for in game progress
- Complete lack of story based ops
- Those bastardized versions of flashpoints
all those things contributed to the slow death of swtor. Which shows us that catering purely to the god mode story only crowd simply does not cut it. The only reason ZoS is holding the game up is because they are still bringing out meaty Dungeons and trials and a regular quarterly xpac of a sort. If the god mode story crowd was the single only important crowd, swtor would be the most popular game on the market atm, but it is not.
Some of your points are appropriate in they did over simplify builds. Things like RNG crates really did not affect the serious player in a negative manner. Especially since they could by anything they wanted out of them from the GTN with in game credits.
But yes, you are exactly correct that the ceasing of creating new ops left the players interested in challenging content with nothing really to do except the same ops they had been doing for years already. I did not want to bring it up, but again, yes, the creating of those easy FPs also added, but at least they still did a few more FPs that were worthy.
Those were the two biggest factors that lead to the more serious player leaving SWTOR. Few of the serious players still log in and it is mostly for PvP. Yes, some top players actually still log in for their PvP.
If I had money, I would still pvp too, but I have to choose between ESO and SWTOr atm, and its a clear win for ESO. Even with its problems.
-Chilly-McFreeze wrote: »[/snip]It is not intended to be challenging to most. Have never seen overland in any game be a challenge to a mildly skilled player.
As I said above, I don't think it's intentional. They just don't know how to fix this. It would be awesome if everybody could play at their appropriate difficulty level in the open world of an MMO and I'm sure ZOS agrees with this.
It's likely completely intentional.
As I indicated, the current status quo for MMORPGs is his Zos chose to setup ESO overland difficulty. You can think Zos agrees with you but all indications are they don't. You can think Zos doesn't know how to change it (not fix it cause it ain't broke) when it's merely their choice to not implement a change
In realy isn't that hard for Zos to add a system where we can choose from a few settings to nerf our character, hence increasing the difficulty level. They seem to think the effort is not worth it. They're correct.
No they aren't correct.
What is at least 75% of this game's content including the added DLC content?
It's exploration/questing and overland content.
So if they want high level characters to remain interested in their game and the expansions they expect them to buy it's very important that they make this content challenging enough to where it's interesting to play for them. Frankly I find this idea that most of the game should be balanced around new players just starting out bordering on the absurd.
ZoS can keep the monsters at their current difficulty levels in the starter zones if they are afraid of chasing off newer players. But the other zones and enemies further along in the game should have their health and stats boosted to where they provide a temporary danger to high level characters. Or at least an option to do so needs to be there. Because as another poster pointed out - this game is quickly turning into a hello kitty tea party. Outside of the world bosses, the rest of the landscape enemies really may as well not even be there as they melt if you look at them funny. And I don't even play a DPS character. So I can just imagine those who do. I bet they don't even live a second (and I'm not exaggerating).
The purpose of adding enemies and monsters to a map is to make it seem more alive and dangerous. If they fail at doing that then they are pointless to have.
Maybe you should check out the trials, especially vet and HM. Either way, this design works for the business model. As long as it does it will not change since that is what determines what is correct and what is not.
This is not about vet trials or even vet dungeons.
I am fully aware this is not about vet trials. That is extremely clear. However, you conveniently edited out the comments that put what you quoted into context.
I suggest anyone looking at the post I just quoted go back one page and read my full comment he quoted.It is not intended to be challenging to most. Have never seen overland in any game be a challenge to a mildly skilled player.
As I said above, I don't think it's intentional. They just don't know how to fix this. It would be awesome if everybody could play at their appropriate difficulty level in the open world of an MMO and I'm sure ZOS agrees with this.
It's likely completely intentional.
As I indicated, the current status quo for MMORPGs is his Zos chose to setup ESO overland difficulty. You can think Zos agrees with you but all indications are they don't. You can think Zos doesn't know how to change it (not fix it cause it ain't broke) when it's merely their choice to not implement a change
In realy isn't that hard for Zos to add a system where we can choose from a few settings to nerf our character, hence increasing the difficulty level. They seem to think the effort is not worth it. They're correct.
No they aren't correct.
What is at least 75% of this game's content including the added DLC content?
It's exploration/questing and overland content.
So if they want high level characters to remain interested in their game and the expansions they expect them to buy it's very important that they make this content challenging enough to where it's interesting to play for them. Frankly I find this idea that most of the game should be balanced around new players just starting out bordering on the absurd.
ZoS can keep the monsters at their current difficulty levels in the starter zones if they are afraid of chasing off newer players. But the other zones and enemies further along in the game should have their health and stats boosted to where they provide a temporary danger to high level characters. Or at least an option to do so needs to be there. Because as another poster pointed out - this game is quickly turning into a hello kitty tea party. Outside of the world bosses, the rest of the landscape enemies really may as well not even be there as they melt if you look at them funny. And I don't even play a DPS character. So I can just imagine those who do. I bet they don't even live a second (and I'm not exaggerating).
The purpose of adding enemies and monsters to a map is to make it seem more alive and dangerous. If they fail at doing that then they are pointless to have.
I understand that Zos' choice on this matter, and really the choice of major MMORPGs is not something you agree with. However, this design is tried and true in todays market. It is proven to be great for revenue and this is a business first and foremost.
As for the balancing you mention, your example is not really accurate. Most of the game is balanced around new and casual players. Those groups make up a huge portion of the player base. You mentioned starter zones when Zos does not have starter zones. All the alliance zones are intended for leveling (and more since we no longer have vet ranks) and it might just be bad business for Zos to cordon off DLCs for more experienced players since limiting sales would put a damper on revenue.
The challenge MMOS put into these games is with instanced content like raids and in the case of ESO, these trials. Well, for some we an toss in the dungeons as well. It is pretty much a standard design to have different content and different difficulty level.
Maybe you should check out the trials, especially vet and HM. Either way, this design works for the business model. As long as it does it will not change since that is what determines what is correct and what is not.
God I am sotired of hearing this argument. What about what is good for the game, what is good for the title, what is good for gameplay, what is good for progression? I understand that profits are important, but good god, its called a video game, not a fantasy business investment.
While I understand it is inconvenient, but it is a business first, not for you, but for Zos. It is a video game to you, but not to Zenimax. The Business side of their operations make the decisions on this, every time.
Any player that has interest in increased difficulty is doing the instanced content. They are doing the vet trials their HMs, that is where progression is.
That is why Zos, and other MMORPGs spend the time to build raids.
Case in point, SWTOR lost their strongest players when they stopped building full raids and went to single boss instanced fights. What is good for profits, directly related to the actual game, would seem to be good for the game itself.
Regardless, if Zos thinks your idea on this is worth the effort then they will add it. If not, I guess we will see more of the same. It can be done since it would merely be something to nerf the player and Zos knows how to though it is not a small project so it comes down to value added to the game for the effort.
Swtor TANKED when it did that, absolutely TANKED.
Swtor tanked for several reasons
- Dumbed down content
- Dumbed down combat system
- Dumbed down stat system
- Hyper fixation on single player story
- Galactic Conquest
- RNG Crates for in game progress
- Complete lack of story based ops
- Those bastardized versions of flashpoints
all those things contributed to the slow death of swtor. Which shows us that catering purely to the god mode story only crowd simply does not cut it. The only reason ZoS is holding the game up is because they are still bringing out meaty Dungeons and trials and a regular quarterly xpac of a sort. If the god mode story crowd was the single only important crowd, swtor would be the most popular game on the market atm, but it is not.
Some of your points are appropriate in they did over simplify builds. Things like RNG crates really did not affect the serious player in a negative manner. Especially since they could by anything they wanted out of them from the GTN with in game credits.
But yes, you are exactly correct that the ceasing of creating new ops left the players interested in challenging content with nothing really to do except the same ops they had been doing for years already. I did not want to bring it up, but again, yes, the creating of those easy FPs also added, but at least they still did a few more FPs that were worthy.
Those were the two biggest factors that lead to the more serious player leaving SWTOR. Few of the serious players still log in and it is mostly for PvP. Yes, some top players actually still log in for their PvP.
If I had money, I would still pvp too, but I have to choose between ESO and SWTOr atm, and its a clear win for ESO. Even with its problems.
Exactly. As long as Zos keeps putting out decent raid content they have my money. vAS does not really count since that is a mini trial.
(It might be obvious, but I'm not a competitive gamer. Don't care that someone else had a higher gearscore then me in WoW, don't play PvP/Mobas/Overwatch/whatever, don't care about DPS meters or leaderboards. I'm just here to explore around and have fun.)
As for Survival Extra Makework & Tedium mode in Skyrim & Fallout 4.... yeah, avoided the heck out of those.
MaleAmazon wrote: »(It might be obvious, but I'm not a competitive gamer. Don't care that someone else had a higher gearscore then me in WoW, don't play PvP/Mobas/Overwatch/whatever, don't care about DPS meters or leaderboards. I'm just here to explore around and have fun.)
I honestly dont know what difficulty the average gamer plays at. I´ve been playing videogames since late 80´s and I prefer slightly harder than normal, usually, only turning the difficulty all the way up to see if I can manage that challenge. Most people in forums play on harder difficulties in my experience, but that might be a skewed view. Still...
ESO is a bit of a special case since as you play your characters inevitably get stronger unless you deliberately try to make them inefficient, but the world remains the same. For me, the first hour or so when levelling an alt is an entirely different (and more engaging) experience than after that. I actually have to worry about dying.. but I am now lvl 16 a few hours later, and can chop up mammoths like salad in a blender. I think many people are so used to it they don´t even think about it anymore. I don´t go into public dungeons solo to get a challenge, I do it since massacring the monsters there gets me loot faster when I need it. It is a bit strange.
With some kind of optional veteran overland mode you could make the game more difficult again, without it affecting anyone else the slightest. I don´t see any real downside to this solution. I would have liked to have explored Morrowind with some sense of danger. Making the monsters themselves stronger would be a bad solution, I agree.
Did you play oblivion? If you did, did you ever set the difficulty bar to max? Its just hilariously difficult. xD