thatlaurachick wrote: »@Drakkdjinn Care to link? All I see is the daily “harder X” threads.
@nnargun Most are easy once you’ve run them enough. Like VMA
thatlaurachick wrote: »@Drakkdjinn Care to link? All I see is the daily “harder X” threads.
@nnargun Most are easy once you’ve run them enough. Like VMA . Also, you can group whenever you want and aren’t forced at all. Wanting more VMA style content is fine, but maybe you should consider a request that won’t force ZOS to allocate a separate instance for every zone that a small percentage of players may want to use sometimes. There is no way to prevent noobs from wandering into your V++ difficulty fight without putting it in a separate instance. This takes memory, cpu, i/o streams, physical requirements. One of the driving factors in 1T was likely the ability to run 50-65% less world instances, thus freeing up hardware space for housing and other types of instances.
thatlaurachick wrote: »@Drakkdjinn Care to link? All I see is the daily “harder X” threads.
@nnargun Most are easy once you’ve run them enough. Like VMA . Also, you can group whenever you want and aren’t forced at all. Wanting more VMA style content is fine, but maybe you should consider a request that won’t force ZOS to allocate a separate instance for every zone that a small percentage of players may want to use sometimes. There is no way to prevent noobs from wandering into your V++ difficulty fight without putting it in a separate instance. This takes memory, cpu, i/o streams, physical requirements. One of the driving factors in 1T was likely the ability to run 50-65% less world instances, thus freeing up hardware space for housing and other types of instances.
Drakkdjinn wrote: »Petitions to revamp CP, aka power creep, are all over the forums, documenting their negative impact on many aspects of gameplay.
I logged into respectfully, yet vehemently disagree with this solo argument. Grouping is precisely what makes MMORPG's (Massively Multiplayer Online Role Playing Games) unique. The social element of group content (dungeons and trials) as a game system is integral to the game and it is what makes the content in MMOs more challenging than any other PvE genre. You as the player have the option to complete a myriad of solo content; crafting, quests, and pvp, to name a few. When grouping requirements are eliminated from an MMO, you hasten the slow death of the game and water down it's core game systems.I don't want harder vMA, I want more vMA. There is no endgame content designed for solo play apart from that one arena. Hence all the frustration about the easy-as-cake overland imo. Playing an online game should give me the option to group whenever I want but not force me to.
Solo content is always easier, but does not encourage socialization, which in turn is less enjoyable to the player. MMO's are successful when they promote socialization through groups and other systems.When designing any game, it is worthwhile to think about the game's social uses, and how the
system encourages or discourages socialization. For instance, almost every network has online
versions of classic games like poker and bridge. And in almost every case, those games have failed to attract much useage.
I logged into respectfully, yet vehemently disagree with this solo argument. Grouping is precisely what makes MMORPG's (Massively Multiplayer Online Role Playing Games) unique. The social element of group content (dungeons and trials) as a game system is integral to the game and it is what makes the content in MMOs more challenging than any other PvE genre. You as the player have the option to complete a myriad of solo content; crafting, quests, and pvp, to name a few. When grouping requirements are eliminated from an MMO, you hasten the slow death of the game and water down it's core game systems.I don't want harder vMA, I want more vMA. There is no endgame content designed for solo play apart from that one arena. Hence all the frustration about the easy-as-cake overland imo. Playing an online game should give me the option to group whenever I want but not force me to.
For more info on socialization as a key pillar of game design, read this design article from UCLA. Here is an excerpt:Solo content is always easier, but does not encourage socialization, which in turn is less enjoyable to the player. MMO's are successful when they promote socialization through groups and other systems.When designing any game, it is worthwhile to think about the game's social uses, and how the
system encourages or discourages socialization. For instance, almost every network has online
versions of classic games like poker and bridge. And in almost every case, those games have failed to attract much useage.
I logged into respectfully, yet vehemently disagree with this solo argument. Grouping is precisely what makes MMORPG's (Massively Multiplayer Online Role Playing Games) unique. The social element of group content (dungeons and trials) as a game system is integral to the game and it is what makes the content in MMOs more challenging than any other PvE genre. You as the player have the option to complete a myriad of solo content; crafting, quests, and pvp, to name a few. When grouping requirements are eliminated from an MMO, you hasten the slow death of the game and water down it's core game systems.I don't want harder vMA, I want more vMA. There is no endgame content designed for solo play apart from that one arena. Hence all the frustration about the easy-as-cake overland imo. Playing an online game should give me the option to group whenever I want but not force me to.
For more info on socialization as a key pillar of game design, read this design article from UCLA. Here is an excerpt:Solo content is always easier, but does not encourage socialization, which in turn is less enjoyable to the player. MMO's are successful when they promote socialization through groups and other systems.When designing any game, it is worthwhile to think about the game's social uses, and how the
system encourages or discourages socialization. For instance, almost every network has online
versions of classic games like poker and bridge. And in almost every case, those games have failed to attract much useage.
So you do actually wanna force me to group so YOU have someone to play with. Did I conclude that correctly?
Because if that's not the reason, maybe lrt me decide how I can enjoy this game most? Also I didn't ask for less group content.
I logged into respectfully, yet vehemently disagree with this solo argument. Grouping is precisely what makes MMORPG's (Massively Multiplayer Online Role Playing Games) unique. The social element of group content (dungeons and trials) as a game system is integral to the game and it is what makes the content in MMOs more challenging than any other PvE genre. You as the player have the option to complete a myriad of solo content; crafting, quests, and pvp, to name a few. When grouping requirements are eliminated from an MMO, you hasten the slow death of the game and water down it's core game systems.I don't want harder vMA, I want more vMA. There is no endgame content designed for solo play apart from that one arena. Hence all the frustration about the easy-as-cake overland imo. Playing an online game should give me the option to group whenever I want but not force me to.
For more info on socialization as a key pillar of game design, read this design article from UCLA. Here is an excerpt:Solo content is always easier, but does not encourage socialization, which in turn is less enjoyable to the player. MMO's are successful when they promote socialization through groups and other systems.When designing any game, it is worthwhile to think about the game's social uses, and how the
system encourages or discourages socialization. For instance, almost every network has online
versions of classic games like poker and bridge. And in almost every case, those games have failed to attract much useage.
So you do actually wanna force me to group so YOU have someone to play with. Did I conclude that correctly?
Because if that's not the reason, maybe lrt me decide how I can enjoy this game most? Also I didn't ask for less group content.
He’s not saying that you need to group with anyone. Just that the whole point to MMO is to promote group play. So they will always be adding more group content because without it the game would die. You can play however you want to. But Zos will cater to the majority and most of the players want group content because that’s just how MMOs work. Solo content will always be easier then group content so that people that don’t want to group can complete it. I just wouldn’t hold out hope for more solo content other then overland DLCS
thatlaurachick wrote: »Power Creep. Instead of continually annoying ZOS for a harder overland, harder VMA, harder trials, harder everything.. why not ask for less power creep?
At launch, going off road was a serious time investment in killing even a single NPC, much less a mob. Mudcrabs could kill you easily (not joking). Leather sold for 25k per 100 stack - because it was so hard to obtain. (also, fewer dungeon mobs dropped leather) What has changed? More powerful sets, CP bonuses (and 690 points to put in them), more powerful traits and skills.
Yes, the overland difficulty has dropped in most zones due to One Tamriel, this was a good change. New players can progress without dying 10 times per quest. Farming is easier so more players (and bots) gather, which means lower prices at the traders. It's also possible for a CP690 player to help their friend at lvl 20. (on a max level tank just blocking attacks could kill lvl 20 mobs)
The issue of feeling overpowered isn't just because the content is too easy, it's because you, the player, ARE overpowered. Granted, CP bonuses allow for more varied builds, across more difficulty levels. Vet trials tanks would never have any stamina without 100 in Shadow Ward. Stam sorcs would revert to their pre-CP status of "hahahha, lol".
I apreciate the work ZOS continues to do on balance, though, maybe stop tweaking PvE to fix PvP. (*cough* upcoming stam nerf *cough*) Overall, I would prefer to be less powerful. It is more challening to kill a boss with 12 million health when your group DPS is 75k? Yes, but less DPS can make trials bosses into mechanics fights, not simple DPS burns. (oversimplfied, but so many groups ignore mechanics and get better results with just burning the boss, which is boring to me as a tank) It also would make overland much more difficult, BUT, with the current scaling algorithms, I don't think new players would suffer as much as we think. It could even force bots away from XP farming, if 1 sorc with lightning form and 2 pets can't kill 4 mobs pulled together.
Just a thought on WHY there is discussion on overland difficulty. Remember, ESO is an MMORPG. Props to ZOS for managing a solo experience in a multiplayer environment, and even providing super difficult content for 10% of players who want that challenge.
Silver_Strider wrote: »Once an hour, have a world event, called the Greater Dolmen, spawn in a random zone that is extremely difficult to do (I'm talking enemies that are pre-nerf IC sewer boss difficult, with a Super Boss enemy at the end with its own mechanics and an enrage timer)
At the end you are rewarded with new armor sets.
Coldharbour's Fire
Max magic
Spell Crit
Spell Penetration
10% chance on damaging an enemy to be engulfed in the fires of Coldharbour, damaging nearby enemies for X fire damage and increasing your Spell Damage for 15 seconds. 15 second CD.
Coldharbour's Miasma
Max Stamina
Weapon Crit
Physical Penetration
10% chance on damaging an enemy to release a poisonous miasma, damaging enemies in front of you for X poison damage over 15 seconds and increasing Weapon Damage for 15 seconds. 15 second CD
Coldharbour's Domain
Max Health
Physical + Spell resistance
Healing received
15% on being damaged to summon an Altar of Domination, granting Major Protection for you and your allies within an 8m radius, reducing your damage taken by 30% and dealing X oblivion damage over 10 seconds. 45 second CD.
Silver_Strider wrote: »Once an hour, have a world event, called the Greater Dolmen, spawn in a random zone that is extremely difficult to do (I'm talking enemies that are pre-nerf IC sewer boss difficult, with a Super Boss enemy at the end with its own mechanics and an enrage timer)
At the end you are rewarded with new armor sets.
Coldharbour's Fire
Max magic
Spell Crit
Spell Penetration
10% chance on damaging an enemy to be engulfed in the fires of Coldharbour, damaging nearby enemies for X fire damage and increasing your Spell Damage for 15 seconds. 15 second CD.
Coldharbour's Miasma
Max Stamina
Weapon Crit
Physical Penetration
10% chance on damaging an enemy to release a poisonous miasma, damaging enemies in front of you for X poison damage over 15 seconds and increasing Weapon Damage for 15 seconds. 15 second CD
Coldharbour's Domain
Max Health
Physical + Spell resistance
Healing received
15% on being damaged to summon an Altar of Domination, granting Major Protection for you and your allies within an 8m radius, reducing your damage taken by 30% and dealing X oblivion damage over 10 seconds. 45 second CD.
And those original IC sewer bosses were easy-peasy if you had a zerg to mow them down.
There is a reason why difficult content in this game is restricted to private instances. Because private instances are controlled. You can design content for a specific number of people, and design interesting mechanics. In the open world, that's just not possible. Make a boss that is meant to be difficult for 4 people, and it becomes a faceroll when a WB farming group zergs through. Make a boss so hard that it would challenge a WB zerg, and then it becomes impossible for small groups. And it's not like you can scale the difficulty dynamically--what if you start a WB fight solo, and then a zerg shows up halfway?
And it's not just a matter of difficulty, but mechanics, too. Without mechanics, boss fights are boring. They have more health. They do more damage. Oooooookay. Truly challenging content will have interesting mechanics. But, again, how do you design mechanics when you don't know what kind of people will even be facing the boss? Will there be a tank? Two tanks? Zero tanks? Can you design the mechanics to assume the presence of a healer? Or two healers? The mechanics of existing world bosses are all pretty simple and dull and doesn't go beyond "here's a lot of incoming damage--in a whole new form!".
It is simply impractical to design meaningful difficult content for the overland, because you can't control things.
And yes, there absolutely will be WB zergs, just as there have been WB zergs roaming Wrothgar for the past two years. If you make the WB rewarding, people will show up there in droves. Because most people just want the reward, difficulty be damned. And even if they do want it to be difficult, why should they be the one to not show up at the WB? It's everyone else's fault that there's a zerg there.
Again, there is a reason why difficult content in this game is restricted to private instances. All this talk about overland difficulty ignores the reality that you can't really design meaningful difficult content without a controlled environment for that content to exist in. So you can tune the difficulty for a specific group size. So you more latitude to design mechanics knowing what kind of group composition to expect.
Yes, this game needs difficult content. Which is why we're getting two more 4-man dungeons next quarter. Not some open-world nonsense.
https://youtu.be/cQXGMw5n1k8[/vid]
https://youtu.be/os--S4nf43M[/vid]If you design a boss so hard that it requires 12 people to kill (let's face it, with 24 people, you'll be playing a slideshow), then... why not enforce that number and make it a trial? That's exactly what Asylum is, BTW--jump in, fight a boss, no trash to fuss over.Silver_Strider wrote: »If something is designed to require numerous people to complete then that's that. Why does everything need to be manageable for a small group?
Power Creep is terrible, but that doesn't mean Overland content, delves, public dungeons, solo quests or what have you would be challenging without it.
Silver_Strider wrote: »Once an hour, have a world event, called the Greater Dolmen, spawn in a random zone that is extremely difficult to do (I'm talking enemies that are pre-nerf IC sewer boss difficult, with a Super Boss enemy at the end with its own mechanics and an enrage timer)
At the end you are rewarded with new armor sets.
Coldharbour's Fire
Max magic
Spell Crit
Spell Penetration
10% chance on damaging an enemy to be engulfed in the fires of Coldharbour, damaging nearby enemies for X fire damage and increasing your Spell Damage for 15 seconds. 15 second CD.
Coldharbour's Miasma
Max Stamina
Weapon Crit
Physical Penetration
10% chance on damaging an enemy to release a poisonous miasma, damaging enemies in front of you for X poison damage over 15 seconds and increasing Weapon Damage for 15 seconds. 15 second CD
Coldharbour's Domain
Max Health
Physical + Spell resistance
Healing received
15% on being damaged to summon an Altar of Domination, granting Major Protection for you and your allies within an 8m radius, reducing your damage taken by 30% and dealing X oblivion damage over 10 seconds. 45 second CD.
Silver_Strider wrote: »Silver_Strider wrote: »Once an hour, have a world event, called the Greater Dolmen, spawn in a random zone that is extremely difficult to do (I'm talking enemies that are pre-nerf IC sewer boss difficult, with a Super Boss enemy at the end with its own mechanics and an enrage timer)
At the end you are rewarded with new armor sets.
Coldharbour's Fire
Max magic
Spell Crit
Spell Penetration
10% chance on damaging an enemy to be engulfed in the fires of Coldharbour, damaging nearby enemies for X fire damage and increasing your Spell Damage for 15 seconds. 15 second CD.
Coldharbour's Miasma
Max Stamina
Weapon Crit
Physical Penetration
10% chance on damaging an enemy to release a poisonous miasma, damaging enemies in front of you for X poison damage over 15 seconds and increasing Weapon Damage for 15 seconds. 15 second CD
Coldharbour's Domain
Max Health
Physical + Spell resistance
Healing received
15% on being damaged to summon an Altar of Domination, granting Major Protection for you and your allies within an 8m radius, reducing your damage taken by 30% and dealing X oblivion damage over 10 seconds. 45 second CD.
And those original IC sewer bosses were easy-peasy if you had a zerg to mow them down.
There is a reason why difficult content in this game is restricted to private instances. Because private instances are controlled. You can design content for a specific number of people, and design interesting mechanics. In the open world, that's just not possible. Make a boss that is meant to be difficult for 4 people, and it becomes a faceroll when a WB farming group zergs through. Make a boss so hard that it would challenge a WB zerg, and then it becomes impossible for small groups. And it's not like you can scale the difficulty dynamically--what if you start a WB fight solo, and then a zerg shows up halfway?
And it's not just a matter of difficulty, but mechanics, too. Without mechanics, boss fights are boring. They have more health. They do more damage. Oooooookay. Truly challenging content will have interesting mechanics. But, again, how do you design mechanics when you don't know what kind of people will even be facing the boss? Will there be a tank? Two tanks? Zero tanks? Can you design the mechanics to assume the presence of a healer? Or two healers? The mechanics of existing world bosses are all pretty simple and dull and doesn't go beyond "here's a lot of incoming damage--in a whole new form!".
It is simply impractical to design meaningful difficult content for the overland, because you can't control things.
And yes, there absolutely will be WB zergs, just as there have been WB zergs roaming Wrothgar for the past two years. If you make the WB rewarding, people will show up there in droves. Because most people just want the reward, difficulty be damned. And even if they do want it to be difficult, why should they be the one to not show up at the WB? It's everyone else's fault that there's a zerg there.
Again, there is a reason why difficult content in this game is restricted to private instances. All this talk about overland difficulty ignores the reality that you can't really design meaningful difficult content without a controlled environment for that content to exist in. So you can tune the difficulty for a specific group size. So you more latitude to design mechanics knowing what kind of group composition to expect.
Yes, this game needs difficult content. Which is why we're getting two more 4-man dungeons next quarter. Not some open-world nonsense.
Not everything in the open world needs to be clearable by a small group of people. Some MMOs have super bosses that literally require a large portion of the server's population to take down. Look at the Odin fate in FFXIV as an example.
[vid]https://youtu.be/cQXGMw5n1k8[/vid]
[vidhttps://youtu.be/os--S4nf43M[/vid]
If something is designed to require numerous people to complete then that's that. Why does everything need to be manageable for a small group?