By that logic they'd need to add a story, dungeon and (perhaps) trial or arena to every DLC. As nice as that would be, I think we all know that's not going to happen unless we want (even more) broken things to be released.FLuFFyxMuFFiN wrote: »What they need to do is stop with these dungeon packs and just add a dungeon or two to each of the DLCs they release. At the very least the "chapters" should include them. I was pretty disappointed when Morrowind didn't have any new dungeons and I am sure I will have the same disappointment with the next chapter. The overland difficulty is fine because it caters to the majority. They just need to revise the quarterly DLC by adding features that cater to everyone. A dungeon pack isn't enough to keep people interested until the next chapter/story DLC. This game is almost 4 years old and the amount of trials it has is kind of pathetic imo
By that logic they'd need to add a story, dungeon and (perhaps) trial or arena to every DLC. As nice as that would be, I think we all know that's not going to happen unless we want (even more) broken things to be released.FLuFFyxMuFFiN wrote: »What they need to do is stop with these dungeon packs and just add a dungeon or two to each of the DLCs they release. At the very least the "chapters" should include them. I was pretty disappointed when Morrowind didn't have any new dungeons and I am sure I will have the same disappointment with the next chapter. The overland difficulty is fine because it caters to the majority. They just need to revise the quarterly DLC by adding features that cater to everyone. A dungeon pack isn't enough to keep people interested until the next chapter/story DLC. This game is almost 4 years old and the amount of trials it has is kind of pathetic imo
MLGProPlayer wrote: »MLGProPlayer wrote: »Doctordarkspawn wrote: »MLGProPlayer wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »martinhpb16_ESO wrote: »I've stopped playing overland its just not worth it. I gave up on the last 3 DLC etc because it was so easy and therefore, for me meh.
This is a real shame as one of he reasons I came to this game from LOTRO was that ESO had decent, varied,overland content.
Sadly ESO has gone for the lowest common denominator on its overland difficulty levels. I miss adventuring in tamriel.
Overland content is now like farming for mats.
If the difficulty is what kept you engaged, I'm not sorry the game has lost you.
Because in this respect, the game has changed for the better. If they got they're head out of they're tookus, and started designing something where classes had nuance, or multiple setups worked, we might actually be able to get closer to what brought you into the series.
The problem, here, is the game simply isn't good enough to be difficult, while being fun. Time and again it's shown this. When it is difficult, it tends to be because of mechanical overload. Rather than a test of skill or speed, or build. The closest is Maelstrom. (Which I will continue to call a test of your ability to memorize enemy spawns and your DPS until the day I die.) Which is damn near abandoned.
People keep expecting this game to become dark souls. It's not good enough to be dark souls. Or even anything else close to it.
I have yet to see one person argue it should be dark souls difficulty, and I would welcome some proof of your assumptions.
And I have yet to see anyone argue that it should be anymore nuanced then a simple 'you do less damage, they do more'. Which is worthless and will just make the game tedious.
I would welcome another suggestion on how to make the game engaging besides making the kill timers longer.
I the reality is everyone in this thread wanting a more challenging open world content aren't even asking for the same thing. Heck, some refuse to do the more re challenging content in the game went it is yet want more.
Heck, if they did ramp up the difficulty in a noticeable manner there would most certainly be players who thing it's ridiculously easy and others, some actualiunij this thread, would come to these forums saying they made it to hard and it's to challenging for them. That's a guarantee.
Good point, because as someone else said, difficulty is subjective.
So maybe we should find out -what we want- and give specifics before we go off half cocked. That helps the designers, and the people who wont compromise.
The forums has never been a place people endnote uo agreeing on something like this. It's why we have tiered instanced content at varying difficulty levels.
Take into consideration that a small percentage of the player base has cleared all HM trails yet many find vet 4 man dungeons very challenging. Heck, some find normal 4 man dungeons challenging.
For that reason open world will remain as if is. For that reason a new dlc containing more challenging content is extremely unlikely due to it being bad business in a game like this.
Pretty much this.
And yet the OP will screech and screech when it'd be better for them to find another game.
Find me one example on this forum where I've said that. You're the only one "screeching" in these threads and telling anyone who disagrees with you that this game isn't for them.
Then provide a model you'd like to see. What do you want? Mechanical difficulty? A sheer increase, as you've said, just modifying the damage done and damage taken stats?
Of course, to paraphrase a movie, you cant do -that-. Cuz that'd make it real.
Did you read the thread? Of course you didn't. Your MO is strawman arguments.
Someone basically says be more detailed in what you mean as more challenging and your best reply is to call him out as being a straw man? Dude, what you find challenging is very likely a walk in the park for someone else and death of their character for others if they just think about it.
This coming from the same person how originally stated the reason they didn't do vet trials is beicause it's way to hard getting 12 people together to do a 30 minute trial. When that was clearly debunked the reason became he could not RPG as he prefers in trials.
Take your armor off, as others have mentioned. It will increase the difficulty level.
Regardless. Your suggestion. Will not happen for the logical reasons many of us have mentione in this thread and you have not mentioned one actual counter to any of it.
You are both making strawman arguments in this thread. You are selectively ignoring arguments people actually make and arguing against things nobody actually said. You're literally making things up to argue against.
Ive even QUOTED my posts for you on several occasionas, but you just ignore them and continue arguing against your strawman.
I'm not sure if you just lack basic reading comprehension skills at this point or you're trolling.
I think overland is fine as it is.
Yes it's drop dead easy for me with > max CP and yellow set gear, all skills and passives unlocked and some understanding of rotation but I see lowbies dying all the time to mobs in the base zones, so clearly it's not too easy for them.
@Gabalo
Yes the hardest content is limited. Considering somewhere between 1% and 5% if the game has cleared all the vet HM trials (not including vAS since it's so new) it seems the content is sufficient.
It's really a great design. Having instances content of varying difficulty levels as they do and is pretty much the common. MMORPG in this era.
More to the point, OP doesn't even try To tackle the challenging content. He has commented in here it's to much effort. He also added that he cannot RPG it as he wants to RPG.
Again, take your armor off and open world becomes more challenging. Considering that is the the only option I'd suggest those interested in open work challenge do it. OPs idea is young no where.
martinhpb16_ESO wrote: »MehrunesFlagon wrote: »DieAlteHexe wrote: »He's spot on about this.
It's far too easy. Find it truly concerning that anyone thinks it's "just right".
Well, brace yourself because a lot of us are pretty content.
Not all of us are young, quick and into adrenaline rushes. Some of us enjoy a more moderate experience.
I think there should be an option, though, for those who crave the challenge but I do NOT think it (increased difficulty) should be "across the board". Too many would leave and we don't want that.
I'm notyoung,and am stoned all the time.Still prefer elevated difficulty.
Im in my 50s and the overland content is way too easy for me. Suited more to under 12's rather than adults.
This game is catered to Casual players so of course the Overland zones is going to be boring as f*** to vet players.
I agree with you that it should be more difficult or at least an option for players that wants difficulty to choose a different difficulty level
yes story content is extremely boring to me cuz there is no challenge so I just ran through them and just don't give a f*** about the story. I would love to enjoy the story content more so if they increase the difficulty an option to increase the . I would think it would be beneficial to the game. It'll be fun to have some zones that was like old craglorn where you need a group to complete a quest. But again is cater to Casual players and this is just not the game for hardcore players.
I've been losing interest in this game cause the challenging content are so limited. I had become more of a casual player but the game is still easy and boring. I hope Z OS do something to address these issues in the upcoming new chapter and DLCs
MehrunesFlagon wrote: »@Gabalo
Yes the hardest content is limited. Considering somewhere between 1% and 5% if the game has cleared all the vet HM trials (not including vAS since it's so new) it seems the content is sufficient.
It's really a great design. Having instances content of varying difficulty levels as they do and is pretty much the common. MMORPG in this era.
More to the point, OP doesn't even try To tackle the challenging content. He has commented in here it's to much effort. He also added that he cannot RPG it as he wants to RPG.
Again, take your armor off and open world becomes more challenging. Considering that is the the only option I'd suggest those interested in open work challenge do it. OPs idea is young no where.
So many cleared vAS on the first day,which kind of is sad.
By that logic they'd need to add a story, dungeon and (perhaps) trial or arena to every DLC. As nice as that would be, I think we all know that's not going to happen unless we want (even more) broken things to be released.FLuFFyxMuFFiN wrote: »What they need to do is stop with these dungeon packs and just add a dungeon or two to each of the DLCs they release. At the very least the "chapters" should include them. I was pretty disappointed when Morrowind didn't have any new dungeons and I am sure I will have the same disappointment with the next chapter. The overland difficulty is fine because it caters to the majority. They just need to revise the quarterly DLC by adding features that cater to everyone. A dungeon pack isn't enough to keep people interested until the next chapter/story DLC. This game is almost 4 years old and the amount of trials it has is kind of pathetic imo
Bobby_V_Rockit wrote: »The difference between normal mode (including overland) and veteran is far too big. I’m a casual player who finds normal mode trivial and easy, but veteran trials completely elude me (except vHR). A middle ground would be nice
MehrunesFlagon wrote: »@Gabalo
Yes the hardest content is limited. Considering somewhere between 1% and 5% if the game has cleared all the vet HM trials (not including vAS since it's so new) it seems the content is sufficient.
It's really a great design. Having instances content of varying difficulty levels as they do and is pretty much the common. MMORPG in this era.
More to the point, OP doesn't even try To tackle the challenging content. He has commented in here it's to much effort. He also added that he cannot RPG it as he wants to RPG.
Again, take your armor off and open world becomes more challenging. Considering that is the the only option I'd suggest those interested in open work challenge do it. OPs idea is young no where.
So many cleared vAS on the first day,which kind of is sad.
@MehrunesFlagon
Yes, but few have cleared vAS HM. It was just a mini-trial anyhow. It seems by OPs comments he has not cleared all the trials in vet, not including HM.
Bobby_V_Rockit wrote: »The difference between normal mode (including overland) and veteran is far too big. I’m a casual player who finds normal mode trivial and easy, but veteran trials completely elude me (except vHR). A middle ground would be nice
MehrunesFlagon wrote: »MehrunesFlagon wrote: »@Gabalo
Yes the hardest content is limited. Considering somewhere between 1% and 5% if the game has cleared all the vet HM trials (not including vAS since it's so new) it seems the content is sufficient.
It's really a great design. Having instances content of varying difficulty levels as they do and is pretty much the common. MMORPG in this era.
More to the point, OP doesn't even try To tackle the challenging content. He has commented in here it's to much effort. He also added that he cannot RPG it as he wants to RPG.
Again, take your armor off and open world becomes more challenging. Considering that is the the only option I'd suggest those interested in open work challenge do it. OPs idea is young no where.
So many cleared vAS on the first day,which kind of is sad.
@MehrunesFlagon
Yes, but few have cleared vAS HM. It was just a mini-trial anyhow. It seems by OPs comments he has not cleared all the trials in vet, not including HM.
What I gather from that is moreBobby_V_Rockit wrote: »The difference between normal mode (including overland) and veteran is far too big. I’m a casual player who finds normal mode trivial and easy, but veteran trials completely elude me (except vHR). A middle ground would be nice
Funny that I hear people say always that vHRC is harder than vAA.Not imo of course,but that's what some say.
By that logic they'd need to add a story, dungeon and (perhaps) trial or arena to every DLC. As nice as that would be, I think we all know that's not going to happen unless we want (even more) broken things to be released.FLuFFyxMuFFiN wrote: »What they need to do is stop with these dungeon packs and just add a dungeon or two to each of the DLCs they release. At the very least the "chapters" should include them. I was pretty disappointed when Morrowind didn't have any new dungeons and I am sure I will have the same disappointment with the next chapter. The overland difficulty is fine because it caters to the majority. They just need to revise the quarterly DLC by adding features that cater to everyone. A dungeon pack isn't enough to keep people interested until the next chapter/story DLC. This game is almost 4 years old and the amount of trials it has is kind of pathetic imo
MehrunesFlagon wrote: »MehrunesFlagon wrote: »@Gabalo
Yes the hardest content is limited. Considering somewhere between 1% and 5% if the game has cleared all the vet HM trials (not including vAS since it's so new) it seems the content is sufficient.
It's really a great design. Having instances content of varying difficulty levels as they do and is pretty much the common. MMORPG in this era.
More to the point, OP doesn't even try To tackle the challenging content. He has commented in here it's to much effort. He also added that he cannot RPG it as he wants to RPG.
Again, take your armor off and open world becomes more challenging. Considering that is the the only option I'd suggest those interested in open work challenge do it. OPs idea is young no where.
So many cleared vAS on the first day,which kind of is sad.
@MehrunesFlagon
Yes, but few have cleared vAS HM. It was just a mini-trial anyhow. It seems by OPs comments he has not cleared all the trials in vet, not including HM.
What I gather from that is moreBobby_V_Rockit wrote: »The difference between normal mode (including overland) and veteran is far too big. I’m a casual player who finds normal mode trivial and easy, but veteran trials completely elude me (except vHR). A middle ground would be nice
Funny that I hear people say always that vHRC is harder than vAA.Not imo of course,but that's what some say.
Your reply to my comment you quoted makes zero sense. Probably lacking context.
My point yiu quoted earlier stands solid.
Bobby_V_Rockit wrote: »The difference between normal mode (including overland) and veteran is far too big. I’m a casual player who finds normal mode trivial and easy, but veteran trials completely elude me (except vHR). A middle ground would be nice
This game is catered to Casual players so of course the Overland zones is going to be boring as f*** to vet players.
I agree with you that it should be more difficult or at least an option for players that wants difficulty to choose a different difficulty level
yes story content is extremely boring to me cuz there is no challenge so I just ran through them and just don't give a f*** about the story. I would love to enjoy the story content more so if they increase the difficulty an option to increase the . I would think it would be beneficial to the game. It'll be fun to have some zones that was like old craglorn where you need a group to complete a quest. But again is cater to Casual players and this is just not the game for hardcore players.
I've been losing interest in this game cause the challenging content are so limited. I had become more of a casual player but the game is still easy and boring. I hope Z OS do something to address these issues in the upcoming new chapter and DLCs
MLGProPlayer wrote: »How can anyone possibly find this content challenging once they've hit endgame? Overland content was clearly designed for low levels in mind only.
Biggest challenges to 'hard' content in ESO...
Lack of progressively difficult content / zones (e.g. pre-1T world) - everything is tuned to the same level, with the baseline tuning set to allow a new player on a lowbie character with no CP, few skills, and little knowledge of the game the ability to succeed.
Very large gap in power level between a vet player with max level, max CP, stacked attributes, wearing gold set gear fully enchanted, every passive unlocked, and using max food and potions and a new player with no CP, low level character, random attribute assignment, few if any passives unlocked, wearing random mix / match dropped gear, and maybe using random dropped food and potions.
Unless or until they decide to start creating different zones with different / progressively increased tuning, and / or substantially reduce the gap between new and vet players (e.g. nerf / remove CP, nerf the power of gear / enchants / food / potions, reduce 'choice' for new players to avoid terrible builds, etc), overworld content designed to be accessible to all is going to be super easy for vet players.
And even if they add zones with higher difficulty / tuning (or even instances of existing zones), there will be a clamor for ever more powerful rewards to be provided as an incentive for running the harder content, thus negating the difficulty over time.
By that logic they'd need to add a story, dungeon and (perhaps) trial or arena to every DLC. As nice as that would be, I think we all know that's not going to happen unless we want (even more) broken things to be released.FLuFFyxMuFFiN wrote: »What they need to do is stop with these dungeon packs and just add a dungeon or two to each of the DLCs they release. At the very least the "chapters" should include them. I was pretty disappointed when Morrowind didn't have any new dungeons and I am sure I will have the same disappointment with the next chapter. The overland difficulty is fine because it caters to the majority. They just need to revise the quarterly DLC by adding features that cater to everyone. A dungeon pack isn't enough to keep people interested until the next chapter/story DLC. This game is almost 4 years old and the amount of trials it has is kind of pathetic imo
Why is that so hard? Other mmos do it, in fact most do it. Expansions usually include a new area, new dungeons 4 man, new trials, and some new pvp content occasionally. This game brings out different types of content at different times, and honestly, I would prefer a little bit of everything per dlc.
By that logic they'd need to add a story, dungeon and (perhaps) trial or arena to every DLC. As nice as that would be, I think we all know that's not going to happen unless we want (even more) broken things to be released.FLuFFyxMuFFiN wrote: »What they need to do is stop with these dungeon packs and just add a dungeon or two to each of the DLCs they release. At the very least the "chapters" should include them. I was pretty disappointed when Morrowind didn't have any new dungeons and I am sure I will have the same disappointment with the next chapter. The overland difficulty is fine because it caters to the majority. They just need to revise the quarterly DLC by adding features that cater to everyone. A dungeon pack isn't enough to keep people interested until the next chapter/story DLC. This game is almost 4 years old and the amount of trials it has is kind of pathetic imo
Why is that so hard? Other mmos do it, in fact most do it. Expansions usually include a new area, new dungeons 4 man, new trials, and some new pvp content occasionally. This game brings out different types of content at different times, and honestly, I would prefer a little bit of everything per dlc.
Not sure how other MMOs fare on this front but ZoS seem to have a knack for breaking things with every update as well. The most amusing for me will always be a roll-dodge fix breaking sorc overload (even though the subsequent explanation on how the bug happened was interesting).
As it is, we have HRC not giving score up top route or occasionally bosses not spawning after a wipe, SO has pinion static that lingers and one-shots even after the boss is dead, I've heard from raid friends about AS glitches, HoF terminal overload can trigger even if terminals are destroyed, I get periodically stuck in combat in ROM and CoS for half the dungeon (which incidentally only blocks you at two specific points), we had crazy world clipping with many NPC CC/knockback effects recently, everyone complains VMA is still buggy, NPC directional rotation is questionable if you break into a house (eg, I can be stuck detected with NPCs backs to me and have been 'hidden' while sneaking right in front of them - blade of woe will rotate the NPC 180 degress and shift me to be on the opposite side before it animates), and so on.
For now I'd personally prefer to see working content rather than more content at this stage.
By that logic they'd need to add a story, dungeon and (perhaps) trial or arena to every DLC. As nice as that would be, I think we all know that's not going to happen unless we want (even more) broken things to be released.FLuFFyxMuFFiN wrote: »What they need to do is stop with these dungeon packs and just add a dungeon or two to each of the DLCs they release. At the very least the "chapters" should include them. I was pretty disappointed when Morrowind didn't have any new dungeons and I am sure I will have the same disappointment with the next chapter. The overland difficulty is fine because it caters to the majority. They just need to revise the quarterly DLC by adding features that cater to everyone. A dungeon pack isn't enough to keep people interested until the next chapter/story DLC. This game is almost 4 years old and the amount of trials it has is kind of pathetic imo
Why is that so hard? Other mmos do it, in fact most do it. Expansions usually include a new area, new dungeons 4 man, new trials, and some new pvp content occasionally. This game brings out different types of content at different times, and honestly, I would prefer a little bit of everything per dlc.
Not sure how other MMOs fare on this front but ZoS seem to have a knack for breaking things with every update as well. The most amusing for me will always be a roll-dodge fix breaking sorc overload (even though the subsequent explanation on how the bug happened was interesting).
As it is, we have HRC not giving score up top route or occasionally bosses not spawning after a wipe, SO has pinion static that lingers and one-shots even after the boss is dead, I've heard from raid friends about AS glitches, HoF terminal overload can trigger even if terminals are destroyed, I get periodically stuck in combat in ROM and CoS for half the dungeon (which incidentally only blocks you at two specific points), we had crazy world clipping with many NPC CC/knockback effects recently, everyone complains VMA is still buggy, NPC directional rotation is questionable if you break into a house (eg, I can be stuck detected with NPCs backs to me and have been 'hidden' while sneaking right in front of them - blade of woe will rotate the NPC 180 degress and shift me to be on the opposite side before it animates), and so on.
For now I'd personally prefer to see working content rather than more content at this stage.