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ESO's overland content is too hard

  • FLuFFyxMuFFiN
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    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
  • Seri
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    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.
    EP CP160+ Templar, Sorc, NB
    DC CP160+ Templar, Sorc, DK
  • Korah_Eaglecry
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    Seri 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.

    Not to mention they would essentially be falling back to one release a year at that point and it would be centralized around the Chapter.
    Penniless Sellsword Company
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  • idk
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    idk wrote: »
    idk wrote: »
    idk wrote: »
    Jade1986 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.

    ;No. It is you that is calling our arguments strawman because it is easier than dealing with the reasons why the game, and pretty much every major MMORPG, is setup this way.

    Honestly, find decent raiding guild. Since you are such a strong player it should be no issue for you. Get into the more challenging content vs making excuses as to why you do not. I bet you will enjoy it if you give it a solid shot.
  • MehrunesFlagon
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    Katahdin wrote: »
    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.

    Honestly this sound more to me like they need to quit playing the game like Skyrim. Cause it's not

    Edited by MehrunesFlagon on December 31, 2017 2:55AM
  • MehrunesFlagon
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    idk 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
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    Blanco 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.

    Like I said age has nothing to do with it.
  • MehrunesFlagon
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    Oberick wrote: »
    Clear your cp points and remove your gear op. Problem solved.

    Removing your gear and cp is obviously not the solution.The overland mobs fight worse than most scrubs play.
  • MehrunesFlagon
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    Cêltic421 wrote: »
    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

    that whole statement along, with my my experiences tells me that needs to focus more on end game content
  • idk
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    idk 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.
  • Jade1986
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    Seri 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.

    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.
  • Bobby_V_Rockit
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    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
  • Jade1986
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    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

    That is what I have been saying forever, yet people seem to think you can only have 1 or te other.
  • MehrunesFlagon
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    idk wrote: »
    idk 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 more
    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.
  • idk
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    idk wrote: »
    idk 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 more
    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.
  • VoodooWasser
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    Overland is comparable to normal Dungeons and normal Trials in my opinion. I would love it if there were a veteran Overland option. Following a quest an finally reaching the bad ass boss turns a little frustrating when you can shieldbash him to death. Eso has a wide spread player base. Zos gave the ppl the option to play everything in easy mode. it would only be fair if there were a veteran mide for everything as well. i would also welcome an even harder mode for dungeons and trials but that is an other matter.
  • Dawnblade
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    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.
    Edited by Dawnblade on December 31, 2017 5:27PM
  • FLuFFyxMuFFiN
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    Seri 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.

    At the very least the chapters should include at least 1 new dungeon
  • MehrunesFlagon
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    idk wrote: »
    idk wrote: »
    idk 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 more
    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.

    yeah, I realize that after the fact.I accidentally did that one.
  • Doctordarkspawn
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    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

    I've also been saying this forever.

    It's a choice between the kiddie pool and UBER from Wolfenstein. And yet when we've proposed additional difficulty settings people have gone "GIT GUD OR DONT PLAY REEEEEEEEEEEEEEEEE"

    Most of who agree with this thread. So the same people wanting difficult content are the same people sabotaging any other effort then they'res. Starting to see why I react to these people with unfiltered hate by now?
    Edited by Doctordarkspawn on December 31, 2017 7:01PM
  • jaye63
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    When was clockwork city determined to be end game?
  • martinhpb16_ESO
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    Cêltic421 wrote: »
    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

    Me too!
    At least the spelling is difficult for you.
    Hew's Bane*
  • Strider__Roshin
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    January 26th can't come soon enough...
  • Make2k15
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    How can anyone possibly find this content challenging once they've hit endgame? Overland content was clearly designed for low levels in mind only.

    Certainly there could be more challenge in overland content for end game players that is true. What I was thinking is how it would be best to implement though. If veteran version of entire zone as of separate intance is what some of you are thinking then I would think that it would be a bit like a step backwards from One Tamriel. Probably not the best idea. I think that it is good design decision that everybody will be at the same overland zone even if there can be multiple instances of it at times if lot of players are in that zone at specific time.

    (1) However what I was thinking is that in example there could be added hard modes for world bosses and Dolmens which could be triggered by reading a scroll (like in group dungeon) or some other mechanics (something like heroic public events in Destiny 2). Hard mode would ofc. give better rewards as usual.

    (2) For quests there could be hard mode versions as well which could be selected (available if certain criteria is met e.g. 160cp+ character doing quest) from quest dialog or just by having veteran dungeon mode selected from group finder (or something like that) and that would make some of the instanced quest opponents harder to beat and the quest maybe trickier to complete in otherways too.

    (3) If you have Veteran dungeon mode selected from group finder:
    -Overland mobs hit a lot harder and have wider aggression radius towards you, but have the same health as in normal mode (so that this all can happen in the same instance as the normal mode).
    -You get better loot from mobs, chests and nodes.

    (4) First however I think it would be probably best if public dungeons and delves would get veteran modes (could be enabled like in Maelstrom arena by selecting normal or veteran check box from group finder) with veteran level rewards.
    Edited by Make2k15 on December 31, 2017 10:31PM
  • idk
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    Dawnblade wrote: »
    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.

    Your comments are spot on.

    However, even if Zos did create a zone with somewhat higher difficulty, lets say for near max CP players, there will be two issues.

    The first is how difficult. No two persons in this thread has the same idea of what difficulty level would be worth it. No two persons in this thread are at the same level of play so in the end we would still have some thinking it is *** hum and others complaining the content is to difficult.

    The second, which plays to the first, there is absolute certainty it will be nerfed to the ground. Look at the 4 man DLC dungeons that have been out for a while. I remember WGT and ICP used to provide a little challenge. Now they are very easy after being hit with the nerf hammer because some could not clear it.

    So in the end, it really is not going to happen. Zos wants to sell DLCs so they will make it for the masses vs the smaller percentage of players who can handle the higher difficulty. Which is why Zos has tiered difficulty elsewhere. Dungeons, trials and MA/DSA. If someone chooses not to run that content for any reason, that is their choice and their loss.
  • exeeter702
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    Daus wrote: »
    January 26th can't come soon enough...
    A-***-men to that man.
    Edited by exeeter702 on December 31, 2017 10:28PM
  • Seri
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    Jade1986 wrote: »
    Seri 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.

    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.
    Edited by Seri on January 2, 2018 7:18AM
    EP CP160+ Templar, Sorc, NB
    DC CP160+ Templar, Sorc, DK
  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    Seri wrote: »
    Jade1986 wrote: »
    Seri 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.

    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.

    And that's if you dont ***' count the myriad of other issues.
  • Chadak
    Chadak
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    I hope zenimax starts making people solve a random physics problems addressing quantum gravity before being allowed to log in.

  • Jade1986
    Jade1986
    ✭✭✭✭✭
    ✭✭✭
    Seri wrote: »
    Jade1986 wrote: »
    Seri 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.

    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.

    I would love for them to focus more of their resources on fixing stuff too. But honestly, all they are worried about atm is the store from what I can see. Cyro lag fix? Nope. Loading screens? What loading screens they say! Continually worse performance? Worse every update. Memory leak? Been there since games creation. And that's just the tip of the ice berg. What confuses is me is, WHY do they do their QA testing on a closed IN HOUSE server? That makes 0 sense. They need to do the testing spread out around the country / world so certain bugs / lag can be duplicated. But noooooooooooooo.
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