I think when Summerset comes out I'll do the quests naked with no CP assigned and white level 1 weapons, to hopefully make the quest encounters more interesting. I love the storytelling, no doubt. That's the main reason I love questing and look forward to every new addition, but I do agree that when a big antagonist in a quest is all built up to be powerful and threatening and the stakes are high, and then they die mid-speech during their first battle taunt at the start of the fight it gets a bit anticlimactic.
Hmm, maybe no food or attribute points either.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »Repeat after me:
The entire game does not have to catre to my interests
There is content designed for me
There are other games designed for my interests
Repeat until you figure it out.
Repeat after me:
I should read and understand a post before commenting.
Repeat until you figure it out.
I did, and I do. S'just the same selfish whining on the subject people are want to do.
You obviously don't. The point is that I want a system that fits more different players then the current one.
"More different" is woefully unspecific. What exactly do you want?
A scaling system, multiple difficulties or something along those lines to make overland contend more fitting to a players strength.
exeeter702 wrote: »FFS.... if i had a dime for every time some one says difficult = darks souls.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »Repeat after me:
The entire game does not have to catre to my interests
There is content designed for me
There are other games designed for my interests
Repeat until you figure it out.
Repeat after me:
I should read and understand a post before commenting.
Repeat until you figure it out.
I did, and I do. S'just the same selfish whining on the subject people are want to do.
You obviously don't. The point is that I want a system that fits more different players then the current one.
"More different" is woefully unspecific. What exactly do you want?
A scaling system, multiple difficulties or something along those lines to make overland contend more fitting to a players strength.
Okay. Fine.
But given ZOS is lazy so it'll be more likely they'll try to just buff Overland into the stratosphere, because their lazy.
So I'm still going to resist you every step of the way because if there's anything I can count on it's this company to be somewhat lazy.
A boss that dies in three seconds and does no mechanics what so ever isn't fun and sadly this is the case with pretty much all overland content. I really like questing, however with every enemy dying in two hits it simply isn't fun. In my opinion the level scaling needs some serious tweaking, so that endgame players don't outscale overland enemies so much.
What if you removed all your champion points and did the over land content with out CP would it be more to your liking? just wondering.
A boss that dies in three seconds and does no mechanics what so ever isn't fun and sadly this is the case with pretty much all overland content. I really like questing, however with every enemy dying in two hits it simply isn't fun. In my opinion the level scaling needs some serious tweaking, so that endgame players don't outscale overland enemies so much.
What if you undid all your champion points and did the over land content with out CP would it be more to your liking? just wondering.
exeeter702 wrote: »Apache_Kid wrote: »Overland isn't for end-game players. It's meant to be stupid easy.
Which simultaneously undermines both integrity of the game as a whole and insults the players ability to manage even the smallest form of challenge.
When your entire overworld is as hard as pre one tamriel khenarthi's Roost, you have a problem in my eyes.
exeeter702 wrote: »[
FFS.... if i had a dime for every time some one says difficult = darks souls.
A boss that dies in three seconds and does no mechanics what so ever isn't fun and sadly this is the case with pretty much all overland content. I really like questing, however with every enemy dying in two hits it simply isn't fun. In my opinion the level scaling needs some serious tweaking, so that endgame players don't outscale overland enemies so much.
What if you removed all your champion points and did the over land content with out CP would it be more to your liking? just wondering.
A boss that dies in three seconds and does no mechanics what so ever isn't fun and sadly this is the case with pretty much all overland content. I really like questing, however with every enemy dying in two hits it simply isn't fun. In my opinion the level scaling needs some serious tweaking, so that endgame players don't outscale overland enemies so much.
What if you undid all your champion points and did the over land content with out CP would it be more to your liking? just wondering.
A boss like this without CP or proper gear is pretty much the same, takes 10 seconds longer and still has no relevant mechanics.
But yeah, I usually do questing on my main (healer) and it is somewhat more enjoyable.
Apache_Kid wrote: »exeeter702 wrote: »Apache_Kid wrote: »Overland isn't for end-game players. It's meant to be stupid easy.
Which simultaneously undermines both integrity of the game as a whole and insults the players ability to manage even the smallest form of challenge.
When your entire overworld is as hard as pre one tamriel khenarthi's Roost, you have a problem in my eyes.
You are looking for a challenge? I hope you have Flawless conquerer and have cleared vHoF and vAS +2.
I've seen plenty of low level players struggle with overland content. It needs to be as easy as it is now because this is an extremely complex game that has a large skill gap. The barrier of entry into the game needs to be as low as possible in order for them to make their player as large as possible.
I've had to go help guild mates and people in zone chat with quest bosses before. You may find the difficulty insulting but I bet there are plenty of players who have struggled with overland and find your comment insulting.
Why someone who is an end-game player would possibly want to go around and do quests and right trash mobs and mini-bosses all day is just totally beyond me. Go play darksouls or something I think that will have more the type of content and experience you are looking for.
This is an MMO. The hard stuff should be the arenas and the dungeons and the raids. I like the way ZoS does this.
exeeter702 wrote: »Apache_Kid wrote: »exeeter702 wrote: »Apache_Kid wrote: »Overland isn't for end-game players. It's meant to be stupid easy.
Which simultaneously undermines both integrity of the game as a whole and insults the players ability to manage even the smallest form of challenge.
When your entire overworld is as hard as pre one tamriel khenarthi's Roost, you have a problem in my eyes.
You are looking for a challenge? I hope you have Flawless conquerer and have cleared vHoF and vAS +2.
I've seen plenty of low level players struggle with overland content. It needs to be as easy as it is now because this is an extremely complex game that has a large skill gap. The barrier of entry into the game needs to be as low as possible in order for them to make their player as large as possible.
I've had to go help guild mates and people in zone chat with quest bosses before. You may find the difficulty insulting but I bet there are plenty of players who have struggled with overland and find your comment insulting.
Why someone who is an end-game player would possibly want to go around and do quests and right trash mobs and mini-bosses all day is just totally beyond me. Go play darksouls or something I think that will have more the type of content and experience you are looking for.
This is an MMO. The hard stuff should be the arenas and the dungeons and the raids. I like the way ZoS does this.
Well be mindfull as to not put words in my mouth. As long as incentive is not in place for overworld content, then its ultimately inconsequential.
The point is that games like this do not need to be razors edge in one extreme or the other in terms of content difficutly. The greateat minds that have helmed game projects over the years realized a very important thing : design a game with the informative tools available to your player base, respect your audiences intelligence and potential ability and trust that they can overcome the resistences you set in place. Above all else, do not coddle your players.
Having a game world that pocesses some form of agency and actually taxes players to TRY and actually have the possibility of a failure condition makes it for more meaningful as a whole. Your firat sentence has no place here as that is not what im talking about whatsoever. Im talking about designing your online game as to not treat your new players like 10 year olds.
Most wont agree with me im sure, judging by the gaming climate nowdays, but making sure new players are never, in anyway whatsoever removed from their comfort zone and catering to the lowest common denominator, takes away too much for new players that deserve more respect for their ability and DESIRE to rise to the challenge presented to them on a moderate level. Overland is treated like an experience with the mildest of failure risks. Its not about wanting some strict demanding overworld that taxes a max cp fully golded character.
Its about creating an organic difficulty curve / middle ground that slaps you on your wrist once and while and offers some form of lessons for when you do decide to tackle the harder group content i the game instead of what it is now : an isolated grossly casual experience that in no way lends itself to the greater whole of the game, and does nothing to reinforce player improvement.
A boss that dies in three seconds and does no mechanics what so ever isn't fun and sadly this is the case with pretty much all overland content. I really like questing, however with every enemy dying in two hits it simply isn't fun. In my opinion the level scaling needs some serious tweaking, so that endgame players don't outscale overland enemies so much.
Apache_Kid wrote: »exeeter702 wrote: »Apache_Kid wrote: »exeeter702 wrote: »Apache_Kid wrote: »Overland isn't for end-game players. It's meant to be stupid easy.
Which simultaneously undermines both integrity of the game as a whole and insults the players ability to manage even the smallest form of challenge.
When your entire overworld is as hard as pre one tamriel khenarthi's Roost, you have a problem in my eyes.
You are looking for a challenge? I hope you have Flawless conquerer and have cleared vHoF and vAS +2.
I've seen plenty of low level players struggle with overland content. It needs to be as easy as it is now because this is an extremely complex game that has a large skill gap. The barrier of entry into the game needs to be as low as possible in order for them to make their player as large as possible.
I've had to go help guild mates and people in zone chat with quest bosses before. You may find the difficulty insulting but I bet there are plenty of players who have struggled with overland and find your comment insulting.
Why someone who is an end-game player would possibly want to go around and do quests and right trash mobs and mini-bosses all day is just totally beyond me. Go play darksouls or something I think that will have more the type of content and experience you are looking for.
This is an MMO. The hard stuff should be the arenas and the dungeons and the raids. I like the way ZoS does this.
Well be mindfull as to not put words in my mouth. As long as incentive is not in place for overworld content, then its ultimately inconsequential.
The point is that games like this do not need to be razors edge in one extreme or the other in terms of content difficutly. The greateat minds that have helmed game projects over the years realized a very important thing : design a game with the informative tools available to your player base, respect your audiences intelligence and potential ability and trust that they can overcome the resistences you set in place. Above all else, do not coddle your players.
Having a game world that pocesses some form of agency and actually taxes players to TRY and actually have the possibility of a failure condition makes it for more meaningful as a whole. Your firat sentence has no place here as that is not what im talking about whatsoever. Im talking about designing your online game as to not treat your new players like 10 year olds.
Most wont agree with me im sure, judging by the gaming climate nowdays, but making sure new players are never, in anyway whatsoever removed from their comfort zone and catering to the lowest common denominator, takes away too much for new players that deserve more respect for their ability and DESIRE to rise to the challenge presented to them on a moderate level. Overland is treated like an experience with the mildest of failure risks. Its not about wanting some strict demanding overworld that taxes a max cp fully golded character.
Its about creating an organic difficulty curve / middle ground that slaps you on your wrist once and while and offers some form of lessons for when you do decide to tackle the harder group content i the game instead of what it is now : an isolated grossly casual experience that in no way lends itself to the greater whole of the game, and does nothing to reinforce player improvement.
You're looking at this from the perspective of a player and not a developer who's goal is to get as many people as possible to play their game.
Also how did I Put words in your mouth. No where in my post did I say anything like "you said" nor did I use quotation marks so I'm really confused here.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Repeat after me:
The entire game does not have to catre to my interests
There is content designed for me
There are other games designed for my interests
Repeat until you figure it out.
Repeat after me:
I should read and understand a post before commenting.
Repeat until you figure it out.
I did, and I do. S'just the same selfish whining on the subject people are want to do.
You obviously don't. The point is that I want a system that fits more different players then the current one.
@duendologyduendology wrote: »Nice numbers
exeeter702 wrote: »Apache_Kid wrote: »exeeter702 wrote: »Apache_Kid wrote: »exeeter702 wrote: »Apache_Kid wrote: »Overland isn't for end-game players. It's meant to be stupid easy.
Which simultaneously undermines both integrity of the game as a whole and insults the players ability to manage even the smallest form of challenge.
When your entire overworld is as hard as pre one tamriel khenarthi's Roost, you have a problem in my eyes.
You are looking for a challenge? I hope you have Flawless conquerer and have cleared vHoF and vAS +2.
I've seen plenty of low level players struggle with overland content. It needs to be as easy as it is now because this is an extremely complex game that has a large skill gap. The barrier of entry into the game needs to be as low as possible in order for them to make their player as large as possible.
I've had to go help guild mates and people in zone chat with quest bosses before. You may find the difficulty insulting but I bet there are plenty of players who have struggled with overland and find your comment insulting.
Why someone who is an end-game player would possibly want to go around and do quests and right trash mobs and mini-bosses all day is just totally beyond me. Go play darksouls or something I think that will have more the type of content and experience you are looking for.
This is an MMO. The hard stuff should be the arenas and the dungeons and the raids. I like the way ZoS does this.
Well be mindfull as to not put words in my mouth. As long as incentive is not in place for overworld content, then its ultimately inconsequential.
The point is that games like this do not need to be razors edge in one extreme or the other in terms of content difficutly. The greateat minds that have helmed game projects over the years realized a very important thing : design a game with the informative tools available to your player base, respect your audiences intelligence and potential ability and trust that they can overcome the resistences you set in place. Above all else, do not coddle your players.
Having a game world that pocesses some form of agency and actually taxes players to TRY and actually have the possibility of a failure condition makes it for more meaningful as a whole. Your firat sentence has no place here as that is not what im talking about whatsoever. Im talking about designing your online game as to not treat your new players like 10 year olds.
Most wont agree with me im sure, judging by the gaming climate nowdays, but making sure new players are never, in anyway whatsoever removed from their comfort zone and catering to the lowest common denominator, takes away too much for new players that deserve more respect for their ability and DESIRE to rise to the challenge presented to them on a moderate level. Overland is treated like an experience with the mildest of failure risks. Its not about wanting some strict demanding overworld that taxes a max cp fully golded character.
Its about creating an organic difficulty curve / middle ground that slaps you on your wrist once and while and offers some form of lessons for when you do decide to tackle the harder group content i the game instead of what it is now : an isolated grossly casual experience that in no way lends itself to the greater whole of the game, and does nothing to reinforce player improvement.
You're looking at this from the perspective of a player and not a developer who's goal is to get as many people as possible to play their game.
Also how did I Put words in your mouth. No where in my post did I say anything like "you said" nor did I use quotation marks so I'm really confused here.
Again, i am not so naive as to not understand why the game is this way. Drawing the broadest audience pissible is key to these kinds of games. And as far as im concerned the pros outweigh the cons. Im mearly trying to explain why certain players feel unfufilled on the subject of overland content and how low difficulty or rather ease of access at the entry level doesnt always have a positive end result for the overal game, revenue gains aside of course. I still feel strongly that overland should teach new players more than it currently does.
Your first sentences suggested i was coming from a place of desire for harder content or challenge, which was besides the point and not something i said.
@duendologyduendology wrote: »Nice numbers
He threw a destro ultimate at a 150k npc. Don't mistake those numbers for sustained dps on a dungeon boss target.
Apache_Kid wrote: »exeeter702 wrote: »Apache_Kid wrote: »Overland isn't for end-game players. It's meant to be stupid easy.
Which simultaneously undermines both integrity of the game as a whole and insults the players ability to manage even the smallest form of challenge.
When your entire overworld is as hard as pre one tamriel khenarthi's Roost, you have a problem in my eyes.
You are looking for a challenge? I hope you have Flawless conquerer and have cleared vHoF and vAS +2.
I've seen plenty of low level players struggle with overland content. It needs to be as easy as it is now because this is an extremely complex game that has a large skill gap. The barrier of entry into the game needs to be as low as possible in order for them to make their player as large as possible.
I've had to go help guild mates and people in zone chat with quest bosses before. You may find the difficulty insulting but I bet there are plenty of players who have struggled with overland and find your comment insulting.
Why someone who is an end-game player would possibly want to go around and do quests and right trash mobs and mini-bosses all day is just totally beyond me. Go play darksouls or something I think that will have more the type of content and experience you are looking for.
This is an MMO. The hard stuff should be the arenas and the dungeons and the raids. I like the way ZoS does this.
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 ***
A boss that dies in three seconds and does no mechanics what so ever isn't fun and sadly this is the case with pretty much all overland content. I really like questing, however with every enemy dying in two hits it simply isn't fun. In my opinion the level scaling needs some serious tweaking, so that endgame players don't outscale overland enemies so much.