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Partial Rollback of One Tamriel

  • Kiralyn2000
    Kiralyn2000
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    Klixen wrote: »
    So I'd like to issue you a challenge. Would you try playing the way a brand new character would?

    * No Champion Points Invested.
    * No gear 'sets' (you can only use what you find).
    * No friends (you gotta fly solo).
    * No food (most newbies have no idea how important food is, so they don't use it).

    If you accept this challenge, then please come back and tell us your experience. Did you still find the game too easy?

    Unfortunately, the Pro players who complain about this, will still likely find it easy, because they have the one thing you can't easily turn off - solid knowledge of how the game's combat systems work. Proper builds, proper stat distribution, what a "rotation" even is, what skill go together, weaving, animation canceling, etc.


    ----

    That said.... In the last month or two that I came back after a break, I saw someone die to a group of overland wasps in Craglorn. And heard someone in Morrowind chat complain about how they were dying a lot - and several people commiserating with them about that.

    So. Yeah. Apparently not everyone finds it "faceroll easy".


    (Of course, due to the way One Tam scales things, so a lv1 player has all three main stats boosted, it's likely a bit easier than it was before 1T. And it'd definitely be easier for people who know the systems, since they have huge stats to work with.)
  • phileunderx2
    phileunderx2
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    I played back before 1t for about a year and no I do not want to go back to that. Ugh
  • Valkysas154
    Valkysas154
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    No
    Be for one Tam this game looked really really dead
    only pop area was starter zones and last cad zone

  • zaria
    zaria
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    No one tamriel was an major success, however newer zones should be harder, you are kind of expected to do main quest before doing them, the idea of new starts on any chapters is stupid.
    Yes it made some sense on Morrowind because of warden and legacy, not for Summerset or Murkminie, Elsveir or Skyrim.
    Current craglorn is an decent difficulty as I see it. Make the rewards better and it will be plenty of players, lack of reward is main issue with craglorn. Give mob an small chance of dropping nirm gear and it will be populated :)
    Decent difficulty in that all can do overland, its just harder like the vet zones, delve bosses would be harder but outside of LA builds people could do them, now public dungeons would be more like an 1 normal dungeon. If issues just hang around and you get help, just have an daily for it :)
    Edited by zaria on May 6, 2018 4:00PM
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • karekiz
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    Leveling is fine honestly. If people want challenge leveling up do what I and my group mate did. Duo normal dungeons as you level up. It teaches you far more than questing in any game will ever do, and yes, if you are truely new than duo normal is a decent difficulty level.
  • Darrett
    Darrett
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    There is plenty of challenge for new players in overland and quest content. Those who claim it’s too easy just:

    1. Don’t remember what it’s like not to know optimal builds/attribute distribution
    2. Forget that most new players are using various quest reward equipment/no food
    3. Are playing classes we’ll suited to overland combat

    I’m at CP200 and can still die a couple times a night on overland content depending on what I run into. Some quest bosses hit for 25% of my health on a regular hit. Why? Because I’m using random equipment since I’m not ready to craft a set of gear yet and enchant it. I’m also leveling a bunch of different skills so I’m not using even close to an optimal setup.

    That’s more representative of the actual difficulty curve. I can see how if I was willing to spend a bunch of money and respec into a different setup and get a set of crafted blues, I could decrease the difficulty significantly.

    However, I don’t want to do that, and many new players don’t consider that as being something they -need- to do, because from a common sense perspective, hybrid setups seem like they should be effective.
  • Oakmontowls_ESO
    Oakmontowls_ESO
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    Klixen wrote: »
    I don't know if this is possible, but could an Addon solve all our problems?

    Addons are brilliant! The creators seem to be able to do some wonderful things with them. So is it possible to create an Addon that would increase the difficulty?

    Then everybody would be happy. Hopeless players like me could choose not to use the Addon and keep the difficulty as it is. But everyone else who longs for more challenge could ramp the difficulty up.

    Is such a thing possible?

    Addons don't work that way. They can only modify things that ZoS has allowed and that is mostly limited to UI things.
  • klowdy1
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    Lunerdog wrote: »
    You know, topics like these make me laugh, for one reason only and that's that the mechanics to make game play harder for yourself already exist.

    Respec your champ points and don't reallocate them.

    Only wear picked up armour or don't wear armour at all, just don a costume.

    Hell, don't even invest skill points and pretend abilities don't exist, just swing a sword or punch things if that's what floats your boat.


    But I bet exactly zero people do any of the above ;)

    Comments like this make me laugh. I should be doing the work of the devs, creating challenge for myself? A slider for difficulty wouldn't be difficult to implement in one way or another.

    It shouldn't be left to the player to make fun opportunities in a game like this, it should be up to the devs to make a good game that has more options than steamroll OW, or slog through trials. Sure, I can make things harder for myself, or the people we are paying could do something the community has asked for since one tamriel, and even before.

    Is it up to the student to make class more interesting, or the teacher?
  • jaekobcaed
    jaekobcaed
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    Sorry, no support from me. I get what you're saying and perhaps they could tweak the scaling a little but frankly, I've still felt like I was being challenged in my early game experience with my only post-One Tamriel character and the whole purpose of it was to encourage exploration and freedom as the main series does. Add too much challenge and that freedom is ruined.
    AD: Isachar Daierenfel - Altmer Templar | Solveig Falkenberg - Nord Warden
    EP: Septimus Adeodatus - Imperial Dragonknight
    DC: Esrazhir Mhiitan - Khajiit Necromancer

    [PC/NA] Played off and on since beta
    First TES: Morrowind | Favorite TES: Oblivion | TES games played: all of them!
  • ak_pvp
    ak_pvp
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    Klixen wrote: »
    eh? the first time ive played this game is a hell hole, idk what the *** im doing and im dying left and right on the main questline i forgot which part of it but im pretty sure i have rough time as a noob

    You are not alone! When I first started playing ESO it was an absolute nightmare. I came very close to quitting. The game was just so overwhelmingly hard.

    Luckily, I was given some fantastic advice by the members of this forum and I stuck with it. Now, I'm having a blast :)

    But if you'd like some beginner tips, send me a PM (cause I don't want to derail this topic).

    To the OP, I don't want to insult you, but I couldn't disagree with you more. This game is brutal for new players without champion points or gear (or even friends).

    So I'd like to issue you a challenge. Would you try playing the way a brand new character would?

    * No Champion Points Invested.
    * No gear 'sets' (you can only use what you find).
    * No friends (you gotta fly solo).
    * No food (most newbies have no idea how important food is, so they don't use it).

    If you accept this challenge, then please come back and tell us your experience. Did you still find the game too easy?

    I'm genuinely curious to learn how you fare. Cause I think most experienced players have simply forgotten how hard the game is in the beginning.

    The answer would be yes, I wouldn't faceroll groups of mobs like now, but they wouldn't provide much threat either. It'd still be a boring, smash a skill and they die.

    Catering to newer players doesn't mean every zone has to be so easy.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • JasonSilverSpring
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    klowdy1 wrote: »
    Lunerdog wrote: »
    You know, topics like these make me laugh, for one reason only and that's that the mechanics to make game play harder for yourself already exist.

    Respec your champ points and don't reallocate them.

    Only wear picked up armour or don't wear armour at all, just don a costume.

    Hell, don't even invest skill points and pretend abilities don't exist, just swing a sword or punch things if that's what floats your boat.


    But I bet exactly zero people do any of the above ;)

    Comments like this make me laugh. I should be doing the work of the devs, creating challenge for myself? A slider for difficulty wouldn't be difficult to implement in one way or another.

    It shouldn't be left to the player to make fun opportunities in a game like this, it should be up to the devs to make a good game that has more options than steamroll OW, or slog through trials. Sure, I can make things harder for myself, or the people we are paying could do something the community has asked for since one tamriel, and even before.

    Is it up to the student to make class more interesting, or the teacher?

    But I don't want the difficulty increased. So is your community more important than mine? With an MMO it is hard to find that balance. There are things you can do to make it more challenging for you without impacting those that do not want it more difficult.
  • klowdy1
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    klowdy1 wrote: »
    Lunerdog wrote: »
    You know, topics like these make me laugh, for one reason only and that's that the mechanics to make game play harder for yourself already exist.

    Respec your champ points and don't reallocate them.

    Only wear picked up armour or don't wear armour at all, just don a costume.

    Hell, don't even invest skill points and pretend abilities don't exist, just swing a sword or punch things if that's what floats your boat.


    But I bet exactly zero people do any of the above ;)

    Comments like this make me laugh. I should be doing the work of the devs, creating challenge for myself? A slider for difficulty wouldn't be difficult to implement in one way or another.

    It shouldn't be left to the player to make fun opportunities in a game like this, it should be up to the devs to make a good game that has more options than steamroll OW, or slog through trials. Sure, I can make things harder for myself, or the people we are paying could do something the community has asked for since one tamriel, and even before.

    Is it up to the student to make class more interesting, or the teacher?

    But I don't want the difficulty increased. So is your community more important than mine? With an MMO it is hard to find that balance. There are things you can do to make it more challenging for you without impacting those that do not want it more difficult.

    I never said increase difficulty, I suggested options to make it more difficult, meaning steamroll is still an option. What I suggested was giving everyone what they want, if you would read beyond my first sentence. A slider to make enemies, or the player, scale differently in order to make things more difficult, without chopping off your hands is what I want. I shouldn't have to forfeit my hard earned gear or champion points in order to make things more difficult.

    They could also make a few zones that require firing neuron to complete, not everything needs to be easy to bring in new players, and I would venture to say a little challenge you can do at your own pace would help the longevity of the game.
  • Kamatsu
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    Unfortunately, the Pro players who complain about this, will still likely find it easy, because they have the one thing you can't easily turn off - solid knowledge of how the game's combat systems work. Proper builds, proper stat distribution, what a "rotation" even is, what skill go together, weaving, animation canceling, etc.

    And this is something that a lot of people seem to forget - that even if they exclude CP, gearsets, friends, etc... they already have an understanding of how the game works, it's mechanics, stats to go for, game mechanics, etc. Not only that, even for 'new' players... there are those who easily pick up a games mechanics, games stats, how to play, etc and thus will do well at the game from the start.

    Meanwhile there's a LOT of people out there who start the game not knowing how the mechanics work, how to (and when to) dodge/block, how the stats work, the use of food, etc... and are not quick studies on these aspects, and thus struggle like hell in the game and die a lot due to this.

    And fact is, the second group is what currently makes up the vast majority of gamers floating around games. People who play to relax & chill out, play for stories, to play with friends, etc... who aren't quick studies on games mechanics or how to play 'well'. Meanwhile you have those who pick things up quickly complaining about how 'easy' the game is, and they will find it easy because they pick up game mechanics quickly.

    o_O
  • heaven13
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    klowdy1 wrote: »
    klowdy1 wrote: »
    Lunerdog wrote: »
    You know, topics like these make me laugh, for one reason only and that's that the mechanics to make game play harder for yourself already exist.

    Respec your champ points and don't reallocate them.

    Only wear picked up armour or don't wear armour at all, just don a costume.

    Hell, don't even invest skill points and pretend abilities don't exist, just swing a sword or punch things if that's what floats your boat.


    But I bet exactly zero people do any of the above ;)

    Comments like this make me laugh. I should be doing the work of the devs, creating challenge for myself? A slider for difficulty wouldn't be difficult to implement in one way or another.

    It shouldn't be left to the player to make fun opportunities in a game like this, it should be up to the devs to make a good game that has more options than steamroll OW, or slog through trials. Sure, I can make things harder for myself, or the people we are paying could do something the community has asked for since one tamriel, and even before.

    Is it up to the student to make class more interesting, or the teacher?

    But I don't want the difficulty increased. So is your community more important than mine? With an MMO it is hard to find that balance. There are things you can do to make it more challenging for you without impacting those that do not want it more difficult.

    I never said increase difficulty, I suggested options to make it more difficult, meaning steamroll is still an option. What I suggested was giving everyone what they want, if you would read beyond my first sentence. A slider to make enemies, or the player, scale differently in order to make things more difficult, without chopping off your hands is what I want. I shouldn't have to forfeit my hard earned gear or champion points in order to make things more difficult.

    They could also make a few zones that require firing neuron to complete, not everything needs to be easy to bring in new players, and I would venture to say a little challenge you can do at your own pace would help the longevity of the game.

    Would a difficulty slider (that somehow affected only the player - guessing by maybe decreasing player stats/healing received/damage output) basically just make the combat take longer? People who know mechanics, who know how to manage their resources, who know what a decent build/rotation is...they're all going to find this too easy as well, just more tedious because killing stuff will take longer. (Which, if that's what you want, doing it to yourself via CP/gear/etc would be the same thing, except you don't keep the illusion of being geared to the max)

    I honestly can't think of a way to increase the difficulty of fights (bosses using intelligent attacks, better mechanics, etc) that would not affect all the other players in the game, short of creating another server (or technically 6) and reprogramming all the mechanics. And I'm not sure that there is a large enough player base to make that cost effective.

    A few compromises I think could work.
    * Debuff, like mentioned above that brings with it increased rewards. Nothing too crazy that it makes it necessary to do. Better rewards (blue instead of green, purple instead of blue), higher % of gold, increase in xp earned by %
    * Any place you enter (dungeons/caves/etc) can be toggled to normal/vet when you enter. Would also be nice to toggle it to solo IF you are doing a quest (can experience story of quest without other players and would prevent botters from farming indefinitely since any resources in there wouldn't respawn)
    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • Ragged_Claw
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    Well Dark Souls it's not, but go solo some sodding dungeons if you think its that easy or level up enough to do some vet trials. Not all of us want to die to every trash mob we meet, it ain't the old pre CP days and I do NOT want to see a return to that Vet level grind ugh. Or ya know VMA exists for a reason. Three years and counting and I still haven't finished that bit of hell on earth.
    PC EU & NA
  • Hanokihs
    Hanokihs
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    Easy??? For newbies, this game can be punishing.

    During the Jester's Festival, I was using my neglected alts to farm prize boxes; logged into a level 8 templar with all of two skills on her, and got curbstomped when I went into a delve. A DELVE! I accidentally moved too far when fighting a pair of wizards (or something) and aggro'd three more. Insta-ded. Couldn't out-jab them because I'd forgotten to put points in magicka.

    lol RIP me, I know I did a dumb, but these are the kinds of mistakes new players make all the time, and not all of them realize their errors to find them funny. They just think they're banging their faces on brick walls. When the basics become easy, that's when you know to take it up a notch, but for players freshly starting, things are plenty challenging as they are.
    "I haven't really played much yet, but lemme tell you all about how the game should include X and be a lot more like Y!" - Half the posters on this forum.
    "I've been here for years, and lemme tell you all about how they should never change or evolve Z, because then the game would be ruined forever." - The other half of posters on this forum.
  • Lysette
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    Before One Tamriel, there were varying difficulties.

    1. I can't kill this thing at all because its 5 levels over me and the artificial miss chance penalty won't let me hit it. MISS MISS MISS MISS.

    2. I'm right at level to fight this thing and I can kill it. Its great.

    3. I can"t kill this thing at level. I can get a friend to help or I can level up once or twice and it will be easy to kill!

    4. I'm overleveled to kill this thing and it might as well be made of tissue paper.


    Pre-One Tamriel was not the challenge you remember. It was pretty good, challenge wise if you stayed exactly at your level at all times. But stray above your level and you couldn't even fight back. Go back to old areas and you could kill armies with just light attacks.

    I will gladly trade the grind railroad of fighting everything at my level and nothing else that the game was pre One,Tamriel for the current ability to go anywhere and do anything without out-leveling content. I like being able to go back to my starter zones and not kill everything with a single light attack.

    There was another problem before - one could easily out-level the content of a region even when playing like intended. Then Tamriel was basically level-gated, which was a horrible concept to start with. One felt trapped in a certain set of regions.

    For the first time experience One Tamriel is quite well balanced IMO. One should not forget, that new players lack a lot of the knowledge about how to play the game. They just starting playing it and over time and by accident, they might get one or the other of the mechanics. A lot do never read forum or google how to play the game - they just do as they please and eventually find out about how to play it or not. Not everyone is willing to "ruin" the roleplay experience by figuring out the game mechanics behind it. Some just want to play as the character and play it from his/her perspective as if it would be a real world. And how many try to figure out the "game" mechanics of the real world - most don't, they are just living their lives as good as they can and are willing to. The same goes basically for ESO as well - most just don't care about game mechanics. And the only challenge they want is that they can do the content without to have to care about the intricate workings behind the scenes (i.e. game mechanics details). In the end TES has been an adventurous game, not a challenging one and those coming from these single-player game expect ESO to be somewhat like those - and One Tamriel offers this experience.
  • Androconium
    Androconium
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    I read the topic title.
    I read what you had to say.

    According to Zenimax, they have ten million players with around two million actually playing.

    They probably won't take any notice of you because:
    1. They can't work out what you want.
    2. They can afford to lose customers that only play on 'free weekends'.
    3. They've heard similar unfocused complaints before.

    Thanks for trying.
  • DanteYoda
    DanteYoda
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    No open world is fine any harder and customers mass exodus, take release for example.. Doshia and norian were super hard.. many customers stopped playing and the forums were a toxic mess.
  • eso_lags
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    Klixen wrote: »
    eh? the first time ive played this game is a hell hole, idk what the *** im doing and im dying left and right on the main questline i forgot which part of it but im pretty sure i have rough time as a noob

    You are not alone! When I first started playing ESO it was an absolute nightmare. I came very close to quitting. The game was just so overwhelmingly hard.

    Luckily, I was given some fantastic advice by the members of this forum and I stuck with it. Now, I'm having a blast :)

    But if you'd like some beginner tips, send me a PM (cause I don't want to derail this topic).

    To the OP, I don't want to insult you, but I couldn't disagree with you more. This game is brutal for new players without champion points or gear (or even friends).

    So I'd like to issue you a challenge. Would you try playing the way a brand new character would?

    * No Champion Points Invested.
    * No gear 'sets' (you can only use what you find).
    * No friends (you gotta fly solo).
    * No food (most newbies have no idea how important food is, so they don't use it).

    If you accept this challenge, then please come back and tell us your experience. Did you still find the game too easy?

    I'm genuinely curious to learn how you fare. Cause I think most experienced players have simply forgotten how hard the game is in the beginning.

    A simple youtube search for a beginners guide will fix 2/4 things on that list. Also making some friends is easy via helpful veterans, other noobs, or guilds thirsty for members..

    And i made a new char the other day for the level up rewards. i ran around vvardenfell with nothing (no cp no gear) and had no issue. Its not hard. But agian, its like any game, watching a beginner guide will make things 1000x easier.


    Now when i started this game, i think* some time around the orsinium DLC, things were much different. Much more difficult. And it made the game a lot more fun. There is a balance between dying to every monster you come across and having fun overcoming challenges by figuring out what you're doing wrong and fixing it. Struggling and learning while striving to be better like the veteran players in the game were. Now people just blow through levels and most likely miss a lot.

    On the first day i started i wanted to go to Riften, which was (if i recall) a level 40 zone. I went through stone falls and once i got into the rift I got wrecked like 5 times the whole way to Riften. But it was fun, it was a challenge. I knew i didnt belong there, but i wanted to see it so i made it. A simple way for zos to fix this would be to bring back lv 1-50 zones. And then make dlc zones CP 10-160. Or maybe not even change the dlc zones, either way.

    Nowhere is it written that a zone cant have cp 10 monsters in one area and cp 110 monters in another area. But even besides that, just making the starting zones lv 1-50 again would make things more fun imo. While still keeping the all alliances quest together thing. But something like this, and ill use EP as an example... Bleakrock lv 1-3, Bal foyen lv 4-5, Stonefalls lv 6-10,
    Deshaan lv 11-20, Shadowfen lv 21-30, eastmarch lv 31-40, and The Rift lv 41-50.. Something like that would be better, imo, while still not being insanely challenging.. And the goal, besides the main quest stories of the zone, could be to conquer the public dungeon of each zone before you leave...
  • Nemesis7884
    Nemesis7884
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    i personally wouldnt mind if the easy content would become slightly harder while the very hardest content would become slightly easier...but thats just me
  • Narvuntien
    Narvuntien
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    I'd prefer a simple difficulty slider that changes the way the game scales for you.

    You could opt into a very hard leveling/questing experience instead of mindlessly dolemn farming and skyshard hunting.
  • Elsterchen
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    Klixen wrote: »
    Invincible wrote: »
    Klixen wrote: »
    * No Champion Points Invested.
    * No gear 'sets' (you can only use what you find).
    * No friends (you gotta fly solo).
    * No food (most newbies have no idea how important food is, so they don't use it).

    The game would still be an absolute faceroll. Leveling my sorc in training gear with no food and no potions I can still pull half the map in alikr without even blinking.

    I envy you. But what about 'Quest Bosses'?

    I think most of us can agree that overland mobs (wolves, goblins, beetles and so forth) are incredibly easy (even I find them easy and I'm ESO's worst player). But Quest Bosses are a different matter.

    The Goblin King in Stros M'Kai kicked my butt the first time I faced him. And that evil Werewolf in Daggerfell (the one slaughtering all the beggars) literally ripped me apart.

    Even now, with champion points and gear, I still struggle with some of the Quest Bosses.

    So I'm curious, when you guys talk about incredibly easy content, are you just talking about the overland mobs? Or do you find ALL content incredibly easy? Including the Quest Bosses?

    Most content is way to easy as it is, but (incostistency of storyline set aside) thats ok, but i feel some bosses should still remain a challenge and even tooned up a bit. I played beta and my first boss making me think about how I approach a fight was falchou (go ranged and listen to spirits)... back in the first weeks after release. Goblin king (blocking is your friend) is another example... . I do remember that it took me alot attemps to kill falchou, but it made me get the basics right: gear (at my level), buff-food, using different abilities, awareness of surroundings ... these are all things that knowing and using them made subsequent fights much easier for me and i am glad I learned them early in game.

    I lately started a few alts and leveled them a bit, I feel that a little more difficulty in some bosses would make the leveling experience more rewarding. One always has the opportunity to call for help (and usually it works just fine to do so) if things are getting to tough. Furthermore its an opprtunity to get affimilated with basic mechanics (one at a time) or basic buffs (chat responses: you use food? try to block! etc).

    Most of all its a very effective way of getting engaged, emotionally bond to eso. No matter what type of person... the lone wolf will figure things out by him/herself and get a feeling of real reward when tackling the boss. The more socially adept player will get help... hence maybe even make friends, get some food send and/or usefull tipps from more seasoned warriors - all of this is rewarding.
  • Ashtaris
    Ashtaris
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    I still believe that ZOS needs to add adjustable difficulty levels to the normal zones:

    Easy: For those who like exploring and want to have a casual gaming experience.
    Normal: About the difficulty level we have now.
    Hard: For those who want a bit of a challenge but can be done with good gear, tactics, and CP’s.
    Extreme: For those masochists who just like to die, again, and again, and again :)

    I don’t think it should be that hard for them to implement and would provide much more enjoyment for all players.
  • dazee
    dazee
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    Laughing my ass off at the "Game is too easy" crowd. If you don't like the game, don't ask for it to be ruined for everyone else, go play dark souls.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • maroite
    maroite
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    Invincible wrote: »
    Klixen wrote: »
    * No Champion Points Invested.
    * No gear 'sets' (you can only use what you find).
    * No friends (you gotta fly solo).
    * No food (most newbies have no idea how important food is, so they don't use it).

    The game would still be an absolute faceroll. Leveling my sorc in training gear with no food and no potions I can still pull half the map in alikr without even blinking.

    Respec all you skills points into Crafting skill lines. Then post a vid. I wanna see it! :P
  • Tinus_92
    Tinus_92
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    Put lvl 1-50 characters in level 1-50 instances of the zones like they used to be pre-one-tamriel, and put everyone above 160 into the current scaled zones, where everything is scaled cp160, including characters being between 10 and 160CP.
    Ingame ID: @Suni_92
  • KingMagaw
    KingMagaw
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    It is to cater for the lowest denominator in skill level.


    Game is mind numbingly easy and is clearly not competitive with all the blatant cheating going on )
  • JasonSilverSpring
    JasonSilverSpring
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    Ashtaris wrote: »
    I still believe that ZOS needs to add adjustable difficulty levels to the normal zones:

    Easy: For those who like exploring and want to have a casual gaming experience.
    Normal: About the difficulty level we have now.
    Hard: For those who want a bit of a challenge but can be done with good gear, tactics, and CP’s.
    Extreme: For those masochists who just like to die, again, and again, and again :)

    I don’t think it should be that hard for them to implement and would provide much more enjoyment for all players.

    How would that work in an MMO though? If I am on normal and you extreme and we are fighting the same NPC, how would a difficulty slider work? I guess the slider could act as a debuff, but is that different than not using CP points to make you less powerful? The NPC cannot be adjusted.
  • jcm2606
    jcm2606
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    Danikat wrote: »
    jcm2606 wrote: »
    The problem I have with the self nerfing arguments is that it just serves to prove how easy overland content is. In order to even create a challenge for overland content, you must play like a new player. Doesn't that seem wrong?

    Even then, I'd argue that self nerfing doesn't completely "fix" it, regardless. Even if you had trash gear and basically no skills slotted, you'd still know the game. You'd still know how and when to block, how and when to roll dodge, how and when to weave light/heavy attacks. Self nerfing makes your life harder, but not hard enough, for well experienced players.

    All MMO's that survive provide challenging content for all players. As it stands now, 80% of the game caters specifically towards newer players, and is a face roll for everyone else. While I do agree that One Tamriel did open the game up and improved the game, it made overland content far too easy for experienced players. Sure, I don't want trash mobs to be damage sponges like they are in veteran group content, but at the same time I'd like them to take longer to die than me dropping Caltrops and swapping to my front bar on my Stam Sorc.

    What if it was a single-player game and instead of suggesting using lower quality gear or non-set gear or whatever we were suggesting switching from normal to hard mode? It does exactly the same thing in most cases - reduces your stats or increases the enemies. Maybe it adds a few extra things, like damage from friendly AoE, but mostly it's enemies doing more damage and having more health, you do less damage and have less health.

    Would you still be saying the same thing then? That players shouldn't have to turn the difficulty up to get a challenge and easy mode should be made harder instead? Or would you accept it because it's an established convention in the genre to offer different difficulties so each player can choose what's right for them?

    You're never going to get one difficulty that's right for everyone all of the time because peoples abilities and what they want from the game is different.

    For example when I play Dragon Age Inquisition I'm on hard mode, pausing as soon as I go into combat and switching to the tactical top-down view so I can issue commands to my whole party, pausing again every couple of attacks to reassess and set new orders. When my husband plays he's on easy mode, keeps the camera close behind his character so he can watch the animations, assumes everyone else is "doing their thing" and never pauses because it interrupts the flow of combat. There is absolutely no way to make one difficulty setting that's right for both of us because we want different things from the combat.

    It's the same in ESO. For every person on the forum humble-bragging about how easy the entire game is and how they wish it was harder there's someone (who probably doesn't even bother to visit the forum) who really enjoys roaming around the open world, playing around with their skills and exploring without having to be constantly on the ball and doing their absolute best to survive. And likely a 3rd player who thinks they do have to be doing their best to survive anything more than 1 or 2 normal enemies because they find the game extremely difficult.

    The thing is, overland content is not easy mode. Overland content makes up over half of the game's content. You can't just enter Overland+ mode to enter a harder version of overland content, overland content is overland content. And when over half of the game's content requires end game players to intentionally gimp themselves to make it a challenge, there's a serious problem in the difficulty of that content. Remember that it isn't a case of IF you will get to end game, but WHEN.

    I do agree that simply raising the difficulty won't fix the problem for everyone. Sure, it'll make the content less of a bore for me, but it'll make it harder for newer players. That's why I suggest that instead of raising the level of just overland mobs, player scaling should also be adjusted for the new mob level. As it stands, currently mobs are way too low in regards to their level. They're too quick to kill, and deal *** all in terms of damage to end game players. It gets to the point where as a CP 720 player in semi-BiS gear, I don't even have to worry about staying out of red, or blocking an attack, or roll dodging. Being hit is an inconvenience, not a deadly mistake.

    Raising the level, by extension raising their stats, will make them take longer to kill, and will make them more of a threat. And to compensate, players under whatever level the mobs are at should be scaled up. One Tamriel had the right idea IMO, but ZOS didn't look at how easy overland content was for end game players at the time. It shouldn't necessarily be of similar difficulty to group dungeons, but I should be incentivised to actually use the mechanics of the game in overland content, instead of just throwing down all my abilities and boom, mob is dead in 1-3 seconds. Bosses maybe 5-10.

    A better solution would be to have multiple instances of a zone with varying difficulty levels, and either allocating players into certain zone sets depending on their character level, or allowing players to choose their difficulty level. The problem with the scaling idea is that while it would in theory allow lower level players to stand a chance against mobs, it may give them too much leeway in regards to their build. Especially in PVP. This way would be better IMO, but given how unstable the servers are and have been for the past 2 years I've been playing the game, it may not be realistic in today's ESO.
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