VaranisArano wrote: »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.
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...
DieAlteHexe wrote: »Two types of player;
1. Those who game for excitement, challenge.
2. Those who game to relax and socialise.
A successful game will create content for both types preferably so that a player can pick and choose as they progress. Never forget that there are varying levels of ability as well.
Bbsample197 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
Actually, IF you make it to the end game is the right question, especially when talking about MMO's. Thing is the vast majority of MMO players never do anything with endgame content, unless forced to do so.Remember that it isn't a case of IF you will get to end game, but WHEN.
I 100% agree with you here. This would be the absolutely best solution, assuming ZOS invested in better/more server's and fixed the netcode. Having different difficulty instances would let the vast majority of players continue playing in the difficulty they like... while giving those who want challenging overland content what they want as well.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.
I don't exactly disagree not sure a roll back is necessary though.
That said I did enjoy it when the game was "difficult". Doshia anyone? one shot boss at level 8 lets goooooo
seriously like it was way more fun back when you actually had to try. It actually felt like you achieved something.
I watched Gilliam on stream the other day showing off some of the new sets. He went around trying to get hit by a mob in Summerset and it took him a good couple of minute to actually get a direct hit by a mob
Let that just sink in for a second
He couldn't get HIT by a mob because their attacks are so pathetic
Was he playing overland?? Was he playing with 45 other people at a geyser? Was he wandering around the town? Or did he go in a delve or was he with friends in the new trials??
One of the reasons ESO received such a chilly response at launch was that "reviewers" had no more idea of what to do than anyone else.... It was new to them, too...
Let that sink in for a second...
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.
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
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
Or...give us a veteran option for overland content...simple and optional. No one wants to nerf their toons for more challenge, they want more challenging content to start with.
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
It can be done in an MMO without needing separate servers or a personal debuff, but it would split the player base. What they would need to do is have 2 different "master" instances for each difficulty (ie normal & hard mode), and players who choose to play ob the hard mode get moved to the 'hard mode' instance to play with other people who prefer hard mode.Ydrisselle wrote: »That is easy to implement in a single player RPG. However I never saw something like that in an MMO, except if you have some kind of toggleable debuff for you (like the "stop levelling" debuff in WoW). If a dev team does something like that, they set up a new set or servers (like Rift Prime), which means they have to split up the playerbase.
VaranisArano wrote: »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.
it is faceroll even without CP, white gear, no sets, no food and with this skills you have access in about 10-30 minutes from start:
- solar barrage, LA, LA, sweepsweepsweep - win (+ god mod + AoE)
- LA, burning embers, HA (repeat) - win (+ god mod)
- LA, swallow soul, LA, LA, Impale - win (+ average god mod)
- LA, crystal blast, LA, mages wrath, HA - win
- deep fissure, cliff races, LA, LA - win
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.
Anotherone773 wrote: »
Azuramoonstar wrote: »
ZarkingFrued wrote: »Anotherone773 wrote: »
Really? What cp are you? I can literally do any quest in this game with no gear at all. No armor, no weapons, just class abilities. Just running naked through the quests with no worries of dying. I can solo Norm dungeons. Vet content and PVP is the only challenge in ESO once you get max cp. The only value of non end game content in ESO is purely in the stories. I quit doing the regular quests because it became like watching movies rather than playing a game. Bring back a challenge I say. It wouldn't be hard to make regular content harder based on your level.
ZarkingFrued wrote: »Anotherone773 wrote: »
Really? What cp are you? I can literally do any quest in this game with no gear at all. No armor, no weapons, just class abilities. Just running naked through the quests with no worries of dying. I can solo Norm dungeons. Vet content and PVP is the only challenge in ESO once you get max cp. The only value of non end game content in ESO is purely in the stories. I quit doing the regular quests because it became like watching movies rather than playing a game. Bring back a challenge I say. It wouldn't be hard to make regular content harder based on your level.
DieAlteHexe wrote: »Two types of player;
1. Those who game for excitement, challenge.
2. Those who game to relax and socialise.
A successful game will create content for both types preferably so that a player can pick and choose as they progress. Never forget that there are varying levels of ability as well.
DieAlteHexe wrote: »Two types of player;
1. Those who game for excitement, challenge.
2. Those who game to relax and socialise.
A successful game will create content for both types preferably so that a player can pick and choose as they progress. Never forget that there are varying levels of ability as well.
That was what was cool before One Tamriel - you could choose your level of difficulty.
Long gone now...