DuskMarine wrote: »
when i first started on console i had no clue what i was doing level 1 floating my happy butt around leveling like traditional mmos(this was back when level cap progression was still a thing) i enjoyed the difficulty spike i would take going into an area i wasnt leveled for yet. but........i found a dolmen out in glenumbras swamp area and grinded it to death by myself emphasis on BY MYSELF. and got to a certain level and started soloing world bosses. went through all the rest of the zones just destroying them like a hot knife through butter then i got to vr16 and went into craglorn and i finally had the challenge i wanted. i thought oh hey i need dungeon gear well i facerolled that easy with some friends got what i want came through craglorn like a red headed step child twice on christmas ripping everything to pieaces. i sat there thinking huh this isnt so bad why is nobody in here found some great farming spots too by the way so i wasnt to mad to have it to myself. well thieves guild dropped new trial vmol me and a group of rag tag people ran into that face first beat it moved on to the point of thinking nothing could take us down. then i transitioned to pc with the cp levels being your end all be all levels i ground up a stam sorc cause i though hey i already went through everything before pieace of cake well yea it was a rediculous pieace of cake. cp 10 i was eating craglorn for breakfast and i have a whole guild to vouch for it that was before they turned craglorn into why would a high level touch it with a 300 foot pole. i sit now at max level not even getting a full rotation off very easily soloing the world bosses and watching level 1s run around doing stuff that only a high level should be able to do right out of the gate. so yes we need some difficulty rise quite badly in this game. and as a whole it would definitly help this community get everyone up to speed so learn to play no long becomes the issue and we can identify the real problems with this game. cause i can tell you now nobody that comes into the game now is ready for endgame by the time their leveled up almost 75% of the time. we need overland difficulty to get this game back on track so people can actually have an endgame.
Dear lord, it's beautiful
not one line space
DuskMarine wrote: »DuskMarine wrote: »
when i first started on console i had no clue what i was doing level 1 floating my happy butt around leveling like traditional mmos(this was back when level cap progression was still a thing) i enjoyed the difficulty spike i would take going into an area i wasnt leveled for yet. but........i found a dolmen out in glenumbras swamp area and grinded it to death by myself emphasis on BY MYSELF. and got to a certain level and started soloing world bosses. went through all the rest of the zones just destroying them like a hot knife through butter then i got to vr16 and went into craglorn and i finally had the challenge i wanted. i thought oh hey i need dungeon gear well i facerolled that easy with some friends got what i want came through craglorn like a red headed step child twice on christmas ripping everything to pieaces. i sat there thinking huh this isnt so bad why is nobody in here found some great farming spots too by the way so i wasnt to mad to have it to myself. well thieves guild dropped new trial vmol me and a group of rag tag people ran into that face first beat it moved on to the point of thinking nothing could take us down. then i transitioned to pc with the cp levels being your end all be all levels i ground up a stam sorc cause i though hey i already went through everything before pieace of cake well yea it was a rediculous pieace of cake. cp 10 i was eating craglorn for breakfast and i have a whole guild to vouch for it that was before they turned craglorn into why would a high level touch it with a 300 foot pole. i sit now at max level not even getting a full rotation off very easily soloing the world bosses and watching level 1s run around doing stuff that only a high level should be able to do right out of the gate. so yes we need some difficulty rise quite badly in this game. and as a whole it would definitly help this community get everyone up to speed so learn to play no long becomes the issue and we can identify the real problems with this game. cause i can tell you now nobody that comes into the game now is ready for endgame by the time their leveled up almost 75% of the time. we need overland difficulty to get this game back on track so people can actually have an endgame.
Dear lord, it's beautiful
not one line space
i just think its funny how i just show this game isnt hard at all till endgame and you come back with litterally nothing constructive
DuskMarine wrote: »Kiralyn2000 wrote: »No, the base game experience (overland, questing, etc) can't be balanced around trial-geared dudes who sleepwalk their way through vet dungeons. It would be bad for the overall playerbase.
no actually itd be better. a game should have a difficulty hurdle in each advancement take dark souls into consideration. you have to overcome each hurdle thrown at you to truly do better you cant have the overland a easy steamroll because casuals say so. there needs to be difficulty advancement somehow implemented cause the game is just way to easy from start to finish(especially if i can grind a giant group of mobs from level 1- my cp in a short time there is something wrong)
DuskMarine wrote: »DuskMarine wrote: »
when i first started on console i had no clue what i was doing level 1 floating my happy butt around leveling like traditional mmos(this was back when level cap progression was still a thing) i enjoyed the difficulty spike i would take going into an area i wasnt leveled for yet. but........i found a dolmen out in glenumbras swamp area and grinded it to death by myself emphasis on BY MYSELF. and got to a certain level and started soloing world bosses. went through all the rest of the zones just destroying them like a hot knife through butter then i got to vr16 and went into craglorn and i finally had the challenge i wanted. i thought oh hey i need dungeon gear well i facerolled that easy with some friends got what i want came through craglorn like a red headed step child twice on christmas ripping everything to pieaces. i sat there thinking huh this isnt so bad why is nobody in here found some great farming spots too by the way so i wasnt to mad to have it to myself. well thieves guild dropped new trial vmol me and a group of rag tag people ran into that face first beat it moved on to the point of thinking nothing could take us down. then i transitioned to pc with the cp levels being your end all be all levels i ground up a stam sorc cause i though hey i already went through everything before pieace of cake well yea it was a rediculous pieace of cake. cp 10 i was eating craglorn for breakfast and i have a whole guild to vouch for it that was before they turned craglorn into why would a high level touch it with a 300 foot pole. i sit now at max level not even getting a full rotation off very easily soloing the world bosses and watching level 1s run around doing stuff that only a high level should be able to do right out of the gate. so yes we need some difficulty rise quite badly in this game. and as a whole it would definitly help this community get everyone up to speed so learn to play no long becomes the issue and we can identify the real problems with this game. cause i can tell you now nobody that comes into the game now is ready for endgame by the time their leveled up almost 75% of the time. we need overland difficulty to get this game back on track so people can actually have an endgame.
Dear lord, it's beautiful
not one line space
i just think its funny how i just show this game isnt hard at all till endgame and you come back with litterally nothing constructive
DuskMarine wrote: »Kiralyn2000 wrote: »No, the base game experience (overland, questing, etc) can't be balanced around trial-geared dudes who sleepwalk their way through vet dungeons. It would be bad for the overall playerbase.
no actually itd be better. a game should have a difficulty hurdle in each advancement take dark souls into consideration. you have to overcome each hurdle thrown at you to truly do better you cant have the overland a easy steamroll because casuals say so. there needs to be difficulty advancement somehow implemented cause the game is just way to easy from start to finish(especially if i can grind a giant group of mobs from level 1- my cp in a short time there is something wrong)
There's one other topic I'd like to tackle, too.
Argument:
Difficulty is set by the developer, not the player.
Counter-argument:
Since when? People have been giving themselves challenges since the dawn of time to make a game more difficult. Speedrunning is just one example of that. Furthermore, difficulty settings exist so that the player can choose the difficulty, without it impacting anyone else's enjoyment. I actually ran a poll to ask whether hardcore players would be fine with a setting that adjusts just the difficulty, the majority said no. They wanted better rewards. And what happens when they get their better rewards? The game becomes too easy again! And what happens then? More better rewards???
So the game ends up balanced for the hardcore? And what then? What about the new players coming into the game without CP, without those special rewards? The game would be unplayable for them! That would be financial suicide for ZOS. And that's why it's so selfish, self-centred, and antisocial to make demands like this. It's also short-sighted. All these demands would do is kill off ESO's community. Without the casuals and roleplayers, no crown store purchases happen. Without crown store purchases, no new content gets developed and the game goes on life support.
As I've pointed out -- time and again -- the content that hardcore players do have is actually ridiculously generous considering the size of their demographic
So why should the developer tune up the difficulty at the expense of everyone else?
Let's say that ZOS did change the difficulty, yes? Let's say they did make it ridiculously hardcore. Let's say we've gone through a cycle of difficulty creep and the game is stupidly hard, and you need gear to even play it. Say goodbye to 95~ per cent of the community! Is the hardcore minority going to sustain ZOS financially? How? Hardcore players aren't the ones buying houses and costumes, roleplayers are. So where's that money coming from?
On the other hand, players could set their own difficulty. Using worse gear and opting to not allot Champion Points, because you can do that would make the game more difficult. If it's still too easy? Stop using sets. Still too easy? Use white gear. Still too easy? Drop your gear and weapons completely. Still too easy? Don't allot stat points. Et cetera, et alia. You can tailor the difficulty however you want.
However, if you have it your way, people can't actually do the opposite. They can't make the game easier. That's a one way street. So you can make the game more difficult, and you should; If ZOS made the game more difficult, no one could make it easier.
You have to understand why this is a selfish, antisocial demand that would kill the game, right?
Edit: Here's how I see it...
Hardcore Player: I want the game to be more difficult. I want it to suit me. I want rewards, titles, cosmetics, and better drops. I want to be revered. I want to be superior. Just like in the good ol' days when I was a god. I want that.
Casual Player: But what about us? What about the masses who actually fund this game? Don't we deserve to enjoy ourselves? Don't we deserve to have fun? We paid for the game, too, and almost all of the money financing the game is coming from us. Why should you get to feel like a god at the expense of everyone else? Shouldn't you be lobbying for a game that's all about making you look like a god and boosting your ego? Or is it that you need us to be filthy peasants to feel good about yourselves? Don't we deserve better than that?
Hardcore Player: Nah, screw you guys.
I just... I can't understand how hardcore players don't understand that this is a selfish, antisocial demand to make. It really boggles the mind.
Furthermore, difficulty settings exist so that the player can choose the difficulty, without it impacting anyone else's enjoyment.
DuskMarine wrote: »I see people saying delve bosses should be amped up, too.
What happens then?
- Influx of new players with a chapter.
- The new players can't complete the delves.
- The new players leave, frustrated, because the game is an unbalanced mess.
Why do the hardcore realise that the changes they desire would kill the game, it would make the game as dead as Craglorn. As dead as so many other MMOs that went on life support because they tried to appeal to the hardcore.
New players exist.
Don't be so selfish, self-centred, and completely without empathy for new players. It's frankly antisocial. This game isn't just for you. Hardcore players have trials, and that's frankly generous considering how tiny the hardcore demographic actually is compared to casuals.
dude you need to look at wow that game was fine. and it isnt on life support. yall need to open your minds to change instead of being so close minded. increasing the difficulty would finally make players on even skill grounds instead of one person being a god compared to someone else even though their super close in level. skill gaps are the issue the only way to close those gaps is make it harder so people dont get a easy face roll.
akredon_ESO wrote: »I see people saying delve bosses should be amped up, too.
What happens then?
- Influx of new players with a chapter.
- The new players can't complete the delves.
- The new players leave, frustrated, because the game is an unbalanced mess.
Why do the hardcore realise that the changes they desire would kill the game, it would make the game as dead as Craglorn. As dead as so many other MMOs that went on life support because they tried to appeal to the hardcore.
New players exist.
Don't be so selfish, self-centred, and completely without empathy for new players. It's frankly antisocial. This game isn't just for you. Hardcore players have trials, and that's frankly generous considering how tiny the hardcore demographic actually is compared to casuals.
I get what you are saying but a LITTLE bit of a increase in tuneing anywhere between 15-30% increase to damage and health wouldnt be to over tuned and would help appease the players that want the world to be atleast a little challenging because right now it is not at all Challenging in the slightest.
akredon_ESO wrote: »I see people saying delve bosses should be amped up, too.
What happens then?
- Influx of new players with a chapter.
- The new players can't complete the delves.
- The new players leave, frustrated, because the game is an unbalanced mess.
Why do the hardcore realise that the changes they desire would kill the game, it would make the game as dead as Craglorn. As dead as so many other MMOs that went on life support because they tried to appeal to the hardcore.
New players exist.
Don't be so selfish, self-centred, and completely without empathy for new players. It's frankly antisocial. This game isn't just for you. Hardcore players have trials, and that's frankly generous considering how tiny the hardcore demographic actually is compared to casuals.
I get what you are saying but a LITTLE bit of a increase in tuneing anywhere between 15-30% increase to damage and health wouldnt be to over tuned and would help appease the players that want the world to be atleast a little challenging because right now it is not at all Challenging in the slightest.
I'm not convinced a 15-30% increase would appease these people. I think newbies/casuals would complain it got harder, and these people who want it harder would complain it's still too easy.
DuskMarine wrote: »akredon_ESO wrote: »I see people saying delve bosses should be amped up, too.
What happens then?
- Influx of new players with a chapter.
- The new players can't complete the delves.
- The new players leave, frustrated, because the game is an unbalanced mess.
Why do the hardcore realise that the changes they desire would kill the game, it would make the game as dead as Craglorn. As dead as so many other MMOs that went on life support because they tried to appeal to the hardcore.
New players exist.
Don't be so selfish, self-centred, and completely without empathy for new players. It's frankly antisocial. This game isn't just for you. Hardcore players have trials, and that's frankly generous considering how tiny the hardcore demographic actually is compared to casuals.
I get what you are saying but a LITTLE bit of a increase in tuneing anywhere between 15-30% increase to damage and health wouldnt be to over tuned and would help appease the players that want the world to be atleast a little challenging because right now it is not at all Challenging in the slightest.
I'm not convinced a 15-30% increase would appease these people. I think newbies/casuals would complain it got harder, and these people who want it harder would complain it's still too easy.
after a certain point in time the game should be harder(even single player games make this a thing). the point that there are no difficulty spikes is what makes people scream elitists at pve and trials guilds. nobody wants a noobie or someone who just shot up to max level to join in a trial and make us lose all the time. we have to have something that closes the skill gap. if it makes casuals have to work a little harder(like games have them do in the first place) then so be it. games are not meant to be easy their meant to be challenging
Let's say, to about the difficulty of craglorn.
Loot all stays the same, quests stay the same.
Let's see what the forums think, just out of curiousity/because these threads keep popping up.
DuskMarine wrote: »akredon_ESO wrote: »I see people saying delve bosses should be amped up, too.
What happens then?
- Influx of new players with a chapter.
- The new players can't complete the delves.
- The new players leave, frustrated, because the game is an unbalanced mess.
Why do the hardcore realise that the changes they desire would kill the game, it would make the game as dead as Craglorn. As dead as so many other MMOs that went on life support because they tried to appeal to the hardcore.
New players exist.
Don't be so selfish, self-centred, and completely without empathy for new players. It's frankly antisocial. This game isn't just for you. Hardcore players have trials, and that's frankly generous considering how tiny the hardcore demographic actually is compared to casuals.
I get what you are saying but a LITTLE bit of a increase in tuneing anywhere between 15-30% increase to damage and health wouldnt be to over tuned and would help appease the players that want the world to be atleast a little challenging because right now it is not at all Challenging in the slightest.
I'm not convinced a 15-30% increase would appease these people. I think newbies/casuals would complain it got harder, and these people who want it harder would complain it's still too easy.
after a certain point in time the game should be harder(even single player games make this a thing). the point that there are no difficulty spikes is what makes people scream elitists at pve and trials guilds. nobody wants a noobie or someone who just shot up to max level to join in a trial and make us lose all the time. we have to have something that closes the skill gap. if it makes casuals have to work a little harder(like games have them do in the first place) then so be it. games are not meant to be easy their meant to be challenging
I beg to differ, games are meant to be fun. Sports and contests may be designed to be challenging, but how much difficulty is in animal crossing? pokemon?
You can create your own challenge by opting out of CP. Changing your gear. Etc.
Also, making overland stuff more difficult is no going to fix the gap. Certainly didn't help with WoW, which does have a difficulty scaling, which is by zone. Pugs were awful. Raid pugs were awful.
DuskMarine wrote: »DuskMarine wrote: »akredon_ESO wrote: »I see people saying delve bosses should be amped up, too.
What happens then?
- Influx of new players with a chapter.
- The new players can't complete the delves.
- The new players leave, frustrated, because the game is an unbalanced mess.
Why do the hardcore realise that the changes they desire would kill the game, it would make the game as dead as Craglorn. As dead as so many other MMOs that went on life support because they tried to appeal to the hardcore.
New players exist.
Don't be so selfish, self-centred, and completely without empathy for new players. It's frankly antisocial. This game isn't just for you. Hardcore players have trials, and that's frankly generous considering how tiny the hardcore demographic actually is compared to casuals.
I get what you are saying but a LITTLE bit of a increase in tuneing anywhere between 15-30% increase to damage and health wouldnt be to over tuned and would help appease the players that want the world to be atleast a little challenging because right now it is not at all Challenging in the slightest.
I'm not convinced a 15-30% increase would appease these people. I think newbies/casuals would complain it got harder, and these people who want it harder would complain it's still too easy.
after a certain point in time the game should be harder(even single player games make this a thing). the point that there are no difficulty spikes is what makes people scream elitists at pve and trials guilds. nobody wants a noobie or someone who just shot up to max level to join in a trial and make us lose all the time. we have to have something that closes the skill gap. if it makes casuals have to work a little harder(like games have them do in the first place) then so be it. games are not meant to be easy their meant to be challenging
I beg to differ, games are meant to be fun. Sports and contests may be designed to be challenging, but how much difficulty is in animal crossing? pokemon?
You can create your own challenge by opting out of CP. Changing your gear. Etc.
Also, making overland stuff more difficult is no going to fix the gap. Certainly didn't help with WoW, which does have a difficulty scaling, which is by zone. Pugs were awful. Raid pugs were awful.
pokemon challenges your mind unless your one of those who doesnt do pvp which is like whats the point of buying the game at that point and keeping it. animal crossing is more of a kids game. this is a mmo where skill is practically everything if you wanna do actual endgame. and increasing the difficulty would teach people alot of things that they dont know come end game.
DuskMarine wrote: »
when i first started on console i had no clue what i was doing level 1 floating my happy butt around leveling like traditional mmos(this was back when level cap progression was still a thing) i enjoyed the difficulty spike i would take going into an area i wasnt leveled for yet. but........i found a dolmen out in glenumbras swamp area and grinded it to death by myself emphasis on BY MYSELF. and got to a certain level and started soloing world bosses. went through all the rest of the zones just destroying them like a hot knife through butter then i got to vr16 and went into craglorn and i finally had the challenge i wanted. i thought oh hey i need dungeon gear well i facerolled that easy with some friends got what i want came through craglorn like a red headed step child twice on christmas ripping everything to pieaces. i sat there thinking huh this isnt so bad why is nobody in here found some great farming spots too by the way so i wasnt to mad to have it to myself. well thieves guild dropped new trial vmol me and a group of rag tag people ran into that face first beat it moved on to the point of thinking nothing could take us down. then i transitioned to pc with the cp levels being your end all be all levels i ground up a stam sorc cause i though hey i already went through everything before pieace of cake well yea it was a rediculous pieace of cake. cp 10 i was eating craglorn for breakfast and i have a whole guild to vouch for it that was before they turned craglorn into why would a high level touch it with a 300 foot pole. i sit now at max level not even getting a full rotation off very easily soloing the world bosses and watching level 1s run around doing stuff that only a high level should be able to do right out of the gate. so yes we need some difficulty rise quite badly in this game. and as a whole it would definitly help this community get everyone up to speed so learn to play no long becomes the issue and we can identify the real problems with this game. cause i can tell you now nobody that comes into the game now is ready for endgame by the time their leveled up almost 75% of the time. we need overland difficulty to get this game back on track so people can actually have an endgame.
Dear lord, it's beautiful
not one line space
Overall, no - because its about right for new players.
But I would like to have challenging overland (ie solo questing) content for my experienced self with maxed characters...
imho, DLC overland content should be more difficult and delves/public dungeons should have a 'normal' and 'veteran' mode which you chose when you enter.
Keep the core overland at Cp160, but maybe scale Orsinium to 350cp, IC to 450, Clockwork city to 550, Vardenfell to 650 and Summerset to 750...
Future new zones can then be scaled to whatever the next new CP cap is.
Surely it makes sense for new players to do the main, core overland first then move on to the expansions...?
The overland content is only stupidly easy because of the end game power creep. If anything could use some balancing, it’s the power creep. I think the overland content is balanced fine for newer players and the more relaxed crowd. It’s fine the way it is.
DuskMarine wrote: »The overland content is only stupidly easy because of the end game power creep. If anything could use some balancing, it’s the power creep. I think the overland content is balanced fine for newer players and the more relaxed crowd. It’s fine the way it is.
still needs increased regardless which theyll eventually end up doing anyway after this class balance things done more than likely whichll be a thank god their finally catering to their vets at that point if they choose to do so. if your laid back you need to play something else.
It's funny how people make threads without accepting the FACT that the MAJORITY of players in ESO DO NOT DO end game content- so why should content be made difficult forcing them to be at the level of end game players? That is the entire reason for ESO's "One Tamriel" right now- so that the majority of players who came to ESO simply to do quests aren't forced into content or to play at a level that they don't want to be at in the first place. If OP hasn't noticed, the majority of the game is focused around questing- and solo questing at that- so in no way shape or form should the difficulty of overland content be made anywhere near 'end game' content.