TheInfernalRage wrote: »Increasing it may hinder the grinding capabilities of new players either fresh 50 or fresh CP 160. Those who want more challenge can always wear casual sets for questing (or go naked and use boxing) or remove their CP allocations (since many seems to hate it anyway). There are ways to maneuver within the current range of difficulty right now. However, if one raises the difficulty, newer players will have a hard time grinding for CP especially the casual ones who simply wear whatever gear they can pickup along the way.
As is always the case with games like ESO, the dilemma is always the balance between feeling the power that the character developed all along (because that's the point of all the BiS [sic.] and guides after all) and the inversely proportional level of challenge that the character meets as it becomes more powerful.
Unless someone can prove that he or she is wrecking anything and destroying world bosses naked overland, then I'm voting NO.
Add a veteran overland feature for vet players that gives loot bonuses like extra gear or gold or extra expierence for kills. Issue solved.
Vicente Valtiere, Dark Brotherhood, OblivionSpill some blood for me dear brother
Wifeaggro13 wrote: »TheInfernalRage wrote: »Increasing it may hinder the grinding capabilities of new players either fresh 50 or fresh CP 160. Those who want more challenge can always wear casual sets for questing (or go naked and use boxing) or remove their CP allocations (since many seems to hate it anyway). There are ways to maneuver within the current range of difficulty right now. However, if one raises the difficulty, newer players will have a hard time grinding for CP especially the casual ones who simply wear whatever gear they can pickup along the way.
As is always the case with games like ESO, the dilemma is always the balance between feeling the power that the character developed all along (because that's the point of all the BiS [sic.] and guides after all) and the inversely proportional level of challenge that the character meets as it becomes more powerful.
Unless someone can prove that he or she is wrecking anything and destroying world bosses naked overland, then I'm voting NO.
then dont complain when you have a server full of millenials at end game that cant actually play the game. this argument is about the viability and future of ESO
Wifeaggro13 wrote: »TheInfernalRage wrote: »Increasing it may hinder the grinding capabilities of new players either fresh 50 or fresh CP 160. Those who want more challenge can always wear casual sets for questing (or go naked and use boxing) or remove their CP allocations (since many seems to hate it anyway). There are ways to maneuver within the current range of difficulty right now. However, if one raises the difficulty, newer players will have a hard time grinding for CP especially the casual ones who simply wear whatever gear they can pickup along the way.
As is always the case with games like ESO, the dilemma is always the balance between feeling the power that the character developed all along (because that's the point of all the BiS [sic.] and guides after all) and the inversely proportional level of challenge that the character meets as it becomes more powerful.
Unless someone can prove that he or she is wrecking anything and destroying world bosses naked overland, then I'm voting NO.
then dont complain when you have a server full of millenials at end game that cant actually play the game. this argument is about the viability and future of ESO
Here's a though experiment for those who voted yes:
Suppose you were placed as head developer for a new MMO and you are tasked with making it a profitable and long-lasting business. Not only do you get handed the reigns, but you also need to answer to executives and investors who have dumped millions into this project and want returns. Now.
Would you want it to appeal to as many people as possible?
Or would you want it to appeal to a narrow type of players?
Keep in mind; you don't just want the 20 year old college kid with 8 hrs a day to game.
You also want the 30+, 40+, 50++, full-time job, family and a house crowd who have disposable income, but maybe not as much free time.
How would you design your game?
Wifeaggro13 wrote: »TheInfernalRage wrote: »Increasing it may hinder the grinding capabilities of new players either fresh 50 or fresh CP 160. Those who want more challenge can always wear casual sets for questing (or go naked and use boxing) or remove their CP allocations (since many seems to hate it anyway). There are ways to maneuver within the current range of difficulty right now. However, if one raises the difficulty, newer players will have a hard time grinding for CP especially the casual ones who simply wear whatever gear they can pickup along the way.
As is always the case with games like ESO, the dilemma is always the balance between feeling the power that the character developed all along (because that's the point of all the BiS [sic.] and guides after all) and the inversely proportional level of challenge that the character meets as it becomes more powerful.
Unless someone can prove that he or she is wrecking anything and destroying world bosses naked overland, then I'm voting NO.
then dont complain when you have a server full of millenials at end game that cant actually play the game. this argument is about the viability and future of ESO
Wifeaggro13 wrote: »then dont complain when you have a server full of millenials at end game that cant actually play the game. this argument is about the viability and future of ESO
Vicente Valtiere, Dark Brotherhood, OblivionSpill some blood for me dear brother
that is a contradiction, to reach end-game you have to play the game.
DieAlteHexe wrote: »Wifeaggro13 wrote: »TheInfernalRage wrote: »Increasing it may hinder the grinding capabilities of new players either fresh 50 or fresh CP 160. Those who want more challenge can always wear casual sets for questing (or go naked and use boxing) or remove their CP allocations (since many seems to hate it anyway). There are ways to maneuver within the current range of difficulty right now. However, if one raises the difficulty, newer players will have a hard time grinding for CP especially the casual ones who simply wear whatever gear they can pickup along the way.
As is always the case with games like ESO, the dilemma is always the balance between feeling the power that the character developed all along (because that's the point of all the BiS [sic.] and guides after all) and the inversely proportional level of challenge that the character meets as it becomes more powerful.
Unless someone can prove that he or she is wrecking anything and destroying world bosses naked overland, then I'm voting NO.
then dont complain when you have a server full of millenials at end game that cant actually play the game. this argument is about the viability and future of ESO
Can't play what part of the game? Vet content? If so, many (most?)aren't even interested in it. It requires a perspective and dedication that many casuals don't have or don't want to bother with.
Not everyone has the same goal(s). I don't care about vet content for myself. It's of no interest. I do think that it should be in the game and done well for those who do care about it. However, I don't think that the statement that because some players (and it has to be a minority or else the game would have been crafted entirely differently) feel that Overland content isn't difficult enough that it should be changed for them. In fact the opposite happened which lead to One Tamriel.
Mechanics are mechanics. They can be taught or figured out the hard way if someone comes up through the levels and has a change of heart regarding the desire to do vet/end game content.
dennissomb16_ESO wrote: »People can make overland content difficult on their own. There is no need for ZOS to change existing content. I think the issue is ZOS present model of DLC does not reflect the growing power of the player base. Add a new area like summerset and yet the difficulty is the exact same as a level 1 starting zone.
I would be happy if new DLC (especially DLCs like summerset) added a much higher degree of challenge to reflect game progression of the player base
MaleAmazon wrote: »that is a contradiction, to reach end-game you have to play the game.
"WTB Skyreach runs 20k" disagrees with you.
MaleAmazon wrote: »that is a contradiction, to reach end-game you have to play the game.
"WTB Skyreach runs 20k" disagrees with you.
People can make overland content difficult on their own. There is no need for ZOS to change existing content
Wifeaggro13 wrote: »DieAlteHexe wrote: »Wifeaggro13 wrote: »TheInfernalRage wrote: »Increasing it may hinder the grinding capabilities of new players either fresh 50 or fresh CP 160. Those who want more challenge can always wear casual sets for questing (or go naked and use boxing) or remove their CP allocations (since many seems to hate it anyway). There are ways to maneuver within the current range of difficulty right now. However, if one raises the difficulty, newer players will have a hard time grinding for CP especially the casual ones who simply wear whatever gear they can pickup along the way.
As is always the case with games like ESO, the dilemma is always the balance between feeling the power that the character developed all along (because that's the point of all the BiS [sic.] and guides after all) and the inversely proportional level of challenge that the character meets as it becomes more powerful.
Unless someone can prove that he or she is wrecking anything and destroying world bosses naked overland, then I'm voting NO.
then dont complain when you have a server full of millenials at end game that cant actually play the game. this argument is about the viability and future of ESO
Can't play what part of the game? Vet content? If so, many (most?)aren't even interested in it. It requires a perspective and dedication that many casuals don't have or don't want to bother with.
Not everyone has the same goal(s). I don't care about vet content for myself. It's of no interest. I do think that it should be in the game and done well for those who do care about it. However, I don't think that the statement that because some players (and it has to be a minority or else the game would have been crafted entirely differently) feel that Overland content isn't difficult enough that it should be changed for them. In fact the opposite happened which lead to One Tamriel.
Mechanics are mechanics. They can be taught or figured out the hard way if someone comes up through the levels and has a change of heart regarding the desire to do vet/end game content.
no its a core game flaw design. that's the issue, they went from vertical progression to a vieled linear progression system. it works for a churn base game design. but it does not equate long term player populations. their is no permanent community here its a turn style visitor center. its why there are no launch guilds still alive and very little launch player population that stuck with the game like older generations of MMOs . ZOS found their cash cow and set to milking it. SORRY FOR THE ATTACK ON MILLENNIALS lol i know feelings get hurt rather easy these days.
Wifeaggro13 wrote: »DieAlteHexe wrote: »Wifeaggro13 wrote: »TheInfernalRage wrote: »Increasing it may hinder the grinding capabilities of new players either fresh 50 or fresh CP 160. Those who want more challenge can always wear casual sets for questing (or go naked and use boxing) or remove their CP allocations (since many seems to hate it anyway). There are ways to maneuver within the current range of difficulty right now. However, if one raises the difficulty, newer players will have a hard time grinding for CP especially the casual ones who simply wear whatever gear they can pickup along the way.
As is always the case with games like ESO, the dilemma is always the balance between feeling the power that the character developed all along (because that's the point of all the BiS [sic.] and guides after all) and the inversely proportional level of challenge that the character meets as it becomes more powerful.
Unless someone can prove that he or she is wrecking anything and destroying world bosses naked overland, then I'm voting NO.
then dont complain when you have a server full of millenials at end game that cant actually play the game. this argument is about the viability and future of ESO
Can't play what part of the game? Vet content? If so, many (most?)aren't even interested in it. It requires a perspective and dedication that many casuals don't have or don't want to bother with.
Not everyone has the same goal(s). I don't care about vet content for myself. It's of no interest. I do think that it should be in the game and done well for those who do care about it. However, I don't think that the statement that because some players (and it has to be a minority or else the game would have been crafted entirely differently) feel that Overland content isn't difficult enough that it should be changed for them. In fact the opposite happened which lead to One Tamriel.
Mechanics are mechanics. They can be taught or figured out the hard way if someone comes up through the levels and has a change of heart regarding the desire to do vet/end game content.
no its a core game flaw design. that's the issue, they went from vertical progression to a vieled linear progression system. it works for a churn base game design. but it does not equate long term player populations. their is no permanent community here its a turn style visitor center. its why there are no launch guilds still alive and very little launch player population that stuck with the game like older generations of MMOs . ZOS found their cash cow and set to milking it. SORRY FOR THE ATTACK ON MILLENNIALS lol i know feelings get hurt rather easy these days.
@DieAlteHexe
It's always funny when the hardcore contingent believes that we're young. I always assumed it was the opposite way around because...
Casual:
- Less free time (with great age comes great responsibility);
- Older, so less able (it's a truth that you don't get healthier as you get older);
- More mature (better able to empathise, less concerned with looking 'badass,' et cetera).
Hardcore:
- Lots of free time (most of them appear to be in school, I'd imagine, which means plenty of time to grind things out);
- Younger, so more able (can respond to stimuli more quickly);
- Less mature (more concerned with 'badass rewards,' less able to empathise with people who have difficulties they don't).
That's the way it's always seemed to me.
I mean, I've been playing MMOs since Neverwinter. And when I say that, the hardcore contingent will think of Cryptic's Neverwinter, rather than something that used 2D sprites. I mucked around with MUF in MUDs and MUCKs (which is going to look like gobbledegook to these kids). I remember when Ultima Online was the most fun you could have online. I remember when bloody Furcadia was massive and had hundreds of thousands of people logging into it. Different times.
The thing is is that not every MMO can be for these hardcore kids.
An MMO that tried to be for the hardcore contingent? Wildstar. It's on life support.
An expansion pack that tried to be for the hardcore contingent? Guild Wars 2: Heart of Thorns, lead to ArenaNet suffering hard losses and having to take the hardcore element out and apologise.
A zone that tried to be for the hardcore contingent? Craglorn, which was a miserable failure that had to be toned down greatly in One Tamriel (and people still don't go there because it has a bad rep).
Making stuff for the hardcore contingent just leads to games dying. Always has. Always will. Sorry, hardcore people. It's a statistical fact by this point.
(Spaced things out better.)
Anyway. I'll ask you the same thing I asked the other guy, who never ended up answering me, I assume because he didn't have a good answer.
If vertical progression helps people prepare for end game content(like vet dungeons and trials), how come WoW has(or had) tons of terrible pugs?
Edit: Typo
dennissomb16_ESO wrote: »I would be happy if new DLC (especially DLCs like summerset) added a much higher degree of challenge to reflect game progression of the player base
I do think the devs did well with the new scaling mechanic on the Summerset geysers. The difficulty scaling is noticeable with even a couple players more, or less, fighting them. So they're listening, and yet it's not an over the top change. Well done.
TheCyberDruid wrote: »I do think the devs did well with the new scaling mechanic on the Summerset geysers. The difficulty scaling is noticeable with even a couple players more, or less, fighting them. So they're listening, and yet it's not an over the top change. Well done.
Indeed. Fighting Reefhammer with only two people puts your behind on the edge of the seat. While you can solo geysers, as soon as those named enemies show up with more players you are in for a ride. Same with the world bosses. This time red circles actually mean trouble
Here's a though experiment for those who voted yes:
Suppose you were placed as head developer for a new MMO and you are tasked with making it a profitable and long-lasting business. Not only do you get handed the reigns, but you also need to answer to executives and investors who have dumped millions into this project and want returns. Now.
Would you want it to appeal to as many people as possible?
Or would you want it to appeal to a narrow type of players?
Keep in mind; you don't just want the 20 year old college kid with 8 hrs a day to game.
You also want the 30+, 40+, 50++, full-time job, family and a house crowd who have disposable income, but maybe not as much free time.
How would you design your game?
Your idea for difficult DLC? Guild Wars 2 did it. Heart of Thorns. It almost killed ArenaNet, biggest drop in profits in a long time for them. They had to go back and tweak it to make it much easier, to take the hardcore element/forced grouping/grindiness out.