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Would you like overland content difficulty increased?

  • Wifeaggro13
    Wifeaggro13
    ✭✭✭✭✭
    Yes
    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
  • WillS1888
    WillS1888
    ✭✭
    Yes
    Add a veteran overland feature for vet players that gives loot bonuses like extra gear or gold or extra expierence for kills. Issue solved.
  • Gythral
    Gythral
    ✭✭✭✭✭
    ✭✭✭
    Yes
    WillS1888 wrote: »
    Add a veteran overland feature for vet players that gives loot bonuses like extra gear or gold or extra expierence for kills. Issue solved.

    Issue exacerbated,
    as loot and CP is the cause of the issue in the first place!

    If anything it should just be a pure time sink.
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • shadowwraith666
    shadowwraith666
    ✭✭✭✭
    No
    jeez, these "make the game harder" threads are becoming an epidemic...

    the games difficulty is fine as it is, if you want it harder try gimping yourself or go and play another game that caters more towards hardcore players.
    • Vicktor Bloodtail - L42 Argonian Magblade, Werewolf - EP
    • Xarxes - L31 Dunmer Sorc, Vampire - EP
    • Lichtspear - L21 Argonian Temp - EP
    • Rajka Fireclaw - L21 Khajit DK - AD

    PS4 EU
    Spill some blood for me dear brother
    Vicente Valtiere, Dark Brotherhood, Oblivion
  • JasonSilverSpring
    JasonSilverSpring
    ✭✭✭✭✭
    No
    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

    Ignoring the childish attack at "millenials", if the game is too hard for casuals and they leave in droves, that really does not help the viability and future of ESO. Like it or not, but end game players are not the bulk of the player base and they cannot keep the game alive alone.
  • DieAlteHexe
    DieAlteHexe
    ✭✭✭✭✭
    ✭✭
    No
    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.

    Dirty, filthy casual aka Nancy, the Wallet Warrior Carebear Potato Whale Snowflake
  • Lady_of_Tamarah
    No
    NO

    i love questing and farming and even combat (a bit - but mostly when its over ..lol) BUT I am not that great at combat even though my character is now level 50 = CP160

    I always find it a bit of a struggle to finish quests by killing the bosses and to make it more difficult just to
    please hardcore players is not right when they already have Trials etc.

    I think the balance is just right as it is - to make it any harder to put off a lot of players like me
    Edited by Lady_of_Tamarah on June 3, 2018 3:08PM
  • Noisivid
    Noisivid
    ✭✭✭✭
    Yes
    Kuwhar wrote: »
    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?



    I'd probably scale the players to the content, like they did with one tamriel.

    So why does the game have people with 750cp running content thats supposedly scaled to moderately geared cp160 characters? Just because there is no convenient, inexpensive way to change our CP setup for different content.

    If I log in and run some quests, then help somebody with a few normal dungeons, then do a trial, and top the night off with some PvP that's at least four different setups. Four trips to Wayrest and 12,000 gold. I don't have the in game reserves to do that, and it's just a pain in the ass. So the cp stays at max and overland is a faceroll. This is if I don't want to swap between tank/dps/heals for the content...

    So what I would do is give the players an easy and relatively inexpensive way to switch between CP setups. Start with two slots account wide and sell additional ACCOUNT WIDE CP slots in the crown store pretty cheaply. 500crowns or so.
    (Again ACCOUNT WIDE and CHEAP (in case ZOS marketing gets some bad ideas).) Running PVP and PVE alot, just switch setups. Changing between DPS, Tank, and Heals, switch CP setups.

    People could then pretty much select their own difficulty. Looking for a moderate challenge, go with zero CPs. Do they want to run around like Super Duper Man/Woman/Person in overland and questing content, then they would go with maxCPs, or whatever in-between. ZOS wouldn't have to change the existing content, people could opt in or opt out as they wish.

    Vogon Poet Laureate
  • Charliff1966
    Charliff1966
    ✭✭✭
    No
    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

    Insulting people to get what you want? Just maybe a lot of people arent interested in the endgame? Maybe a lot of people might want to do the endgame at their own leisure without being forced to use meta?
  • dennissomb16_ESO
    dennissomb16_ESO
    ✭✭✭✭✭
    No
    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
  • shadowwraith666
    shadowwraith666
    ✭✭✭✭
    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

    that is a contradiction, to reach end-game you have to play the game.
    • Vicktor Bloodtail - L42 Argonian Magblade, Werewolf - EP
    • Xarxes - L31 Dunmer Sorc, Vampire - EP
    • Lichtspear - L21 Argonian Temp - EP
    • Rajka Fireclaw - L21 Khajit DK - AD

    PS4 EU
    Spill some blood for me dear brother
    Vicente Valtiere, Dark Brotherhood, Oblivion
  • MaleAmazon
    MaleAmazon
    ✭✭✭✭✭
    Other (Post!)
    that is a contradiction, to reach end-game you have to play the game.

    "WTB Skyreach runs 20k" disagrees with you.
  • Wifeaggro13
    Wifeaggro13
    ✭✭✭✭✭
    Yes
    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.
  • JasonSilverSpring
    JasonSilverSpring
    ✭✭✭✭✭
    No
    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

    So new players can't start with Summerset? That was the point of One Tamriel, to allow players to play content in whatever order they want.
  • JasonSilverSpring
    JasonSilverSpring
    ✭✭✭✭✭
    No
    MaleAmazon wrote: »
    that is a contradiction, to reach end-game you have to play the game.

    "WTB Skyreach runs 20k" disagrees with you.

    Increasing difficulty will not change those that want to rush to top level.
  • Charliff1966
    Charliff1966
    ✭✭✭
    No
    MaleAmazon wrote: »
    that is a contradiction, to reach end-game you have to play the game.

    "WTB Skyreach runs 20k" disagrees with you.

    Being carried is still playing the game. Not my cup of tea but if people want it why not?
  • MaleAmazon
    MaleAmazon
    ✭✭✭✭✭
    Other (Post!)
    People can make overland content difficult on their own. There is no need for ZOS to change existing content

    "ZOS doesnt need to make new zones. Ppl can close their eyes and imagine being in a different zone".

    Sorry <3 but having some type of difficulty setting other than veteran dungeons (which most vet players have played 100 times) is not too much to ask.

    Look at it this way: at CP160 you have not gotten half the way to the current level cap (yes CP = levels). And yet, once you improve a piece of gear or get more set pieces, level up a skill, whatever; you are permanantly widening the gap between your power and like 90% of the game content at that point.

    It might be a problem that the game is at its toughest right when you start, but really... it is not at all tougher than any single player Elder Scrolls game. Just put people in the newbie zone, you can stay there until you are comfortable to move on, problem solved.
  • DamenAJ
    DamenAJ
    ✭✭✭✭
    No
    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.

    How old are you? Between 22-36? You know the millennials are anyone born between the years 1981 and 1996?

    Your backhanded apology isn't going to appease anyone. "Oh sorry for being rude, I know you guys are all babies."

    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
    Edited by DamenAJ on June 3, 2018 4:25PM
  • DieAlteHexe
    DieAlteHexe
    ✭✭✭✭✭
    ✭✭
    No
    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.

    It went from vertical to what it is now because the vertical wasn't working out.

    As for the "no permanent community", beg to differ. I know and see folk who've been here since beta.

    Honestly not sure where you are playing that you're getting these ideas from.

    And I'm not a Millennial. I wish! LOL, I'm 65 years old and no "feelings" were hurt. I just happen to disagree with your perspective and support what ESO has become because it is more inclusive (ergo more players, more money, longer life).

    Dirty, filthy casual aka Nancy, the Wallet Warrior Carebear Potato Whale Snowflake
  • AuldWolf
    AuldWolf
    ✭✭✭✭✭
    No
    @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.)
     
    Edited by AuldWolf on June 3, 2018 5:12PM
  • Scorpiodisc
    Scorpiodisc
    ✭✭✭
    No
    Overland is not supposed to be difficult. There are plenty of endgame activities that you can use to measure your e-peen.

    I rank this request up there with people that ask for "perma-death" and other asinine modifiers that do nothing but make games un-fun.
    Edited by Scorpiodisc on June 3, 2018 5:11PM
  • AuldWolf
    AuldWolf
    ✭✭✭✭✭
    No
    @DamenAJ

    It's funny, too, because they have a severe conceptual flaw.

    Hardcore Belief: Everyone plays end-game, therefore the game should prepare people for end-game!

    Reality: Most people hate end-game, they find it to be full of stress and antisocial people so they simply don't bother.

    That's why Cadwell's Gold/Silver was replaced with One Tamriel. ZOS knows what's up. Thankfully.
  • DieAlteHexe
    DieAlteHexe
    ✭✭✭✭✭
    ✭✭
    No
    AuldWolf wrote: »
    @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.)
     

    Perfectly said. :)

    I dodged the GW2 bullet by not needing to be "first in line" and reading up on how it was received.

    Peer pressure hasn't been an issue for me in, well, 50 years or so. I like what I like and usually it's pretty plain and, as best as possible, historically or lore accurate. Chasing the bronze ring as a form of entertainment NEVER has appealed. I'm definitely a "journey not destination" sort. In game. In RL.


    Dirty, filthy casual aka Nancy, the Wallet Warrior Carebear Potato Whale Snowflake
  • Agenericname
    Agenericname
    ✭✭✭✭✭
    ✭✭

    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

    The majority of the PUG issues that arose in WoW were because people lacked patience, they didn't communicate well, or they were rude. The content itself wasn't all that difficult.

    The issues in PUGs that seemed to manifest themselves more often than most were centered around healers and tanks. With the dual spec tool there were people learning their roles as they entered a PUG simply because the feasibility of playing those roles didn't exist outside of them, or didn't in any significant number. By the time a player learned how to tank or heal well they could easily find a place in guild.

    There were of course other issues such as a hunter leaving their pet's taunt on or that frost mage that wanted to tank, but many of the issues that plagued PUGs were adapting to a teamwork style playstyle. The content faced by most PUGs wasn't their biggest challenge.

    That's not to say this is my vote for or against more difficult content one way or the other, but PUGs were destined to be awful regardless of the content. I left toward the end of pandaria so it could have changed a lot since then.





  • AuldWolf
    AuldWolf
    ✭✭✭✭✭
    No
    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

    This is a super bad idea.

    Consider...

    - ZOS makes the new DLC the starting zone to entice new customers.
    - Oh, we should make that zone tuned for CP160 people with amazing set gear and meta builds? Okay!
    - Hmmmm... People are trying our game, finding it impossible to play at level 1 with no gear, no CP, and no meta...
    - Oh no, everyone's leaving! Our money is gone! No new features for ESO! ESO is going on life support, now!

    The truth is is that they need casual money to survive, they need the money from new players coming in to survive. Hardcore money makes up <1~ per cent of all of their funding and they know it. They know it because Craglorn was a miserable failure. They know it because if they didn't Cadwell's Gold/Silver wouldn't have become One Tamriel.

    Honestly, considering how world bosses are a dead zone that new players invariably avoid, I wouldn't be surprised if they toned down world bosses soon. If they're looking at their statistics, that's on the cards. Trials alone are an incredibly, amazingly generous inclusion based on the size of the hardcore demographic and the tiny amount of money it provides. That they've given the hardcore demographic as much as they have is kind beyond measure, but it's lead to the hardcore becoming entitled and greedy. So now they don't realise why making difficult content means a huge loss of profits and the end of ESO.

    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.

    What you want would kill ESO, or at least wound it so badly that ZOS would be more likely to give hardcore players even less than they're getting now.
  • TheCyberDruid
    TheCyberDruid
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    No
    RedRook 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 ;)
  • DieAlteHexe
    DieAlteHexe
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    ✭✭
    No
    RedRook 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 ;)

    I discovered this the other day. It was hilarious. I was having a "bad hands" day and couldn't move quickly. I ended up cowering to the side and healing everyone as much as I could. Folks were dropping like flies 'til they realised what needed to be done.




    Dirty, filthy casual aka Nancy, the Wallet Warrior Carebear Potato Whale Snowflake
  • MLGProPlayer
    MLGProPlayer
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    Yes
    Kuwhar wrote: »
    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?



    I would create normal and veteran versions of every instance (delve, public dungeon, and solo quest) to appeal to both demographics and maximize revenue.

    Or I would create a CP toggle that lets players turn CP on or off for free.

    These are the solutions this game needs. The endgame scene is mostly dead in this game. As is the content creation scene. You need something to keep veteran players occupied between new trial/dungeon releases so they don't leave as they generate the majority of community content in the game. It's risky to rely entirely on casuals for your revenue.
    Edited by MLGProPlayer on June 3, 2018 6:24PM
  • Kolache
    Kolache
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    Yes
    AuldWolf wrote: »
    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.

    First of all HoT is like a giant jumping puzzle/set of 3D puzzle maps that turned people off just as much if not more than the 'group required' nature of it (just IMO of course, being one of the people that stopped playing around HoT until my recent visit back).

    Second, content that is clearly designed for a group doesn't imply 'content that is designed to be soloed by powerful characters' in every other game like it does in ESO. In other words, HoT might better be compared to a DLC that pretty much only added dungeons and trials in a game where most people prefer to solo. Does that make it difficult content? Not really, not when you do it with a group of players like it is designed to be done.

    Finally, GW2's core game/public events (which previously seemed like the lowest bar for group-content difficulty I had experienced in an MMO) actually still cause people to die. If you took a typical uncoordinated "just zerg it down" dragon event from GW2's core game and dropped it into Tamriel it'd be a player massacre.

    Does that make core GW2 hard? Not at all... but if core GW2 is casual-friendly and it's hard compared to ESO then what does that make ESO?
    Something being unbalanced in 1v1 does not imply that it is balanced in group play.
  • martinhpb16_ESO
    martinhpb16_ESO
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    Yes
    Yes Summerset overland is soul destroying.
    Edited by martinhpb16_ESO on June 4, 2018 1:05PM
    At least the spelling is difficult for you.
    Hew's Bane*
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