That would be good, but I don't think it really solves the problem. The power creep that was introduced with champ points is where I think the problem really lies.
Lancillotto wrote: »That would be good, but I don't think it really solves the problem. The power creep that was introduced with champ points is where I think the problem really lies.
What if the new mobs scaled also keeping in account how many CP the player has? I think that could make them challenging at last.
Lancillotto wrote: »That would be good, but I don't think it really solves the problem. The power creep that was introduced with champ points is where I think the problem really lies.
What if the new mobs scaled also keeping in account how many CP the player has? I think that could make them challenging at last.
I'm not sure how they could scale a mob to individual players in an overland zone. In instanced content, yes. If you've got a Max cp player and a level 40 player with no cp, which one does the mob scale to?
I'd rather just scale myself to the zone. ZOS should let me switch between cp setups more easily and less expensively.
You mean like the insanely popular, Universally loved, and frequently fought world bosses?
Oh, wait.
Could we please stop this? All it ends in is alienating new players, ZOS losing money, and the game getting put on life support. Don't be selfish. You have hardcore content, play it. If you want the overworld to be more difficult, make it more difficult by resetting your CP, using no sets/white gear/no gear, or even resetting your stats if need be.
The game is fine as-is to continue to be profitable by attracting a broader audience. The truth is that the hardcore audience is only a tiny contingent versus all other demographics which don't want more difficult content. And therefore if you make the game more difficult, it alienates the people who fund the game and the game dies.
What you want is financially impossible unless you can support the cost of the game yourself. Which, let's be realistic, you can't. Not even the entire hardcore demographic can, that's why so many games in the past have died/gone on life support.
Edit: Make it a poll! And watch the votes drown out the hardcore just like in the other polls. That's probably why it's not a poll, hm?
Lancillotto wrote: »Lancillotto wrote: »That would be good, but I don't think it really solves the problem. The power creep that was introduced with champ points is where I think the problem really lies.
What if the new mobs scaled also keeping in account how many CP the player has? I think that could make them challenging at last.
I'm not sure how they could scale a mob to individual players in an overland zone. In instanced content, yes. If you've got a Max cp player and a level 40 player with no cp, which one does the mob scale to?
I'd rather just scale myself to the zone. ZOS should let me switch between cp setups more easily and less expensively.
The game already scales the difficulty of mobs in a zone to the player, now they simply have to add some mobs that are scaled a bit higher than the player.
There are already some random more “powerful” mobs — remember those daedra that randomly fall from the sky and drop some set piece when you kill them? Sounds just like what you described.
Or go to Craglorn and open one of the glowing portals.
blacksghost wrote: »What about those little groups in craglorn the ones with the portal/light things. I have yet to see anyone trigger and beat them (no doubt it probably happens) but scattering them throughout Tamriel wouldn’t be so hard them the “gimme moar harder” brigade could impress us everywhere. (Or not )
blacksghost wrote: »What about those little groups in craglorn the ones with the portal/light things. I have yet to see anyone trigger and beat them (no doubt it probably happens) but scattering them throughout Tamriel wouldn’t be so hard them the “gimme moar harder” brigade could impress us everywhere. (Or not )
Those are in set spots and in fact ridiculous easy. Could smoke them on lowbie noob archer with all mismatched crap gear.There are already some random more “powerful” mobs — remember those daedra that randomly fall from the sky and drop some set piece when you kill them? Sounds just like what you described.
Or go to Craglorn and open one of the glowing portals.
Lancillotto wrote: »Lots of people are complaining about how easy and unchallenging the game has become after Tamriel United, and I agree, exploring new areas is boring, since nothing will challenge you.
Sure, we have world bosses, but those are on the other end of the spectrum, and often requires a team to be taken down. What about introducing something in between: random harder mobs to all overland zones, mobs that scale higher than the player and can finally provide some challenge? new players can simply avoid them if they are not up to a challenge. This would give us the best of two worlds and keep everyone happy.
The new mobs should be recognizable by the way they are dressed, better armor than usual mobs in the same area, or just a different style (e.g., daedric armor or glass armor). If these new mobs could also have a better chance at dropping some useful loot that would be a plus.
This is what I've been saying for awhile now. All mobs don't have to be harder, just mix in some random harder ones.
terrordactyl1971 wrote: »Just have the harder mobs not attack unless attacked first by a player