Doctordarkspawn wrote: »Doctordarkspawn wrote: »
Done. Can solo with my main.
That tells me you've mastered the game and that's why it's so easy for you. We shouldn't alter the game based on that.
Balancing based on 1% will never be a good idea.
Read my comment. Specifically the last two paragraphs. Never did I say we should balance the game around seasoned players.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »
Done. Can solo with my main.
That tells me you've mastered the game and that's why it's so easy for you. We shouldn't alter the game based on that.
Balancing based on 1% will never be a good idea.
Read my comment. Specifically the last two paragraphs. Never did I say we should balance the game around seasoned players.
Taleof2Cities wrote: »
If OP wants to play only that part of the game that is fine butt I will explain the very nature of things. The difficulty will not be increased in any meaningful way anytime soon if ever. That is pretty much fact.
The very design of the game being open world increases the challenge of making most of our questing (and especially open world that OP prefers) have variable difficulty at a player level.
It really is that simple. It is not going to happen anytime soon and doubtful ever. It would not be worth the effort to create a system that would make a character weaker by dialing a ***.
OP is already aware, based on his post, that he can already make his character weaker right now.
First thing I want to say is I know other threads like this exist and I'm a causal player.
I play this game maybe 1 or 2 hours a day at the most. I came from guild wars 2 and world of Warcraft (not much wow though) before playing this. In guild wars 2 I'll say I died a lot and had a huge challenge in the open world content. I mean events and huge mobs often times wiped me out fast.
I've been on and off Eso for several years and the one thing that's always bothered me as a BAD player who never even weapon swaps as it's to difficult for me I still kill mobs basically instantly without even trying. I literally look at them and they pretty much die. It's boring.

Taleof2Cities wrote: »
If OP wants to play only that part of the game that is fine butt I will explain the very nature of things. The difficulty will not be increased in any meaningful way anytime soon if ever. That is pretty much fact.
The very design of the game being open world increases the challenge of making most of our questing (and especially open world that OP prefers) have variable difficulty at a player level.
It really is that simple. It is not going to happen anytime soon and doubtful ever. It would not be worth the effort to create a system that would make a character weaker by dialing a ***.
OP is already aware, based on his post, that he can already make his character weaker right now.
and you're out of your mind if you think they will spend time and resources to making new interesting mechanics for existing npc's.
Nor would I want them to to be completely honest, that's time and resources that could go towards content the majority of the player base will enjoy.
Camb0Sl1ce wrote: »ive played since console launch and i can say ive never played any mmo before eso, but at the start yes things were harder. i remember quest bosses that kicked my butt. i enjoyed getting stronger and coming back to beat that quest boss (or world boss before 1t). it felt good lol. at the same time though now i run vet trials and hard modes for scores for a challenge. also when i run around overland and nuke stuff ofcourse its cool, but ive played a long time. like one poster said if you want harder content DO harder content. overland mobs are not end game. although a part of me wishes that questing was how it was before 1t.
Camb0Sl1ce wrote: »but again we go back to more difficult witout reason. overland should be easier no doubt, you have leveled up thus you shoud be stronger in every scenario. although i made a new character on NA went straight for public dungeons for skill points and got rekt. on eu cake walk. so i just believe right now things are ok-ish.
Mystrius_Archaion wrote: »Camb0Sl1ce wrote: »ive played since console launch and i can say ive never played any mmo before eso, but at the start yes things were harder. i remember quest bosses that kicked my butt. i enjoyed getting stronger and coming back to beat that quest boss (or world boss before 1t). it felt good lol. at the same time though now i run vet trials and hard modes for scores for a challenge. also when i run around overland and nuke stuff ofcourse its cool, but ive played a long time. like one poster said if you want harder content DO harder content. overland mobs are not end game. although a part of me wishes that questing was how it was before 1t.
I miss that very same thing about leveling before One Tamriel. I liked out-leveling older areas.
I really wish they had paid more attention to Skyrim and done exactly the same things as there:
1) Make everything scale down to the player level so the player can go anywhere, especially because their friends are above them.
2) Make everything stop scaling at a certain point that varies for whatever reason so that some places and things are always easier.
3) Give us a legendary difficulty setting slider like Skyrim Legendary Edition where players can customize their own difficulty by increasing the damage enemies do to themselves and decreasing their own damage to enemies to make it harder on themselves if they choose. (Skyrim also altered what damage enemies take and have dealt to them but that doesn't work well in a MMO like this.)
If they did that then we would all be much happier.
Ydrisselle wrote: »Mystrius_Archaion wrote: »Camb0Sl1ce wrote: »ive played since console launch and i can say ive never played any mmo before eso, but at the start yes things were harder. i remember quest bosses that kicked my butt. i enjoyed getting stronger and coming back to beat that quest boss (or world boss before 1t). it felt good lol. at the same time though now i run vet trials and hard modes for scores for a challenge. also when i run around overland and nuke stuff ofcourse its cool, but ive played a long time. like one poster said if you want harder content DO harder content. overland mobs are not end game. although a part of me wishes that questing was how it was before 1t.
I miss that very same thing about leveling before One Tamriel. I liked out-leveling older areas.
I really wish they had paid more attention to Skyrim and done exactly the same things as there:
1) Make everything scale down to the player level so the player can go anywhere, especially because their friends are above them.
2) Make everything stop scaling at a certain point that varies for whatever reason so that some places and things are always easier.
3) Give us a legendary difficulty setting slider like Skyrim Legendary Edition where players can customize their own difficulty by increasing the damage enemies do to themselves and decreasing their own damage to enemies to make it harder on themselves if they choose. (Skyrim also altered what damage enemies take and have dealt to them but that doesn't work well in a MMO like this.)
If they did that then we would all be much happier.
I had this experience, but after One Tamriel: I've died to every miniboss with 100k+ hp or every mob group with 3+ members. Now I've outlevelled them, and have better stats, more passives, set bonuses and AoE/selfhealing.
Skyrim is a single RPG, not an MMO, so it's systems can't really be used here, however ZOS did almost exactly what you want from them:
Mystrius_Archaion wrote: »Ydrisselle wrote: »Mystrius_Archaion wrote: »Camb0Sl1ce wrote: »ive played since console launch and i can say ive never played any mmo before eso, but at the start yes things were harder. i remember quest bosses that kicked my butt. i enjoyed getting stronger and coming back to beat that quest boss (or world boss before 1t). it felt good lol. at the same time though now i run vet trials and hard modes for scores for a challenge. also when i run around overland and nuke stuff ofcourse its cool, but ive played a long time. like one poster said if you want harder content DO harder content. overland mobs are not end game. although a part of me wishes that questing was how it was before 1t.
I miss that very same thing about leveling before One Tamriel. I liked out-leveling older areas.
I really wish they had paid more attention to Skyrim and done exactly the same things as there:
1) Make everything scale down to the player level so the player can go anywhere, especially because their friends are above them.
2) Make everything stop scaling at a certain point that varies for whatever reason so that some places and things are always easier.
3) Give us a legendary difficulty setting slider like Skyrim Legendary Edition where players can customize their own difficulty by increasing the damage enemies do to themselves and decreasing their own damage to enemies to make it harder on themselves if they choose. (Skyrim also altered what damage enemies take and have dealt to them but that doesn't work well in a MMO like this.)
If they did that then we would all be much happier.
I had this experience, but after One Tamriel: I've died to every miniboss with 100k+ hp or every mob group with 3+ members. Now I've outlevelled them, and have better stats, more passives, set bonuses and AoE/selfhealing.
Skyrim is a single RPG, not an MMO, so it's systems can't really be used here, however ZOS did almost exactly what you want from them:
1) This is nothing like before One Tamriel. Literally everything in the first zone was below level 10 so you could max out and go back and light attack once to obliterate an enemy. There is no comparison to now.
2) Yes, everything from Skyrim can be implemented here. FYI, there is a multiplayer Skyrim mod. That difficulty slider I was talking about just modifies player final calculation numbers so that they have an easier or harder time depending on what they like for all content. They did not do that on ESO since they need everything at a minimum difficulty balanced for all players "to keep them interested", but they definitely could do it if they actually tried and have great success while allowing us to solo group content using such a system if we chose.
Essentially, the point is they could allow us to make the harder content that we currently do not participate in because of it requiring too big of a group and too much effort into something we could have as "a challenging solo" thing we could actually do by lowering the difficulty, or raising it for people who want that to any level they think is fair against themselves.
And maybe you haven't heard this ever before, which would be weird as hell, but this is an MMORPG.
The only difference that matters between this and Skyrim is that MMO part which stands for "massively multiplayer online..." which just means "more players together" while they are still both RPGs which stands for "role-playing games". FYI, "role-playing" is not always "I'm talking like a haughty high elf because I am a haughty high elf" in chat all the time but also as in the "role in a group that I play is tank or dps or healer".
"Role-playing" just means we have an avatar as our vehicle for playing in the world, so technically every game with an avatar is an RPG but it has been narrowed by popular consensus to be a game with stats for characters that can be raised/lowered through time/items.
This game is a lot more similar to Skyrim than you think.
You really should play more games, or at least hear about them randomly and not very often, so you understand where the game you play comes from and why it is the way it is.
Edit:
MMO is not the proper term for this game also since that is like a sentence without a subject or a verb or an object(grammar terms). It's how we shorten MMORPG which is "massively multiplayer online role-playing game". If we didn't just know that outright was what people meant by "MMO" then it would be like saying "I ate a juicy delicious " and not even telling someone what was so juicy and delicious. It doesn't make sense, so it is terribly flawed to base your argument on an incomplete thought like "this game is an MMO"/"this is a massively multiplayer online ........".
Ydrisselle wrote: »Mystrius_Archaion wrote: »Ydrisselle wrote: »Mystrius_Archaion wrote: »Camb0Sl1ce wrote: »ive played since console launch and i can say ive never played any mmo before eso, but at the start yes things were harder. i remember quest bosses that kicked my butt. i enjoyed getting stronger and coming back to beat that quest boss (or world boss before 1t). it felt good lol. at the same time though now i run vet trials and hard modes for scores for a challenge. also when i run around overland and nuke stuff ofcourse its cool, but ive played a long time. like one poster said if you want harder content DO harder content. overland mobs are not end game. although a part of me wishes that questing was how it was before 1t.
I miss that very same thing about leveling before One Tamriel. I liked out-leveling older areas.
I really wish they had paid more attention to Skyrim and done exactly the same things as there:
1) Make everything scale down to the player level so the player can go anywhere, especially because their friends are above them.
2) Make everything stop scaling at a certain point that varies for whatever reason so that some places and things are always easier.
3) Give us a legendary difficulty setting slider like Skyrim Legendary Edition where players can customize their own difficulty by increasing the damage enemies do to themselves and decreasing their own damage to enemies to make it harder on themselves if they choose. (Skyrim also altered what damage enemies take and have dealt to them but that doesn't work well in a MMO like this.)
If they did that then we would all be much happier.
I had this experience, but after One Tamriel: I've died to every miniboss with 100k+ hp or every mob group with 3+ members. Now I've outlevelled them, and have better stats, more passives, set bonuses and AoE/selfhealing.
Skyrim is a single RPG, not an MMO, so it's systems can't really be used here, however ZOS did almost exactly what you want from them:
1) This is nothing like before One Tamriel. Literally everything in the first zone was below level 10 so you could max out and go back and light attack once to obliterate an enemy. There is no comparison to now.
2) Yes, everything from Skyrim can be implemented here. FYI, there is a multiplayer Skyrim mod. That difficulty slider I was talking about just modifies player final calculation numbers so that they have an easier or harder time depending on what they like for all content. They did not do that on ESO since they need everything at a minimum difficulty balanced for all players "to keep them interested", but they definitely could do it if they actually tried and have great success while allowing us to solo group content using such a system if we chose.
Essentially, the point is they could allow us to make the harder content that we currently do not participate in because of it requiring too big of a group and too much effort into something we could have as "a challenging solo" thing we could actually do by lowering the difficulty, or raising it for people who want that to any level they think is fair against themselves.
And maybe you haven't heard this ever before, which would be weird as hell, but this is an MMORPG.
The only difference that matters between this and Skyrim is that MMO part which stands for "massively multiplayer online..." which just means "more players together" while they are still both RPGs which stands for "role-playing games". FYI, "role-playing" is not always "I'm talking like a haughty high elf because I am a haughty high elf" in chat all the time but also as in the "role in a group that I play is tank or dps or healer".
"Role-playing" just means we have an avatar as our vehicle for playing in the world, so technically every game with an avatar is an RPG but it has been narrowed by popular consensus to be a game with stats for characters that can be raised/lowered through time/items.
This game is a lot more similar to Skyrim than you think.
You really should play more games, or at least hear about them randomly and not very often, so you understand where the game you play comes from and why it is the way it is.
Edit:
MMO is not the proper term for this game also since that is like a sentence without a subject or a verb or an object(grammar terms). It's how we shorten MMORPG which is "massively multiplayer online role-playing game". If we didn't just know that outright was what people meant by "MMO" then it would be like saying "I ate a juicy delicious " and not even telling someone what was so juicy and delicious. It doesn't make sense, so it is terribly flawed to base your argument on an incomplete thought like "this game is an MMO"/"this is a massively multiplayer online ........".
I'm playing almost exclusively MMOs for 13 years, I have plenty of experience with them (I could write a list, but I feel it's unnecessary). Some of them is hard, some of them is easy, they only have one thing in common: many players running around doing quests (optimally, since some o them are quite a ghost town now). Today's games are extremely solo friendly, and they don't have to go even more that way. Yes, there could be more challenging solo content, but the real challenges should require a group. ESO's most challenging content is a trial, which requires 12 people... if somebody can't manage to get a dozen people, then s/he would have a lot of trouble in WoW/EQ or any "classic" MMO before the solo content became the new standard. There is nothing in ESO which needs a really large and organized group (maybe PvP if you want to be an emperor, or securing one of the best guild traders) compared to the classic setup of an MMO.
So, the solution is really to apply another layer of scaling to the player, adjusting stats to make their experience easier or harder, based on a selected difficulty setting. The beautiful thing is, a system like this already exists. Battle Spirit. Battle Spirit is a status effect applied when you enter Cyrodiil that changes various stats to provide balance in PVP. Battle Spirit gives you an extra 5000 maximum health, reduces damage taken by 50%, reduces healing received by 50%, reduces the effectiveness of damage shields by 50%, and increases the range of abilities by 8 meters if the ability has a base range greater than 28 meters.
This system could work similarly. When in an overland instance, players are given a special status effect that adjusts several stats, based on the selected questing difficulty that they have chosen. It should adjust "behind the scenes" stats that aren't shown to the player, such as damage dealt, damage taken, healing, etc. That way "surface level" stats remain intact, and so builds are easier to manage and share while in overland zones. Plus, it also prevents any cases of "why do I have 5000 less magicka and stamina?"
Katahdin's second suggestion is realistically what should happen.
I am in the same boat as you, overland content is far too easy for seasoned players.[...]
Mystrius_Archaion wrote: »Ydrisselle wrote: »Mystrius_Archaion wrote: »Ydrisselle wrote: »Mystrius_Archaion wrote: »Camb0Sl1ce wrote: »ive played since console launch and i can say ive never played any mmo before eso, but at the start yes things were harder. i remember quest bosses that kicked my butt. i enjoyed getting stronger and coming back to beat that quest boss (or world boss before 1t). it felt good lol. at the same time though now i run vet trials and hard modes for scores for a challenge. also when i run around overland and nuke stuff ofcourse its cool, but ive played a long time. like one poster said if you want harder content DO harder content. overland mobs are not end game. although a part of me wishes that questing was how it was before 1t.
I miss that very same thing about leveling before One Tamriel. I liked out-leveling older areas.
I really wish they had paid more attention to Skyrim and done exactly the same things as there:
1) Make everything scale down to the player level so the player can go anywhere, especially because their friends are above them.
2) Make everything stop scaling at a certain point that varies for whatever reason so that some places and things are always easier.
3) Give us a legendary difficulty setting slider like Skyrim Legendary Edition where players can customize their own difficulty by increasing the damage enemies do to themselves and decreasing their own damage to enemies to make it harder on themselves if they choose. (Skyrim also altered what damage enemies take and have dealt to them but that doesn't work well in a MMO like this.)
If they did that then we would all be much happier.
I had this experience, but after One Tamriel: I've died to every miniboss with 100k+ hp or every mob group with 3+ members. Now I've outlevelled them, and have better stats, more passives, set bonuses and AoE/selfhealing.
Skyrim is a single RPG, not an MMO, so it's systems can't really be used here, however ZOS did almost exactly what you want from them:
1) This is nothing like before One Tamriel. Literally everything in the first zone was below level 10 so you could max out and go back and light attack once to obliterate an enemy. There is no comparison to now.
2) Yes, everything from Skyrim can be implemented here. FYI, there is a multiplayer Skyrim mod. That difficulty slider I was talking about just modifies player final calculation numbers so that they have an easier or harder time depending on what they like for all content. They did not do that on ESO since they need everything at a minimum difficulty balanced for all players "to keep them interested", but they definitely could do it if they actually tried and have great success while allowing us to solo group content using such a system if we chose.
Essentially, the point is they could allow us to make the harder content that we currently do not participate in because of it requiring too big of a group and too much effort into something we could have as "a challenging solo" thing we could actually do by lowering the difficulty, or raising it for people who want that to any level they think is fair against themselves.
And maybe you haven't heard this ever before, which would be weird as hell, but this is an MMORPG.
The only difference that matters between this and Skyrim is that MMO part which stands for "massively multiplayer online..." which just means "more players together" while they are still both RPGs which stands for "role-playing games". FYI, "role-playing" is not always "I'm talking like a haughty high elf because I am a haughty high elf" in chat all the time but also as in the "role in a group that I play is tank or dps or healer".
"Role-playing" just means we have an avatar as our vehicle for playing in the world, so technically every game with an avatar is an RPG but it has been narrowed by popular consensus to be a game with stats for characters that can be raised/lowered through time/items.
This game is a lot more similar to Skyrim than you think.
You really should play more games, or at least hear about them randomly and not very often, so you understand where the game you play comes from and why it is the way it is.
Edit:
MMO is not the proper term for this game also since that is like a sentence without a subject or a verb or an object(grammar terms). It's how we shorten MMORPG which is "massively multiplayer online role-playing game". If we didn't just know that outright was what people meant by "MMO" then it would be like saying "I ate a juicy delicious " and not even telling someone what was so juicy and delicious. It doesn't make sense, so it is terribly flawed to base your argument on an incomplete thought like "this game is an MMO"/"this is a massively multiplayer online ........".
I'm playing almost exclusively MMOs for 13 years, I have plenty of experience with them (I could write a list, but I feel it's unnecessary). Some of them is hard, some of them is easy, they only have one thing in common: many players running around doing quests (optimally, since some o them are quite a ghost town now). Today's games are extremely solo friendly, and they don't have to go even more that way. Yes, there could be more challenging solo content, but the real challenges should require a group. ESO's most challenging content is a trial, which requires 12 people... if somebody can't manage to get a dozen people, then s/he would have a lot of trouble in WoW/EQ or any "classic" MMO before the solo content became the new standard. There is nothing in ESO which needs a really large and organized group (maybe PvP if you want to be an emperor, or securing one of the best guild traders) compared to the classic setup of an MMO.
I disagree with the part of your post I bolded.
You know why trials in ESO only require 12 players? Do you remember when WoW required 40 players for a raid and then when they reduced that to 25?
I remember 50 player "zone limit maxed" raids where nobody else could enter the zone and if you disconnected you lost your spot in the zone and had to go to "zone 2" in City of Heroes.
It was easier to get bigger groups in the past even though there were much less players. City of Heroes could easily form several simultaneous 40+ player raids with a population less than 200k concurrently logged in players, which is ridiculously small population compared to WoW and ESO. City of Heroes maybe had 400k active players while ESO and WoW are conservatively above 1 million.
People just have less time and less patience for their use of that time as that time is becoming more and more valuable for whatever they could spend it on.
This is why I disagree on the point that "games don't have to go more solo friendly" because they really do need to be more solo friendly. The evidence of this already going that way is the reduced largest group size requirement for endgame content such as ESO only being 12 and WoW reduced over the years from 40 to 25 even before ESO was released.
This is the way of things that is inevitable. MMOs were amazing when they were new and took effort to get into so you wouldn't get "casual haters"(people who "hate" as their hobby, not hating casuals) and everybody felt so lucky to be able to play with other people as such a new and innovative thing. Now, people are leaning more towards the old quote "hell is other people" and would rather not have their fun time ruined by somebody else.
We're going more solo and the best thing to do is embrace it.via Imgflip Meme Generator
ParaNostram wrote: »So, the solution is really to apply another layer of scaling to the player, adjusting stats to make their experience easier or harder, based on a selected difficulty setting. The beautiful thing is, a system like this already exists. Battle Spirit. Battle Spirit is a status effect applied when you enter Cyrodiil that changes various stats to provide balance in PVP. Battle Spirit gives you an extra 5000 maximum health, reduces damage taken by 50%, reduces healing received by 50%, reduces the effectiveness of damage shields by 50%, and increases the range of abilities by 8 meters if the ability has a base range greater than 28 meters.
This system could work similarly. When in an overland instance, players are given a special status effect that adjusts several stats, based on the selected questing difficulty that they have chosen. It should adjust "behind the scenes" stats that aren't shown to the player, such as damage dealt, damage taken, healing, etc. That way "surface level" stats remain intact, and so builds are easier to manage and share while in overland zones. Plus, it also prevents any cases of "why do I have 5000 less magicka and stamina?"
This right here, this is a great suggestion.
Mystrius_Archaion wrote: »ParaNostram wrote: »So, the solution is really to apply another layer of scaling to the player, adjusting stats to make their experience easier or harder, based on a selected difficulty setting. The beautiful thing is, a system like this already exists. Battle Spirit. Battle Spirit is a status effect applied when you enter Cyrodiil that changes various stats to provide balance in PVP. Battle Spirit gives you an extra 5000 maximum health, reduces damage taken by 50%, reduces healing received by 50%, reduces the effectiveness of damage shields by 50%, and increases the range of abilities by 8 meters if the ability has a base range greater than 28 meters.
This system could work similarly. When in an overland instance, players are given a special status effect that adjusts several stats, based on the selected questing difficulty that they have chosen. It should adjust "behind the scenes" stats that aren't shown to the player, such as damage dealt, damage taken, healing, etc. That way "surface level" stats remain intact, and so builds are easier to manage and share while in overland zones. Plus, it also prevents any cases of "why do I have 5000 less magicka and stamina?"
This right here, this is a great suggestion.
And it was already done in Skyrim Legendary Edition with the difficulty options there. They really need to make that happen here in ESO since they have the blueprint already.
Facefister wrote: »Mystrius_Archaion wrote: »ParaNostram wrote: »So, the solution is really to apply another layer of scaling to the player, adjusting stats to make their experience easier or harder, based on a selected difficulty setting. The beautiful thing is, a system like this already exists. Battle Spirit. Battle Spirit is a status effect applied when you enter Cyrodiil that changes various stats to provide balance in PVP. Battle Spirit gives you an extra 5000 maximum health, reduces damage taken by 50%, reduces healing received by 50%, reduces the effectiveness of damage shields by 50%, and increases the range of abilities by 8 meters if the ability has a base range greater than 28 meters.
This system could work similarly. When in an overland instance, players are given a special status effect that adjusts several stats, based on the selected questing difficulty that they have chosen. It should adjust "behind the scenes" stats that aren't shown to the player, such as damage dealt, damage taken, healing, etc. That way "surface level" stats remain intact, and so builds are easier to manage and share while in overland zones. Plus, it also prevents any cases of "why do I have 5000 less magicka and stamina?"
This right here, this is a great suggestion.
And it was already done in Skyrim Legendary Edition with the difficulty options there. They really need to make that happen here in ESO since they have the blueprint already.
Then I want better loot and more gold. While we're at it, implement a third difficulty for dungeons where you have a chance for gold jewelry.
Mystrius_Archaion wrote: »Facefister wrote: »Mystrius_Archaion wrote: »ParaNostram wrote: »So, the solution is really to apply another layer of scaling to the player, adjusting stats to make their experience easier or harder, based on a selected difficulty setting. The beautiful thing is, a system like this already exists. Battle Spirit. Battle Spirit is a status effect applied when you enter Cyrodiil that changes various stats to provide balance in PVP. Battle Spirit gives you an extra 5000 maximum health, reduces damage taken by 50%, reduces healing received by 50%, reduces the effectiveness of damage shields by 50%, and increases the range of abilities by 8 meters if the ability has a base range greater than 28 meters.
This system could work similarly. When in an overland instance, players are given a special status effect that adjusts several stats, based on the selected questing difficulty that they have chosen. It should adjust "behind the scenes" stats that aren't shown to the player, such as damage dealt, damage taken, healing, etc. That way "surface level" stats remain intact, and so builds are easier to manage and share while in overland zones. Plus, it also prevents any cases of "why do I have 5000 less magicka and stamina?"
This right here, this is a great suggestion.
And it was already done in Skyrim Legendary Edition with the difficulty options there. They really need to make that happen here in ESO since they have the blueprint already.
Then I want better loot and more gold. While we're at it, implement a third difficulty for dungeons where you have a chance for gold jewelry.
You fail at sarcasm.
1) You raise your difficulty then good, more/better rewards for you.
2) I wouldn't mind if everybody had better rewards for every difficulty. It doesn't hurt my gameplay and actually would help.
First thing I want to say is I know other threads like this exist and I'm a causal player.
I play this game maybe 1 or 2 hours a day at the most. I came from guild wars 2 and world of Warcraft (not much wow though) before playing this. In guild wars 2 I'll say I died a lot and had a huge challenge in the open world content. I mean events and huge mobs often times wiped me out fast.
I've been on and off Eso for several years and the one thing that's always bothered me as a BAD player who never even weapon swaps as it's to difficult for me I still kill mobs basically instantly without even trying. I literally look at them and they pretty much die. It's boring.
I know people have suggested for this issue well don't use champion points or don't use gear???? Ok well then this isn't an mmorpg if your really having to basically make no goals to have fun.
So what exactly is the issue with a 100% optional hard mode setting? Basically instead of the fights scaling to cp160 they scale to your current cp. Again an OPTIONAL setting in the game.
This would have exactly 0% change for players who don't want it but make players like myself who find combat to be rather brain dead easy a bit more fun.
Do you see a change like this ever happening in the future? I just find the open world content nothing more then a book I'm reading as anything that stands in my way to kill just vanishes when I hit a button.
Ydrisselle wrote: »Mystrius_Archaion wrote: »Ydrisselle wrote: »Mystrius_Archaion wrote: »Ydrisselle wrote: »Mystrius_Archaion wrote: »Camb0Sl1ce wrote: »ive played since console launch and i can say ive never played any mmo before eso, but at the start yes things were harder. i remember quest bosses that kicked my butt. i enjoyed getting stronger and coming back to beat that quest boss (or world boss before 1t). it felt good lol. at the same time though now i run vet trials and hard modes for scores for a challenge. also when i run around overland and nuke stuff ofcourse its cool, but ive played a long time. like one poster said if you want harder content DO harder content. overland mobs are not end game. although a part of me wishes that questing was how it was before 1t.
I miss that very same thing about leveling before One Tamriel. I liked out-leveling older areas.
I really wish they had paid more attention to Skyrim and done exactly the same things as there:
1) Make everything scale down to the player level so the player can go anywhere, especially because their friends are above them.
2) Make everything stop scaling at a certain point that varies for whatever reason so that some places and things are always easier.
3) Give us a legendary difficulty setting slider like Skyrim Legendary Edition where players can customize their own difficulty by increasing the damage enemies do to themselves and decreasing their own damage to enemies to make it harder on themselves if they choose. (Skyrim also altered what damage enemies take and have dealt to them but that doesn't work well in a MMO like this.)
If they did that then we would all be much happier.
I had this experience, but after One Tamriel: I've died to every miniboss with 100k+ hp or every mob group with 3+ members. Now I've outlevelled them, and have better stats, more passives, set bonuses and AoE/selfhealing.
Skyrim is a single RPG, not an MMO, so it's systems can't really be used here, however ZOS did almost exactly what you want from them:
1) This is nothing like before One Tamriel. Literally everything in the first zone was below level 10 so you could max out and go back and light attack once to obliterate an enemy. There is no comparison to now.
2) Yes, everything from Skyrim can be implemented here. FYI, there is a multiplayer Skyrim mod. That difficulty slider I was talking about just modifies player final calculation numbers so that they have an easier or harder time depending on what they like for all content. They did not do that on ESO since they need everything at a minimum difficulty balanced for all players "to keep them interested", but they definitely could do it if they actually tried and have great success while allowing us to solo group content using such a system if we chose.
Essentially, the point is they could allow us to make the harder content that we currently do not participate in because of it requiring too big of a group and too much effort into something we could have as "a challenging solo" thing we could actually do by lowering the difficulty, or raising it for people who want that to any level they think is fair against themselves.
And maybe you haven't heard this ever before, which would be weird as hell, but this is an MMORPG.
The only difference that matters between this and Skyrim is that MMO part which stands for "massively multiplayer online..." which just means "more players together" while they are still both RPGs which stands for "role-playing games". FYI, "role-playing" is not always "I'm talking like a haughty high elf because I am a haughty high elf" in chat all the time but also as in the "role in a group that I play is tank or dps or healer".
"Role-playing" just means we have an avatar as our vehicle for playing in the world, so technically every game with an avatar is an RPG but it has been narrowed by popular consensus to be a game with stats for characters that can be raised/lowered through time/items.
This game is a lot more similar to Skyrim than you think.
You really should play more games, or at least hear about them randomly and not very often, so you understand where the game you play comes from and why it is the way it is.
Edit:
MMO is not the proper term for this game also since that is like a sentence without a subject or a verb or an object(grammar terms). It's how we shorten MMORPG which is "massively multiplayer online role-playing game". If we didn't just know that outright was what people meant by "MMO" then it would be like saying "I ate a juicy delicious " and not even telling someone what was so juicy and delicious. It doesn't make sense, so it is terribly flawed to base your argument on an incomplete thought like "this game is an MMO"/"this is a massively multiplayer online ........".
I'm playing almost exclusively MMOs for 13 years, I have plenty of experience with them (I could write a list, but I feel it's unnecessary). Some of them is hard, some of them is easy, they only have one thing in common: many players running around doing quests (optimally, since some o them are quite a ghost town now). Today's games are extremely solo friendly, and they don't have to go even more that way. Yes, there could be more challenging solo content, but the real challenges should require a group. ESO's most challenging content is a trial, which requires 12 people... if somebody can't manage to get a dozen people, then s/he would have a lot of trouble in WoW/EQ or any "classic" MMO before the solo content became the new standard. There is nothing in ESO which needs a really large and organized group (maybe PvP if you want to be an emperor, or securing one of the best guild traders) compared to the classic setup of an MMO.
I disagree with the part of your post I bolded.
You know why trials in ESO only require 12 players? Do you remember when WoW required 40 players for a raid and then when they reduced that to 25?
I remember 50 player "zone limit maxed" raids where nobody else could enter the zone and if you disconnected you lost your spot in the zone and had to go to "zone 2" in City of Heroes.
It was easier to get bigger groups in the past even though there were much less players. City of Heroes could easily form several simultaneous 40+ player raids with a population less than 200k concurrently logged in players, which is ridiculously small population compared to WoW and ESO. City of Heroes maybe had 400k active players while ESO and WoW are conservatively above 1 million.
People just have less time and less patience for their use of that time as that time is becoming more and more valuable for whatever they could spend it on.
This is why I disagree on the point that "games don't have to go more solo friendly" because they really do need to be more solo friendly. The evidence of this already going that way is the reduced largest group size requirement for endgame content such as ESO only being 12 and WoW reduced over the years from 40 to 25 even before ESO was released.
This is the way of things that is inevitable. MMOs were amazing when they were new and took effort to get into so you wouldn't get "casual haters"(people who "hate" as their hobby, not hating casuals) and everybody felt so lucky to be able to play with other people as such a new and innovative thing. Now, people are leaning more towards the old quote "hell is other people" and would rather not have their fun time ruined by somebody else.
We're going more solo and the best thing to do is embrace it.via Imgflip Meme Generator
I have started WoW on the day they released AV/AB/WG back in 2005... yes, I remember the 40 man raids very well. And I understand the need of solo content since I was a solo player even back then - there was many group quests I couldn't finish until I outlevelled and outgeared it so much that I was finally be able to solo it (lvl19 elite ogres in NE Loch Modan... I have died there so many times...). But the "solo everything" mentality is killing the MMOs. If a player want to solo everything, then go and play a single RPG. That's why I don't really want solo versions of raids and dungeons (although the "quest only" solo dungeons would be a nice addition, so it would be possible to finish dungeon quests in my own speed).
This genre was a niche one before WoW, and it is going back there slowly but steadily. I don't mind it until my favourite ones will stay alive.
But that's impossible to stop. That's a symptom of the permanent problem of "not enough time in the day". We would have to change how the world is for that to no longer be a problem.Ydrisselle wrote: »But the "solo everything" mentality is killing the MMOs.