LifenLemons wrote: »Facefister wrote: »
Yes, but at the same time, there has to be content there to challenge players. As it stands currently, overland content makes up for at least 60-70% of the whole game. When 60-70% of the whole game is brain dead easy for seasoned players, that's when there's a problem.
The beauty of a system like I've suggested, though, is it solves this problem without affecting other players. Since the scaling is applied to the player, I can turn my difficulty up, and quest alongside a friend who has it all the way down.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.
Don't quote me, but I'm pretty sure Skyrim actually scaled the world to your level. Difficulty options definitely adjusted your own stats, but the primary sense of difficulty came from the world scaling. In OG Skyrim there were several spawn lists, where the world would select which spawn list it would use based on your level. There was one particular quest, I think it was when you first traveled to High Hrothgar, where if you were a low level, you got a regular troll, but higher levels got frost trolls, and even higher got some other mob. That, combined with the mobs themselves scaling, and the character being scaled based on difficulty, is how Skyrim, and many single player games implement difficulty systems.
The problem, as I outlined in my lengthy comment, is that this approach doesn't work in an MMO. You can't have the world scale to two separate players. So, as I suggested, the scaling must, and should, happen on the player.DaveMoeDee wrote: »Not sure if this was mentioned, but one approach is scaling to max CP. All mobs will be max CP, and people below max CP will be scaled. I have no idea how they scale power after max gear level, but that is the way to avoid trivializing content as people gain more CP.
But even that will fail because the game is just really easy now compared to launch.
Edit: tbh though, better to leave most content easy so bad players can enjoy the story.
This is one way, but as I explained in my lengthy comment, it will kill any sense of progression. The community was already concerned about progression when One Tamriel was first announced, and to be quite honest progression was hurt during the stint from level 1 to 50, then CP 10 to 160.LifenLemons wrote: »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. It isn't even the fact that our characters are fully built that's the problem, it's simply the fact that we know how the game works mechanically. Newer players don't fully grasp this, though, so overland content ranges from a moderate challenge, to very difficult. You can look on the forums for threads about how overland content is too hard. Hell, I can remember several threads from newer players asking for help with defeating K'tora, a quest line boss that is part of the Summerset Isles main quest line.
Scaling the world to the player isn't the solution, though. It won't work in "public" instances. If you're CP 750 (current CP cap), fighting a quest line boss in a "public" instance, and you have a level 21 friend with you, how should the boss scale? If a level 13 player who wasn't in your group was also there, how should the boss scale? It can't. If it scales to the highest level player, making the fight challenging for them, it becomes impossible for the lower level players. If it scales to the lowest level player, it becomes brain dead easy for the higher level players. This approach to scaling works in "private" instances, ie group dungeons, but it doesn't work in "public" instances.
The solution is to scale the player to the world, which is the approach the game has used since One Tamriel. This way, the world remains a fixed level, but the players are the ones that scale, making the problem a whole lot simpler. The problem with the system they have now is the mobs themselves are far too low leveled, and hence players are scaling to a level that is far too low.
Raising the level, however, isn't the solution, either. Raising the level will kill any sense of progression. Even though we are detesting it, the fact that we are able to kill bosses that newer players legitimately struggle with shows the sense of progression. Your power level stays constant -- at least constant when you take into account players changing their builds as they earn more skill and attribute points, and acquire new gear pieces to keep up with the gear grind -- until you hit the level of the world (CP 160), and from there you grow stronger by earning and spending more CP. When One Tamriel was first announced, people had serious concerns about how it could kill any sense of progression. Here we are coming up to 2 years since One Tamriel's release, and progression remains. We don't want to remove it.
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?"
OR... If the game is too easy, you can alter your armour, lower your weapons. Or maybe scratch your weapons all together and go in for a fist fight on Bosses
The problem with this is it affects other content in the game, and it doesn't allow you to change the effective difficulty. You're going to be blowing 3000 gold each time you transition from late game content to questing, in order to reset CP, plus the gold costs for resetting skills/attributes if you want to go that far.
Doing it the way I suggested would make the process automatic and free, and your build would still be relevant in questing. Just it is weaker while questing. But you choose how weak you want to be.
Start a new character?
Ihatenightblades wrote: »No offense but if you are having a hard time bar swapping ( 1 button ) then mmorpgs are not the games for you.
Merlin13KAGL wrote: »What you want is a difficulty slider.
Presently, there is no risk vs reward.
Morrowind got it right (the real one, not the DLC). There weren't leveled zones. Anything of any difficulty could be anywhere. There were not L10 safespaces with magical borders, there was ugliness around every corner.
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »As far as finding it odd that people are not doing the challenging content, I believe quite a few are. I just think people (myself included) get so tired of jumping on the hamster wheel and doing the same thing over and over and over. We're talking dungeons and trials here. Sure they are fun a couple of times but damn most of us have to run the same crap repeatedly to get the gear we want. That gets old real quick. To me PVP is way more challenging than any of the dungeons they could ever throw at us yet when's the last time they had major updates to Cyrodiil? After 4 years I need more reason to keep riding that wheel too. To me that's why Overland needs an infusion of life. When I'm burned out of dungeons and pvp I go out into this huge world they've created to farm materials and armor sets, finish up delves I missed, explore nooks I might have missed the first few times around (believe it or not I still find places), etc. I 'd like to still be excited about the old world. Hell I'd like to be excited about future pve expansions and pay for them but when I already know ahead of time that the whole new zone being introduced wasn't created for me to have fun which includes a slight challenge (not 2-3 shotting final quest bosses), I'm done paying them. I bet 80% of this game is overland and growing every expansion and some people keep saying it's only for leveling 1-50..get outta here! What a waste...
All content gets boring and old. Asking for it to be more difficult doesn't improve that because you've already done it and it would still be boring very quickly because it needs to be "possible to win" and very much so because that is the entry point for new players and majority of what they can do to start.
The overland content is like a tutorial. You can't ask for that to be more difficult as it would kill the game by guaranteeing that new players would instantly hate the game.
It's not like they knew they would be getting into a prison shower like Dark Souls advertised, so you just can't surprise them with that and expect a good reaction. Also, games like Dark Souls are very niche despite all the publicity. Not that many people play them or continue doing so, especially if they break their controller or console so they can't.
Well I would never suggest Dark Souls caliber difficulty. That game has no middle ground whatsoever. It throws you in the fire right off the bat and keeps cranking the heat up. I'm just talking about sprinkling some difficulty in overland adding some difficulty selection to delves and public dungeons.
Solo worldbosses and the public dungeon group bosses. add your own difficulty by doing it in green gear or missing some gear or no 5 piece set bonus or without potions or without food buffs.
Difficulty is not hard to find. It's hard to find easier content when you need it. That's why they won't add difficulty enough that you would ever consider it good to anything in overland content. Not everybody is as good as you at the game.
I actually have a friend who dies to the weakest quest bosses regularly. I've tried to help him do better but he still can't get it. I don't want it to be harder for him than it already is when he has no option to make it easier that makes sense to him.
You can create your own difficulty and leave my friend to what he considers difficult.
"If we wanted "challenge" in City of Heroes we would solo the content. If we wanted fun we would form a random PUG the majority of the time and just "wreck face!" feeling overpowered. That was the most fun of any game I've ever played so why does no other "newer" game design that way? I guess they like players never feeling good enough and the inevitable "max level rat/worm/insect/this-shouldn't-be-a-threatening-enemy-but-it-is" effect."
You know I just noticed you mentioned City of Heroes in your sig and read what you have. I too played COH/COV for a few years. So you were fine entering a mission alone knowing you could be challenged but you also knew you had the option to increase that difficulty by adding more players to your team which would increase some of the mob levels and add harder types of those mobs. So what in the world is the difference if we added some difficulty selection to delves and public dungeons to overland? Sorry bud but you've got me highly confused now. Also as a COH player you know very well that the world was sprinkled with harder lieutenant and elite leveled mobs. You could easily jump into a tougher mob just by jumping from one alley into the next. Why would that be any different than what some of us are asking for here?
1) Grouping actually made content easier in City of Heroes.
2) City of Heroes did have the difficulty settings that could add 3 levels to the enemies and up to +8 more enemies to the group sizes too. That worked really well to customize the difficulty for everyone.
3) Those "sprinkled around elite mobs" weren't actually that tough. They were just like trolls here on ESO, a little tougher but nothing to worry about.
And yes, I'm all for adding difficulty settings.
The thing I am arguing against is all the people saying "just make it more difficult for everyone" just because they want it more difficult. That is just asking for trouble, and they are sometimes doing it out of the desire to see others struggle and suffer.
I very much would like customizable difficulty starting at easier than things are now(for group content anyway) and going up to more difficult for people who want to choose that option. I want grouping to be as common as it was in City of Heroes with any class welcome because the group content was balanced to be easier than solo at the base difficulty so everybody felt welcome and capable and could ramp it up once they felt more comfortable.
I regularly participated in 40-50 player raids in city of heroes, sometimes every night. I have not done so since in any game because every one I have tried has made it far more difficult, more toxic in groups because of the failures at trying to just finish and get the reward. Hell, I even did that Eden Trial in City of Heroes that regularly took around 3 hours and had a 4 hour time limit. I did it multiple times for rewards and fun every time.
No other game has ever been able to make me put myself through that long time-frame or grouping that regularly with that many people. City of Heroes was different than other games because the other games all design group content to be harder than solo when CoH made grouping definitely easier with group buffs that stacked to make players godly.
It was too much fun, which is just the right amount.
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.
This right here is why I've begun moving on for the most part after 4yrs. I'll be damned if they're going to keep selling me expansion packs with 80% overland content that is absolutely worthless to me unless I'm running naked, no cp, and afraid. I'm also not going to keep running the same dungeons and trials over and over and over and pretend that's fun. It's not. Hell even Ultima Online had some random tough monster encounters in the woods that would wake your berry picking ass up if you were asleep at the wheel..Not here. They just mark them on your map so you can avoid danger..
Also like the OP mentioned, there are some casual MMOs out there that still know how to add some challenging content to overland to at least try to keep it fresh. Unfortunately this company is too worried about pumping out reskinned $40 camels for their store than to worry about adding some excitement to their game.
While I would agree it would be nice if ESO offered good WBs, the rest of overland I where I should be.
I do find I odd tha people say here are still casual games that offer challenging overland content yet not really name any. In this case Ultima online is mentioned making I seem that going to a game released 20 years ago as an example is a stretch.
I also find I odd that people make up all sorts of reasons for not doing the more challenging content yet want other areas of the game should be made more challenging for them.
I could name quite a few MMOs that I've played throughout the years that have mixed in tougher content in with casual in overland.
UO- Be it a stretch or not, a 20 year MMO that is still going did something right. A ton of UO was overland. Overland was our main home where you spent a lot of time unless you were dungeon diving. There wasn't instancing of everything. Having some harder mobs living in the world you did added a bit of excitement to the game. If you were a less skilled character and ran into a lich for instance you'd run for your life, find some companions, and try to kill it. If not you could avoid it. Casuals and vets both happy.
GW2- A lot of GW2s world is for casuals but you can definitely run into tougher elite leveled mobs sprinkled in all over. It at least gives it the feeling that every mob isnt a cookie cutter of all the rest. Not only that but they have zone wide events that can spawn some pretty tough fights too which require others to join in. As a casual you could avoid these if you didnt want to take part. It's not forced.
Daoc- Another game that in it's overland we had roaming patrols and some elite leveled mobs sometimes sprinkled into mob groups.
WoW- They had roaming mobs in their zones and sometimes they were elites or named mobs. If you played I'm sure you'd remember you could be fighting a pack of mobs and all of a sudden had 3 more due to a roaming patrol. That added excitement. You could also find caves and such and as you were killing ogres inside you'd realize quite a few were elites. I got to make the choice to stay and forge ahead in case there was a chest with loot in there. It was optional.
EQ2-Sprinkled in tougher mobs with regular leveled ones in overland.
I could probably go on as I've played them all (well, most)but after 20 years some of them are a bit fuzzy and I definitely don't want to lie to make a point. I just don't see why they can't sprinkle in some excitement in overland and I definitely don't understand why we can't have multiple difficulty of all of the delves in the world.
As far as finding it odd that people are not doing the challenging content, I believe quite a few are. I just think people (myself included) get so tired of jumping on the hamster wheel and doing the same thing over and over and over. We're talking dungeons and trials here. Sure they are fun a couple of times but damn most of us have to run the same crap repeatedly to get the gear we want. That gets old real quick. To me PVP is way more challenging than any of the dungeons they could ever throw at us yet when's the last time they had major updates to Cyrodiil? After 4 years I need more reason to keep riding that wheel too. To me that's why Overland needs an infusion of life. When I'm burned out of dungeons and pvp I go out into this huge world they've created to farm materials and armor sets, finish up delves I missed, explore nooks I might have missed the first few times around (believe it or not I still find places), etc. I 'd like to still be excited about the old world. Hell I'd like to be excited about future pve expansions and pay for them but when I already know ahead of time that the whole new zone being introduced wasn't created for me to have fun which includes a slight challenge (not 2-3 shotting final quest bosses), I'm done paying them. I bet 80% of this game is overland and growing every expansion and some people keep saying it's only for leveling 1-50..get outta here! What a waste...
Edit: To me ESO is going the way of Warcraft. Both have pushed their players away from the world and into cities where the bulk of it's players are sitting and waiting for dungeon pops, pvp battleground ques and duels. Sorry, after all of these years of MMO development by all of these companies, there has to be more to this genre than that. We as players should be demanding more than that...
Ydrisselle wrote: »Veinblood1965 wrote: »I've only just started playing about a two months ago and fully completed just 4 zones or so. I'm noticing that no matter what zone I'm in the trash mobs although the design of the mobs are totally different, it's mash a few buttons and they die and most delves, public dungeon bosses eta are mash the same buttons a few more times and they die. I'm at about 170 CP points. I was wondering the same thing last night, once I max out CP points and gear what would the challenge be? While exploring is really fun and a lot of the quests and dialog in those quests really are well thought out at some point a little challenge would be nice. I've only PVE'd so far and rarely grouped up (I am on PS4 and even with a mini keyboard I hate the chat interface so grouping just sucks for me not being able to quickly respond to questions and interact which is another subject entirely). A little more challenge in PVE would be a nice addition to the game. Maybe just some veteran PVE ZONES not dungeons etc?
I am enjoying the game however from a programming aspect its amazing how much content there is.
ZOS did a zone like that before, it was Craglorn. Let's say it was unsuccessful.
Wifeaggro13 wrote: »Ydrisselle wrote: »Veinblood1965 wrote: »I've only just started playing about a two months ago and fully completed just 4 zones or so. I'm noticing that no matter what zone I'm in the trash mobs although the design of the mobs are totally different, it's mash a few buttons and they die and most delves, public dungeon bosses eta are mash the same buttons a few more times and they die. I'm at about 170 CP points. I was wondering the same thing last night, once I max out CP points and gear what would the challenge be? While exploring is really fun and a lot of the quests and dialog in those quests really are well thought out at some point a little challenge would be nice. I've only PVE'd so far and rarely grouped up (I am on PS4 and even with a mini keyboard I hate the chat interface so grouping just sucks for me not being able to quickly respond to questions and interact which is another subject entirely). A little more challenge in PVE would be a nice addition to the game. Maybe just some veteran PVE ZONES not dungeons etc?
I am enjoying the game however from a programming aspect its amazing how much content there is.
ZOS did a zone like that before, it was Craglorn. Let's say it was unsuccessful.
It was successful it was the hub of the game it was packed . The problem was that they increased VR and left craglorn at the old Rank and un itemized. Not only did craglorn empty out the whole damn game emptied out due to them focusing on console release and B2P model.lets have the facts straight before . The only re did craglorn because they wanted to artificially extend the life of their content with out having to create something new
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.
This right here is why I've begun moving on for the most part after 4yrs. I'll be damned if they're going to keep selling me expansion packs with 80% overland content that is absolutely worthless to me unless I'm running naked, no cp, and afraid. I'm also not going to keep running the same dungeons and trials over and over and over and pretend that's fun. It's not. Hell even Ultima Online had some random tough monster encounters in the woods that would wake your berry picking ass up if you were asleep at the wheel..Not here. They just mark them on your map so you can avoid danger..
Also like the OP mentioned, there are some casual MMOs out there that still know how to add some challenging content to overland to at least try to keep it fresh. Unfortunately this company is too worried about pumping out reskinned $40 camels for their store than to worry about adding some excitement to their game.
While I would agree it would be nice if ESO offered good WBs, the rest of overland I where I should be.
I do find I odd tha people say here are still casual games that offer challenging overland content yet not really name any. In this case Ultima online is mentioned making I seem that going to a game released 20 years ago as an example is a stretch.
I also find I odd that people make up all sorts of reasons for not doing the more challenging content yet want other areas of the game should be made more challenging for them.
I could name quite a few MMOs that I've played throughout the years that have mixed in tougher content in with casual in overland.
UO- Be it a stretch or not, a 20 year MMO that is still going did something right. A ton of UO was overland. Overland was our main home where you spent a lot of time unless you were dungeon diving. There wasn't instancing of everything. Having some harder mobs living in the world you did added a bit of excitement to the game. If you were a less skilled character and ran into a lich for instance you'd run for your life, find some companions, and try to kill it. If not you could avoid it. Casuals and vets both happy.
GW2- A lot of GW2s world is for casuals but you can definitely run into tougher elite leveled mobs sprinkled in all over. It at least gives it the feeling that every mob isnt a cookie cutter of all the rest. Not only that but they have zone wide events that can spawn some pretty tough fights too which require others to join in. As a casual you could avoid these if you didnt want to take part. It's not forced.
Daoc- Another game that in it's overland we had roaming patrols and some elite leveled mobs sometimes sprinkled into mob groups.
WoW- They had roaming mobs in their zones and sometimes they were elites or named mobs. If you played I'm sure you'd remember you could be fighting a pack of mobs and all of a sudden had 3 more due to a roaming patrol. That added excitement. You could also find caves and such and as you were killing ogres inside you'd realize quite a few were elites. I got to make the choice to stay and forge ahead in case there was a chest with loot in there. It was optional.
EQ2-Sprinkled in tougher mobs with regular leveled ones in overland.
I could probably go on as I've played them all (well, most)but after 20 years some of them are a bit fuzzy and I definitely don't want to lie to make a point. I just don't see why they can't sprinkle in some excitement in overland and I definitely don't understand why we can't have multiple difficulty of all of the delves in the world.
As far as finding it odd that people are not doing the challenging content, I believe quite a few are. I just think people (myself included) get so tired of jumping on the hamster wheel and doing the same thing over and over and over. We're talking dungeons and trials here. Sure they are fun a couple of times but damn most of us have to run the same crap repeatedly to get the gear we want. That gets old real quick. To me PVP is way more challenging than any of the dungeons they could ever throw at us yet when's the last time they had major updates to Cyrodiil? After 4 years I need more reason to keep riding that wheel too. To me that's why Overland needs an infusion of life. When I'm burned out of dungeons and pvp I go out into this huge world they've created to farm materials and armor sets, finish up delves I missed, explore nooks I might have missed the first few times around (believe it or not I still find places), etc. I 'd like to still be excited about the old world. Hell I'd like to be excited about future pve expansions and pay for them but when I already know ahead of time that the whole new zone being introduced wasn't created for me to have fun which includes a slight challenge (not 2-3 shotting final quest bosses), I'm done paying them. I bet 80% of this game is overland and growing every expansion and some people keep saying it's only for leveling 1-50..get outta here! What a waste...
Edit: To me ESO is going the way of Warcraft. Both have pushed their players away from the world and into cities where the bulk of it's players are sitting and waiting for dungeon pops, pvp battleground ques and duels. Sorry, after all of these years of MMO development by all of these companies, there has to be more to this genre than that. We as players should be demanding more than that...
It is interesting what you try to say but in the end your examples pretty much say we have the challenge in open world ESO.
Ofc a 20 year old game that still has servers up is entirely irrelevant since everyone here mentioning it has no interest in playing. It seems odd to mentioned a game as a prime example yet you have not wanted to play it for well over a decade. Irrelevant at it's core.
Then you mention GW2. Another game you seem to not be playing. One can wonder why. Yet you mentioned they had some stronger NPCs in some zones while most were super easy. ESO does have WBs. While I have soloed at least most, all in Summerset, I would say their challenge is a tad higher than trash mobs.
I do find your "Edit" an interesting creative piece since it seems to demonstrate a lack of understanding of MMO content which may be the issue at the core.
In any well made MMORPG a great number of players in the game are interested in doing the dungeons. They are commonly the next step in difficulty so logically the next interest players have. If you scroll back a page or two I believe I posted the transition of difficulty in this game if it helps.
From the first month this game was released players were looking for groups to clear dungeons and pretty much the same case in any game I played. That is pretty much he case with any major MMORPG worth their salt.
So ESO is not going the way of WoW. It started with a good solid design of content with tiered difficulty from the start.
I do find it odd why some argue to make open world more challenging when they made excuses for why hey do not do the content intended to offer a greater challenge. But everyone is entitled to their opinions.
ESO, like many MMORPGs, has tiered content with increasing difficulty.
It is a rather simple concept. Want more difficulty then step up the challenge by tackling the more challenging content.
Below is a rough outline if difficulty from less challenging to more challenging. It was put together by people smarter than I am but pretty much what I would say.
Overworld
delves
normal dungeons
world bosses
vet dungeons
normal trials
vet DLC dungeons
vet trials
vet HM trials
I know someone will say that most of that is group content and it is to hard to put a group together and to much trouble to join a guild. Well, this is an MMO and we should clearly expect for group content to be developed. Also, there is MA. vMA is a decent solo challenge.
It was not forced group only you could solo there it was diffcult but not impossible. the zone emptied because the content was not increased , itemized and it had been out grown. people would farm it for XP from VR 1 to 10 . it was the hub of the game post 50. and i do agree removing the group aspect of it after there failure to capitalize on thier original game design was the only reasonable choice.Wifeaggro13 wrote: »Ydrisselle wrote: »Veinblood1965 wrote: »I've only just started playing about a two months ago and fully completed just 4 zones or so. I'm noticing that no matter what zone I'm in the trash mobs although the design of the mobs are totally different, it's mash a few buttons and they die and most delves, public dungeon bosses eta are mash the same buttons a few more times and they die. I'm at about 170 CP points. I was wondering the same thing last night, once I max out CP points and gear what would the challenge be? While exploring is really fun and a lot of the quests and dialog in those quests really are well thought out at some point a little challenge would be nice. I've only PVE'd so far and rarely grouped up (I am on PS4 and even with a mini keyboard I hate the chat interface so grouping just sucks for me not being able to quickly respond to questions and interact which is another subject entirely). A little more challenge in PVE would be a nice addition to the game. Maybe just some veteran PVE ZONES not dungeons etc?
I am enjoying the game however from a programming aspect its amazing how much content there is.
ZOS did a zone like that before, it was Craglorn. Let's say it was unsuccessful.
It was successful it was the hub of the game it was packed . The problem was that they increased VR and left craglorn at the old Rank and un itemized. Not only did craglorn empty out the whole damn game emptied out due to them focusing on console release and B2P model.lets have the facts straight before . The only re did craglorn because they wanted to artificially extend the life of their content with out having to create something new
I don't think it was just that. Whenever you introduce a zone that is effectively group-only, as Craglorn was, it is packed for a few weeks after launch and people have no problem getting a group. Fast-forward a few months and new players coming through find such a zone deserted and because everyone else has already completed the content nobody wants to return to ir, so the new players can't get a group. That isn't a problem exclusive to ESO, but the problem is compounded in a game (such as ESO) that is essentially solo-friendly at least so far as such overland content is concerned. ZOS did the sensible thing and opened up the zone to solo players, while retaining some tough mobs for groups (which never get mentioned by those who deride the ease of the overland content generally).
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.
The difficulty in this game is completely broken. Content is either too easy or way too hard. Just "challenging" is very, very rare.
I think the main reason is that the combat in this game just doesnt work. With animation canceling, Attackweaving and the whole shabang dps do between 10k and 60(!)k damage. No encounterdesigner in the gaming-industriy can account for that.
So unless they come up with a genius idea to close that gap, there will never be balanced content in ESO.
The difficulty in this game is completely broken. Content is either too easy or way too hard. Just "challenging" is very, very rare.
I think the main reason is that the combat in this game just doesnt work. With animation canceling, Attackweaving and the whole shabang dps do between 10k and 60(!)k damage. No encounterdesigner in the gaming-industriy can account for that.
So unless they come up with a genius idea to close that gap, there will never be balanced content in ESO.
The difficulty in this game is completely broken. Content is either too easy or way too hard. Just "challenging" is very, very rare.
I think the main reason is that the combat in this game just doesnt work. With animation canceling, Attackweaving and the whole shabang dps do between 10k and 60(!)k damage. No encounterdesigner in the gaming-industriy can account for that.
So unless they come up with a genius idea to close that gap, there will never be balanced content in ESO.
Protossyder wrote: »The difficulty in this game is completely broken. Content is either too easy or way too hard. Just "challenging" is very, very rare.
I think the main reason is that the combat in this game just doesnt work. With animation canceling, Attackweaving and the whole shabang dps do between 10k and 60(!)k damage. No encounterdesigner in the gaming-industriy can account for that.
So unless they come up with a genius idea to close that gap, there will never be balanced content in ESO.
What about the Maelstrom Arena for example? Is it too easy or way too hard? Don't you think that you are describing a usual learning curve? For a beginner some content seems impossible, but once they get into the game and improve, it becomes "just challenging" and at some point very easy. Experienced and "trained" players will always whine about things being way too ez just like unexperienced, untrained and/or new players will find things way too hard and nearly impossible.
There is a difference between something being easy and whatever ESO does at the moment. Even for the casual roleplayer, its just plain boring. I dont think anyone actually likes overland content at the moment. Even the Roleplayers cant really commit to their role, if nothing threatens their character.This is because ZOS tries to make the game enjoyable for opposite kind of players. Pretty much all over-world content is for casual role players, who do not seek a challenge, but a story-driven RPG experience. And this is what they get there, they can do the content, even if they refuse to learn game mechanics (because this is meta level, and a role player is not about meta level stuff, but is playing from character perspective).
Oblivion would change enemy types as you leveled. Morrowind's enemies had fixed stats which were not restricted to zones. There might be a range of potential spawn levels, but there were limits, both upper and lower.Mystrius_Archaion wrote: »Merlin13KAGL wrote: »What you want is a difficulty slider.
Presently, there is no risk vs reward.
Morrowind got it right (the real one, not the DLC). There weren't leveled zones. Anything of any difficulty could be anywhere. There were not L10 safespaces with magical borders, there was ugliness around every corner.
That's incorrect.
In The Elder Scrolls 3 Morrowind, everything was leveled to you until you out-leveled the scaling. A high elvel Golden Saint was often just a low level Clannfear when your level wasn't high enough to be able to take on the Golden Saint.
You could actually skip almost directly to the end of the game in TES3 Morrowind, and it wasn't hard and was allowed and even planned for in the quest dialogue.
TES3 Morrowind was a lot like ESO One Tamriel, but without infinite scaling. I guess you could equate it to champion points letting you out-level everything eventually.
There is a difference between something being easy and whatever ESO does at the moment. Even for the casual roleplayer, its just plain boring. I dont think anyone actually likes overland content at the moment. Even the Roleplayers cant really commit to their role, if nothing threatens their character.This is because ZOS tries to make the game enjoyable for opposite kind of players. Pretty much all over-world content is for casual role players, who do not seek a challenge, but a story-driven RPG experience. And this is what they get there, they can do the content, even if they refuse to learn game mechanics (because this is meta level, and a role player is not about meta level stuff, but is playing from character perspective).
Again i'll say it, CP 160 should have been where the game stopped.
If they make the game hard as craglorn everywhere i'll just leave and so will my wallet.
There is a difference between something being easy and whatever ESO does at the moment. Even for the casual roleplayer, its just plain boring. I dont think anyone actually likes overland content at the moment. Even the Roleplayers cant really commit to their role, if nothing threatens their character.