peppercats wrote: »TheDarkShadow wrote: »wot? You didn't serious, right? )Sorry, they tried vet overland it was called Craglorn.
Do you know how many HP points have that big Mantikora boss from Craglorn main quest? 70K. It has bloody 70k HP !
Craglorn main quest line is actually easiest in the game (besides that daily quests).
They've nerfed Craglorn I think in One Tamriel. Pre-nerfed you are forced to group for the main quest in Craglorn, and even worst, you need to be on the same quest in the chain in order to help each other. Even over land mobs were "dungeon" level (Northen Crag). Craglorn back then was empty except for Belkarth where people semi afk waiting to port into trials and Nirn farmers. Imperial City also a "harder zone" cause it's mix between pvp and pve, and see how that turn out. ZoS learned from these mistake.
Nobody is asking for group content, I'm not sure where people are getting this idea from.
And yes. Before you start. I know I can make things more challenging by not allocating my CP, play naked or do some other content. But why should I have to?
And yes. Before you start. I know I can make things more challenging by not allocating my CP, play naked or do some other content. But why should I have to?
So instead of resolving the problem yourself, in an easy and effective manner, you expect the game to be redesigned around your wants/desires?
LioraValkyrie wrote: »The answer to this problem, as always, is UNDAUNTED MEAD:
The undaunted quartermaster at each enclave should sell a drink that removes all CP effects and increases damage taken by 50% while in overland zones. Each additional mead consumed increases damage taken by a further 50%. Drink as many as you like, and your max health, magicka and stamina will be increased by a big fat zero. All monsters killed while under the influence of Undaunted Mead drop more gold, and any mobs that drop set items have a chance to drop two items instead of one.
1000+CP with 50k DPS? No problem! Grab some mead and get questing!
It's just no fun to gimp yourself as a workaround to the easiness of the story content. An increase in difficulty must be built into the story itself. I could imagine receiving a letter from Maj when you reach CP cap, explaining how mundane foes like wolves and bandits must be getting incredibly dull for you now that you have braved so many dangers, and that those who are truly undaunted often find great pleasure in chugging down a mug of her special brew before hitting the road...
And yes. Before you start. I know I can make things more challenging by not allocating my CP, play naked or do some other content. But why should I have to?
So instead of resolving the problem yourself, in an easy and effective manner, you expect the game to be redesigned around your wants/desires?
Had a break from ESO. Came back to play Summerset. Although I’m currently finding the story very compelling - unfortunately, the easiness of the overland content is completely immersion breaking, in my opinion.
For example, take any quest from the game. It nicely builds up a particular threat to Tamriel you need to get rid of, you hear the great back story, you do X Y and Z to prepare, but then - you end up killing this hugely built up threat in a couple of hits if you’re a semi high end player.
And yes. Before you start. I know I can make things more challenging by not allocating my CP, play naked or do some other content. But why should I have to?
Every time a new Chapter or Zone DLC comes out, it feels as if the only way I can properly immerse myself with the story aspect is to start a new character. I think this is a bit unfair. Why can’t I use my main character to enjoy the newly released story?
I don’t know any other MMO where the player can simply blast through any new story content if they have a semi high end character.
I just feel as if this is a big shame because the story that comes with each new content release - I feel - is always so interesting and immersive but, these feelings quickly fade because of the easiness of the content.
To say new story content isn’t meant to be challenging for high end players - only trials and vet dungeons etc. - isn’t fair. Especially bearing in mind that Elder Scrolls games are known for being heavily story driven.
I know the positive reasons as to why the overland/story content is easy - because of One Tamriel etc. But, surely there can be some new story content that can be released just for high end players? For example, some form of new reworked Adventure Zone? I’m sure whatever was released for high end players only wouldn’t dissuade new players from starting the game.
Lastly, with CP constantly being increased but story/overland content never getting any harder - surely this will break aforementioned content eventually? As players will just be way too powerful in the future.
peppercats wrote: »TheDarkShadow wrote: »wot? You didn't serious, right? )Sorry, they tried vet overland it was called Craglorn.
Do you know how many HP points have that big Mantikora boss from Craglorn main quest? 70K. It has bloody 70k HP !
Craglorn main quest line is actually easiest in the game (besides that daily quests).
They've nerfed Craglorn I think in One Tamriel. Pre-nerfed you are forced to group for the main quest in Craglorn, and even worst, you need to be on the same quest in the chain in order to help each other. Even over land mobs were "dungeon" level (Northen Crag). Craglorn back then was empty except for Belkarth where people semi afk waiting to port into trials and Nirn farmers. Imperial City also a "harder zone" cause it's mix between pvp and pve, and see how that turn out. ZoS learned from these mistake.
Nobody is asking for group content, I'm not sure where people are getting this idea from.
Had a break from ESO. Came back to play Summerset. Although I’m currently finding the story very compelling - unfortunately, the easiness of the overland content is completely immersion breaking, in my opinion.
It all depends on how the change is marketed. "New harder overland!" may not have mass appeal (though I think it would have more appeal than many assume), but presumably that's not the way ZOS would pitch the change. I would expect the marketing to be more likeVaranisArano wrote: »Upgrading quests will cost ZOS money, and I'm not sure there's a big enough market there for their effort.
So?...you end up killing this hugely built up threat in a couple of hits if you’re a semi high end player.
Should have tried it before One Tamriel!Craglorn main quest line is actually easiest in the game (besides that daily quests).
It all depends on how the change is marketed. "New harder overland!" may not have mass appeal (though I think it would have more appeal than many assume), but presumably that's not the way ZOS would pitch the change. I would expect the marketing to be more likeVaranisArano wrote: »Upgrading quests will cost ZOS money, and I'm not sure there's a big enough market there for their effort.
- "revamped open world"
- "experience one Tamriel like never before"
- "seek new adventure and new rewards in the wilds of Tamriel"
- "only the bravest adventurers will be able to help the citizens of Tamriel in their hour of need -- and be richly rewarded for their efforts"
etc.
All ZOS has to do is pitch the idea of a refreshed, revamped, newly rewarding open world and people will flock to it.
This is the bad thing about MMO'S. There Is no difficulty slider and if we make it too difficult the majority of players will not be able to enjoy the content as ESO questing is intended to be completed at any lvl. You can artificially make the game harder for yourself by gimmicking yourself from your hard earned gear but at the end the ratio of end game to casual players are is uneven and it wouldn't be beneficial to ZOS to come back and change it. End game players can enjoy dlc dungeons and trials intended for them but overland quest battles such as fighting off a Daedric Prince will be underwhelming for those of us seeking a challenge.
I wouldn't mind ZOS giving us a Arena that isn't held back by trivial quest difficulty where we can replay quest battles in VMA style difficulty because killing a big bad in two heavy attacks is immersion breaking.
Had a break from ESO. Came back to play Summerset. Although I’m currently finding the story very compelling - unfortunately, the easiness of the overland content is completely immersion breaking, in my opinion.
High end players, as you put it in your title, get their challenge from PvP and HM trials. The story line quests could never give them a challenge while still being playable to the bulk of the game.
I have stated before that Zos will not make any meaningful change to the difficulty of overland content. It is part of their the tiered difficulty level this and most MMORPGs being made these days are designed.
Below is essentially the tiered difficulty level per content type from easiest to more difficult.
Overworld
delves
normal dungeons
world bosses
vet dungeons
normal trials
vet DLC dungeons
vet trials
vet HM trials
Not arguing with OP. Just stating how it is designed that that this will not be changing in a meaningful manner.
I find it more immersive when overland is easy because i have worked hard to become strong. I should be able to take down a zombie by flicking it. If it was hard it would make no sense, i mean i killed molag bal but this zombie is holding its own? I can get into the game more at seeing how strong i have become, it takes a real threat to give me a challenge, not some chump bandit gang i would smash in an instant. The fact i can gauge my power between overland, dungeons, and trials is more immersive than chump bandits zombies and bears giving me a challenge.
Wifeaggro13 wrote: »I find it more immersive when overland is easy because i have worked hard to become strong. I should be able to take down a zombie by flicking it. If it was hard it would make no sense, i mean i killed molag bal but this zombie is holding its own? I can get into the game more at seeing how strong i have become, it takes a real threat to give me a challenge, not some chump bandit gang i would smash in an instant. The fact i can gauge my power between overland, dungeons, and trials is more immersive than chump bandits zombies and bears giving me a challenge.
in most vertical progression games they dont make that mistake when new overland questing content is introduced .either lvls are raised or a new Layer of AA is implemented . Most developers would not make the mistake of releasing new content with "you were killed by a lvl 99 rat" that went the way of the dodo in EQ1. I dont think anyone disagrees that your sentiments are valid. but when a new zone is released and the lvl 35 in full blue crafted gear is melting cultists at the same rate as 690 cp in full trial gear he golded that took months of dedication to achieve, it could be Tam one was not in all of the populations best interest. Tam one was an effort to appease the churn player and cut cost of development, but it removed the soul of the game in the process
LioraValkyrie wrote: »Had a break from ESO. Came back to play Summerset. Although I’m currently finding the story very compelling - unfortunately, the easiness of the overland content is completely immersion breaking, in my opinion.
High end players, as you put it in your title, get their challenge from PvP and HM trials. The story line quests could never give them a challenge while still being playable to the bulk of the game.
I have stated before that Zos will not make any meaningful change to the difficulty of overland content. It is part of their the tiered difficulty level this and most MMORPGs being made these days are designed.
Below is essentially the tiered difficulty level per content type from easiest to more difficult.
Overworld
delves
normal dungeons
world bosses
vet dungeons
normal trials
vet DLC dungeons
vet trials
vet HM trials
Not arguing with OP. Just stating how it is designed that that this will not be changing in a meaningful manner.
I'm sure this is how the devs approach the issue as well, but the problem with this way of thinking is that it progressively cuts off more and more content from the player as he or she levels up. There is way too much story content to complete before your character becomes totally OP and it no longer offers any challenge, and therefore no immersion or real engagement.
I have soloed vet DLC dungeons and am considered by some to be an authority on my class, but have never completed Cadwell's Gold, or Wrothgar, or Clockwork City, or Summerset, because the story content is trivially easy. I'm not asking for this content to have complex mechanics, and the overland bosses to have 10m health, just that they hit hard enough to keep me awake, and stay alive long enough to hit me.
The vast majority of content in ESO is overland story content, whereas the vast majority of time spent playing is as a 'high end' player. Having nothing to offer challenge- and therefore engagement- except DLChm trials restricts you to literally 4 instances, which quickly become dull whether you complete them or not if this is all that is available to challenge you, in the otherwise vast and beautiful world that is ESO.
Another issue with restricting challenge to DLChm trials for the 'high end' player is the fact that the difference between success and failure lies in finding a committed group to practice with, which is more an exercise in politics and project management than gaming. Personally, I have most fun when I play with a maximum of 3 other people, and I know for a fact that I'm not alone in this.