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Story Immersion Broken for High End Players

  • ZarkingFrued
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    Overland is so boringly easy. I just quit doing it. Introduce a Vet and Vet hard mode overland setting, should not be that hard to implement. This sums it up
    vvvv
    Dorjee wrote: »
    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

    However, I will say making a new character for each Chapter or decent DLC drop is a nice way to level that character and get some skill points for a new pvp character. Summerset brought me a nasty OP sorc build. Into my character rotation
    Edited by ZarkingFrued on August 27, 2018 3:34PM
  • Feanor
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    As for „debuffing“ yourself - that doesn’t make the content harder, only more tedious because it takes a bit longer.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • LioraValkyrie
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    idk wrote: »
    idk wrote: »
    Dorjee 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.

    Glad to see your such a skilled and respected player.

    However the first sentence in your post here is incorrect. I clear HM trails and dungeons and have yet to be cut off from any content.

    Not arguing with you about how eso is scaled. I just realize that Zos does it intentionally ans by design as most major MMORPGs do. The reasoning behind tha design is exactly why Zos will not increase the difficulty of regular quests.

    You see, not everyone soloes DLC dungeons. Zos know that so they give something to everyone. That’s the reality of the situation.

    If you had read my previous posts in this thread, you would see that I am not advocating making overland harder but instead tried to provide a solution to the issue of its easiness that does not negatively impact anyone, by suggesting a story-centric, scaling debuff to the player if they choose to have it. I only mentioned my achievements to contrast with the fact that I have not completed most of the storyline. When I say 'cut off' from content, I just mean that it is too easy to be fun, which is an opinion that a lot of people clearly share.
    Mistress of Apocrypha - Master PetSorc

    Founder of The Lollygaggers
    Creator of the 1-bar vMA build
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    Unchained Altmer Sorc Tank

    Visit me on YouTube! Mistress of Apocrypha ESO
  • ZOS_Mika
    ZOS_Mika
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    We have recently removed a few unnecessary comments from this thread. Please keep this discussion civil and constructive. Thank you for your understanding
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  • Bladerunner1
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    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...

    Love this idea. Maybe you could start a quest when you drink the mead and there could be more challenging drinks and corresponding requirements available, like kill X number of enemies while under the influence, or try to reach X number of markers on a map that correspond with the main storyline. The debuff could wear out over time or quitting the quest would cancel the debuff effect.

    I haven't completed any overland map since cadwells silver. The storyline of this game is nice but not enough to hold interest when enemies associated with those quests fall so easily. The alternative so many forum denizens expect us to follow is to convert our characters into swimsuit champions. I already did that by the way and wound up ruining someone else's immersion.
  • SquareSausage
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    I prefer overland content to be easy, hate questing so more than happy to breeze through every single repetitive psijic portal I need to close on one accursed land or another.
    Breakfast King
    PS4 EU
  • DMuehlhausen
    DMuehlhausen
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    Aliyavana wrote: »
    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.

    The problem though is the questing wasn't to difficult before 1T. MMOs are much more engaging when overland stuff is a challenge. One of the things that made WoW so successful was the difficulty of some of the overland stuff. It forced you to group up and work with people. This then helped you make new friends in the game which made finding groups for dungeons and guilds etc a lot easier. Companies now are just like well makes this so any skill of player can complete basically everything and just dumb it down and that is a problem

    Don't get me I don't want to be dealing with stuff for a basic quest I need a raid to do, but have a quest that takes a group here and there in the overland that has apporpiate level rewards and the game would just be more engaging.
  • Miaura
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    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...

    This!! We need this! Undaunted mead please :)
  • max_only
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    mocap wrote: »
    max_only wrote: »
    Sorry, they tried vet overland it was called Craglorn.
    wot? You didn't serious, right? )
    Do you know how many HP points have that big Mantikora boss from Craglorn main quest? 70K. It has bloody 70k HP !
    ON-creature-Hruzizolk.jpg

    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 were 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), when top dps was like 30k and most people were 15-20k. Craglorn back then was empty except for Belkarth where people semi afk waiting to port into trials and Nirn farmers. Imperial City is also a "harder zone" cause it's mix between pvp and pve, and see how that turned out. ZoS learned from these mistakes.

    Cheers! I was about to say it must be the Mandela Effect or what
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • Dr_Zug
    Dr_Zug
    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...

    That's actually a great idea.
  • Jeremy
    Jeremy
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    Dorjee 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.

    This has been a problem for a long time now and I agree with you. Outside of world bosses - the overland content is just pathetically easy on this game and it does making questing a lot less interesting than it should be.

    This same thing happened to LOTRO (and a lot of other MMORPGs). It seems like an unavoidable trend in the modern MMORPG formula. The developers always end up catering to the lowest common denominator in order to make more money. Sadly for the two of us, it seems a majority of people who play MMO's like their questing brain dead easy.
    Edited by Jeremy on August 27, 2018 5:55PM
  • MLGProPlayer
    MLGProPlayer
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    Everstorm wrote: »
    peppercats wrote: »
    mocap wrote: »
    max_only wrote: »
    Sorry, they tried vet overland it was called Craglorn.
    wot? You didn't serious, right? )
    Do you know how many HP points have that big Mantikora boss from Craglorn main quest? 70K. It has bloody 70k HP !
    ON-creature-Hruzizolk.jpg

    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.

    Stuck in their "but Craglorn failed" narrative.

    They don't realize that Craglorn is the best zone in the game, even after being nerfed. Shada's Tear and Skyreach Catacombs are my favourite pieces of overland content. They are are around the difficulty of normal dungeons, which is fun when done solo.

    I'd love to see more of this type of content in all the new zones they release.
  • MLGProPlayer
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    Zardayne wrote: »
    80+% of this game is overland content. I get it that some overland needs to be newbie friendly for the casuals. Do they need 3 full factions worth of content and every new PVE expansion set to EZ? Hell no. If ZOS wants me to continue to buy these PVE laden expansions with full new zones they had better come up with some way to increase the difficulty. I'm not here to sit in front of my screen nightly, drinking a beer, and listening to a story. If I want a good story I read a book. I log in for adventure and a bit of excitement. Hitting 2 or 3 abilities and melting the final quest boss, Duke or Plaguetown, before he gets more than 1 hit off is not immersive in any shape or form.

    In my opinion the only way they can solve this ez overland and questing issue for veteran players is to make delves, public dungeons, and any other instanced area offer different difficulties prior to zoning in.

    ZOS has determined that the value of a new player is greater than the value of a recurring subscriber. That's a pretty dangerous strategy that might not be as profitable long term, though.
    Edited by MLGProPlayer on August 27, 2018 5:51PM
  • Kiralyn2000
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    idk wrote: »
    Dorjee 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.

    This point of view seems odd to me, because you're not "cut off" from the content, you're just not challenged by it. You can still do it, therefore it's not "cut off". As opposed to the low-end/weak/'bad' player, who is 'cut off' from the all the content that's above their level of play.



    --
    As an aside, I have no idea how anyone can be "immersed" in an MMO. But this may be because most of the 'immersion' complaints I originally ran into were from Skyrim players, who ranted and raved against anything that 'reminded them that they were playing a game'. Like the game daring to give them a third person view of their character. Or soundtrack music ("my character isn't carrying a radio around!"). Or any kind of on-screen interface. So a third-person game, with a screen full of HUD, a chat box in the corner spamming out all sorts of idiocy, while surrounded by other players with silly names bouncing around doing strange things.... how could any MMO be 'immersive'?

    Eh, not that I believe in immersion to start with. All I've seen over the years is the term being used as a complaint about whatever game feature someone doesn't like (the one that took the cake, for me, was the guy in the Wasteland 2 beta forums, who complained that the game being given a graphics option for different tones of post-processing would "ruin his immersion" because it "disrespected the devs vision!" /facepalm)

    I'm just thankful I've never suffered from this "immersion" thing, because from what I've learned it's a terribly fragile thing that just ruins games for people when it inevitable breaks.
  • idk
    idk
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    Everstorm wrote: »
    Mr_Walker wrote: »
    Dorjee wrote: »

    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?

    Character progression has been a staple of rpgs since their conception. Telling us to simply not use that aspect of the game is nonsense. For me this is the very centre of my enjoyment of the game.

    Character progression exists in ESO. Progression for the difficulty lvls of content exists in eso. I posted a list in this thread already laying out the order.

    Also, no one is saying or suggesting, let alone saying, we should not use any aspect of this game.
  • Defilted
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    CP is a difficulty slider in a way.

    Zero to the current CP max would offer a varying degree of overland difficulty. It is cheep it change the points and allows to move them up or down based on you desired difficulty setting.

    When it comes to overland content (Minus some overland bosses) even at zero CP with the best gear I would think that most experienced players would romp right past all the bad guys with little issues and destroy the main threat. It would be a bit slower though, take a little longer to kill the sub bosses and the main bad guy. Could be the right amount of challenge for overland for some.

    I always imagine the hero of battles past does not really need to ramp up his skills to destroy the next threat. The second Avengers movie did not have montage of training for all the heroes to be sure they were ready to face Ultron. They were already Baddass and ready to dish out the pain. I think of my main toon this way. He is the one that has completed all the quests and is more than ready to face off against the next daedra trying to destroy Nirn. No training montage required. Just like every mundane non-hero NPC over estimates how elite a bad guy is, the new bad guy always under estimates the hero who defeated Molag and the rest who have stepped up. Could just be bad writing or could be ingenious writing becasue all the baddies just cant understand how powerful the vestige really is.

    To each their own of course on how people like to imagine there ultimate adventure within ESO.


    Happy slaying!
    XBOX NA
    XBOX Series X

    #NightmareBear
  • max_only
    max_only
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    A
    Everstorm wrote: »
    peppercats wrote: »
    mocap wrote: »
    max_only wrote: »
    Sorry, they tried vet overland it was called Craglorn.
    wot? You didn't serious, right? )
    Do you know how many HP points have that big Mantikora boss from Craglorn main quest? 70K. It has bloody 70k HP !
    ON-creature-Hruzizolk.jpg

    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.

    Stuck in their "but Craglorn failed" narrative.

    Craglorn was “forced grouping” because you couldn’t do it alone. It wasn’t like they wouldn’t let you enter a delve unless you were in a group. So yeah, masochists could solo old Craglorn. ZOS crunched the numbers and saw that the majority of their players don’t want a challenge. That’s it. That’s the end. Every time this comes up in the forums you get 40 forum residents saying yes but put it in game and you 40 odd people aren’t enough.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • MrDenimChicken
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    Dorjee 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.

    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.

    totally agree. I've had moments in Summerset where I was like, "holy ***, this is almost bringing me back to the immersion of Skyrim", and then I get to the final boss and either they get killed by other people around me and my quest acts like as if I killed it, OR I go up and kill the boss in a few hits. It's sometimes comical because they have some lines to say or abilities to show that are customized but I kill it so fast that I don't get to hear it or see the custom animations/abilities.

    Even my girlfriend, who likes to watch me play these quests in the new zones (older zones not as much, she thinks they aren't nearly as good of quests), laughs when I kill these "epic" bosses in 5 seconds.
  • DMuehlhausen
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    Defilted wrote: »
    CP is a difficulty slider in a way.

    Zero to the current CP max would offer a varying degree of overland difficulty. It is cheep it change the points and allows to move them up or down based on you desired difficulty setting.

    When it comes to overland content (Minus some overland bosses) even at zero CP with the best gear I would think that most experienced players would romp right past all the bad guys with little issues and destroy the main threat. It would be a bit slower though, take a little longer to kill the sub bosses and the main bad guy. Could be the right amount of challenge for overland for some.

    I always imagine the hero of battles past does not really need to ramp up his skills to destroy the next threat. The second Avengers movie did not have montage of training for all the heroes to be sure they were ready to face Ultron. They were already Baddass and ready to dish out the pain. I think of my main toon this way. He is the one that has completed all the quests and is more than ready to face off against the next daedra trying to destroy Nirn. No training montage required. Just like every mundane non-hero NPC over estimates how elite a bad guy is, the new bad guy always under estimates the hero who defeated Molag and the rest who have stepped up. Could just be bad writing or could be ingenious writing becasue all the baddies just cant understand how powerful the vestige really is.

    To each their own of course on how people like to imagine there ultimate adventure within ESO.


    Happy slaying!

    CP really isn't the slider. Even before 1T the overland content was really easy. The problem really is there is no content, quests, mobs, that require or encourage group play. I mean even the dolmens can be solo'd. All those mobs should be close vet dungeon bosses. This would require people group to do them. Then just like Rifts in Rift if people don't close them the enemies start spreading out from the dolmen causing other issues. Even killing quest NPCs etc. That was one of the coolest parts about Rift. If you didn't stop an invasion you couldn't quest in that zone/area for awhile before the Rifts receded.
  • Moonscythe
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    max_only wrote: »
    Sorry, they tried vet overland it was called Craglorn.

    Yeah it sucks but they rake in more new blood and cash caterpillars if the game makes you feel like a winner at the start. Too many people would be turned off by more difficult quest content.

    I object to this comment. The noobies and "cash caterpillars" (really? like long-time players don't support the crown store?") are the life blood of this game in the long term. Without them the game would die. Even the most dedicated god-mode end game player takes a break now and then or only plays the new content and then leaves for greener pastures. If the new players are not welcomed or have nothing they can do to get the feel of the game they won't stay around and feeling like a winner is part of that. Elder Scrolls has never been about dying or even struggling to stay alive so much as it is about exploring and the over-all experience. Personally, I don't think Elder Scrolls was a good fit for an MMO; but, it's here, and should be attuned to its roots.
    Scura di Notte - Altmer Nightblade (gear)
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    Sanna yos'Phalen - Altmer Sorcerer (provisioning)
    Cosima di Mattina -Altmer Sorcerer
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    Luca della Serata - Redguard Templar
  • Katahdin
    Katahdin
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    Before one Tamriel, we had veteran zones in Cadwell's silver and gold zones. You couldn't go anywhere anytime.

    You finished your faction's story, Cadwell sent you to another faction then the third when that one was finished. Each map was progressively harder.

    Most people absolutely hated it. The zones were mostly empty. So they changed it to One Tamriel.

    Also Craglorn was a veteran difficulty map.
    It too was mostly empty except for nirn crux farmers. You could not get groups to run the content.
    Edited by Katahdin on August 27, 2018 7:24PM
    Beta tester November 2013
  • Defilted
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    Defilted wrote: »
    CP is a difficulty slider in a way.

    Zero to the current CP max would offer a varying degree of overland difficulty. It is cheep it change the points and allows to move them up or down based on you desired difficulty setting.

    When it comes to overland content (Minus some overland bosses) even at zero CP with the best gear I would think that most experienced players would romp right past all the bad guys with little issues and destroy the main threat. It would be a bit slower though, take a little longer to kill the sub bosses and the main bad guy. Could be the right amount of challenge for overland for some.

    I always imagine the hero of battles past does not really need to ramp up his skills to destroy the next threat. The second Avengers movie did not have montage of training for all the heroes to be sure they were ready to face Ultron. They were already Baddass and ready to dish out the pain. I think of my main toon this way. He is the one that has completed all the quests and is more than ready to face off against the next daedra trying to destroy Nirn. No training montage required. Just like every mundane non-hero NPC over estimates how elite a bad guy is, the new bad guy always under estimates the hero who defeated Molag and the rest who have stepped up. Could just be bad writing or could be ingenious writing becasue all the baddies just cant understand how powerful the vestige really is.

    To each their own of course on how people like to imagine there ultimate adventure within ESO.


    Happy slaying!

    CP really isn't the slider. Even before 1T the overland content was really easy. The problem really is there is no content, quests, mobs, that require or encourage group play. I mean even the dolmens can be solo'd. All those mobs should be close vet dungeon bosses. This would require people group to do them. Then just like Rifts in Rift if people don't close them the enemies start spreading out from the dolmen causing other issues. Even killing quest NPCs etc. That was one of the coolest parts about Rift. If you didn't stop an invasion you couldn't quest in that zone/area for awhile before the Rifts receded.

    A progressive anchor taking over an area as more and more mobs spawn and harder and harder enemies porting in if people are not there to stop it, type group event sounds like a good time. I do not think this helps the legacy overland content from being to easy, but I like the idea.
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  • MLGProPlayer
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    Defilted wrote: »
    CP is a difficulty slider in a way.

    Zero to the current CP max would offer a varying degree of overland difficulty. It is cheep it change the points and allows to move them up or down based on you desired difficulty setting.

    When it comes to overland content (Minus some overland bosses) even at zero CP with the best gear I would think that most experienced players would romp right past all the bad guys with little issues and destroy the main threat. It would be a bit slower though, take a little longer to kill the sub bosses and the main bad guy. Could be the right amount of challenge for overland for some.

    I always imagine the hero of battles past does not really need to ramp up his skills to destroy the next threat. The second Avengers movie did not have montage of training for all the heroes to be sure they were ready to face Ultron. They were already Baddass and ready to dish out the pain. I think of my main toon this way. He is the one that has completed all the quests and is more than ready to face off against the next daedra trying to destroy Nirn. No training montage required. Just like every mundane non-hero NPC over estimates how elite a bad guy is, the new bad guy always under estimates the hero who defeated Molag and the rest who have stepped up. Could just be bad writing or could be ingenious writing becasue all the baddies just cant understand how powerful the vestige really is.

    To each their own of course on how people like to imagine there ultimate adventure within ESO.


    Happy slaying!

    It's not cheap at all to change the points.

    It costs 3k. That means 3k to take off the points and 3k to put them back. If you do this every day (you need CP for dungeons and trials), you're looking at 42k gold a week.

    It also takes a long time to reallocate everything. All of the points end up on strange numbers becuase of jump points, so you need to consult the jump point table every time you put the points back. This takes 15-20 minutes, so around 2 hours of time wasted every week. You can farm 150k gold in 2 hours, so that's an additional opportunity cost.
    Edited by MLGProPlayer on August 27, 2018 7:33PM
  • DMuehlhausen
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    Katahdin wrote: »
    Before one Tamriel, we had veteran zones in Cadwell's silver and gold zones. You couldn't go anywhere anytime.

    You finished your faction's story, Cadwell sent you to another faction then the third when that one was finished. Each map was progressively harder.

    Most people absolutely hated it. The zones were mostly empty. So they changed it to One Tamriel.

    Also Craglorn was a veteran difficulty map.
    It too was mostly empty except for nirn crux farmers. You could not get groups to run the content.

    People didn't hate it because of the difficulty. They hated it cause you were getting duped into having to play the game 3 times before you could start doing the end game content. Name me another MMO that you have to play through ever race/faction before you can do the raids. Sure maybe you have to farm some gear, but you could just jump right into the hardest stuff. I couldn't stand feeling like I was just playing the same game with different worded quests and reskinned NPCs. I never made it past VR 3 I don't think cause of it.

    I have now over time completed the zones on a couple characters, but that was simply because I wanted the skyshards. they never should have had you go through the other factions.
  • Gronk
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    I will never forget that hateful (Bad Bad Bad Word) Doshia. She and her boyfriend Mannimarco deserved all of what they got. Now they are easy to fight They were fine in early access, health was reduced on them from beta. Now they are too easy and the public dungeons can all be run solo, the normals can be run solo, the vets can be run solo by good players. This should not be. I am not sure that it is just CP.

    It seems to be a culmination of things. I have strong faith that Lord"Slaughterfish" Wrobel will find a solution that we can all be in agreeance on.

    We will have to persevere and be patient.


    Old Guard since Jan 2014
    "Read more, Post less."
  • Zardayne
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    Zardayne wrote: »
    80+% of this game is overland content. I get it that some overland needs to be newbie friendly for the casuals. Do they need 3 full factions worth of content and every new PVE expansion set to EZ? Hell no. If ZOS wants me to continue to buy these PVE laden expansions with full new zones they had better come up with some way to increase the difficulty. I'm not here to sit in front of my screen nightly, drinking a beer, and listening to a story. If I want a good story I read a book. I log in for adventure and a bit of excitement. Hitting 2 or 3 abilities and melting the final quest boss, Duke or Plaguetown, before he gets more than 1 hit off is not immersive in any shape or form.

    In my opinion the only way they can solve this ez overland and questing issue for veteran players is to make delves, public dungeons, and any other instanced area offer different difficulties prior to zoning in.

    ZOS has determined that the value of a new player is greater than the value of a recurring subscriber. That's a pretty dangerous strategy that might not be as profitable long term, though.

    Yep, I agree
  • idk
    idk
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    Zardayne wrote: »
    80+% of this game is overland content. I get it that some overland needs to be newbie friendly for the casuals. Do they need 3 full factions worth of content and every new PVE expansion set to EZ? Hell no. If ZOS wants me to continue to buy these PVE laden expansions with full new zones they had better come up with some way to increase the difficulty. I'm not here to sit in front of my screen nightly, drinking a beer, and listening to a story. If I want a good story I read a book. I log in for adventure and a bit of excitement. Hitting 2 or 3 abilities and melting the final quest boss, Duke or Plaguetown, before he gets more than 1 hit off is not immersive in any shape or form.

    In my opinion the only way they can solve this ez overland and questing issue for veteran players is to make delves, public dungeons, and any other instanced area offer different difficulties prior to zoning in.

    ZOS has determined that the value of a new player is greater than the value of a recurring subscriber. That's a pretty dangerous strategy that might not be as profitable long term, though.

    Clearly not the case.

    Zos continues to develops challenging content at all lvls.

    However, they are smart to not ignore new players and any mmorpg needs new players.
  • Jeremy
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    Defilted wrote: »
    CP is a difficulty slider in a way.

    Zero to the current CP max would offer a varying degree of overland difficulty. It is cheep it change the points and allows to move them up or down based on you desired difficulty setting.

    When it comes to overland content (Minus some overland bosses) even at zero CP with the best gear I would think that most experienced players would romp right past all the bad guys with little issues and destroy the main threat. It would be a bit slower though, take a little longer to kill the sub bosses and the main bad guy. Could be the right amount of challenge for overland for some.

    I always imagine the hero of battles past does not really need to ramp up his skills to destroy the next threat. The second Avengers movie did not have montage of training for all the heroes to be sure they were ready to face Ultron. They were already Baddass and ready to dish out the pain. I think of my main toon this way. He is the one that has completed all the quests and is more than ready to face off against the next daedra trying to destroy Nirn. No training montage required. Just like every mundane non-hero NPC over estimates how elite a bad guy is, the new bad guy always under estimates the hero who defeated Molag and the rest who have stepped up. Could just be bad writing or could be ingenious writing becasue all the baddies just cant understand how powerful the vestige really is.

    To each their own of course on how people like to imagine there ultimate adventure within ESO.


    Happy slaying!

    It's not cheap at all to change the points.

    It costs 3k. That means 3k to take off the points and 3k to put them back. If you do this every day (you need CP for dungeons and trials), you're looking at 42k gold a week.

    It also takes a long time to reallocate everything. All of the points end up on strange numbers becuase of jump points, so you need to consult the jump point table every time you put the points back. This takes 15-20 minutes, so around 2 hours of time wasted every week. You can farm 150k gold in 2 hours, so that's an additional opportunity cost.

    Agreed.

    Spending thousands of gold to remove your CP every time you want to have a challenge while questing is not reasonable.

    The developers should instead find a way to make questing more interesting for higher-level characters. Expecting players to remove all their CP levels or strip naked etc. is not a solution.
    Edited by Jeremy on August 27, 2018 8:50PM
  • MasterSpatula
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    This again? *snore*

    Overland content is aimed so new players can complete it. This is the way it should be. Keep in mind that a noob with few skill points, few passives, all overland looted gear, and no knowledge of maximizing damage is probably putting out 1/6 of the dps an experience player puts out.

    Wanting the overland to be difficult for players putting out 6 times the damage of a newbie is simply embarrassingly selfish.

    Edit: I would agree with you if you said you wanted more content that's difficult for experienced players. Including more solo stuff that's difficult for experience players (in the Maelstrom Arena vein, for example). But wanting to make the overland into a zone that is instant death for noobs? Just not cool.
    Edited by MasterSpatula on August 27, 2018 8:55PM
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Iccotak
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    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...

    OR they do better scaling for Veteran players.
    We see this with dungeons, there is clearly content designed for Vet players that low level characters cannot do. Lets apply that method to overland content.
    Create something in a zone that is too hard for now but the player can return to. Add depth to each of the zones
    Edited by Iccotak on August 27, 2018 8:54PM
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