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
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.
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.
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...
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.
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...
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 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.
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...
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.
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.
Stuck in their "but Craglorn failed" narrative.
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.
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.
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.
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.
Stuck in their "but Craglorn failed" narrative.
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.
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!
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.
DMuehlhausen 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.
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!
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.
MLGProPlayer 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.
MLGProPlayer 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.
MLGProPlayer 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.
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...