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.
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.
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.
Moonscythe 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.
MasterSpatula wrote: »This again? *snore*
Overland content is aimed so new players can complete it. This is the way it should be.
Optional hardmode? Sure go for it, as long as those players get zero added rewards. No need for bonus rewards if what you seek is a greater challenge, but we know that's not the whole story. Added rewards such as higher tier gear makes no sense, making one even more powerful goes against the very reason for a hardmode.
I suspect this is the real reason players don't won't to gimp themselves, because it's really not just about experiencing harder content, but getting additional rewards to flaunt over the rest of the peons.
I have several toons gimped and it definitely makes a difference in difficulty. No reason for Zos to do what can already be done by those actually seeking a challenge.
MasterSpatula wrote: »This again? *snore*
Overland content is aimed so new players can complete it. This is the way it should be.
There is an enormous amount of overland content. More than enough to no longer be considered a new player long before you finish it all. So why make more kindergartens? Why should the bulk of Murkmire be aimed at new players?
DirkRavenclaw wrote: »and the truest Endgame is PVP
DirkRavenclaw wrote: »I always say, Overland Content isnt the Endgame, its Vet Progression runs, be it for Dungeons or Trials, and the truest Endgame is PVP
MLGProPlayer wrote: »Optional hardmode? Sure go for it, as long as those players get zero added rewards. No need for bonus rewards if what you seek is a greater challenge, but we know that's not the whole story. Added rewards such as higher tier gear makes no sense, making one even more powerful goes against the very reason for a hardmode.
I suspect this is the real reason players don't won't to gimp themselves, because it's really not just about experiencing harder content, but getting additional rewards to flaunt over the rest of the peons.
I have several toons gimped and it definitely makes a difference in difficulty. No reason for Zos to do what can already be done by those actually seeking a challenge.
No. Gimping yourself blocks you from experiencing character customization, which is a core component of role playing games. Otherwise, we might as well all be playing template characters with set stats and gear.
DirkRavenclaw wrote: »and the truest Endgame is PVP
A lot of people dislike pvp, some outright hate it. And when reading these boards pvp consists mostly about unbalanced classes and skills, lag, loading screens and crashes.
MLGProPlayer wrote: »Optional hardmode? Sure go for it, as long as those players get zero added rewards. No need for bonus rewards if what you seek is a greater challenge, but we know that's not the whole story. Added rewards such as higher tier gear makes no sense, making one even more powerful goes against the very reason for a hardmode.
I suspect this is the real reason players don't won't to gimp themselves, because it's really not just about experiencing harder content, but getting additional rewards to flaunt over the rest of the peons.
I have several toons gimped and it definitely makes a difference in difficulty. No reason for Zos to do what can already be done by those actually seeking a challenge.
No. Gimping yourself blocks you from experiencing character customization, which is a core component of role playing games. Otherwise, we might as well all be playing template characters with set stats and gear.
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?
Easy and effective? More like ridiculous and illogical
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.
MLGProPlayer wrote: »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.
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.
I suspect this is the real reason players don't won't to gimp themselves, because it's really not just about experiencing harder content, but getting additional rewards to flaunt over the rest of the peons.
Sorry, they tried vet overland it was called Craglorn.
You shouldn't, and I'll back you up on this, but the issue at hand isn't "difficulty" as you've described it.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?
I suspect this is the real reason players don't won't to gimp themselves, because it's really not just about experiencing harder content, but getting additional rewards to flaunt over the rest of the peons.
Every one of these "content is too easy" threads attracts people that feel compelled to translate what the OP really wants/means when he says that content is too easy.Sorry, they tried vet overland it was called Craglorn.
And of course references to Craglorn as if everything that was wrong with ESO during that time was due to Craglorn's "difficulty".
[sarcasm]
Grinding VR on multiple characters? That's a Craglorn difficulty issue.
Gear refreshes every couple months with VR increase? Also a Craglorn difficulty issue, obviously.
Worthless sets, Cadwell's quests taking too long to unlock the world, and VRs separating players too much? You thought it was solved with 1T scaling/non-faction-locked-world/redesigning sets and spreading them across the world... nope, it's better because they nerfed Craglorn lol.
[/sarcasm]
ESO was a different game with different issues during the "craglorn is end-game" days. If Craglorn had been ez pz and all of the other issues mentioned remained do you think Craglorn (and ESO for that matter) would have been hopping with the activity that 1T brought?
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.
Old Vet Craglorn was incredibly fun, I met a lot of people back in the day doing Vet instance content. What people hate and mix up is the hate for the old levelling grind, that was indeed gruelling.
Now we just have easy mode for any overland and it isn’t fun. If you say take off your gear or remove CP it doesn’t matter it is still a cake walk due to the mechanics of fights being so simplistic.
There is literally no reason to not give us a Vet instance for DLC at the very least. It doesn’t divide players at all. Just add a zone chat that covers all instances (not sure if it does atm). Make the rewards the same, the challenge to me is the reward.
You shouldn't, and I'll back you up on this, but the issue at hand isn't "difficulty" as you've described it.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?
Let me get this out of the way now: I HATE [removed profanity] BULLET SPONGES.
This creed is falsely categorized as "more difficult", and I'm upset people push to get this into games. "Slider" difficulties are no different than creating bullet sponges, and it's all hogwash.
Real difficulty is changing how NPCs attack. Having 3 mobs (standard) literally attack us at once is idiotic, as a simple AoE can wipe most of them without us taking damage.
I also would like to see mobs use their spells much like we use ours, forcing us to play defensively (just as we do in PvP), while waiting for opportunities to strike.
This is difficulty.
Arguing for bullet sponges in the game will get zero support from me.
This may not be your intent with this post, but seeing comments "change" the options (the Undaunted Mead was the funniest) is not a solution to the problem.
If you want bullet sponges, get naked.
If you want better challenge, have the devs create sliders which allows people to adjust how often spells are used, how much (%) crit damage can be applies, and for the love of combat, stop sending mobs directly to us at once.
That's "challenge".
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.
Well, from a business perspective, new players NEED stuff, while veteran players typically already have everything they will need- so they're not a constant source of new revenue like new players. ESO+ is a drop in the bucket compared to purchases made from the Crown store. As far as 'long term'... I hear complaining but I see very few players actually LEAVING. Where would they go? The only threat to ESO would be a new MMO that is along the same genre... most players aren't going to leave ESO to play a FPS type game. Plus, since the majority of players are questers... they aren't going to leave ESO for an MMO that doesn't offer solo content. Thus, ESO currently has a pretty good lock on the RPG MMO solo market.