Overland is absolutely fine as it is... Do all these ‘end game’ players not remember what starting the game was like.
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.
CONCLUSION
First, thanks to everyone who has given their input regarding this topic. I’ve tried to carefully consider everyone’s views. And I’ve come to the following opinion –
Although I would like some specific change or content release for high end players, I do recognise, after reading people’s views on this thread, that this is not really viable.
Creating a harder version of overland content for higher end players – would revert ESO to post One Tamriel. Creating a zone like Craglorn – I haven’t yet seen any good arguments to persuade me that this could work successfully in practice. Ultimately, ZoS have a model that works and generates money – so why change it?
There just simply isn’t a big enough demand from high end players to make overland content more challenging – I completely recognise this. That said, it’s clear to see from this thread alone that they’re a lot of players that do feel immersion completely breaks due to easy content.
So, taking all the views I’ve considered together – I think the following idea or, something similar would be great: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...
I can’t see how the above would have any negative impact on the game. I’m not even suggesting extra rewards if a player decided to use such an item. Just a simple, discretionary option available for high end players who want to enjoy newly released Chapters and/or Zone DLCs without the immersion of the story breaking due to killing everything with a whisper. For players who like things the way they’re, don’t use the item – simple.
The above idea is much better than artificially handicapping yourself by way of wasting gold resetting CP and/or running around naked. This idea is much more fluid and lore friendly.
On an ending note aka last desperate plea to ZoS. I remember playing when vet levels were still around; becoming level 50 and having my showdown with Molag Bal – after going through a somewhat difficult main story questline. When I beat him, I remember feeling a huge sense of accomplishment, as the battle was quite epic and the story leading up to it was interesting and fun. But, I was thinking about this recently. Imagine if a new player ended up levelling by doing all the Chapters and DLCs first, and for whatever reason did the main story questline last…the final showdown with Molag Bal would be so underwhelming, as the fight would be far too easy.
I get that ZoS needs to attract new players. I get that story line content must be balanced to a certain extent due to the nature of MMOs. But, I also get that so much hard work goes into the main quests in this game, especially with new Chapters. And so, I think it’s just a real shame to see all that awesome story telling fall by the wayside – for high end players – when you finally confront the main antagonist of a quest…and kill them with a light attack.
Please, ZoS, consider everything that has been set out in this thread.
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?
oh! because you're the one who wants the change, and you're already able to implement it fairly simply.
oh, and because the alternative is having several teams of staff re-design the game for you because you can't be bothered to look after yourself.
that's why you should have to. because you're the one wanting the change for yourself and it would be embarrassing for strangers to babysit you.
Caligamy_ESO wrote: »The best mmo memories I have was the hardest most punishing mmorpg I have ever played. You lost experience for getting wiped, and sometimes people lost too much exp and deleveled and ended up naked because they no longer had the level required to wear their equipment. Just gaining a level near the end took coordination among 5 other people and some real effort, and it was a big deal to finally reach the cap.. not to mention it felt impactful. It had 16 different classes that all felt balanced when the game was in its prime.. I played it for 14 1/2 years with about 5~6 years of actual playtime, and finishing mission storylines or huge boss fights still felt extremely rewarding. Even while on voice chat with the party members we were fighting with there was a sense of excitement among everyone there. Ultimately I left it because of its sequel (which wasn't as good) and because of the required sub, not because of boredom.
This kind of environment is just completely absent from ESO, and it's not VMA one shot mechanics I'm talking about.
I hate to say it but evidently, it needs to be said since everyone has been politely avoiding it.
Overland content is designed around "new players" who are unskilled and just beginning to cut their teeth on the many variations of the game and it should continue to be that way so that new players can actually grow into playing the game.
The fact is as a bleeding edge player who has accomplished the task of completing most "if not all" high-end content then yes they are going to be a god when running across overland.
You worked your asses off to learn proper rotation, gear yourself up, and smash in the pans of Daedric Princes. Sorry to say but the decision achieve all that does have repercussions.
no one from "overland is ok" players do not realize, that there is not just one alliance zone to explore filled with 32k hp mobs. The whole game is the same!
Once you finish your leveling by beating storyline, you may want a harder overland. Sorry dude, no. Another 10 big overland locations (+DLC) awaits you..... with 32k hp mobs.
I hate to say it but evidently, it needs to be said since everyone has been politely avoiding it.
Overland content is designed around "new players" who are unskilled and just beginning to cut their teeth on the many variations of the game and it should continue to be that way so that new players can actually grow into playing the game.
The fact is as a bleeding edge player who has accomplished the task of completing most "if not all" high-end content then yes they are going to be a god when running across overland.
You worked your asses off to learn proper rotation, gear yourself up, and smash in the pans of Daedric Princes. Sorry to say but the decision achieve all that does have repercussions.
Is Overland just to easy? Well, the fact is you earned that easy play just as you earned the ability to complete the speed and no death achievements in the top end trials.
Mid to low-level players are chastised all the time about "if you want to run max difficulty content then you had best perfect your rotations and animation canceling and gear etc..."
The fact is if they can't complete that end game content it is because they haven't put the focus or work in that is needed for it.
So honestly I do not see the difference between complaints of those, who haven't put the work in asking for high-end content to be easier, and the complaints of those who have pushed themselves to the extreme asking for low-end content to be made more difficult.
Both requests are simply selfish, childish, and foolish and do not take honest consideration of the true purpose in which the specific content's difficulty is centered around.
Is top-end content too difficult? Guess what by deciding not to learn proper rotations and animation canceling you have earned it.
Is low-end content too easy? Guess what by learning proper rotations and animation canceling you have earned it.
All is exactly as it should be.
/close thread
I hate to say it but evidently, it needs to be said since everyone has been politely avoiding it.
Overland content is designed around "new players" who are unskilled and just beginning to cut their teeth on the many variations of the game and it should continue to be that way so that new players can actually grow into playing the game.
The fact is as a bleeding edge player who has accomplished the task of completing most "if not all" high-end content then yes they are going to be a god when running across overland.
You worked your asses off to learn proper rotation, gear yourself up, and smash in the pans of Daedric Princes. Sorry to say but the decision achieve all that does have repercussions.
Is Overland just to easy? Well, the fact is you earned that easy play just as you earned the ability to complete the speed and no death achievements in the top end trials.
Mid to low-level players are chastised all the time about "if you want to run max difficulty content then you had best perfect your rotations and animation canceling and gear etc..."
The fact is if they can't complete that end game content it is because they haven't put the focus or work in that is needed for it.
So honestly I do not see the difference between complaints of those, who haven't put the work in asking for high-end content to be easier, and the complaints of those who have pushed themselves to the extreme asking for low-end content to be made more difficult.
Both requests are simply selfish, childish, and foolish and do not take honest consideration of the true purpose in which the specific content's difficulty is centered around.
Is top-end content too difficult? Guess what by deciding not to learn proper rotations and animation canceling you have earned it.
Is low-end content too easy? Guess what by learning proper rotations and animation canceling you have earned it.
All is exactly as it should be.
/close thread
@Violynne been asking for better AI (on both sides of the house, enemy and familiar) for some time now.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".
Merlin13KAGL wrote: »@Violynne been asking for better AI (on both sides of the house, enemy and familiar) for some time now.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".
The homogenized, everything's CP160 with only the same basic attacks, zero adaptability, and zero sense of survival instinct is boring at best.
Other games have leveled enemies ~ skill levels, not just raw stats, so while a Tier I archer might do a handful of basic skills, a Tier III is going to be a whole lot more resilient and possibly even unpredictable. NPC's should have more than just In-Combat and Idle modes, as well. That hidden NPC that just saw his entire group get obliterated might reconsider even engaging at all. On the other hand, it might enrage him in attempt to honor his fallen mates?
And on the far end of wish-list difficulty, you have at least two possibilities:
- Let players earn "Monster" status for a period of time, determined by leaderboard, quest, RNG, whatever, allowing them to effectively play as a World Boss or something similar. It would give players a new dynamic challenge and give solo players an interesting perk to try to achieve.
- Reverse Engineer the games best players, either by examining their methods and builds, or by looking at actual content logs to see how certain scenarios are handled. Then, implement that, at different levels, in enemy AI form. Tactics and timing, as well as raw stats, could be adjusted to achieve the different tiers. In game, the enemy could also learn from your actions, and adjust accordingly, requiring different tactics and not necessarily repetitive methods.
Sadly, both of these are probably far more involved than they'll ever pursue, but it would make for far more dynamic gameplay and relative difficulties. Both of these would provide more of the non-predictable nature that people enjoy in PvP, translating it to the PvE and PvP side of the game.
There are other games out there that adapt several aspects up or down based on how a group is performing. I would love to see something similar implemented here.
There would always be a challenge, it would not necessarily always be over the top.
There are certainly better ways to add challenge beyond simply adding a zero to an enemies health bar.