Prof_Bawbag wrote: »I'm assuming most MMO's are easy. I shared the same opinion as you, then went to play neverwinter. That was mostly a face roll too.
That's why there's end game content for those who want a challenge of sorts. Is questing too easy - yeah. No one can really deny that. But it's not really aimed at those with bags full of cp.
Yes, i say current craglorn is an nice medium, the dlc is supposed to be done after the main quests after all, and you should be cp300+ after gold,Apache_Kid wrote: »Endgame content is repetative but it is also meant to be progressed. Things like vAS HM and Cloudrest Hm do not happen over night while i could knock out 50-100 quests in a day. It is all relative.
I completly agree with this and this is what I complain about in my post. There is no progression in difficulty.For solo content, you have walk-in-the-park overland quests, then boom, vMA wall. With vet instances of overland zones, there would be a very interesting in-between.
Creating a separate vet zone would go completely against 1tam. Don't know why this keeps getting suggested. They implemented 1tam to bring players together, creating a vet zone like before negates that.
Vet zones were ghost towns before 1tam, great for farming, terrible for interacting with other people and seeing empty towns is much more immersive breaking than wolves/bandits that die to light attacks. It'd be a waste of time and resources.
Debuff option? Already available to everyone and the push back against it is they don't want their toons weaken. Again, a waste of time and resources.
Any other suggestions that don't negate 1tam or offer a debuff already available? For a minority that wants this done for free I might add.
I'm not so sure different zones would go against 1tam. There are already different instances of zone to prevent surpopulation. Norm and vet instances would just split people based on difficulty instead of random.
But let's say it is. Maybe surpopulation isn't as widespread and there is less instances than I think. This is possible. So let's say we can't do that either.
A couple of other people also spoke about debuff options. I'm not a fan of gimping my character just for the sake of making content more difficult. This is a RPG, you should build your character so it becomes as strong as possible. Not the other way around. And I don't feel like taking 2x as much time to do the content for the same rewards. But @Watchdog mentioned the Undaunted Mead and I kinda like this idea. It could be something like drop your damage and heals to half and give 300% exp from completing quests for 1 hour.
I don't know. I don't have the perfect solution, I'm just throwin ideas around. I'm searching for an alternative to difficulty slider. All I know is that questing is boring because it's too easy and it's not rewarding in terms of exp. I would much rather do hard quests all day instead of queuing random pugs to grind exp.
I am currently questing in Craglorn, as I hoped the difficulty would be increased. I was disappointed to see that solo content is the same as everywhere else. Yesterday I tried a group mini-dungeon in the mid-north where I had to kill mobs while a guy was closing portals. I don't remember the name. Anyway, I really had a blast. I died once, which was surprisingly refreshing. This is what gave me the idea of this post. This is what solo questing should feel like for people enjoying challenges in games.
I hear a lot of people saying questing shouldn't be about challenge, it should be about story. I disagree. It's different for every person, everyone enjoys something different. I tried my best to find solutions that would resect your way of enjoying games. I would appreciate if you could respect that other people don't enjoy a casual storytelling.
Apache_Kid wrote: »Questing isn't supposed to be about difficulty it's supposed to be about the story. Arenas, dungeons, trials, PvP, these are the places you should go if you are looking for a challenge.
Overland content may seem stupid easy to you but I've had to help guild mates and people in zone chat before who could not kill overland quest bosses. Yes I can kill them in 3 seconds but many players wipe over and over and over to these things.
Questing needs to be the one piece of content that is accessible to everyone regardless of skill or capability. It is part of the reason why I think ESO has succeeded where many MMOs have not, having a large casual player-base. ZoS's strengths has always been questing and story-telling. There is so much challenging content out there in the game if you want to seek it out. Questing in ESO will never be what you want it to be however. The enjoyment is supposed to be in the story, not the combat.
I hear a lot of people saying questing shouldn't be about challenge, it should be about story. I disagree. It's different for every person, everyone enjoys something different. I tried my best to find solutions that would resect your way of enjoying games. I would appreciate if you could respect that other people don't enjoy a casual storytelling.
TastesAllColors wrote: »
Give the AI access to a 3D printer: You hear a knock at your door. "Hello? Who is this?" "Hi, this is Molag Bal, I've come to claim your soul."
Apache_Kid wrote: »Do you realize that there is more than 1000 quests with same difficulty? Endgame content is repetative. Questing is something unique.Apache_Kid wrote: »Questing isn't supposed to be about difficulty it's supposed to be about the story.
Once your guild mate get to CP 160+ he WILL start crying about how easy overland is.
I've seen CP 780s who are 50 year old dads that wear no gear and spam gap closers and die to everything. Endgame content is repetative but it is also meant to be progressed. Things like vAS HM and Cloudrest Hm do not happen over night while i could knock out 50-100 quests in a day. It is all relative.