Make questing enjoyable for vet players too!

  • DaveMoeDee
    DaveMoeDee
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    Imryll wrote: »
    Obviously, it would require a huge time/money investment to provide hard mode overland content in a form that went beyond simple buffs, debuffs. What types of content (currently targeted at hard-mode players) would you be willing to give up in exchange if this is an area on which you would like ZOS to focus?

    Personally, I think overland difficulty is fine as is, and I've been playing in July 2013. When I'm questing I want to focus on world and story, with enough challenge to keep me focussed, but not so much that crossing the map feels like a constant hassle.

    Especially as a tank. Killing stuff is such a chore. They don't threaten to kill me. They just take to long to die with my puny damage. I was clearing a public dungeon in Vvardenfell earlier and I was running past 20-30 mobs at a time to avoid the grind. Eventually I ended up running with other players and they were just melting all the mobs. I forgot how nice it is to do damage.
  • Everstorm
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    Maryal wrote: »
    [X] OTHER - I am a vet player and I enjoy questing. Questing is fun when it is exploratory, when I feel like I am on an adventure, when I am engaged in the storyline, when I am immersed in the content.

    Agreed.
    Imryll wrote: »
    Obviously, it would require a huge time/money investment to provide hard mode overland content in a form that went beyond simple buffs, debuffs. What types of content (currently targeted at hard-mode players) would you be willing to give up in exchange if this is an area on which you would like ZOS to focus?

    Personally, I think overland difficulty is fine as is, and I've been playing in July 2013. When I'm questing I want to focus on world and story, with enough challenge to keep me focussed, but not so much that crossing the map feels like a constant hassle.

    If players get bored they leave. I have no numbers but it stands to reason that most of the 810+ crowd are eso+ members, being dedicated players and all. So that would be money not going to the dev team. So what are you willing to give up when those players leave? Trials? DLC dungeons? That would lead to even more bored players and less money for ZOS.

    Making ESO enjoyable for a wide variety of playing styles is good for everyone. The more people wanting to p(l)ay the more content we can expect, for all play styles.

    And I can't speak for others of course but I would never support a change that would make it harder across the board. Once again: making the game enjoyable for as many different people as feasible should be the goal. Chasing new players or low dps builds out of the game benefits nobody.
  • mocap
    mocap
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    Everstorm wrote: »
    Making ESO enjoyable for a wide variety of playing styles is good for everyone
    This.

    i really want to explore new DLC, i have like 10k crowns to spend in store. I want to give my money to ZOS )
    But i incredibly tired of beating pledges agan and again (have 600+ keys). I want uniq content with some challenge, so it's questing. But current difficulty is just boredom.

    There is only one endgame repeatable "beat this dungeon 9000 times, so you can do it blindfolded" content left for me.
    It's just not fair.
  • albesca
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    Linaleah wrote: »
    you all people who are "lookinbg for challenge" youre main goal is litteraly to take that challenge and figure out how to make it easy for yourself again, and start the cycle of "too easy" complaints all over again, meanwhile the rest of the population - is left in a dust.

    This is the heart of the problem, I think: when I started playing overland was not easy, not super hard either, but I died more than once because I was easily overwhelmed when fighting groups or single stronger enemies. Now My main is in the middle forties and a couple of chars in the lower thirties (so no CP) and recently I started a new toon for Summerset: using only what the char itself found (I decon pretty much everything) the overland questing has been very easy from the start (char is now level 13), even with no skill, just because I knew when to dodge, block or bash and when to use potions and food.

    With level scaling as it is player's skills make the difference between easy and hard, so overland mobs and quest bosses are bound to be a walk in the park for experienced players.
    PC EU

    Khajiit has no time for you
  • Everstorm
    Everstorm
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    I started a new toon for Summerset: using only what the char itself found (I decon pretty much everything) the overland questing has been very easy from the start (char is now level 13), even with no skill, just because I knew when to dodge, block or bash and when to use potions and food.

    Learning the basics is good, it's what should happen. But at 810+ cp you hardly even have to pay attention to red zones or heavy attacks powering up. They are, for the most part, inconsequential. Every now and then not paying attention leads to some embarrasing moments... one of the delve bosses in Summerset killed me. :#

  • Digiman
    Digiman
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    Cause craglorn was popular till the more easier zone came along and became dead....
  • stcairo
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    If you want the game to be more challenging, then you can nerf yourself quite easily. I don't see any reason why ZOS should spend time on making Questing+ when they could be spending time on improving the game for everyone with bug fixes, new content etc.. As a lot of people have mentioned, there are many great ways to test your skills in the game, and questing is more about learning your class, exploring the world and enjoying the story, from my point of view.
    It's nice to be important, but it's more important to be nice.
  • Kel
    Kel
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    This will never happen, as...
    #1) Zos will not split the population
    #2) Zos will have to balance two separate versions of the same content, and that's something they've said they will not do. Just look at any of the PvP/PvE separation balance threads.

    So, honestly, get used to it. Overland is what it is and will most likely (because, hey..you never know) always be.
    Stop looking for challenge in overworld content and enjoy it for what it is...story mode.
    If you can't get used to it, ESO probably isn't for you.
    Also, if you want harder content for challenge sake, stop asking for better rewards. Starting to sound like an elitist ulterior motive.
    Edited by Kel on October 24, 2018 12:48PM
  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
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    I enjoy quests no matter the level
  • Hotdog_23
    Hotdog_23
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    If you want harder content, limit yourself.

    Use no cp.
    No drink/food buff.
    Use no sets. Only regular white gear with no glyphs.
    Limit how many skill points you use, say 40.

    I wonder how long people would last if they did this and how long it would be before they go back to their OP self or change the conditions I stated above to make it a little easier for you.

    This is a MMO and I do not see how they can make the content harder for you and not the next person at the same time if you are playing in the same environment.
  • shadowwraith666
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    oh look another "the game is too easy" thread, this constant cycle of make the game harder > overcome difficulty through gear and character progression > complain that game is too easy

    This is a never ending spiral that will eventually have a knock-on effect that will result in newer or casual players turning away from the game because the devs caved in to the complaints of the hardcore/vet/pvp players
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  • GiggleGoat
    GiggleGoat
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    Where's the "Other" option?
    1. Cadwells gold was fun on my first toon ... but when Im hunting skillpoints on alts I want to rampage!!
    2. If you want a challenge / want to enjoy a new dlc: make a new toon or run nekid and frighten some townspeople
    3. As some have said previously - they will probably just nerf us to make the content more tedious. If they can add an interesting option, I would be for it, but if not then meh
  • aaisoaho
    aaisoaho
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    The way a player experiences difficulty depends solely on the player. If the difficulty makes you feel bored, you're way too skilled for the content and on the other side of the coin: if the difficulty makes you anxious, you're not talented enough for the content you are doing. What lies in between them, is the feeling of flow.

    While flow state would be optimal, it is inpractical (at least in ESO). This is because ESO is an open-world game, with a little bit of hub-like design. You cannot determine the skill level of a player in overland, only in dungeons/trials which are more streamlined environments.

    Which one is better for the game, anxiety or boredom? I'd say boredom, because it takes time to player to reach the point of boredom. The more the player plays, the more the game gets additional emotional value from the player's POV.
  • Sadetius
    Sadetius
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    Normally I just lurk here but exactly to keep an eye on these threads in the hope that they add some form of vet option for over world.

    It is safe to say "different folks different strokes". Players have different reasons for playing games, as demonstrated in a research by Nicole Lazzaro named : " Why We Play Games" , source

    There is 'Hard Fun' and 'Easy Fun', needless to say some player enjoy one or the other. And there is nothing wrong with being on one or the other side, we all have different preferences.

    The problem is, as others mentioned is that questing and the over world are a huge bulk of the content. And while there are dungeons and trials this is only a small fraction of the content. And running that small percentage of content ad nauseam isn't really fun.
    The Problem is while frustration is definitely a factor for players to abandon a game, but so is boredom.
    Don't forget the flow theory .

    The other fun thing is that frustration can actually lead to heightened immersion and a better emotional engagement : Source. Now it is important though that the research paper does make a distinction between negative and positive frustration. Nonetheless it is a important factor that might significantly increase player enjoyment in a game.

    with questing and overworld content being a large portion of the game and being faceroll easy, it completely ruins the appeal for the hard fun players. I want to feel like I am on and adventure when questing in the overworld, not a guided tour experience where every enemy dies the moment I look at them. And questing with friends makes the content even more trivial.

    Abd taking off gear is not an option while it will probably increase the diffiuclty, you will be throwing away a core pillar of an RPG : Character development/progression. Since most of the power mainly comes through CP and gear you will be throwing that all away in the garbage. I am just going to leave this quote here :

    " Continuously providing opportunities for the player’s characters to grow
    and develop throughout the role-playing experience is absolutely critical. If a
    game cannot offer meaningful character advancement perceptible either
    through the story or through the character’s statistics, a title cannot rightfully
    be considered a role-playing game."


    Source : Hallford, N., Hallford, J., & LaMothe, A. (2001). Swords and circuitry: A designer's guide to computer role-playing games. Premier Press, Incorporated.

    I don't really care about extra rewards, if some players feel like the extra rewards are unfair for some reason; fine no extra rewards I don't care. Hell if given the option I would choose to make epic and legendary gear more rare, but hey I am that weirdo that players Skyrim with a 4 times less loot mod. Anyway like I said many times just give me a vet option and I am coming back with friends. It might even make ESO an unique beast in the MMO market. An mmo that provides questing for both hardcore and casuals alike? where have you ever seen that?

    in closing I want to refer to a quote from Gamasutra by John Harris, while it does not hold for all player types, I think the 'Hard Fun' players have definitely encountered this issue frequently :
    " However, it's reached the point where "adventuring" in an RPG rarely feels risky. Gaining experience is supposed to carry the risk of harm and failure. Without that risk, gaining power becomes a foregone conclusion.

    It has reached the point where the mere act of spending time playing the game appears to give players the right to have their characters become more powerful. The obstacles that provide experience become simply an arbitrary wall to scale before more power is granted; this, in a nutshell, is the type of play that has brought us grind, where the journey is simple and boring and the destination is something to be raced to."


  • tinythinker
    tinythinker
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    Turelus wrote: »
    mocap wrote: »
    So we have new Murkmire DLC with new quests, storylines. I like ESO quests very much, i love dialogs, voice acting, story itself (most of the time). ESO has way more interesting quest than in most of single player RPG i've played.

    But current difficulty of ESO questing RUIN all the fun for vet players. We need challenging story content! Not only "repeat this dungeon to death" endgame, but questing too!

    Yes, you can play naked, disable CP... It's just BS and you know it.
    There have been a lot of people asking for a VR or no CP version of the overland content for a while. The issue ZOS needs to solve though is making overland harder for veterans, but not making it too hard for new players (no CP and knowledge can make overland very hard) without splitting the population.

    They might be able to do something which grants an optional (and dismissible) debuff to power players down. So people who want harder content can just debuff themselves.

    Yup.

    Won't happen.

    I also think another solution is just to have mobs that move/cast/attack faster and more dangerous mechanics in zone. Mobs still have the same health but fight better, and the terrain and traps and other environmental hazards are harder to spot/avoid and are deadlier.

    That won't happen either.

    Would be super cool though.
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  • Ydrisselle
    Ydrisselle
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    Sadetius wrote: »
    Normally I just lurk here but exactly to keep an eye on these threads in the hope that they add some form of vet option for over world.

    It is safe to say "different folks different strokes". Players have different reasons for playing games, as demonstrated in a research by Nicole Lazzaro named : " Why We Play Games" , source

    There is 'Hard Fun' and 'Easy Fun', needless to say some player enjoy one or the other. And there is nothing wrong with being on one or the other side, we all have different preferences.

    The problem is, as others mentioned is that questing and the over world are a huge bulk of the content. And while there are dungeons and trials this is only a small fraction of the content. And running that small percentage of content ad nauseam isn't really fun.
    The Problem is while frustration is definitely a factor for players to abandon a game, but so is boredom.
    Don't forget the flow theory .

    The other fun thing is that frustration can actually lead to heightened immersion and a better emotional engagement : Source. Now it is important though that the research paper does make a distinction between negative and positive frustration. Nonetheless it is a important factor that might significantly increase player enjoyment in a game.

    with questing and overworld content being a large portion of the game and being faceroll easy, it completely ruins the appeal for the hard fun players. I want to feel like I am on and adventure when questing in the overworld, not a guided tour experience where every enemy dies the moment I look at them. And questing with friends makes the content even more trivial.

    Abd taking off gear is not an option while it will probably increase the diffiuclty, you will be throwing away a core pillar of an RPG : Character development/progression. Since most of the power mainly comes through CP and gear you will be throwing that all away in the garbage. I am just going to leave this quote here :

    " Continuously providing opportunities for the player’s characters to grow
    and develop throughout the role-playing experience is absolutely critical. If a
    game cannot offer meaningful character advancement perceptible either
    through the story or through the character’s statistics, a title cannot rightfully
    be considered a role-playing game."


    Source : Hallford, N., Hallford, J., & LaMothe, A. (2001). Swords and circuitry: A designer's guide to computer role-playing games. Premier Press, Incorporated.

    I don't really care about extra rewards, if some players feel like the extra rewards are unfair for some reason; fine no extra rewards I don't care. Hell if given the option I would choose to make epic and legendary gear more rare, but hey I am that weirdo that players Skyrim with a 4 times less loot mod. Anyway like I said many times just give me a vet option and I am coming back with friends. It might even make ESO an unique beast in the MMO market. An mmo that provides questing for both hardcore and casuals alike? where have you ever seen that?

    in closing I want to refer to a quote from Gamasutra by John Harris, while it does not hold for all player types, I think the 'Hard Fun' players have definitely encountered this issue frequently :
    " However, it's reached the point where "adventuring" in an RPG rarely feels risky. Gaining experience is supposed to carry the risk of harm and failure. Without that risk, gaining power becomes a foregone conclusion.

    It has reached the point where the mere act of spending time playing the game appears to give players the right to have their characters become more powerful. The obstacles that provide experience become simply an arbitrary wall to scale before more power is granted; this, in a nutshell, is the type of play that has brought us grind, where the journey is simple and boring and the destination is something to be raced to."


    The basic problem is that 'hard fun' players are usually very vocal on the forum, but they are a minority in-game. So it's simply not worth it to make exclusive content for the hardcore players...
  • mocap
    mocap
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    Ydrisselle wrote: »
    So it's simply not worth it to make exclusive content for the hardcore players...
    Yeah, let's make another casual 9000 overland quests. This definetly worth it.

    *sigh*
  • Sadetius
    Sadetius
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    Ydrisselle wrote: »
    Sadetius wrote: »
    Normally I just lurk here but exactly to keep an eye on these threads in the hope that they add some form of vet option for over world.

    It is safe to say "different folks different strokes". Players have different reasons for playing games, as demonstrated in a research by Nicole Lazzaro named : " Why We Play Games" , source

    There is 'Hard Fun' and 'Easy Fun', needless to say some player enjoy one or the other. And there is nothing wrong with being on one or the other side, we all have different preferences.

    The problem is, as others mentioned is that questing and the over world are a huge bulk of the content. And while there are dungeons and trials this is only a small fraction of the content. And running that small percentage of content ad nauseam isn't really fun.
    The Problem is while frustration is definitely a factor for players to abandon a game, but so is boredom.
    Don't forget the flow theory .

    The other fun thing is that frustration can actually lead to heightened immersion and a better emotional engagement : Source. Now it is important though that the research paper does make a distinction between negative and positive frustration. Nonetheless it is a important factor that might significantly increase player enjoyment in a game.

    with questing and overworld content being a large portion of the game and being faceroll easy, it completely ruins the appeal for the hard fun players. I want to feel like I am on and adventure when questing in the overworld, not a guided tour experience where every enemy dies the moment I look at them. And questing with friends makes the content even more trivial.

    Abd taking off gear is not an option while it will probably increase the diffiuclty, you will be throwing away a core pillar of an RPG : Character development/progression. Since most of the power mainly comes through CP and gear you will be throwing that all away in the garbage. I am just going to leave this quote here :

    " Continuously providing opportunities for the player’s characters to grow
    and develop throughout the role-playing experience is absolutely critical. If a
    game cannot offer meaningful character advancement perceptible either
    through the story or through the character’s statistics, a title cannot rightfully
    be considered a role-playing game."


    Source : Hallford, N., Hallford, J., & LaMothe, A. (2001). Swords and circuitry: A designer's guide to computer role-playing games. Premier Press, Incorporated.

    I don't really care about extra rewards, if some players feel like the extra rewards are unfair for some reason; fine no extra rewards I don't care. Hell if given the option I would choose to make epic and legendary gear more rare, but hey I am that weirdo that players Skyrim with a 4 times less loot mod. Anyway like I said many times just give me a vet option and I am coming back with friends. It might even make ESO an unique beast in the MMO market. An mmo that provides questing for both hardcore and casuals alike? where have you ever seen that?

    in closing I want to refer to a quote from Gamasutra by John Harris, while it does not hold for all player types, I think the 'Hard Fun' players have definitely encountered this issue frequently :
    " However, it's reached the point where "adventuring" in an RPG rarely feels risky. Gaining experience is supposed to carry the risk of harm and failure. Without that risk, gaining power becomes a foregone conclusion.

    It has reached the point where the mere act of spending time playing the game appears to give players the right to have their characters become more powerful. The obstacles that provide experience become simply an arbitrary wall to scale before more power is granted; this, in a nutshell, is the type of play that has brought us grind, where the journey is simple and boring and the destination is something to be raced to."


    The basic problem is that 'hard fun' players are usually very vocal on the forum, but they are a minority in-game. So it's simply not worth it to make exclusive content for the hardcore players...

    Keep moving those goalposts but sure I'll bite.

    Do you have numbers on that ? Every mmo forum has people asking for more difficulty for questing be it wow, bdo, NWN, etc. What I see is potiential acquisition

    Then there is also the potential players eso might gain since it will be the only game which offers this option.

    Additionally there is also a portion of players who left the game the game because of the easy openworld and never visted the forums.

    A potential added USP to ESO, and the potential acquisition of new players merits at the absolute least, more research from ZOS regarding this subject.

    But unfortunayely it seems that ESO will remain run of the mill mmo 9000 with a Elder Scrolls skin.


  • HalloweenWeed
    HalloweenWeed
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    This pole is BS, no option for me there. FAIL
  • joaaocaampos
    joaaocaampos
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    I WROTE THIS FOR A TOPIC, BUT HERE IS THE PREVIEW.

    pXM8EP6.png

    Dungeon Mode Toggle (Normal/Veteran)

    20px-ON-mapicon-PublicDungeon.png Delves and 20px-ON-mapicon-Dungeon.png Public Dungeons (are... Dungeons and) can also be challenging content. Before you enter the Delve or Public Dungeon, you choose to face Normal or Veteran enemies.

    I need to list some important points!
    • Delves and Public Dungeons must be included in Dungeon Mode Toggle.
    • Veteran Delves and Public Dungeons would be better than Group Delves or Group Quest Hubs.
    • No need to be in a group to find other players in Veteran Delves and Public Dungeons!
    • Current Public Dungeons are Normal Public Dungeons.
    • Veteran Delves and Public Dungeons are for those well equipped and high CP.
    • Veteran difficulty is based on an even more challenging Craglorn. That is, Veteran Delves is as challenging as Group Delves. Veteran Public Dungeons is as challenging as Skyreach, Spellscar, Shada's Tear, The Seeker's Archive and Rahni'Za. If we can find other players, I suggest adding a "CP Modifier" to monsters and bosses, making content even more challenging (see below).
    • XP and Gold earned in Veteran Delves and Public Dungeons are the same as the Normal version! That is, XP and Gold are not the real rewards.
    • Add daily quests to Public Dungeons.
    • Daily Quests: blue reward for Normal and purple for Veteran.
    • Based on everything I've presented above, redo Craglorn. Group Delves are now Delves, and Group Quest Hubs (Skyreach, Spellscar, Shada's Tear, The Seeker's Archive, Rahni'Za etc) are now Public Dungeons. Dungeon Mode Toggle is active for these contents.

    CP Modifier

    Gina's words
    Champion Points
    We spent a fair amount of time discussing the Champion Point system because it is our belief that the power creep in this system is responsible for many of the issues ZOS is trying to address in the first place (such as players being able to avoid mechanics, not have to make difficult build choices, and the feeling that healers are not needed). The Devs indicated that the CP system is intended to counter-balance itself, that is, I can get X% buff, but that is negated by your -X% buff. The Devs indicated the way multipliers and other mechanics currently work means that counter-balance is not quite right. The class reps agreed and added the problem goes deeper; since Bosses don’t have CP, they aren’t getting the -X% modifiers. The end result is that players quickly out-scale and become too strong for any PvE content that gets released.

    We also said it was unfortunate that much of our class identity has been taken away because the Champion System (and gear) has so much power.
    CP for Common Monsters
    • Piercing & Spell Erosion: Increases Physical and Spell Penetration by 4000.
    • Mighty & Elemental Expert: Increases your Physical, Poison, Disease, Flame, Frost, Shock and Magic Damage by 10%.
    • Master-at-Arms & Thaumaturge: Increases the damage of your direct damage attacks and damage over time effects by 20%.
    • Weapon Expert: Increases the damage of your Light (and Heavy) Attacks by 30%.
    • Armor Focus & Spell Shield: Increases your Physical and Spell Resistance by 4000.
    • Hardy & Elemental Defender: Reduces Poison, Disease, Physical, Flame, Frost, Shock and Magic Damage dealt to you by 10%.
    • Iron Clad & Thick Skinned: Reduces the damage you take from direct damage attacks and damage over time effects by 20%.
    • Expert Defender: Reduces damage taken from Light and Heavy Attacks by 30%.
    CP for Bosses
    • Piercing & Spell Erosion: Increases Physical and Spell Penetration by 5000.
    • Mighty & Elemental Expert: Increases your Physical, Poison, Disease, Flame, Frost, Shock and Magic Damage by 15%.
    • Master-at-Arms & Thaumaturge: Increases the damage of your direct damage attacks and damage over time effects by 25%.
    • Weapon Expert: Increases the damage of your Light (and Heavy) Attacks by 35%.
    • Armor Focus & Spell Shield: Increases your Physical and Spell Resistance by 5000.
    • Hardy & Elemental Defender: Reduces Poison, Disease, Physical, Flame, Frost, Shock and Magic Damage dealt to you by 15%.
    • Iron Clad & Thick Skinned: Reduces the damage you take from direct damage attacks and damage over time effects by 25%.
    • Expert Defender: Reduces damage taken from Light and Heavy Attacks by 35%.

    I put the most important CPs, but ZOS can add others like Blessed and Quick Recovery.

    The suggestion below is optional!

    20px-ON-mapicon-Dungeon.pngPublic Dungeons

    We have 2 Public Dungeons per Chapter and 0 Public Dungeons per Zone DLC, right? This is my suggestion:
    • 6 Public Dungeons per Chapter.
    • 2 Public Dungeons per Zone DLC.
    Again, I need to list some important points!
    • Public Dungeons will be more important.
    • Public Dungeon will also be Quest Hubs. Each Public Dungeon would be unique, with its own Daily Quests. Daily Quests could be creative and fun, with good and exclusive rewards.
    • Some Public Dungeons can be "Public Trials", with Daily Quests rewarding Trial sets! Why not?
    • Again, 6 Public Dungeons per Chapter and 2 Public Dungeons per Zone DLC. Public Dungeons are more interesting than Areas of Interest, ZOS!

    Finally, I end up saying that I want more importance and protagonism for Delves and Public Dungeons!
  • Ecileh71
    Ecileh71
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    For me, it's not about the difficulty of quests in terms of how hard it is to kill the boss at the end...it's about how repetitive the quests are content-wise. There are really only a handful of types of quests and if you stick around long enough, they all start to blur.

    I found this thing, I need to return it to its owner/the owner's relative.
    X is threatening the safety of the village, I need to investigate and kill the boss.
    Bandits, OMG!
    A child went missing during the war, I need to find them and bring them home, or bring home something from their body.
    Vampires, OMG!
    Strange things are afoot at the Circle K barrow/cave/ruins, I need to investigate and kill the boss.
    Werewolves, OMG!
    This useless person needs me to protect them while they travel from point A to point B.

    I am bored with the STORIES of the quests and that's why I stopped questing, for the most part. Every time new Chapters come out, I am hopeful for new story types...but it always boils down to the same old same old. (And, yes, I know that there are only so many stories to tell in this world...but surely there are some more out there.)
  • MehrunesFlagon
    MehrunesFlagon
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    Shraar wrote: »
    I think the people suggesting a debuff battlespirit for questing are being silly. Who would ever elect to be nerfed just to experience quest content, the true reward of which is the story?

    No no, if you want a nerf, unequip your armor and craft a low level weapon. Or just light attack. I have no idea why you'd want to progress through the tension less action slower but if you do, that's your choice, not anyone else's responsibility!

    Suggesting that there be a reward to it, however small, is also a terrible idea! That way new players are penalized for questing without the reward. Questing is there to show the world, teach new players the ropes, and most importantly enjoy story. If you want difficult content, do dungeons, trials, veteran dungeons, or pvp!

    [Edited for rude and insulting commentary]

    Debuffing is not going to work.Nor is removing cp and armor.Make a damn vet instance already.I should not be able to go outside and smoke a cigarette in an area where there are mobs,(not to mention with the intent on killing myself for quick transport.)and come back still alive.
  • MehrunesFlagon
    MehrunesFlagon
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    shimm wrote: »
    Quest naked, with no jewelry and weapons with no enchantments/bonuses. It will be more challenging.

    Enough of this stupid idea.
  • Sevn
    Sevn
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    shimm wrote: »
    Quest naked, with no jewelry and weapons with no enchantments/bonuses. It will be more challenging.

    Enough of this stupid idea.

    Enough with these stupid threads. Fixed.
    Edited by Sevn on October 26, 2018 7:03PM
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • Swomp23
    Swomp23
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    Sadetius wrote: »
    Normally I just lurk here but exactly to keep an eye on these threads in the hope that they add some form of vet option for over world.

    It is safe to say "different folks different strokes". Players have different reasons for playing games, as demonstrated in a research by Nicole Lazzaro named : " Why We Play Games" , source

    There is 'Hard Fun' and 'Easy Fun', needless to say some player enjoy one or the other. And there is nothing wrong with being on one or the other side, we all have different preferences.

    The problem is, as others mentioned is that questing and the over world are a huge bulk of the content. And while there are dungeons and trials this is only a small fraction of the content. And running that small percentage of content ad nauseam isn't really fun.
    The Problem is while frustration is definitely a factor for players to abandon a game, but so is boredom.
    Don't forget the flow theory .

    The other fun thing is that frustration can actually lead to heightened immersion and a better emotional engagement : Source. Now it is important though that the research paper does make a distinction between negative and positive frustration. Nonetheless it is a important factor that might significantly increase player enjoyment in a game.

    with questing and overworld content being a large portion of the game and being faceroll easy, it completely ruins the appeal for the hard fun players. I want to feel like I am on and adventure when questing in the overworld, not a guided tour experience where every enemy dies the moment I look at them. And questing with friends makes the content even more trivial.

    Abd taking off gear is not an option while it will probably increase the diffiuclty, you will be throwing away a core pillar of an RPG : Character development/progression. Since most of the power mainly comes through CP and gear you will be throwing that all away in the garbage. I am just going to leave this quote here :

    " Continuously providing opportunities for the player’s characters to grow
    and develop throughout the role-playing experience is absolutely critical. If a
    game cannot offer meaningful character advancement perceptible either
    through the story or through the character’s statistics, a title cannot rightfully
    be considered a role-playing game."


    Source : Hallford, N., Hallford, J., & LaMothe, A. (2001). Swords and circuitry: A designer's guide to computer role-playing games. Premier Press, Incorporated.

    I don't really care about extra rewards, if some players feel like the extra rewards are unfair for some reason; fine no extra rewards I don't care. Hell if given the option I would choose to make epic and legendary gear more rare, but hey I am that weirdo that players Skyrim with a 4 times less loot mod. Anyway like I said many times just give me a vet option and I am coming back with friends. It might even make ESO an unique beast in the MMO market. An mmo that provides questing for both hardcore and casuals alike? where have you ever seen that?

    in closing I want to refer to a quote from Gamasutra by John Harris, while it does not hold for all player types, I think the 'Hard Fun' players have definitely encountered this issue frequently :
    " However, it's reached the point where "adventuring" in an RPG rarely feels risky. Gaining experience is supposed to carry the risk of harm and failure. Without that risk, gaining power becomes a foregone conclusion.

    It has reached the point where the mere act of spending time playing the game appears to give players the right to have their characters become more powerful. The obstacles that provide experience become simply an arbitrary wall to scale before more power is granted; this, in a nutshell, is the type of play that has brought us grind, where the journey is simple and boring and the destination is something to be raced to."


    You sir, have extremely well explained what I have been trying to articulate for a couple of weeks. Thank you for this thoughtful and very well written post.
    XBox One - NA
  • Ydrisselle
    Ydrisselle
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    Shraar wrote: »
    I think the people suggesting a debuff battlespirit for questing are being silly. Who would ever elect to be nerfed just to experience quest content, the true reward of which is the story?

    No no, if you want a nerf, unequip your armor and craft a low level weapon. Or just light attack. I have no idea why you'd want to progress through the tension less action slower but if you do, that's your choice, not anyone else's responsibility!

    Suggesting that there be a reward to it, however small, is also a terrible idea! That way new players are penalized for questing without the reward. Questing is there to show the world, teach new players the ropes, and most importantly enjoy story. If you want difficult content, do dungeons, trials, veteran dungeons, or pvp!

    [Edited for rude and insulting commentary]

    Debuffing is not going to work.Nor is removing cp and armor.Make a damn vet instance already.I should not be able to go outside and smoke a cigarette in an area where there are mobs,(not to mention with the intent on killing myself for quick transport.)and come back still alive.

    So you want essentially split every megaserver in two. Good luck with that.
  • MehrunesFlagon
    MehrunesFlagon
    ✭✭✭✭✭
    Ydrisselle wrote: »
    Shraar wrote: »
    I think the people suggesting a debuff battlespirit for questing are being silly. Who would ever elect to be nerfed just to experience quest content, the true reward of which is the story?

    No no, if you want a nerf, unequip your armor and craft a low level weapon. Or just light attack. I have no idea why you'd want to progress through the tension less action slower but if you do, that's your choice, not anyone else's responsibility!

    Suggesting that there be a reward to it, however small, is also a terrible idea! That way new players are penalized for questing without the reward. Questing is there to show the world, teach new players the ropes, and most importantly enjoy story. If you want difficult content, do dungeons, trials, veteran dungeons, or pvp!

    [Edited for rude and insulting commentary]

    Debuffing is not going to work.Nor is removing cp and armor.Make a damn vet instance already.I should not be able to go outside and smoke a cigarette in an area where there are mobs,(not to mention with the intent on killing myself for quick transport.)and come back still alive.

    So you want essentially split every megaserver in two. Good luck with that.

    Please you know ZOS can afford it.
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