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Obviously important thoughts from an old player

MaleAmazon
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Yeah... it´s one of those threads...

Anyway, just thought I´d write down some feedback on the game from my perspective. And my perspective is this -

I wasn´t here for the Beta, but got the game right away on official launch. This is the first MMO I´ve played, I mostly enjoy solo RPGs, and I mostly want solo content online a well. That being said I do trade in guilds. I like, or can at least put up with, PUGs. And I´ve done voice chat veteran trials which is nice as a change, but not my first choice of activity. My guess is that I am a pretty common type of ESO player, though I have no evidence for this.

Now I´ve played the game a lot, on and off, over 5 years. I´ve finished the MQ ;), tons of other quests, have all DLC, finished almost all veteran dungeons, some veteran trials, been emperor...

And in many ways I think the game has gotten a lot better, but in others worse - mostly indirectly. So these are some of my rambling thoughts on perceived issues and solutions, both small and 'fixable', and large and 'not gonna happen, you understand nothing about game design, it´s hard man!'. A lot of this has been said before. Guess I´ll just say it one last time.


Overland difficulty:

Now this is the absolutely most important problem with ESO at the moment for people like me. People who enjoy playing story but also enjoy a challenge. Skip the rest of my ramblings, but this might be worth listening to.

In some ways ESO was more fun at launch. Because the world was more dangerous. You didn´t know about the game mechanics. Some quests were above your level. You didn´t get a bloody shoulder pad until level 13 because RNGesus punished you for all the savescumming you did in Civilization 2.

But this is 5 years down the line for many of us.

We know more about the game. We now know stamina-based attacks scale 10:1 on max stamina:weapon damage. We (recently :p) found out that bleeds bypass armor.

We know jabs proc Selene, we know it makes no sense, but we accept it and move on over our enemies´ bear-mauled corpses.

We buy purple food instead of using that overpriced green stuff. We are no longer excited that we find blue-level equipment (no really, I was back in 2014!).

We have CP we cannot even use.

And yet, the enemies are *easier* to kill than at launch, even not accounting for character progression. Quests autolevelled. Doshia nerfed. Gutsripper is more like Gutstickler, the MQ tomb battle has turned from 'adrenaline rush' to 'yawn', and even DLC bosses go down in bloody seconds!

Just, for the love of Talos, Naryu Virian, Sheogorath, and all the Alts in the world, implement a battle-spirit type debuff for overland questing, preferably with added rewards.

And NO, turning off CP isn´t a solution. And NO, gimping yourself isn´t a sensible solution. Stop giving that 'suggestion', and go back to whining about how shieldstacking and killing potatoes is impossible because ZOS only care about crown crates. Shoosh, away.

The lack of difficulty also has some more insidious effects.

First of all it tends to lead to quest skipping and story skipping. Now, ok, admittedly this is mostly on me. But when I quest I tend to be in 'massacre mode', through the sheer force of 5 years of accumulated DPS numbers. Boss fights being so short and the general plowing through enemies means it *is* harder sometimes to keep track on exactly what is happening storywise. You have to deliberately take it slow when talking to NPCs, and then go back to mowing through mobs. Now I can do it, but in general everything would feel much more rewarding if I had to, you know, work for the reward and more frequently mind my surroundings.

Second it means too regularly running into people who don´t know basic combat mechanics. And it cannot be that people are too uninformed to know them - they are in the tutorial! I am pretty sure the fact that you pretty much never have to use them is the reason people don´t seem to learn them. After today´s pledges I am seriously thinking of preparing to copypaste the following every time I do Direfrost:

YOU MUST USE BREAK FREE WHEN SHE LEVITATES YOU! BREAK FREE! USE BREAK FREE! FFS HOLD THE RIGHT MOUSE BUTTON AND PRESS THE LEFT! NO! WHILE YOU HOLD IT!!!!!

This is a shame since I have to say ESO has one of the best combat systems I´ve ever played. Seriously. I played Skyrim again recently and was surprised at how clunky combat felt. ESO combat (lag nonewithstanding) is smooth, responsive, rewards combos and use of multiple abilities, encourages mixing of standard attacks and abilities, and so on.

It makes me sad that this only matters in vMA and when you solo the tougher world bosses.

If I could redesign this, I would put a message on the screen the first 50 times you fail to interrupt or block a heavy attack, gently describing the reason you are now lying on the ground with a sad health bar. People need to learn these basic mechanics, then turn the message off. Also the player should be forced to manually write "standing in red makes me dead" 10 times before being unlocked to be able to play in groups, similar to how you must type "DESTROY" to delete some items.

And that last part was only half joking.


Quest Log:

It is too small. Even only picking up guild quests I intend to do later, so I don´t get pestered, I don´t have room to do all writs at once. Just putting +5 or +10 to the limit would help a lot, TYVM. This would also help since you could pick up more sidequests while doing a main questline, intending to do them later. As it is I can walk past a quest giver and just go 'nah, no room for that quest whatever it is'.

Yeah I know I could write down where the questgiver was. But I am frequently lazy. Since game designers made us that way, what with their auto-map, mini-map, auto-journal and quest compasses, they have no right to complain.


Potion hotkeys:

I´d very much like 2 hotkeys for potions, or a hotkey to switch between say 'preferred potion 1' and 'preferred potion 2', so I don´t have to use the quickslot wheel for that. (Don´t know if there is a mod that gives one, but I want an official one either way). It´s the heat of battle, every moment counts.


Merchant and inventory interface:

Just fix.

Vigor:

This just needs to be moved to be accessible earlier. It does not make sense that this skill which is central to many stamina characters takes a few hours to unlock doing something many people don´t wan´t to do at all. Who benefits from Cyrodiil having people who only play there because they are forced to in order to unlock a skill?


Champion Points:

The system is fundamentally good since it allows permanent progression on all characters, however I think it also has fundamental flaws;

-The division of points between stamina / physical and magicka along with the diminished returns forces people into stamina and magicka characters, overly encourages spreading out CP and hinders original builds and hybrids. Now ok, there are some things in the game that favour hybrid builds (DLC sets, triune trait, tristat glyphs) and some that don´t (need to choose between spell and weapon damage on jewelry glyphs etc). But the CP thing seems unnecessary. It isn´t progression so much as forced specialisation. If I want to do physical damage I need to put points in CP stars that compete directly with magic damage stars. Now there has been an improvement, IIRC bows were separate before, but still...

The Champion System would much benefit from an overhaul. I would merge the penetration stars (is there any way to have this not sound like sexual innuendo?) like how the lover mundus works. The 'X armor focus' also seems a bit... I mean what is the design thought behind that? The ONLY thing it does is force you into the '5 pieces of one armor type' character design. That´s not even a choice, it is a hint, but then you should have gotten that hint from the armour passives in the first place. Which I don´t like either - why not have all armour passives scale with number of pieces? Allow us to mix and match as we please.

I would also put in non-combat related CP. I guess you´d have to put them in separate constellations like the actual Guardian signs (Mage, Warrior, Thief). Just something to make me able to actually flesh out my characters into more of actual... well, persons, rather than DPS equations.


Racial passives:


Remove and make new passives free to choose among, similar to Diablo 3. I can see reasons why someone might force Bretons into magicka and Redguards into stamina while selling race change tokens. I just cannot think of any morally acceptable reasons.



Hybrid builds:

Hate to say it, but Pelinal in its current state has to go. The more I think about it, that set ironically is the biggest hindrance to opening up for hybrid builds. Because it can already be utilised quite well. And the moment changes are made to make hybrids more viable, that set will be mandatory. And then what will you do; make it 50% as effective? Maybe. Personally I think Pelinal ironically both boosts and hinder hybrids. Otherwise, I would like to see game design decisions that don´t punish hybrids. The game pushes the race, class, armour and weapon stereotypes quite far enough as it is.


Cyrodiil balance:

This will me mean. That is intentional.

Ok so people need to get it through their heads that you will not achieve balance in Cyrodiil. There are simply too many whiny, screaming immature people there. It is the nature of the game - how do you 'balance' a fight between 8 people on one team and 3 on the other, with voice chat and Discord on one side and "my mouse is running low on battery" on the other? Then you have people like the Sload Screamers. People who use screwy builds to gain a huge advantage, write that they "enjoy 1vX" - translation: "like to kill people in online games who never stand much of a chance because their character sheet has smaller numbers on it". These people then make freaking Youtube videos about not being able to do it as easily!? Say what you want about me, at least you don´t have to listen to my voice when I´m whining here.

Cyrodiil is what it is. A neverending Ouroboros of "lets retake Nikel for the 2039199342th time", dying to lag and OP builds. In small doses I´ve found it quite enjoyable. Being emperor and /sitchair on top of a keep, waiting to be dethroned and watching my crumbling empire as the sun set to the sound of enemy trebuchet thunder... it was a high point in ESO for me, for sure. But the flaws of Cyrodiil are inherent, and - and I say this as an actual real-life health professional - many people just need to move on if they don´t enjoy it. You will get killed. You will have been unable to respond to the attack. It will be lag -> not being able to break free -> death recap.

And since Vivec is apparently filled with people who hate the game balance, think the map sucks, that the lag makes it unplayable and that ZOS don´t care about it - why should we listen to these people when it comes to improving the game?




As per usual this turned out longer than expected (that´s what she said!).

I would like to thank ZOS for a great game though - I keep coming back to ESO and I truly think the game is great and could be even greater. And many signals have been encouraging to me - devs saying they want classes to perform all functions, the changes in order to make light and heavy attacks relevant, etc... So here´s a shout-out to the devs - you have something sweet going here and many of us enjoy your work!

If anyone got this far and actually read everything, I hope you got something out of it - have a fishy stick!

Also Matriarch Runa´s ice floe breakings in vMA are HP based.
Edited by MaleAmazon on January 5, 2019 1:32PM
  • ChunkyCat
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    Thank you for your input. ZoS will take it into consideration.
  • MajBludd
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    Vigor should stay where it is. It doesn't take long to get it through running bgs. It takes a lot less time to unlock it then it did in the past. In BG's you get about 7-10k ap per bg. No need to move it.
  • Callous2208
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    First off, as an experienced long term player you are no longer ZoS target audience. Fresh faces ready to ignore persistent issues since they don't know better, and drop cash to catch up or look cool is the market they are cornering now. There is a thread already where I've been shouted down for thinking like you. According to the folks over there, overland content is very challenging to high cp veterans and should not made harder. Yea...not joking, they said that. I am on board with many of your other points though, honestly, unless it's something the newer players are clamoring for, it's going to fall on deaf ears.
  • MaleAmazon
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    Vigor should stay where it is. It doesn't take long to get it through running bgs. It takes a lot less time to unlock it then it did in the past. In BG's you get about 7-10k ap per bg. No need to move it.

    Possibly. I´ve stayed away from BGs after my early experiences there and I think my point still applies; vigor is not a PvP skill, it is sometimes an essential skill, and there is no reason to have people who don´t want to play PvP being forced to play it. At least other kinds of grinding don´t directly impact teammates...

    @Callous2208
    I am on board with many of your other points though, honestly, unless it's something the newer players are clamoring for, it's going to fall on deaf ears.

    I am more optimistic. Before we had jewelrycrafting, I don´t remember ZOS hints about it coming. Just lots of threads asking for it. And then, lo and behold, it was implemented. And it was implemented pretty bloody well - with the skilline generally being slower to improve, we didn´t see the "I am all gold jewelry now, let´s move on" after 3 days.

    I am pretty sure that ZOS realises that the fast levelling of players and the power creep means something needs to be done. It is just daft to have a business model built on people leaving constantly that didn´t really want to, while needing to constantly attract new players. And if you look at what they do it is consistently pushing new players into higher levels:

    -CP easier to get early on.

    -Event after event giving double XP.

    -XP scrolls galore as login rewards.

    I doubt they deliberately push people into quick levelling while at the same time planning to release story content at 'Thou needeth a wet-nurse' difficulty (if anyone catches that reference - yeah we´re getting old :) ). Personally I think they want to do it but want to do it right, and really it simply isn´t to their benefit to talk about it beforehand. They haven´t done so in the past, and - as you know - they tend to get shouted at and dismissed plentily when they announce changes.
    Edited by MaleAmazon on January 5, 2019 2:00PM
  • MajBludd
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    Overland content is challenging, lmao. Yup, there it is and I fully agree with @Callous2208.

    This game is being marketed for RP'ers and casuals that will buy a lot and leave after doing the latest chapters content.

    They will add more and fix what they know will bring in the most money. Crown store mounts, tea sets, overpriced motifs (I think welkynar was 6k crowns), and stupid ass feathers and berries soon to come to the crown store, I'm sure.
    Think of all those players that will skip having to work for something over instant gratification. That's profit ZoS, better capitalize on it while you can!
  • VaranisArano
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    I have some thoughts about your thoughts.

    Overlnd difficulty is the way it is because ESO doesnt have a good tutorial for how to play the game. You learn how to do basic mechanics once in the tutorial, never learn from the game itself how to do am effective DPS rotation, and most of the "learning how to actually play the game" comes from other players. The Skills Advisor and Level Up tips are steps in the right direction, but they are bot sufficient if you want the overland difficulty increased.

    Moreover, making the overland difficulty hard faces two challenges. Either ZOS does it in a simplistic way of just making enemies hit harder and have more HP, in which case you could have just debuffed yourself to get the same result, or ZOS has to be convinced there's enough profit in actually overhauling overland with new enemies with more challenging mechanics to make it worth the effort.


    As for Vigor, its unlocked through PVP because PVP is the only content in the game aside from Maelstrom Arena where a stamina character can expect to need healing without a magicka healer in the group.
  • Callous2208
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    Although I did like the concept of One Tamriel overall and wouldn't want to go back, I do sometimes miss the old school mmo way of working towards a high level area. Wouldn't mind a new PvE zone in this vein, but I know I'm in the minority there. In my estimation maybe only 10% of the eso population now runs vet raids/dungeons and enjoys difficult content. Game is probably the most casual catering in the genre. Not saying that's bad in the grand scheme of things, just isn't my cup of tea anymore.
  • Linaleah
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    fun fact, I played in beta and in early launch. I quit before my free month of subscription was over because horrible scrubby casual that I was? I could't progress. the game became too hard for me and to restrictive before I managed to leave Auridon. players like me are the reason overland is easier, players like me are the majority. I didn't come back until about year later the game was made subscription optional and didn't stick around for good until one tamriel.

    also.. in MY opinion, ESO combat is one of the worst in the market sat least partly due to weaving/animation canceling mechanics.

    battlespirit IMO is a horrible idea especially with added rewards. too much cheese potential. separate difficulty zones is the only way.

    I do agree that quest log should be bigger and that cp needs work, though not necessarily the same work.. mostly, I think they have GOT to stop bumping it up by 30 points every 3 months, cause there's at least part of your power creep
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • yodased
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    If you believe their accounts over 10,000,000 people have accounts.

    No way 1,000,000 people have even run a normal trial, forget vet.

    Overland is a victim of design choices and changing to horizontal progression. Power creep is real and the ethos of this game is to pick up and play when new content drops and then leave until new content drops again.

    Vigor has been brought down from the serious grind it used to be and with at least 2 double AP rewards coming this year will be managable for most people. Sure it says pvp required, but you can pvrepair or pvdoor or pvresource for it.

    U. I. Stuff is based around this being a console/PC release and both suffer for it. To change now without being able to change the console to match would be a problem. Addons literally exist because of this and usually are better than vanills u.i. anyway.

    Cyrodiil balance is not possible because of design choices. Balance is acheived through limitaion. ESO is the outlier who lets players attempt to do everything of all roles, so that choice brings consequences. It is impossinle to balance, they only can keep the pendulum swinging and you basically just wait until your loadout is over performing and wreck noobs.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • Ogou
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    MajBludd wrote: »
    Overland content is challenging, lmao. Yup, there it is and I fully agree with @Callous2208.

    This game is being marketed for RP'ers and casuals that will buy a lot and leave after doing the latest chapters content.

    They will add more and fix what they know will bring in the most money. Crown store mounts, tea sets, overpriced motifs (I think welkynar was 6k crowns), and stupid ass feathers and berries soon to come to the crown store, I'm sure.
    Think of all those players that will skip having to work for something over instant gratification. That's profit ZoS, better capitalize on it while you can!

    If that's true then why are you playing? Why are there so many trial progression guilds out there? Why is ZOS adding new trials and DLC dungeons every year?
    According to what you're saying ZOS would have no reason to spend time and money to create those things and yet...
    Edited by Ogou on January 5, 2019 3:23PM
  • MajBludd
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    @Oguo how long have you played eso? We're you here for the CE meteor spam, flying players?

    Also, are you telling me they didn't ask 6k crowns for welkynar?

    I don't pve, repeating content over and over is not fun to me and many others. I don't care how fast you can beat VDSA or any other trial. What I care about is persistent issues being fixed over making crown store junk, dont you?
  • Elsonso
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    First off, as an experienced long term player you are no longer ZoS target audience. Fresh faces ready to ignore persistent issues since they don't know better, and drop cash to catch up or look cool is the market they are cornering now.

    The comment about target audience is right on. The preferred target market is anyone who purchases ESO Plus and Crowns. People who think it is buying Crown Crates are mistaken. Spending Crowns is not required, as long as they continue to purchase Crowns. :neutral:
    MaleAmazon wrote: »
    Overland difficulty:

    [The] enemies are *easier* to kill than at launch, even not accounting for character progression. Quests autolevelled. Doshia nerfed. Gutsripper is more like Gutstickler, the MQ tomb battle has turned from 'adrenaline rush' to 'yawn', and even DLC bosses go down in bloody seconds!

    First of all it tends to lead to quest skipping and story skipping. Now, ok, admittedly this is mostly on me. But when I quest I tend to be in 'massacre mode', through the sheer force of 5 years of accumulated DPS numbers. Boss fights being so short and the general plowing through enemies means it *is* harder sometimes to keep track on exactly what is happening storywise. You have to deliberately take it slow when talking to NPCs, and then go back to mowing through mobs. Now I can do it, but in general everything would feel much more rewarding if I had to, you know, work for the reward and more frequently mind my surroundings.

    Second it means too regularly running into people who don´t know basic combat mechanics. And it cannot be that people are too uninformed to know them - they are in the tutorial! I am pretty sure the fact that you pretty much never have to use them is the reason people don´t seem to learn them.

    Open world overland is generally OK. The things that wander the world out in the open should not be much a challenge. This means the basic ubiquitous dog, cat, insect, spider, rodent, and bear like creatures that we come across outside of quest areas, and sometimes in them. Tamriel is not an openly deadly world to any extreme level. The purpose of overland is to provide the backdrop, not the challenge, of the game. I want to get that out first.

    Delves. Delves should be accessible at every level, even right out of the tutorials. Delves are not "overland" but are easily accessed from it. They need to be a relatively low challenge, with some risk of death, for new players. For experienced players and those with high level characters, they will be fairly easy. These folk are not really going to be spending a lot of time in them, unless drawn there by some event.

    One Tamriel leveling. This gets a lot of grief, but it is probably the single most "Elder Scrolls" thing that they have done. It is not perfect, and the devs have not kept up with the scaling as the character power has changed in the game, but it is still within their power to fix. It essentially replaces character level with skill progression, and that was the right way to bring in progression elements from previous TES games. It is why they should not be selling Skill Points, or making them account wide.

    This game has had a problem teaching combat mechanics since the start. The tutorial zones are worthless, outside of the basics, and they are not consistent in teaching those. Part of the problem is that many of the mechanics that players are using today are an adaptation of how the game works, and were not intended to be used that way by the devs. Animation canceling, weapon swapping every few seconds, and all-into-one attribute point allocations were not part of the original Grand Plan. Thus, these things need to be taught by the players, as ZOS is not interested in teaching them. Until they are, my feeling is that these things could change.

    MaleAmazon wrote: »
    Quest Log:

    It is too small. Even only picking up guild quests I intend to do later, so I don´t get pestered

    Yes. This is an arbitrary limit imposed by the dev team, as near as I can figure. They could probably increase this by going into the program and changing a constant variable value somewhere. They won't. Why? Main reason I see is because then the list would not fit on the screen properly when it overlays the game world. This would cause problems on consoles, and that is the end of that.
    MaleAmazon wrote: »
    Merchant and inventory interface:

    Just fix.

    Amen. Almost 5 years overdue. :neutral:
    MaleAmazon wrote: »
    Vigor:

    This just needs to be moved to be accessible earlier. It does not make sense that this skill which is central to many stamina characters takes a few hours to unlock doing something many people don´t wan´t to do at all. Who benefits from Cyrodiil having people who only play there because they are forced to in order to unlock a skill?

    The problem is not that Vigor is late, it is that Stamina characters were not part of the original game design. The solution to that was to create "stamina morphs". Rather than fixing the core problem, they slapped a band-aid on it, called it "Guuuud", and moved on.

    ESO is a magicka game, and was always intended to be a magicka game. Stamina was not intended to be the focus of the character. It was supplemental for players who wanted to use stamina weapons. That is what needs to be fixed, and not with "stamina morphs". They need to have class skills that start with stamina and drop the "stamina morphs" entirely.

    MaleAmazon wrote: »
    Racial passives:


    Remove and make new passives free to choose among, similar to Diablo 3. I can see reasons why someone might force Bretons into magicka and Redguards into stamina while selling race change tokens. I just cannot think of any morally acceptable reasons.

    It will be interesting to see how far ZOS goes afield with the racial affinity in this game. If it is far enough to even start to satisfy the "any race, any role" crowd, the Elder Scrolls crowd will be marching with pitchforks and torches. If it follows Elder Scrolls, then it will be the reverse. If they try to walk the middle, I can see where both will march.

    I am part of the "Elder Scrolls" faction. I don't give a skeever's tooshie whether the races are "balanaced" with each other. Honestly. I want Altmer to be better at things than Redguard, and Redguard to be better at things than Altmer. In this, all ZOS has to do is make sure that (1) there are options, (2) none of the races can fail, even if they are not optimal, and (3) that the decisions they make are not simply arbitrary and are based on the other TES games (and not just through a "technicality").

    My fear is that ZOS decides to make race entirely cosmetic, so that race has no skill, attribute, or combat passive association.

    MaleAmazon wrote: »
    Hybrid builds:

    Hate to say it, but Pelinal in its current state has to go. The more I think about it, that set ironically is the biggest hindrance to opening up for hybrid builds. Because it can already be utilised quite well. And the moment changes are made to make hybrids more viable, that set will be mandatory. And then what will you do; make it 50% as effective? Maybe. Personally I think Pelinal ironically both boosts and hinder hybrids. Otherwise, I would like to see game design decisions that don´t punish hybrids. The game pushes the race, class, armour and weapon stereotypes quite far enough as it is.

    Fixing individual sets is pointless when the game mechanics are biased towards non-hybrid builds. They need to fix that, first. Eliminate the current benefit for stacking all attribute points into Magicka and Stamina. Replace it with a system that has both advantages and disadvantages for stacking on one attribute, balanced attributes, and everything in-between.



    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Narvuntien
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    Yep, I agree and I haven't even played as long as you.

    Overland is too easy (although the story writing remains strong)
    Needs some kind of comprehensive tutorial so much basic stuff I didn't learn until I was 160cp and actively went looking for info.
    Quest log expansion yes please, I have a kind of pick up all the quests then plan the most efficient route to do them play style the quest log limits my play.
    Potion hotkey would be useful but that might be a console limitation its okay I can swap easy enough I guess.

    Game needs a complete UI overhaul and update as far as I am concerned, I can't imagine how terrible it must be to use the normal guild store without addons.

    Yeah, I guess that would be helpful alternatively you should have a strong heal ability early in the weapon still lines so that stamina classes have alternatives to vigor.

    CP is complicated because they want constant progression so people keep playing

    they are apparently working on new racial passives.

    I think its pretty clear hybrid is dead until they return to soft caps.

    Yeah I pretty much agree that there is basically nothing fair about cryodil and you will die in completely unfair ways. You have to have the right mindset going in and when you know everything is broken for everyone and just expect to die repeatedly its a lot more fun than it has any right to be. Also there are still those amazingly epic moments of epicness that shows Cryos potential if only it were so broken.
  • Träumer
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    You will never feel like a newbie again, no matter what ZOS would change. Even if it would be new for some time, you'd feel the same in the long term.
  • MaleAmazon
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    You will never feel like a newbie again, no matter what ZOS would change. Even if it would be new for some time, you'd feel the same in the long term.

    Long term, sure. But this isn´t without precedent. Fallout 4´s survival mode rejuvenated that game for me. Same thing with the mod (I forget the name) for Oblivion that completely revamped the difficulty so that deeper levels of dungeons and overland areas far from roads had greatly more challenging monsters. Not only would they one-shot you, they´d send you flying. Literally. Obviously there is only so much a difficulty increase can do. However - if I needed to respond to enemies during quests even somewhat like I have to do in vMA, I really do think it would make a large difference. When I have hairy fights ESO can be fast-paced and engaging. There is just something wrong when those fights don´t come versus storyline bosses, but when I solo the gryphons word bosses in suboptimal gear.
  • Trinity_Is_My_Name
    Trinity_Is_My_Name
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    Enjoyed the Read! Pretty much agree with everything. Some Addons out there for the Potion slotting. I use Greyminds myself.

    Wish Vigor and Caltrops were level 1 or 2 Abilities, not 5 and 6. Sure could use them earlier in leveling my characters.

    I especially liked ESO BEFORE One Tamriel. Each zone had it's own level associated with it and no auto scaling. It was a rush getting into a much higher zone than my character and testing my skill and character build against much higher leveled enemies. Craglorn was the bomb. Loved how it was. Veer off the path a bit and get attacked by a couple of Wasps from Hell. Loved it.

    One Tamriel did massive damage to the game I.M.O. and made it super easy. I know tons of folks don't agree and that's OK.

    Anyway, good read and thanks for the post!
  • thiagomini
    thiagomini
    Soul Shriven
    Totally agree with Overland Dificulty and UI rework. This game solo content is frustratingly easy, it feels like you can beat any monster and delve in the land without any effort, I can even simply spam some of my abilities, mindlessly, and I still beat the *** out of mobs and delves. That is really sad, and I have some friends who left the game because of that.
  • TheDarkoil
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    Zos' response - "It just works"
  • Shantu
    Shantu
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    IMO, the problem with overland content is not the level of difficulty, but that after a few characters it's just so frickin' boring. Because it's required for leveling all new characters, it creates a cycle of thoughtless, mind-numbing repetition that breeds more resentment than any sense of achievement. After awhile the only reason to run quests, delves, or public dungeons are for skill points and/or skyshards (for more skill points). While I understand the merit in the idea of making overland content more challenging, for those of us more interested in end game content, it would just add to the annoyance. In spite of difficulty, there's only so many times you can run the same delve before it becomes tedious and uninteresting, especially when all you really want is a skyshard. The upside to them not being challenging is that you can get in and out quickly.

    In regard to leveling new characters, I wish they would implement some merit based systems, say at 500 or 700 CP, or whatever, when all skill points, or an expanded set thereof, would become account based, forgoing the dreariness of incessant leveling requirements. Personally, this would make the game much more engaging.

    As to the rest of the OP's post, apart from the implementation of Jewelry Crafting (creating mats of such ridiculous grind or expense, you can't even give away a crafting writ now), I pretty much agree. Good post.
  • MaleAmazon
    MaleAmazon
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    In regard to leveling new characters, I wish they would implement some merit based systems, say at 500 or 700 CP, or whatever, when all skill points, or an expanded set thereof, would become account based, forgoing the dreariness of incessant leveling requirements. Personally, this would make the game much more engaging.

    Yeah. Any difficulty increase should be optional. I am doing quests now I haven´t really done, or at least haven´t properly read through, before. And I do it on my main character which is nice.

    I´m a bit torn about the skillpoint unlocks. On the one hand if you just want a specific build you can level up in a week which isn´t painless, but not too bad. On the other hand, I´d like it if I could pay 100 k or something to insta-unlock skillpoints I have already earned. I do spend a lot of the MQ... elsewhere.

    "Enter my mind, Vestige, and walk with me through the shadows of past events."

    Alttab.
  • Androconium
    Androconium
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    They've already added stupid, mind-numbing crap:
    • 'static charges' to Dolmens to kill botters.
    • jumping clanfear
    • enemies that follow you until they achieve their goal of interrupting whatever you are currently doing; then becoming invincible, whilst they return.
    Just to name a few.

    NO. No to this request. If overland is too easy for you, then please stay in the Vet dungeons.

    At the request of the experienced, elite player cohort, I stay out of vet dungeons as i need to git gudder.

    You wont get clever, challenging game play changes from this: you will get immature, psychopathic annoyances.
  • kargen27
    kargen27
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    I would like to see an option for tougher overland fights but the changes would need to be on the character side and not on the mob/boss side. Some players for a variety of reasons are happy with the current difficulty so just making the fights tougher for everyone would upset some. Might also discourage new players.

    I do not think tougher overland should result in better or even different rewards. The option for a tougher fight should be all about enjoying the game not thinking you have to do it for the rewards.
    and then the parrot said, "must be the water mines green too."
  • Finviuswe
    Finviuswe
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    From an old prayer? Is what you meant to say.

    Do you believe in God? Heh, that's what I thought
  • Adernath
    Adernath
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    The game difficulty was much better at launch. I had much more fun even in veteran zones.

    Now everything is a cakewalk with a constant unnecessary increase of the CP cap. I can just stand there and press 2 buttons and everything just dies. Why on earth is the CP raised again and again if new overworld zones are added on beginner level? I know, the topic is a dead horse but this horse is still there and rotten.
  • JD2013
    JD2013
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    TBH I think the Champion System could be scrapped. It may only give diminishing returns, but those returns stack up with gear effects and the such, and has caused the overland content to be such a cakewalk.

    I would have preferred that they keep vet levels. Or not them exactly, something approximating them.
    Sweetrolls for all!

    Christophe Mottierre - Breton Templar with his own whole darn estate! Templar Houses are so 2015. EU DC

    PC Beta Tester January 2014

    Elder of The Black
    Order of Sithis
    The Runners

    @TamrielTraverse - For Tamriel related Twitter shenanigans!
    https://tamrieltraveller.wordpress.com/

    Crafting bag OP! ZOS nerf pls!
  • validifyedneb18_ESO
    validifyedneb18_ESO
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    A few things id add;

    - Leveling a new character feels like a grind, the fun part is gearing it up
    - The current build system basically forces players to read guides or test stuff on the PTR to know whats good
    - Leading on from that, new/slightly more casual players have no idea how to gauge themselves, no metric of indication (like baked in DPS counter) from which they can aim to improve (Causes pugging to get a bad rep because your average player that doesn't read 3rd party content is going to be *** regardless)
    - ZOS really dont give themselves a good rep, with the endless bugs and pumping new items onto the crown store (particularly the timing, and some of the probably unintentionally dumb prices like outfit slots)
    - Aluded to in your post, the split, and limits to build diversity caused by, the Magicka/Stamina divide. It really only seems to exist because skyrim had 2 off-stats and so ESO needed 2 too, and then they removed the soft limit that prevented stacking 1 stat and tadaa... guess what happens when increasing max stat increases dps and you can stack all your attribute points into a single stat without any negative effects? Build diversity gets cut in half, and the abilities in the middle get killed off.
    - General direct lack of good content to log on and do. I have like 40% of all achievements on my main, ive done probably every quest in the game atleast twice across all my characters on NA and EU servers, ive done every peace of non-vet content and almost every vet content item in the game, yet the thing they want me to keep coming back to is grindy quests where all you do is warp from place to place in the hope for highly RNG rewards like in the newlife festival?

    Got more rant-y as I went on, but would like to know what people think. I think between these and the OP points it pretty much summs up everything wrong with the game other than bugs.
    Edited by validifyedneb18_ESO on January 6, 2019 12:59AM
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • validifyedneb18_ESO
    validifyedneb18_ESO
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    Also ill add that as much as I like the combat system, i also think it has fundamental flaws for PVP that generally end up as the root cause for 60% of all balancing issues. Like the proclivity of CC, the spammy animation skipping BS (not light-weaving which I feel adds greatly to the combat, especially in PVE) which reaaaallly works well when people get latency...
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • Sylvermynx
    Sylvermynx
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    JD2013 wrote: »
    TBH I think the Champion System could be scrapped. It may only give diminishing returns, but those returns stack up with gear effects and the such, and has caused the overland content to be such a cakewalk.

    I would have preferred that they keep vet levels. Or not them exactly, something approximating them.

    I would personally prefer the leveling system of the other MMOs I played (2006-2016) where expansions provided new levels, new gear and so on. That this game chose to - go a different direction.... well, I suppose it works for some. It doesn't work so well for me personally, but as long as I'm having fun, I'm not going to go into full-on complaint mode, followed by "I quit" mode....

    So.... *shrug*
  • Haquor
    Haquor
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    I was agreeing until you argued vigor should be more easily accessible.

    It is VERY easy to access. For ANYONE. A couple of hours tops of repairing walls, following a zerg, light attackibg people, using siege and you have this ' amazing' essential, heal.

    You do remember since you have been playing since launch we used to do vet overland content without vigor? Right?

    If you argue that they should change how it is accessed because some people dont want to put in a couple of hours (tops) of playing content that isnt thier preferred type then holy hell man. Think monster sets, vma weapons, trial sets and jewellery.... where does that end. Especially since it is so EASY to get.

    They already made it supidly easier to attain by changing its position in the skill line and reducing all ap requirements for skill line rank.
  • Sylvermynx
    Sylvermynx
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    Eh.... I don't have to pvp to access vigor. Another couple of AP drops from daily rewards and I'll have it without having to go into pvp at all.

    I am not ever going to pvp. Period. I spent months pvping in WoW with a friend's guild on a pvp server. Hated every minute of it. Nope. Not ever hap'nin.
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