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Questing/Leveling Content NOT Too Easy: An Opposing Viewpoint

  • MikaHR
    MikaHR
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    Yup, dont use CP and use just white gear with no stats and voila - insta overland vet mode.
  • Feanor
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    MikaHR wrote: »
    Yup, dont use CP and use just white gear with no stats and voila - insta overland vet mode.

    That’s not true. It’s still easy if you know the basics.

    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • jainiadral
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    After having some lost soul drop a couple of assassin beetles on me at the end of a delve because he was hurting badly, I wonder if the forum's population truly represents the people playing the game.

    He barely did any damage but his health bar was close to depleted. I was on my lvl 40 Argonian with about 590 CP assigned and gear on average 8 levels below mine. I nuked them for him, and he limped the rest of the way out of the delve. This was in Stonefalls, a starting zone, and the individual was at CP 310. I didn't struggle that much when I was at 310, but after seeing someone else having issues today with some standard trash, I can't say I'm representative of the peeps I've seen in-game either.

    People are having problems that most of us on the forums don't experience anymore. Whether it's due to the terrible explanations in the tutorial tips or because of lag, or because the game is so ridiculously complex with its eleventy-trillion skill lines, the game is difficult for a lot of people. <-- Random aside: I just figured out how to interrupt a month ago-- and what bash is. The game prompt isn't accurate-- it doesn't show the extra left mouse button click.

    So, no, it's not too easy as a default.

    The "solution" to the forum problems is something that alters the difficulty: a slider, separate vet instance, or voluntary debuff. Everyone else isn't having these problems.
  • MikaHR
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    Feanor wrote: »
    MikaHR wrote: »
    Yup, dont use CP and use just white gear with no stats and voila - insta overland vet mode.

    That’s not true. It’s still easy if you know the basics.

    Try soloing all worldbosses, then come back and say "its easy"
    Edited by MikaHR on February 4, 2019 12:51PM
  • Feanor
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    MikaHR wrote: »
    Feanor wrote: »
    MikaHR wrote: »
    Yup, dont use CP and use just white gear with no stats and voila - insta overland vet mode.

    That’s not true. It’s still easy if you know the basics.

    Try soloing all worldbosses, then come back and say "its easy"

    Another one of the classic retorts, along with “don’t allocate CP” and “wear no/white gear”. World Bosses are 1) designed for groups and 2) most of them are actually soloable.

    You stated that not using CP and only white gear with no stats is an “insta overland Vet mode”. It isn’t. World Bosses aren’t going to change that.

    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • MikaHR
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    It is. Your failure to see that is...your failure as it is just plain mathematics, nothing more.

    World bosses are overland content designed for 1-infinite number of players.

    And the answer is to curb power creep in higher (CP) levels, either by severly nerfing CP or make CP untility/non combat effects only. Then nerf some broken/OP gear. That will do exact thing you are asking for.
    Edited by MikaHR on February 4, 2019 1:45PM
  • kathandira
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    Galen15 wrote: »
    There have been many posts lately complaining about the ease of questing and leveling content.

    Developers reading these posts may assume that this viewpoint is common or a majority viewpoint. I wanted to point out that satisfied people usually remain silent. I, for one, am quite happy with this content the way it is, and would be quite UNHAPPY if it were changed, unless any increased difficulty were made optional.

    Veteran hard mode dungeons and trials are challenging enough. It is pleasant sometimes to return to easy content for a change.

    Feel free to disagree but please save the insults. :smile:

    I'd say it is difficult up to a certain point. If you are new to the game, no CP, no knowledge of builds and so on, then it is challenging enough. Once you get a 5pc set, and have a few good skills, it gets much easier. Once you hit CP, it is no longer challenging at all aside from World Bosses. Once you have a 5/5/2 set up, CP invested, and a decent grasp on your skills/rotation, you are basically a walking god.

    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • MikaHR
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    Pretty easy solution, nerf high end gear and CP. As power creep caused by those is what created this "problem" in the first place.

    And those complaining about the "problem" are unwilling to fix it for themselves so im inviting ZOS to fix it for them.
    Edited by MikaHR on February 4, 2019 1:48PM
  • MartiniDaniels
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    I play only for a year, so i clearly remember how boring and tedious and pointless those overland mobs were even when i didn't know nothing of CP and gear was usually random mix of outdated for 10 levels sets, and bars were mix of stamina/magicka damaging abilities.
    You don't even need to go to other games, just one word - Craglorn. Craglorn is so cool and great to roam, if other areas with exception of few beginner ones were as Craglorn game will be much more interesting for questing. I mean ZOS may leave starter areas and auridon/glenumbra/stonefalls/vvardenfell as they are but increase difficulty of others to Craglorn level.
  • myskyrim26
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    It is NOT easy to do quests.
    A lot of new players come to ESO every day.

    New players know nothing of combat and skills. I always see someone trying to kill mobs just with a sword light attack. I whisper them - take 2 daggers, take a 2h sword to get skills. But they never answer as they don't undrestans what's giong on.

    New players have no food and sets - even crafted. It is hard for them to do quests. An example is my friend - he quit playing ESO because it was impossible to do stories. I tried to help her, yet she kept striking mobs just with Lava Whip. And I have a lot more examples.

    If someone wants a hard mode - just take your sets off, leave your vMA weapons in your bank and get your CPs to zero. Here you go - a hard mode!

  • Jeremy
    Jeremy
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    Galen15 wrote: »
    There have been many posts lately complaining about the ease of questing and leveling content.

    Developers reading these posts may assume that this viewpoint is common or a majority viewpoint. I wanted to point out that satisfied people usually remain silent. I, for one, am quite happy with this content the way it is, and would be quite UNHAPPY if it were changed, unless any increased difficulty were made optional.

    Veteran hard mode dungeons and trials are challenging enough. It is pleasant sometimes to return to easy content for a change.

    Feel free to disagree but please save the insults. :smile:

    New areas to explore and quest in (which is most of this game) just aren't much fun when everything is so brain dead easy you can kill everything you fight (with the exception of world bosses) with your eyes closed banging on the keyboard.

    I honestly don't know how any high level player on this game could be content with it. I'm glad you are - but the rest of us who like interesting combat and at least some hint of challenge aren't going to be satisfied with it.

    In any case: they could release veteran versions of these zones without disturbing the playing experience of people like you who prefer things extremely easy. That would be a win/win for both populations and I see no good reason not implement it or why such a change would make you "unhappy".

  • Jeremy
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    myskyrim26 wrote: »
    It is NOT easy to do quests.

    Maybe not for new players. But for experienced veteran players they are absurdly easy - so easy in fact it's boring. And high level players should be able to enjoy the release of new areas to explore and quest in as well. This game shouldn't be all about new players.
  • jainiadral
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    MikaHR wrote: »
    Pretty easy solution, nerf high end gear and CP. As power creep caused by those is what created this "problem" in the first place.

    And those complaining about the "problem" are unwilling to fix it for themselves so im inviting ZOS to fix it for them.

    Nerfing CP isn't the solution to a minority of players' problems. And it sure would create new ones for those of us who like the way it reduces difficulty. <--Points to herself.
    Edited by jainiadral on February 4, 2019 3:07PM
  • Sadetius
    Sadetius
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    taking off gear or not using CP is not an option, 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.

    And just changing the numbers is artificial difficulty, it will just take longer in defeating an enemy. Tweaking the attack timings and how fast and how often enemies will attack, along with tweaking their damage. So that they will remain a threat for players would be perfect, maybe with some additional enemies placed here and there.

    Just give an option for a vet overland, the mega server is sharded anyway, I do not think that an additional shard added to it will make much of difference. Furthermore, the more casual players and hardcore players will be bumping heads less for dungeon ques for example.

    Different strokes different folks, nobody wants to force players who barely understand the game into a more difficult, but keep in mind that ESO is not the first MMORPG for other players, who have more experience in these types of games.
    Edited by Sadetius on February 4, 2019 3:05PM
  • Jeremy
    Jeremy
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    MikaHR wrote: »
    Feanor wrote: »
    MikaHR wrote: »
    Yup, dont use CP and use just white gear with no stats and voila - insta overland vet mode.

    That’s not true. It’s still easy if you know the basics.

    Try soloing all worldbosses, then come back and say "its easy"

    The only world boss I haven't been able to solo that I can think of is the Hunger Boss in Morrowind, and that's mostly just because of some cheap healing mechanic it has.

    And pointing to world bosses is not a good argument anyway- because these are suppose to be WORLD BOSSES and require a group to defeat. So pointing to those really just defeats your own argument and proves just how easy this game has become, because even those are easy to solo for many of us.

    I don't think we are asking for the overland to become so difficult players can't solo anyway (I'm certainly not). Just challenging enough to where it's actually interesting and requires us to pay attention and defend ourselves. Running around obliterating everything in seconds gets dull and cheapens the game. It also negates the purpose of ever wanting to group up with someone else while questing.
  • MartiniDaniels
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    myskyrim26 wrote: »
    It is NOT easy to do quests.
    A lot of new players come to ESO every day.

    New players know nothing of combat and skills. I always see someone trying to kill mobs just with a sword light attack. I whisper them - take 2 daggers, take a 2h sword to get skills. But they never answer as they don't undrestans what's giong on.

    New players have no food and sets - even crafted. It is hard for them to do quests. An example is my friend - he quit playing ESO because it was impossible to do stories. I tried to help her, yet she kept striking mobs just with Lava Whip. And I have a lot more examples.

    If someone wants a hard mode - just take your sets off, leave your vMA weapons in your bank and get your CPs to zero. Here you go - a hard mode!

    I don't know with such play style she won't complete any game in the market even in story modes etc.. and so all overland content should be dumbed down so even person who can't do don't want to do nothing more then press one button can play them? I'm sure she is fine IRL etc, maybe computer games are too boring for her.

    And removing BiS weapons and CP won't change anything, mobs will still be unable to kill you, it's only time of their killing will be longer and more tedious, so as for it's quite the opposite, to enjoy overland content you need min-maxed single target build which kills most mobs with one LA+ability. So you just click them like in graphical redactor to disable them so they don't bother you with their snares and other irritating cc effects.
  • MartiniDaniels
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    OP thank you, from you i get idea for build which will give me power to do questing once again. I expect khajiit NB with ~100% crit chance will be able to one-click 30k mobs with snipe and 40k mobs with onslaught, and so i will just listen to a stories without being disturbed by pointless mobs.
  • ghastley
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    " 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."

    Does this mean that MMO and RPG and mutually exclusive?

    A single-player RPG can do this by providing a linear progression through the game that does not involve going back to content the player has outgrown. Such games are played once, unless they give the opportunity to re-run with a different type of character, making build variety a major feature of successful games.

    However an MMO has new and experienced players together*, and needs to provide content for each of them simultaneously. The only method seems to be placing the advanced content in well-labelled dungeons that the inexperienced will avoid, (or die quickly there). And of course, this isn't a simple binary choice. There has to be content at various levels because the transition from new to experienced isn't an overnight switch. ESO tries to do this. It also has to provide PvE, and PvP in one game, which is a bit contradictory.

    MMO's also want to place emphasis on team play as an option. It can't be the whole game, as players need to learn solo, before they add cooperative skills to their portfolio. Again, there's a mix of solo and team in the quests in ESO, with the MQ designed for the solo training. You can't remove that, or new teams will never form. So is the progression from solo to small group to larger team, and do players need advanced-level solo content at all?

    ---

    * Separating players by experience level is a possible option, but not one I'd like. It prevents mentoring, and you can't easily distinguish carrying a player to teach them the mechanics of a dungeon, from any other reason for the carry. There is a case for linking significant rewards to skill progression, which are player-specific, rather than quest completions, which can just reflect the choice of friends.
  • Jhalin
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    ghastley wrote: »
    " 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."

    Does this mean that MMO and RPG and mutually exclusive?

    No...

    ESO just stopped using vertical progression as a system, and the horizontal progression is a dull, boring grind
  • Faulgor
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    ghastley wrote: »
    * Separating players by experience level is a possible option, but not one I'd like. It prevents mentoring, and you can't easily distinguish carrying a player to teach them the mechanics of a dungeon, from any other reason for the carry. There is a case for linking significant rewards to skill progression, which are player-specific, rather than quest completions, which can just reflect the choice of friends.

    We don't have to separate players for different difficulty levels. One Tamriel already solved that problem for us: All players are scaled anyway. It would be trivial to apply a new debuff - like Battlespirit in PvP areas - to those who are looking for a challenge. No separate zones like the old vet zones, and people of all skil levels and difficulty choice can still play together.

    Ideally, this would be tied into the lore by making a deal with a Daedric Prince (like the Prince of Bargains, Clavicus Vile). In turn for becoming weaker after using a memento, we could gain a new currency to use at certain NPCs (like for crafting writs and Tel Var) for furnishings, motifs, item sets, etc or gain new achievements with dyes, titles, skins, and costumes as rewards. A system that has already proven itself, and is easy to expand with further updates. It could also be part of a DLC, as I'm sure ZOS is always considering monetization.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • SoLooney
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    Overland and questing content is in an ok state

    Dungeons are also made challenging for the average player minus the dlc ones

    That's why we have vet trials.

    If content was made to just cater to hardcore players, game would be dead.

    Pretty sure like 1 percent of the eso players play on a hardcore level
  • Sevn
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    @danikat
    Such a great post, couldn't decide between insightful or awesome. Went with AWESOME.
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • BretonMage
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    I started ESO less than a year ago so the memory of my first weeks are still more or less fresh in my mind. I think the difficulty was perfect. It was accessible enough that I felt encouraged to progress through the quests, and I had the occasional challenge in the form of quest bosses and public dungeons. Of course now that content is very easy since I'm CP600+, but I wouldn't want quest content to be any harder because I can imagine new players would get severely discouraged.

    An optional vet overland mode would be interesting since it would give us harder content without relying on group dungeons, so I would support it, if ZOS found there was enough interest to justify its implementation.
  • Varana
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    Discussion on the sidelines:
    Sadetius wrote: »
    taking off gear or not using CP is not an option, 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.

    "Grow and develop", "character advancement ... through the story".

    I don't think that either that attempt at a definition, or your interpretation are really hitting the mark. Growth and development doesn't need to be reflected by stats or abilities. Advancement through story doesn't need to make your character stronger, mechanically.
    The last quest lines I've been playing were Murkmire, Dark Brotherhood, and Mages Guild (on an alt). All stories provided some sense of advancement and in-world progress that was independent from stats - getting insights into the world, getting acknowledged by in-game organisations, changing the world (in a smallish way). ESO is not really good at this because it needs to maintain a world state that is similar to many players at vastly different stages of their quests, and a lot of stuff is simply repeatable, but they do it sometimes (like opening up and re-establishing that Argonian village at the end of the quest line), and they at least try to acknowledge progression through dialogue, even if you don't necessarily see it in-world.

    Restricting these characteristics of an RPG only to stats takes a lot away from the role-playing part, I think.
  • Anhedonie
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    I miss these days when 3 mobs could one-shot a nightblade. And when Doshia took 15 minutes to kill, instead of 1 Force Pulse cast.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Galen15
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    Jeremy wrote: »
    In any case: they could release veteran versions of these zones without disturbing the playing experience of people like you who prefer things extremely easy. That would be a win/win for both populations and I see no good reason not implement it or why such a change would make you "unhappy".

    The problem with two different versions is that the rewards would be better for the higher version. Thus, no one who COULD do the higher version (like me) would settle for the lesser. And thus, there would be no relaxation or let down. The game would always be at high level intensity.

    I would prefer the solution of a difficulty slider. Those who want to fight harder can do so, but the rewards remain the same.
  • wsmith97ub17_ESO
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    I have to support the OP in this. I tend to think the same, its easy, raise difficulty, etc. Then, when I go to an area getting mats, I'll just happen to join in on something, or start beating up a world boss. I see new players dying so easily and it reminds me, we were all new once, overland difficulty must not drive them from the game. Give them time to build their skills and gear.
    It is the mind, that is the mind, confusing the mind. Do not leave the mind, oh mind, to the mind.
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