asuzab16_ESO wrote: »I am surprised by the results of this poll.
Yes, higher difficulty is often associated with frustration but it also brings a lot to immersion, combat, social aspects of the game. The game is still enjoyable without it but it becomes only a mere shadow of what it could be and has to offer.
In my case, the main reason I get bored of an MMO is if it has an unchallenging world and it is the case with ESO too. The world doesn't provide me with occasions of using the potential of my class, to improve myself or to socialize to overcome difficulties.
I am curious to know when players started hating challenge in video games. I don't know if it's a generational issue, but it seems like at some point, players started liking being unchallenged because that makes them feel stronger and in control, rather than having to improve themselves and feel happy with the results.
Personally, I am sad to see that ESO's quests and zones exploration have to be seperated from challenging content and class gameplay learning. I strongly believe that the world of ESO would be way more captivating if the difficulty was increased and players were able to face danger in the zones.
Voice_of_Chronicles wrote: »Most of you are looking at it from a new player perspective and that's fine. But as a veteran player who clings to the great voice acting... it just doesn't feel right, being able to singlehandedly, without the slightest effort dispatch of a whole lot of bandits and their leaders in no time.
I don't think upping the difficulty by a certain degree will scare new players. Because they, like us who have alot of exp and know when to heal, block, shield etc will come to appreciate eventually, that this change was made to keep rest of the vast world which they haven't explored yet, interesting, entertaining and a tad challenging gameplay-wise, besides being grind with an amazing story.
Also like stated previously, increasing the difficulty of the old world to the level of new content zones, would just offer new players a plain playfield whereas now, they are experiencing a decrease in the "challenges" they face when going back.
TequilaFire wrote: »Start from scratch on a new virgin no cp account, then come back and discuss.
We all started on a virgin account with no CP, without a lot of what is available today.
Playing now with a scaling environment, no limitations and whatever else has changed, not to mention all the resources to learn the game you could possibly want, would be much easier, don't you think?
You can finish nMA naked at level 20 - Overland content is even easier than that, it shouldn't be that easy.
Based on that, content should be upped in difficulty, it's much easier today than it ever was.barney2525 wrote: »I don't play games for the STRUGGLE.
..
You want to make it more challenging for yourself? Fine. Pick ONE ability and only use that. Don't use any other buttons. Just light attack, heavy attack and ONE ability. Don't even slot anything else.
I imagine what the OP was getting at is that what you described as "a challenge" is actually unbelievably easy to do, you could actually even drop the skill and manage overland (many new players do, let alone a vet).
You might not play games for the struggle, but do you play them for the thumb twiddling?
asuzab16_ESO wrote: »I am surprised by the results of this poll.
Yes, higher difficulty is often associated with frustration but it also brings a lot to immersion, combat, social aspects of the game. The game is still enjoyable without it but it becomes only a mere shadow of what it could be and has to offer.
In my case, the main reason I get bored of an MMO is if it has an unchallenging world and it is the case with ESO too. The world doesn't provide me with occasions of using the potential of my class, to improve myself or to socialize to overcome difficulties.
I am curious to know when players started hating challenge in video games. I don't know if it's a generational issue, but it seems like at some point, players started liking being unchallenged because that makes them feel stronger and in control, rather than having to improve themselves and feel happy with the results.
Personally, I am sad to see that ESO's quests and zones exploration have to be seperated from challenging content and class gameplay learning. I strongly believe that the world of ESO would be way more captivating if the difficulty was increased and players were able to face danger in the zones.
asuzab16_ESO wrote: »I am surprised by the results of this poll.
Yes, higher difficulty is often associated with frustration but it also brings a lot to immersion, combat, social aspects of the game. The game is still enjoyable without it but it becomes only a mere shadow of what it could be and has to offer.
In my case, the main reason I get bored of an MMO is if it has an unchallenging world and it is the case with ESO too. The world doesn't provide me with occasions of using the potential of my class, to improve myself or to socialize to overcome difficulties.
I am curious to know when players started hating challenge in video games. I don't know if it's a generational issue, but it seems like at some point, players started liking being unchallenged because that makes them feel stronger and in control, rather than having to improve themselves and feel happy with the results.
Personally, I am sad to see that ESO's quests and zones exploration have to be seperated from challenging content and class gameplay learning. I strongly believe that the world of ESO would be way more captivating if the difficulty was increased and players were able to face danger in the zones.
barney2525 wrote: »I have to admit, the CP share thing, I really like it.
But I am surprised it exists. I would have expected Zos to require each character to gain their own CPs.
Probably at this point tho, changing it would cause a revolt.
Some people here claiming the game is 'brutal' to new players seems a bit overstated to me. I don't remember it being particularly difficult when I started playing in 2017, sure you had to learn some basics but nothing too radical, and I am absolutely average at best.
Voice_of_Chronicles wrote: »So far so good, an optional veteran mode for overland zones might be a nice way to handle things.
Also, the people telling those who would like an increase in difficulty are playing the wrong game forgot the difficulty when it was still 50 and vet 1-16, like many folks said before it became way easier with one Tamriel.
To those who say, go into some dungeon or vMSA, DSA, trials... ye, I can very well do that but it doesn't change what is most important to me:
I would like to once again be able to quest and roam the open world of Tamriel, many of which quests (I haven't touched on more than one character for said reason) and be able to actually feel that my actions there were factually needed.
If it takes a split second to kill the trash and a few more seconds to kill a boss, all the atmosphere and the grand story that developed right in front of my eyes becomes spoiled and ridiculed by the ease with with I can dispatch of all the enemies.
I want to engage in this immersive role-playing world and not to feel it break apart by the quick death of everything in my path
Saying that I should force myself to play with light attacks only and 1 skill only is plain mean as it would make combat super dull and also not a tad more challenging, but rather just prolong everything.
To those who wish to protect those new players experiencing difficulties at the start of the game, I fully understand where you are coming from. But as some new players here stated before they hardly felt a challenge at all after figuring out most about the combat and skills. Again, a simpler version or a stronger stat scaling for new players might be an option.
Moreover, keep in mind that this game and especially the overland zones were not solely designed for new players to enjoy, but also veteran players would like to feel some fun when questing besides grand story telling...a joy that comes hard fighting these ...npcs...
Again, thanks to all of your replies so far, keep your suggestions and feedback coming!
asuzab16_ESO wrote: »I am surprised by the results of this poll.
Yes, higher difficulty is often associated with frustration but it also brings a lot to immersion, combat, social aspects of the game. The game is still enjoyable without it but it becomes only a mere shadow of what it could be and has to offer.
In my case, the main reason I get bored of an MMO is if it has an unchallenging world and it is the case with ESO too. The world doesn't provide me with occasions of using the potential of my class, to improve myself or to socialize to overcome difficulties.
I am curious to know when players started hating challenge in video games. I don't know if it's a generational issue, but it seems like at some point, players started liking being unchallenged because that makes them feel stronger and in control, rather than having to improve themselves and feel happy with the results.
Personally, I am sad to see that ESO's quests and zones exploration have to be seperated from challenging content and class gameplay learning. I strongly believe that the world of ESO would be way more captivating if the difficulty was increased and players were able to face danger in the zones.
Voice_of_Chronicles wrote: »I would like to once again be able to quest and roam the open world of Tamriel, many of which quests (I haven't touched on more than one character for said reason) and be able to actually feel that my actions there were factually needed.
If it takes a split second to kill the trash and a few more seconds to kill a boss, all the atmosphere and the grand story that developed right in front of my eyes becomes spoiled and ridiculed by the ease with with I can dispatch of all the enemies.
I want to engage in this immersive role-playing world and not to feel it break apart by the quick death of everything in my path
That was well said, especially the bolded portion of your comment which sums up my thoughts exactly.
asuzab16_ESO wrote: »I am surprised by the results of this poll.
Yes, higher difficulty is often associated with frustration but it also brings a lot to immersion, combat, social aspects of the game. The game is still enjoyable without it but it becomes only a mere shadow of what it could be and has to offer.
Wondering if those who are wanting the increased difficultly can even manage Crag. solo in their current gear.
Hell, if they all can solo all of Crag (no grouping, no leeching off of others fighting wbs, etc.) in nothing but white gear, no food buffs, pots or cp with out dropping below 75% health or even a single death from any one of them. Then maybe make pve harder. Till that happens. Its fine as is.
Voice_of_Chronicles wrote: »Wondering if those who are wanting the increased difficultly can even manage Crag. solo in their current gear.
Hell, if they all can solo all of Crag (no grouping, no leeching off of others fighting wbs, etc.) in nothing but white gear, no food buffs, pots or cp with out dropping below 75% health or even a single death from any one of them. Then maybe make pve harder. Till that happens. Its fine as is.
That is not the point and the way you portray it means you are not talking this debate seriously...
I am not saying we should increase difficulty to a level where only a few people can handle it, but rather that right now the challenge posed by NPCS does not live anywhere up to the fearsome and impressiveness of the story of these supposedly dangerous foes.
Voice_of_Chronicles wrote: »So far so good, an optional veteran mode for overland zones might be a nice way to handle things.
Also, the people telling those who would like an increase in difficulty are playing the wrong game forgot the difficulty when it was still 50 and vet 1-16, like many folks said before it became way easier with one Tamriel.
To those who say, go into some dungeon or vMSA, DSA, trials... ye, I can very well do that but it doesn't change what is most important to me:
I would like to once again be able to quest and roam the open world of Tamriel, many of which quests (I haven't touched on more than one character for said reason) and be able to actually feel that my actions there were factually needed.
If it takes a split second to kill the trash and a few more seconds to kill a boss, all the atmosphere and the grand story that developed right in front of my eyes becomes spoiled and ridiculed by the ease with with I can dispatch of all the enemies.
I want to engage in this immersive role-playing world and not to feel it break apart by the quick death of everything in my path
Saying that I should force myself to play with light attacks only and 1 skill only is plain mean as it would make combat super dull and also not a tad more challenging, but rather just prolong everything.
To those who wish to protect those new players experiencing difficulties at the start of the game, I fully understand where you are coming from. But as some new players here stated before they hardly felt a challenge at all after figuring out most about the combat and skills. Again, a simpler version or a stronger stat scaling for new players might be an option.
Moreover, keep in mind that this game and especially the overland zones were not solely designed for new players to enjoy, but also veteran players would like to feel some fun when questing besides grand story telling...a joy that comes hard fighting these ...npcs...
Again, thanks to all of your replies so far, keep your suggestions and feedback coming!
Voice_of_Chronicles wrote: »