Voice_of_Chronicles wrote: »
The poll didn't have my answer; yes and no. Firstly, no they should not change the default values of the stats in regards to normal content - what they should do, is exactly what every other ES to date has done... a toggle for difficulty which modifies the incoming and outgoing damage by set amounts. Have a Veteran Mode toggle where all of a sudden the player is only doing 0.75x the damage, while taking 1.25x you know? (just random numbers, not actual recommended values.)
This game is largely casual in its playerbase, and so messing with the baseline game would mess with the majority of players - but a simple toggle makes it so it doesn't even have to be that way.
TequilaFire wrote: »Start from scratch on a new virgin no cp account, then come back and discuss.
So how do you make a game a challenge for players with a 400cp and not insane for those with a 160cp and not a walk in the park for a player with a 600cp?
That is my main issue with making the overworld harder.. who exactly is your base? And really what does one consider hard?
The "legendary" route is.. easy to get around.. A Survival mode ( like in FallOut ) is tedious for some people. What is hard for one person, might be easy to someone else.
Voice_of_Chronicles wrote: »
That's absolutely true...it will be for the devs and players to decide that. Maybe split it into CP tiers... or maybe just increase difficulty somewhat overall but...
Right now the way PvE in overland zones and delves feels just doesn't bring across the element of threat the quests suggest. This needs to be addressed imo. ^^
TequilaFire wrote: »Start from scratch on a new virgin no cp account, then come back and discuss.
For the most part, that's how I feel. I like a challenge, but I don't want every trash mob in the place to be a life-or-death struggle. I like questing and immersion, not just randomly killing mobs. If people want a more difficult zone, they can solo Craglorn, or solo world bosses, or do DLC dungeons/trials.jainiadral wrote: »Making the game more difficult by default will drive ME as a vet away. And that's using all my CP. I don't play games for a challenge. I play them for story and to chillax in an immersive world. I don't play to have an adrenaline rush-- well, maybe if I find the combat enjoyable. But then only in small doses. And only if the game has a gentle learning curve.
SydneyGrey wrote: »For the most part, that's how I feel. I like a challenge, but I don't want every trash mob in the place to be a life-or-death struggle. I like questing and immersion, not just randomly killing mobs. If people want a more difficult zone, they can solo Craglorn, or solo world bosses, or do DLC dungeons/trials.jainiadral wrote: »Making the game more difficult by default will drive ME as a vet away. And that's using all my CP. I don't play games for a challenge. I play them for story and to chillax in an immersive world. I don't play to have an adrenaline rush-- well, maybe if I find the combat enjoyable. But then only in small doses. And only if the game has a gentle learning curve.
The biggest point, though, is that an overall harder difficulty across-the-board would drive away new players, who would just get frustrated because they were always dying, and just leave to play another game.
Wandering_Immigrant wrote: »For the record I'm one of the newer players who people are worried about struggling, been playing for 5 or 6 months but my highest character is still only 36. I work long hours and also have 8 characters (10 as of last night) that I play and I treat the game as more a hobby than a race to the end so I don't level super fast.
Even still I'm soloing world bosses (not all of course but I've been to every base game zone and every one has at least one WB sometimes two that are easy prey. I solo Dolmens, solo group dungeons. I have fun doing these things
I don't like at all the idea of segregating veterans from new players through different server whatever mostly because that would thin the population, it be especially noticeable on the new player side as the game ages giving future new players the impression that the game they just started playing is already dying even if the vet side is actually still thriving. My solution would be better rewards in the overland.
Anyway, that all turned out much more long-winded then I'd planned so I'll leave it that, just saw a lot of people speaking for the new players and wanted to share my experiences as one and my thoughts on the matter.
Wandering_Immigrant wrote: »For the record I'm one of the newer players who people are worried about struggling, been playing for 5 or 6 months but my highest character is still only 36. I work long hours and also have 8 characters (10 as of last night) that I play and I treat the game as more a hobby than a race to the end so I don't level super fast.
Even still I'm soloing world bosses (not all of course but I've been to every base game zone and every one has at least one WB sometimes two that are easy prey. I solo Dolmens, solo group dungeons. I have fun doing these things
I don't like at all the idea of segregating veterans from new players through different server whatever mostly because that would thin the population, it be especially noticeable on the new player side as the game ages giving future new players the impression that the game they just started playing is already dying even if the vet side is actually still thriving. My solution would be better rewards in the overland.
Anyway, that all turned out much more long-winded then I'd planned so I'll leave it that, just saw a lot of people speaking for the new players and wanted to share my experiences as one and my thoughts on the matter.
Sorry I snipped your reply..but it would be a wall of text before I could answer!
I'm in the same boat... with the length of time I've been playing. and yep, I solo Doleman's and dungeons.. sometimes getting a little help here and there ( because the players are there ) and sometimes helping others when they need it.
Their are pretty few ways that can be used to make the game more challenging for high CP players and still not make the overworld so difficult that will drive new players away as well. There are of course those who thrive on the challenge.. but often what is a challenge for one player is a deal breaker for another.
That is the hard part.. making the game what everyone wants.
The question that Zos could ask themselves isn't how do I make the game challenging to everyone? Answer is, you can't unless something about the individual player's changes. You can't make the extremes of either end happy.
Thing is ( and why I've stressed 'new' players ) if the game is too hard for new players ( in general ).. they won't play, Had I started my free trial and found the overworld majorly difficult. I would never have bought my Subscription, the DLC's or anything else. (btw my load order for Skyrim would make a lot of people cringe )
On the other side, Zos could lose many of their "vet" players if they get bored because the game is to easy and getting dull... they will move on.
-Nerfing skills is one way...but tends to make people angry.
- make the overworld harder in general ( which may make it too hard for some new players. Not everyone likes the general NPC's to be really hard.. that makes the world bosses not spectacular or insane.. depending on the way they go.
- CP tiers.. which yes, would mean that the world would seem emptier ( well mostly )
- Take away the CP sharing.. or put a toggle on it... That way each player can decide if they want a new character to 'start fresh' or to start with higher XP..
Of course, their are other ways as well.. those are just a few that have already been mentioned. I like the idea of a toggle for CP the most.. why? because if I want my brand new Templar to find difficulty in leveling up, already having skill ( CP ) points is not really the way to do it. At the same time, I probably wouldn't mind that my Crafting character is getting free CP points to put into skills that she otherwise would not get to as soon.
errrfff.. to much text, sorry.
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.
It probably would, but other than making the game too hard for new players or those like me that just play / level really slow. What would be the best way to make the game harder for those with high cp?
I don't know how people can stand how pathetically easy overland PvE is. The worst thing about questing in this game is how mind numbingly easy this game is.
Wandering_Immigrant wrote: »For the record I'm one of the newer players who people are worried about struggling, been playing for 5 or 6 months but my highest character is still only 36. I work long hours and also have 8 characters (10 as of last night) that I play and I treat the game as more a hobby than a race to the end so I don't level super fast.
Even still I'm soloing world bosses (not all of course but I've been to every base game zone and every one has at least one WB sometimes two that are easy prey. I solo Dolmens, solo group dungeons. I have fun doing these things
I don't like at all the idea of segregating veterans from new players through different server whatever mostly because that would thin the population, it be especially noticeable on the new player side as the game ages giving future new players the impression that the game they just started playing is already dying even if the vet side is actually still thriving. My solution would be better rewards in the overland.
Anyway, that all turned out much more long-winded then I'd planned so I'll leave it that, just saw a lot of people speaking for the new players and wanted to share my experiences as one and my thoughts on the matter.
Sorry I snipped your reply..but it would be a wall of text before I could answer!
I'm in the same boat... with the length of time I've been playing. and yep, I solo Doleman's and dungeons.. sometimes getting a little help here and there ( because the players are there ) and sometimes helping others when they need it.
Their are pretty few ways that can be used to make the game more challenging for high CP players and still not make the overworld so difficult that will drive new players away as well. There are of course those who thrive on the challenge.. but often what is a challenge for one player is a deal breaker for another.
That is the hard part.. making the game what everyone wants.
The question that Zos could ask themselves isn't how do I make the game challenging to everyone? Answer is, you can't unless something about the individual player's changes. You can't make the extremes of either end happy.
Thing is ( and why I've stressed 'new' players ) if the game is too hard for new players ( in general ).. they won't play, Had I started my free trial and found the overworld majorly difficult. I would never have bought my Subscription, the DLC's or anything else. (btw my load order for Skyrim would make a lot of people cringe )
On the other side, Zos could lose many of their "vet" players if they get bored because the game is to easy and getting dull... they will move on.
-Nerfing skills is one way...but tends to make people angry.
- make the overworld harder in general ( which may make it too hard for some new players. Not everyone likes the general NPC's to be really hard.. that makes the world bosses not spectacular or insane.. depending on the way they go.
- CP tiers.. which yes, would mean that the world would seem emptier ( well mostly )
- Take away the CP sharing.. or put a toggle on it... That way each player can decide if they want a new character to 'start fresh' or to start with higher XP..
Of course, their are other ways as well.. those are just a few that have already been mentioned. I like the idea of a toggle for CP the most.. why? because if I want my brand new Templar to find difficulty in leveling up, already having skill ( CP ) points is not really the way to do it. At the same time, I probably wouldn't mind that my Crafting character is getting free CP points to put into skills that she otherwise would not get to as soon.
errrfff.. to much text, sorry.
You can just not assign the cp on new character. That's the toggle.
TequilaFire wrote: »Start from scratch on a new virgin no cp account, then come back and discuss.
TequilaFire wrote: »Start from scratch on a new virgin no cp account, then come back and discuss.
Vicente Valtiere, Dark Brotherhood, OblivionSpill some blood for me dear brother