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[Discussion] Questing and overland PVE content in general needs a serious change - my two cents

Spinkledorf
Spinkledorf
Soul Shriven
First things first, I think that ESO triumphs over other MMOs in terms if its questing content. Stories and experiences are weaved in a very organic way, leading you to become attached to the characters and stories, making questing a very engaging experience.

Quests excel in their stories, but unfortunately, while they do storytelling well, I believe it is the only thing they do well. In terms of gameplay or combat, they fall short.

This isn't due to underdeveloped game mechanics, or subpar level design, but to the lack of difficulty. ALL overland mobs, save world bosses, can be killed in a manner of seconds by even sub-level 50 characters. When questlines are built around killing bad guys that have been built up to be ultra powerful, it feels anticlimactic when I can kill a boss in under 10 seconds just by spamming warden birds.

This anti-climax becomes even more apparent with end-of-campaign bosses, like Nocturnal in Summerset for example. There was such a grand set up, and really cool visuals, but no difficulty or engagement to complement the great aspects. Although I haven't played Elsweyr, I would assume it will be largely similar.

The lack of difficulty also restricts the potential amount of players interested in questing. Given that the only value they provide is that of story and lore, this severely limits the number of people who actually do quests. Many people in my guild, for example, don't bother with quests, due to having zero interest in lore. Given that half of yearly updated are dedicated to giving quest content, this seems paradoxical. Why would ZOS not want to expand content for all audiences?

So what's the solution? I'm not a game designer by any means, but I really think that having a toggleable difficulty increase (and no, taking off all gear and CP doesn't work in this regard) - maybe to be that of the level of vMA would really help. Make it so that roll dodging, blocking, and interruptions are vital for survival. It would attract the more hardcore crowd, and keep people engaged due to another level of demand from the user. Killing a boss at the end of a quest would be truly earned. Introducing exclusive rewards for these 'veteran quests' would also go a long way, in order to reward players for their efforts. Maybe outfits, currency, mounts, something along those lines. That would make sure that players are consistently questing in order to obtain these rewards.

Some might be concerned that this would 'split the playerbase', but doesn't normal questing 'split the playerbase' anyway? And it's not like people aren't gonna do trials or dungeons anymore, this just gives players another difficult PvE avenue to pursue. Plus, with more and more people joining the game, the whole concenpt of 'splitting the playerbase' is becoming less and less relevant, imo.

I love ESO and its quests, but I can't help thinking that they fall short at times. I just want a fantastic gameplay experience to complement the fantastic stories being told, instead of just a mediocre gameplay experience.
  • FierceSam
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    Storytelling parts of game too good at story telling shocker.

    They’re for everyone. They’re not endgame. They are aimed at everyone from a just minted L4 character to a well rounded CP 180 and they are about the story, not satisfying your awesome battle skills.

    You want an epic fight? With storyline? Go do Sunspire HM, it’s got both if you don’t simply run through the trial like a sprinter
  • Robo_Hobo
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    I agree with you, but this is a common suggestion, and this whole thing always goes the same way. You'll see comments like:

    -Go do the new trial on HM if you want a challenge
    -Take off all your armor, this extra challenge is already possible in-game
    -Craglorn already tried this and it failed

    There's some more, it's always the same things, always, so I think if you want more people to consider your suggestion other than people like me who always just automatically agree with it, then something should be done to answer counter those common criticisms in a way that they might better understand.

    Like, maybe make a video showcasing how the state of quest boss difficulty is right now by killing quest bosses with no armor, CP, no weapons, no food, etc, to prove that it doesn't actually do much for the goal and why we need an actual debuff or quest boss HM mode or something.

    Not sure how to help counter the other points though in a more understandable manner because usually at this point when people see the thread title they just reply with the copy/paste messages without reading. Bolding the word "optional" at the top might help, maybe bold the counter arguments too I guess, and have the video. That might get some people to read it.

    Just trying to help this get seen and considered more, good luck!
  • mann9753b16_ESO
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    Yeah, I agree, I love ESO in so many ways, the onyl thing I dont really like is how easy it is.

    There are not many things I miss from Vanilla WoW, but one thing I do miss is that mobs were actually dangerous. especialy rare/elite mobs, which needed perfect execution to beat or a group.

    In ESO, I even had moments where I was AFK while a mob attacked me and when I returned, I wasnt even half health...

    And before anyone tells me to go naked, I am already in level 1 gear...

    But that doesnt really help, the second another player is around, everything just drops dead.
    Edited by mann9753b16_ESO on May 26, 2019 9:25AM
  • FierceSam
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    I get that overland content is easy if you’re experienced and that this makes the whole questing experience less enjoyable.

    But it’s more important that everyone can complete it than that it caters for ‘better’ players. I’ve been the player who can’t continue a storyline because a L19 ‘boss’ had mechanics I couldn’t deal with and I’m now a player who finds Spellscar tedious to do solo because it’s too easy, and I know which of those was closest to driving me out of the game.

    Overland is about the story and it needs to be for everyone. So, yes it might be ridiculous that my L4 necro can take part in a dragon fight and survive, but for every player thinking like that, there are many more new players going, “wow! I just fought a dragon, this game is amazing”. That’s who overland is for.

    You want more challenge, let’s do it with new characters death means death.
  • mann9753b16_ESO
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    FierceSam wrote: »
    I get that overland content is easy if you’re experienced and that this makes the whole questing experience less enjoyable.

    But it’s more important that everyone can complete it than that it caters for ‘better’ players. I’ve been the player who can’t continue a storyline because a L19 ‘boss’ had mechanics I couldn’t deal with and I’m now a player who finds Spellscar tedious to do solo because it’s too easy, and I know which of those was closest to driving me out of the game.

    Overland is about the story and it needs to be for everyone. So, yes it might be ridiculous that my L4 necro can take part in a dragon fight and survive, but for every player thinking like that, there are many more new players going, “wow! I just fought a dragon, this game is amazing”. That’s who overland is for.

    You want more challenge, let’s do it with new characters death means death.



    Laughable easy overland content leads to level 50 players who have no idea how to block, interrupt or play around mechanics.
  • VaranisArano
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    Overland content feels balanced when I level a brand new character with no CP.

    If I bring my dungeon ready Silencer, obviously, she murders everything.

    Some of that is power creep. Some of that is just knowing how to play the game.

    I'm not opposed to a difficulty toggle or a hard mode, I just think...
    A. There's not a whole lot of profit for the effort it would take to implement, compared to the current state of "just debuff yourself"
    B. Whatever ZOS did probably wouldn't satisfy all players anyway
    C. All of ESO's content, from overland to vMA to trials, gets easier the more ezperience you have with it. Unless ZOS fully revamps mechanics in a hard mode, nothing can take away your knowledge of how to play the game.

    So I doubt that ZOS will consider it worth investing resources into something thata likely going to appeal to only a niche of players: those who want difficulty AND those who like how ZOS implemented it.
  • Kamatsu
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    The lack of difficulty also restricts the potential amount of players interested in questing. Given that the only value they provide is that of story and lore, this severely limits the number of people who actually do quests. Many people in my guild, for example, don't bother with quests, due to having zero interest in lore. Given that half of yearly updated are dedicated to giving quest content, this seems paradoxical. Why would ZOS not want to expand content for all audiences?

    Your sample size for what players actually play is way too small to even consider. It's anecdotal evidence. Fact is yes there are those who want harder overland, thus why threads like these pop up fairly regularly - but if there was a sizeable enough population playing 'hard' content, then ZOS would put more effort into the 'hard' content - it should be telling that the majority of their efforts goes into 'casual' story based content... that is where the $$$ is.
    So what's the solution? I'm not a game designer by any means, but I really think that having a toggleable difficulty increase (and no, taking off all gear and CP doesn't work in this regard) - maybe to be that of the level of vMA would really help.

    If there was a way of doing this that wouldn't allow griefing of players then I'd wholeheartedly support this. Sadly I don't see how to do this in an online game like ESO without separating players into different worlds/shards/servers. Because if, as has been suggested elsewhere, 'the 1st to hit a mob triggers it's difficulty'... you could have ppl set to 'hard' griefing ppl trying to quest on easy/normal or vice-versa.

    I'm no programmer, so maybe there would be some way of mitigating/alleviating/removing this issue... but I dunno. To look at other games which had problems with toggable players griefing others one just has to look at SW:TOR - it used to have a toggable PvP switch for characters (when playing on a non-PvP server), where you could toggle yourself for open PvP and then fight others with the toggle on, but those with the toggle off should be safe. I said 'should'... because players found way after way of forcing non-flagged players to become flagged so they could be killed by the PvP'er.

    SW:TOR did try and fix this multiple times. In the end they revamped the whole mess and made PvE/PvP separate instances. If you flipped the PvP switch you were moved out of the PvE instance and thus would only ever come across PvP players. Thus ending the griefing of PvE only players.
    Introducing exclusive rewards for these 'veteran quests' would also go a long way, in order to reward players for their efforts. Maybe outfits, currency, mounts, something along those lines. That would make sure that players are consistently questing in order to obtain these rewards.

    Personally I don't care either way about this. However this suggestion will get a lot of people riled up. I can see the argument for both sides - playing on harder difficulty does mean you will tend to take longer to get through content. However on the other side many people have seen what happens if only a minority of players get exclusive rewards - one just has to look at the toxic WoW raid community for a clear example of this.

    And no, not saying it 'would' happen here in ESO, but it's something ppl will be afraid of and concerned with.

    Oh, and before you suggest your not a 'minority'... yes you are. The vast majority of MMO players are casual's, lore-hounds, questers, role-players, etc. Only a small % of ppl in MMO's are into things like raiding, hard content, pushing the extreme's. And no, I'm not saying ZOS shouldn't try and provide content for this group, or try and find a way to appease both sides... but good luck with that. lol

    - As of the launch of WotLK WoW expansion, only 5-6% of the playerbase had ever touched foot in a raid.
    -- As stated by a WoW dev back on the old WoW forums when discussing why they made the changes to raiding they had in LK & why they brought in the LFR system.
    -- This does tie in with why WoW was such a big hit. When it launched, the other MMO's at the time were all fairly hardcore, group-focused, with lots of hard content. In came WoW which was accessible to casual players, and could be solo'ed (apart from dungeons, raid(s) & world bosses). There's a reason why Hunter was the most played class - it was the easiest to solo the open world content with.

    - GW2 listened to people crying that the game was way too easy and made their 1st expansion HoT way harder, more group focused, and non-soloable...
    -- As a result their revenue plummeted 67% as the casual player base abandoned the game due to the difficulty spike.
    -- Those crying for 'harder' content were extremely vocal for years on the GW2 forums & reddit, and got what they wanted... a harder game where you had to actually dodge, block, use appropriate skills at the right time (hmm, sounds familiar right?)... and ANet learned the harsh lesson why not to listen to this crowd.
    -- ANet apologized and majorly nerfed the expansion, made it soloable, etc in an effort to stop the flood of it's playerbase from leaving the game. This did work as their income level's steadied after doing this.

    Regardless, if you or anyone can come up with a way that allows you to play overland with harder content, while not effecting others, and not splitting the playerbase... I'd support that 100%. I hope someone can come up with a workable solution, and that ZOS pays attention.
    o_O
  • Tyralbin
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    ZOS already tried to make overland content harder with Craglorn.

    Look how empty that was when it first came out.

    They had to reduce difficulty level there to get people into the zone.
    Live a little love a lot send all your gold to this Imperials pot.
  • Chadak
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    No thanks. I like ESO just the way it is.

    Alternatively, sure; you can have your Veteran mode toggle. You don't get extra rewards for using it though.
    Edited by Chadak on May 26, 2019 11:22AM
  • Mr_Walker
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    Wear sub-optimal gear. Problem solved, /thread.
  • Kel
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    Kamatsu wrote: »
    The lack of difficulty also restricts the potential amount of players interested in questing. Given that the only value they provide is that of story and lore, this severely limits the number of people who actually do quests. Many people in my guild, for example, don't bother with quests, due to having zero interest in lore. Given that half of yearly updated are dedicated to giving quest content, this seems paradoxical. Why would ZOS not want to expand content for all audiences?

    Your sample size for what players actually play is way too small to even consider. It's anecdotal evidence. Fact is yes there are those who want harder overland, thus why threads like these pop up fairly regularly - but if there was a sizeable enough population playing 'hard' content, then ZOS would put more effort into the 'hard' content - it should be telling that the majority of their efforts goes into 'casual' story based content... that is where the $$$ is.
    So what's the solution? I'm not a game designer by any means, but I really think that having a toggleable difficulty increase (and no, taking off all gear and CP doesn't work in this regard) - maybe to be that of the level of vMA would really help.

    If there was a way of doing this that wouldn't allow griefing of players then I'd wholeheartedly support this. Sadly I don't see how to do this in an online game like ESO without separating players into different worlds/shards/servers. Because if, as has been suggested elsewhere, 'the 1st to hit a mob triggers it's difficulty'... you could have ppl set to 'hard' griefing ppl trying to quest on easy/normal or vice-versa.

    I'm no programmer, so maybe there would be some way of mitigating/alleviating/removing this issue... but I dunno. To look at other games which had problems with toggable players griefing others one just has to look at SW:TOR - it used to have a toggable PvP switch for characters (when playing on a non-PvP server), where you could toggle yourself for open PvP and then fight others with the toggle on, but those with the toggle off should be safe. I said 'should'... because players found way after way of forcing non-flagged players to become flagged so they could be killed by the PvP'er.

    SW:TOR did try and fix this multiple times. In the end they revamped the whole mess and made PvE/PvP separate instances. If you flipped the PvP switch you were moved out of the PvE instance and thus would only ever come across PvP players. Thus ending the griefing of PvE only players.
    Introducing exclusive rewards for these 'veteran quests' would also go a long way, in order to reward players for their efforts. Maybe outfits, currency, mounts, something along those lines. That would make sure that players are consistently questing in order to obtain these rewards.

    Personally I don't care either way about this. However this suggestion will get a lot of people riled up. I can see the argument for both sides - playing on harder difficulty does mean you will tend to take longer to get through content. However on the other side many people have seen what happens if only a minority of players get exclusive rewards - one just has to look at the toxic WoW raid community for a clear example of this.

    And no, not saying it 'would' happen here in ESO, but it's something ppl will be afraid of and concerned with.

    Oh, and before you suggest your not a 'minority'... yes you are. The vast majority of MMO players are casual's, lore-hounds, questers, role-players, etc. Only a small % of ppl in MMO's are into things like raiding, hard content, pushing the extreme's. And no, I'm not saying ZOS shouldn't try and provide content for this group, or try and find a way to appease both sides... but good luck with that. lol

    - As of the launch of WotLK WoW expansion, only 5-6% of the playerbase had ever touched foot in a raid.
    -- As stated by a WoW dev back on the old WoW forums when discussing why they made the changes to raiding they had in LK & why they brought in the LFR system.
    -- This does tie in with why WoW was such a big hit. When it launched, the other MMO's at the time were all fairly hardcore, group-focused, with lots of hard content. In came WoW which was accessible to casual players, and could be solo'ed (apart from dungeons, raid(s) & world bosses). There's a reason why Hunter was the most played class - it was the easiest to solo the open world content with.

    - GW2 listened to people crying that the game was way too easy and made their 1st expansion HoT way harder, more group focused, and non-soloable...
    -- As a result their revenue plummeted 67% as the casual player base abandoned the game due to the difficulty spike.
    -- Those crying for 'harder' content were extremely vocal for years on the GW2 forums & reddit, and got what they wanted... a harder game where you had to actually dodge, block, use appropriate skills at the right time (hmm, sounds familiar right?)... and ANet learned the harsh lesson why not to listen to this crowd.
    -- ANet apologized and majorly nerfed the expansion, made it soloable, etc in an effort to stop the flood of it's playerbase from leaving the game. This did work as their income level's steadied after doing this.

    Regardless, if you or anyone can come up with a way that allows you to play overland with harder content, while not effecting others, and not splitting the playerbase... I'd support that 100%. I hope someone can come up with a workable solution, and that ZOS pays attention.

    Let's not forget the shining example of making a game designed with hardcore players in mind in every aspect of gameplay, flopping big time...Wildstar.

    Overland content isnt the place to find your challenge. It's story mode for a reason...because it's for all players. The story is the lure in questing, not the difficulty.
    There should be a toggle (and maybe a small gold sink) that let's you disable your CP at your choosing, but that's as far as I'll go with overland changes.
    Seriously doubt Zos would rework how difficulty would work, seeing as how maybe 4 or 5 percent of players would actually do this. Too much work for not enough return. History has shown that to be true.
  • Rex-Umbra
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    I don't see the point of questing or any PvE any more. I miss the difficulty of Imperial City at launch where you could solo if you were skilled if not you could join a group.

    Craglorn failed because it forced groups but now they have gone completely opposite and it does not feel rewarding.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • srfrogg23
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    Ok. I don't know what it is with you guys, but you're going to have to wake up and smell of coffee eventually.

    The open world content is the baseline content for EVERYONE. Yes. That means that it is, by default, the easiest and MOST ACCESSIBLE content in the game.

    Do you like Zos' production rates for new dungeons, bg's, zones, and other features?

    Then, step right up folks because I've got news for you. This is how they do it! By having a massive chunk of lower difficulty content accessible to casual, low-skill, working adults who are just hopping into the game for a few hours a week to slay some dragons, RP, run a few public dungeons, delves, and generally just goof off in the open-world while they spend copious amounts of money on the crown store.

    If you want a small MMO made purely of hardcore end game raiders who want nothing more than to group up and "make lifelong friends" while questing like the golden days of Vanilla WoW, then feel free to go play Wildstar.

    Just be careful with what you wish for, you just might get it.
  • Starlock
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    Something often forgotten - try playing the game in first person. It’s harder. I almost always play in first person while questing because it is far more immersive. When doing so, I frequently fail to see red circles (because I’m not staring at the ground) and frequently fail to see an enemy behind me wind up that heavy attack. It makes for a very different experience. And the game diffculty has to account for that difference.
  • icecb16_ESO
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    I think the quest bosses could be harder.
  • Linaleah
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    Kamatsu wrote: »
    The lack of difficulty also restricts the potential amount of players interested in questing. Given that the only value they provide is that of story and lore, this severely limits the number of people who actually do quests. Many people in my guild, for example, don't bother with quests, due to having zero interest in lore. Given that half of yearly updated are dedicated to giving quest content, this seems paradoxical. Why would ZOS not want to expand content for all audiences?

    Your sample size for what players actually play is way too small to even consider. It's anecdotal evidence. Fact is yes there are those who want harder overland, thus why threads like these pop up fairly regularly - but if there was a sizeable enough population playing 'hard' content, then ZOS would put more effort into the 'hard' content - it should be telling that the majority of their efforts goes into 'casual' story based content... that is where the $$$ is.
    So what's the solution? I'm not a game designer by any means, but I really think that having a toggleable difficulty increase (and no, taking off all gear and CP doesn't work in this regard) - maybe to be that of the level of vMA would really help.

    If there was a way of doing this that wouldn't allow griefing of players then I'd wholeheartedly support this. Sadly I don't see how to do this in an online game like ESO without separating players into different worlds/shards/servers. Because if, as has been suggested elsewhere, 'the 1st to hit a mob triggers it's difficulty'... you could have ppl set to 'hard' griefing ppl trying to quest on easy/normal or vice-versa.

    I'm no programmer, so maybe there would be some way of mitigating/alleviating/removing this issue... but I dunno. To look at other games which had problems with toggable players griefing others one just has to look at SW:TOR - it used to have a toggable PvP switch for characters (when playing on a non-PvP server), where you could toggle yourself for open PvP and then fight others with the toggle on, but those with the toggle off should be safe. I said 'should'... because players found way after way of forcing non-flagged players to become flagged so they could be killed by the PvP'er.

    SW:TOR did try and fix this multiple times. In the end they revamped the whole mess and made PvE/PvP separate instances. If you flipped the PvP switch you were moved out of the PvE instance and thus would only ever come across PvP players. Thus ending the griefing of PvE only players.
    Introducing exclusive rewards for these 'veteran quests' would also go a long way, in order to reward players for their efforts. Maybe outfits, currency, mounts, something along those lines. That would make sure that players are consistently questing in order to obtain these rewards.

    Personally I don't care either way about this. However this suggestion will get a lot of people riled up. I can see the argument for both sides - playing on harder difficulty does mean you will tend to take longer to get through content. However on the other side many people have seen what happens if only a minority of players get exclusive rewards - one just has to look at the toxic WoW raid community for a clear example of this.

    And no, not saying it 'would' happen here in ESO, but it's something ppl will be afraid of and concerned with.

    Oh, and before you suggest your not a 'minority'... yes you are. The vast majority of MMO players are casual's, lore-hounds, questers, role-players, etc. Only a small % of ppl in MMO's are into things like raiding, hard content, pushing the extreme's. And no, I'm not saying ZOS shouldn't try and provide content for this group, or try and find a way to appease both sides... but good luck with that. lol

    - As of the launch of WotLK WoW expansion, only 5-6% of the playerbase had ever touched foot in a raid.
    -- As stated by a WoW dev back on the old WoW forums when discussing why they made the changes to raiding they had in LK & why they brought in the LFR system.
    -- This does tie in with why WoW was such a big hit. When it launched, the other MMO's at the time were all fairly hardcore, group-focused, with lots of hard content. In came WoW which was accessible to casual players, and could be solo'ed (apart from dungeons, raid(s) & world bosses). There's a reason why Hunter was the most played class - it was the easiest to solo the open world content with.

    - GW2 listened to people crying that the game was way too easy and made their 1st expansion HoT way harder, more group focused, and non-soloable...
    -- As a result their revenue plummeted 67% as the casual player base abandoned the game due to the difficulty spike.
    -- Those crying for 'harder' content were extremely vocal for years on the GW2 forums & reddit, and got what they wanted... a harder game where you had to actually dodge, block, use appropriate skills at the right time (hmm, sounds familiar right?)... and ANet learned the harsh lesson why not to listen to this crowd.
    -- ANet apologized and majorly nerfed the expansion, made it soloable, etc in an effort to stop the flood of it's playerbase from leaving the game. This did work as their income level's steadied after doing this.

    Regardless, if you or anyone can come up with a way that allows you to play overland with harder content, while not effecting others, and not splitting the playerbase... I'd support that 100%. I hope someone can come up with a workable solution, and that ZOS pays attention.

    to add to this... ESO used to be harder, less inclusive at launch. are people forgetting WHY its no longer the case? we don't even have to look at other games we have our own game to look it and just how much one tamriel revitalized it.

    the absolute best case scenario we could hope for, is again ala SWTOR - have separate togglable difficulty quest/delve instances. but.. swtor also has ALL of those quests set as replayable. its part of the reason why it was worth doing for them, becasue they got people RE-PLAYING quests on harder difficulty.
    Edited by Linaleah on May 26, 2019 1:48PM
    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"
  • Ri_Khan
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    So I hit 810 when I was doing Summerset and I gotta say it was not fun or enjoyable. It doesn't matter how good the story is when there is absolutely no challenge involved whatsoever. This is a game, right?

    Maybe the scaling will be changed if and when they decide what they're doing with the CP system? I can see them not wanting to put time and effort into something that'll become obsolete or conflict with whatever they have planned with that.
  • Osteos
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    The reason I am against making it more difficult is that most people do not kill the mobs but run through dragging long chains. Eventually those mobs reset and sometimes you can be in that reset area unaware that there are supposed to be enemies there. Also you can be fighting your 1 to 3 group of enemies and another player can drag through 3 more who are agro'd by your aoe and now you have 6 enemies to kill.

    DAGGERFALL COVENANT
    NA PC
    Former Vehemence Member
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  • Facefister
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    More like we need a third difficulty for dungeons where you can get golden jewelry and perfected monster sets.
  • thorwyn
    thorwyn
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    With all those options to chose from, doing anything in this game will soon become more complex than ordering a sandwich from subways.
    And if the dam breaks open many years too soon
    And if there is no room upon the hill
    And if your head explodes with dark forebodings too
    I'll see you on the dark side of the moon
  • Mik195
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    I just want to have fun which means wandering around, doing quests and picking flowers. I don't want to try 5 times to kill a boss or spend time killing mobs. It's a game, real life has plenty of difficulty. I don't want to work in my playtime.
  • Jeremy
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    First things first, I think that ESO triumphs over other MMOs in terms if its questing content. Stories and experiences are weaved in a very organic way, leading you to become attached to the characters and stories, making questing a very engaging experience.

    Quests excel in their stories, but unfortunately, while they do storytelling well, I believe it is the only thing they do well. In terms of gameplay or combat, they fall short.

    This isn't due to underdeveloped game mechanics, or subpar level design, but to the lack of difficulty. ALL overland mobs, save world bosses, can be killed in a manner of seconds by even sub-level 50 characters. When questlines are built around killing bad guys that have been built up to be ultra powerful, it feels anticlimactic when I can kill a boss in under 10 seconds just by spamming warden birds.

    This anti-climax becomes even more apparent with end-of-campaign bosses, like Nocturnal in Summerset for example. There was such a grand set up, and really cool visuals, but no difficulty or engagement to complement the great aspects. Although I haven't played Elsweyr, I would assume it will be largely similar.

    The lack of difficulty also restricts the potential amount of players interested in questing. Given that the only value they provide is that of story and lore, this severely limits the number of people who actually do quests. Many people in my guild, for example, don't bother with quests, due to having zero interest in lore. Given that half of yearly updated are dedicated to giving quest content, this seems paradoxical. Why would ZOS not want to expand content for all audiences?

    So what's the solution? I'm not a game designer by any means, but I really think that having a toggleable difficulty increase (and no, taking off all gear and CP doesn't work in this regard) - maybe to be that of the level of vMA would really help. Make it so that roll dodging, blocking, and interruptions are vital for survival. It would attract the more hardcore crowd, and keep people engaged due to another level of demand from the user. Killing a boss at the end of a quest would be truly earned. Introducing exclusive rewards for these 'veteran quests' would also go a long way, in order to reward players for their efforts. Maybe outfits, currency, mounts, something along those lines. That would make sure that players are consistently questing in order to obtain these rewards.

    Some might be concerned that this would 'split the playerbase', but doesn't normal questing 'split the playerbase' anyway? And it's not like people aren't gonna do trials or dungeons anymore, this just gives players another difficult PvE avenue to pursue. Plus, with more and more people joining the game, the whole concenpt of 'splitting the playerbase' is becoming less and less relevant, imo.

    I love ESO and its quests, but I can't help thinking that they fall short at times. I just want a fantastic gameplay experience to complement the fantastic stories being told, instead of just a mediocre gameplay experience.


    My solution would be to introduce a veteran version of each zone so veterans of the game could actually have fun questing and exploring too. Because you're right - the overland PvE content on this game has gotten pitifully easy to the point it's affecting the game play and making it boring. It's a real problem and they need to do something about it (let's hope they are).

    I think you may go a bit too far though to suggest VMA difficulty. I think that would be a bit too much. Something inbetween would probably be better. It just needs to be challenging enough to make the fights interesting and fun.
    Edited by Jeremy on May 26, 2019 7:39PM
  • Kiralyn2000
    Kiralyn2000
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    And I think back to when I was playing Morrowind for the first time, just before Summerset's launch. And there were multiple people in general chat looking for help over the fact they kept dying. To overland mobs. So, yeah.


    One problem with "toggleable difficulty" is that - good players? Who do dungeons & trials, with mobs that have varied mechanics? Overland mobs won't be a 'challenge' for them, even with MOAR HP! Because they're small groups, with lots of space in between, with simple mechanics. To actually provide 'challenge' to good players, the zones would need to be phased & re-designed with different mob spawns.

    Ri_Khan wrote: »
    So I hit 810 when I was doing Summerset and I gotta say it was not fun or enjoyable. It doesn't matter how good the story is when there is absolutely no challenge involved whatsoever. This is a game, right?

    Well, part of this is "and what's your definition of 'game'?" It's not the same for everyone. There's all those psychology/anthropology 'classification systems' for Gamer Types. Not everyone is a "challenge gamer" who's looking to throw themselves against the cliff face in an attempt to conquer it.

    (I personally, don't turn the difficulty up on most games, even for additional playthroughs. That's not what I'm looking for. Heck, I've even turned it down a few times - like Dragon Age:Origins. I dropped that one to Easy, because I found the combat to be totally tedious after awhile, and just wanted to get through it to see where the story ended up. Didn't help I had a rogue/rogue/fighter/healer party with no AoE. Because I picked my party for the characters, not meta'ing the classes & skills.)
  • tinythinker
    tinythinker
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    Edited by tinythinker on May 26, 2019 8:54PM
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • SydneyGrey
    SydneyGrey
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    After you've been playing for a while it becomes easy, but it's not easy for new players who have zero CP, zero armor, and zero gold to buy armor or weapons, and who haven't yet figured out how to play. I remember my first couple of weeks playing as a newbie, I struggled to get through a simple delve. I could do it, but it took forever. Now I can breeze through easily.
    They don't want to make everything so difficult for a newbie that they give up in frustration and stop playing. The answer is to provide a mix of easy and difficult content, which they're already doing. I think ZOS is doing things just fine.

    If you want a new challenge, do the Elsweyr main quest-line until you get to the giant dragon fight at the very end. He has a blast that will one-shot you if you're not careful. :)

  • tinythinker
    tinythinker
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    SydneyGrey wrote: »
    After you've been playing for a while it becomes easy, but it's not easy for new players who have zero CP, zero armor, and zero gold to buy armor or weapons, and who haven't yet figured out how to play. I remember my first couple of weeks playing as a newbie, I struggled to get through a simple delve. I could do it, but it took forever. Now I can breeze through easily.
    They don't want to make everything so difficult for a newbie that they give up in frustration and stop playing. :)

    This is true, but having an *fun option* to increase difficulty would extend interest/playtime for many players once they hit the "overland is a faceroll" plateau :smile: Especially since ZOS is really encouraging rolling alts.
    Edited by tinythinker on May 26, 2019 7:57PM
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • maboleth
    maboleth
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    While I do agree with you OP, the truth is, that's not how many players do this game.

    Craglorn is a prime example of this. It's a great zone with fantastic quests, yet it's not as heavily populated as other "normal" zones. Simply put, for many people it's too "hardcore".

    I've been here long enough to remember certain things. For example, Doshia. Doshia was a very powerful character in the beginning. But guess what, people complained and now Doshia is a 5-10sec obstacle.

    What I would like is to make bosses more harder. It doesn't mean Craglorn-like hard, but at least 2x as hard as now, requiring certain mechanics. But I also know that's not going to happen. :)

    TLDR - Play quests for the quality of quests. There's kind of positive vibe in this. For example, I RP my characters as powerful sorceress. They are so powerful that they kill enemies in 2-3 turns. Almost like on the fantasy movies like LOTR or Hobbit.

    You ain't see Gandalf killing a single orc 5min... it's more like head here, head there... dozen of orcs killed in a few turns. :)
  • Danikat
    Danikat
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    Jeremy wrote: »
    First things first, I think that ESO triumphs over other MMOs in terms if its questing content. Stories and experiences are weaved in a very organic way, leading you to become attached to the characters and stories, making questing a very engaging experience.

    Quests excel in their stories, but unfortunately, while they do storytelling well, I believe it is the only thing they do well. In terms of gameplay or combat, they fall short.

    This isn't due to underdeveloped game mechanics, or subpar level design, but to the lack of difficulty. ALL overland mobs, save world bosses, can be killed in a manner of seconds by even sub-level 50 characters. When questlines are built around killing bad guys that have been built up to be ultra powerful, it feels anticlimactic when I can kill a boss in under 10 seconds just by spamming warden birds.

    This anti-climax becomes even more apparent with end-of-campaign bosses, like Nocturnal in Summerset for example. There was such a grand set up, and really cool visuals, but no difficulty or engagement to complement the great aspects. Although I haven't played Elsweyr, I would assume it will be largely similar.

    The lack of difficulty also restricts the potential amount of players interested in questing. Given that the only value they provide is that of story and lore, this severely limits the number of people who actually do quests. Many people in my guild, for example, don't bother with quests, due to having zero interest in lore. Given that half of yearly updated are dedicated to giving quest content, this seems paradoxical. Why would ZOS not want to expand content for all audiences?

    So what's the solution? I'm not a game designer by any means, but I really think that having a toggleable difficulty increase (and no, taking off all gear and CP doesn't work in this regard) - maybe to be that of the level of vMA would really help. Make it so that roll dodging, blocking, and interruptions are vital for survival. It would attract the more hardcore crowd, and keep people engaged due to another level of demand from the user. Killing a boss at the end of a quest would be truly earned. Introducing exclusive rewards for these 'veteran quests' would also go a long way, in order to reward players for their efforts. Maybe outfits, currency, mounts, something along those lines. That would make sure that players are consistently questing in order to obtain these rewards.

    Some might be concerned that this would 'split the playerbase', but doesn't normal questing 'split the playerbase' anyway? And it's not like people aren't gonna do trials or dungeons anymore, this just gives players another difficult PvE avenue to pursue. Plus, with more and more people joining the game, the whole concenpt of 'splitting the playerbase' is becoming less and less relevant, imo.

    I love ESO and its quests, but I can't help thinking that they fall short at times. I just want a fantastic gameplay experience to complement the fantastic stories being told, instead of just a mediocre gameplay experience.


    My solution would be to introduce a veteran version of each zone so veterans of the game could actually have fun questing and exploring too. Because you're right - the overland PvE content on this game has gotten pitifully easy to the point it's affecting the game play and making it boring. It's a real problem and they need to do something about it (let's hope they are).

    I think you may go a bit too far though to suggest VMA difficulty. I think that would be a bit too much. Something inbetween would probably be better. It just needs to be challenging enough to make the fights interesting and fun.

    Before One Tamriel they had exactly that. After you finished your Alliances zone (which should take you to level 50) you started Cadwell's Silver and Gold which took you to Veteran Level versions of the other Alliances (this was back when we had vet levels instead of CP). I have to admit I never got to play them myself because I bought the game a year after release and play slowly but from what I've heard the biggest challenge in those maps was the lack of other people, because so many people did not bother to play them.

    I understand the appeal of harder content, I'm one of the people who turns the difficulty up until I'm having to try 2 or 3 times to beat a boss because I find that fun (although I don't always play on the hardest difficulty because I also like to use builds I know are terrible but which I find fun). But unless you want to fragment the player base with different instances of each map only populated by the minority of players who have chosen the same difficulty settings as you there isn't really a way to make it work in a multiplayer game.

    Especially with open-world content which needs to be accessible to everyone because otherwise those who aren't skilled enough to handle the higher difficulty or aren't interested in that because they're here for the story have literally nothing else available to them...so they quit and further shrink the pool of people available to play with.
    srfrogg23 wrote: »
    If you want a small MMO made purely of hardcore end game raiders who want nothing more than to group up and "make lifelong friends" while questing like the golden days of Vanilla WoW, then feel free to go play Wildstar.

    Didn't Wildstar get shut down due to a lack of players?
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • Mettaricana
    Mettaricana
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    My input is the game needs to use all features added stealth quests using detection adds etc like abahs and thieves guild why limit that to just those zones? Add some baskets etc to places.

    Next new overland content every delve is the same 1 boss adds *** map. Add multiple bosses puzzles etc. Next make new delve like content hell random spawn oblivion portals enter into a rng generated pocket of oblivion that stays open til you steal a sigil have special motifs and weapon sets gear that universally drop from those rng portals. make them spawn in same places as an ore or wood node enter portal kill tuned up daedra like old craglorn or imperial city difficulty get to end fight an old doshia level boss grab sigil close portal move on your way. Gives a bit of excitement to exploration rather than max horse rapids to next map icon.

    Next make more quests with long term effects that matter like the bleak rock quest where 4 zones later the surviving earthturner comes back to haunt you working for the wormcult. That was a good example of making a decision matter. Hell make some dude you chose not to spare in a quest show up in a later quest to hunt you down etc.

    World bosses need a step up as do dolmens maybe pull a ffar and have a roaming event like the fates and have dc,ep ,ad, or bandits/raiders whatever start making an assault run for major cities. Lasting effects for not doing event make them kill npcs merchants traders etc for a few hours til respawn or whatever give a sense of impending doom or a sense of me not doing this may affect me feeling.

    Less fetch quests, less do x of this quests just give me a friggan target to kill i shouldnt need to kill 12 bandits to find a rusty key to open a balfway hanging pf the hinges door.

    More options in quests that aren't part of quests like boss can summon adds or i can before engaging boss sneak around barricade doors so adds cannot assist the boss. Trigget traps the inhibit boss like more strategy bosse for overland and delve content like faolchu drop fire on him stun him to get hits in vs running through boss like a random enemy group with a chainsaw..
  • Noxavian
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    I can't get any of my friends to play the game with me because the Overworld is so easy it's a snooze fest.

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