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Do you miss the time when games dared to let players fail, or do you prefere the "no risk" method?

  • Thavie
    Thavie
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    Back when there were veteran levels Cadwell silver/gold were hard. I mean, nothing unbearable but you had to think twice before soloing an anchor or attacking a world boss. And people didn't like it. Whining was all over the place, on reddit, on forums, in game chat. So, they've done what the majority asked for. That's that. I actually liked the difficulty more, I liked the fact that you have to be prepared before doing Mages Guild story or main story lines. But it doesn't matter what I think about it, players made their choice and so did ZOS.
    "We grew under a bad sun"
  • mjharper
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    Not answering the poll, because as others have pointed out, it's biased. Even the alleged "no risk" method is value laden language.

    To the question: No.

    Because games are better and more versatile now, and the idea that they "dared to be challenging" is just nostalgia. Most games were just unfair, or impenetrable, because that was the simplest way to achieve replayability / get you to put more coins in the machine.

    With regard to ESO, it 'dares' to release DLC dungeons of ever-increasing difficulty which most players maybe run a couple of times and then ignore. Just look at the number of threads discussing dungeon difficulty, or asking for DLC dungeons to be left out of randoms (because they're too hard for pugs).

    So no, I don't miss a time which didn't exist, and I think the "no risk" approach is fallacious, and fundamentally misrepresents what ESO is doing.
  • Katlefiya
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    What MMO isn't risk-free? If your character dies, nothing of importance is ever lost.
  • Nestor
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    If I can reload a previous save and do it over again, I don't mind failing a quest because I did not achieve an objective or made the wrong dialog choice. In a game like this where the quest goes on no matter what, it is preferred that success is assured, or at least the ability to maintain zone or quest progression is assured.

    In fact, that would be the way to bring back the "ability to fail" to real times games. No matter what choices we make or what objectives we accomplish (within reason of course), we can proceed to the next quest in the line. The consequence would be we would not get a certain shiney or gear item. That would be a nice Risk Reward tradeoff that would keep most people happy. Except of course those who think they should get everything just because they log in.

    And, they could also do what they have now for some quests, where you fail, but all you have to do is start over.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • NekoTashi
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    No, I really dont want a risk in my games, I just want easy success.
    tenor.gif
    You want to die a lot and gain a lot of risk?! Play Allods Online (solo). Then we talk again about this topic.

    I for instance like how the system now is. In Allods no matter how much effort and money I've put in my character, I still keep dying there. Unless you are in a BIG party of course. Then MAYBE you get a chance. But then again I'm a solo player. And don't come to me with "yeah but an mmo isn't a solo game!" cause I don't give a crap lol. Everyone can play the game the way they want in my opinion.

    And that's what I like about The Elder Scrolls Online. You can play the game SOLO without dying and paying a high cost for resurrection (like in Allods). Or without being forced to group up (like in other mmo's). And trust me, I've died a lot when I was new in this game! It wasn't as easy as you make it sound lol. Its true that leveling up is easy (and I'm grateful for that). Cause in other mmo games leveling up is basically impossible unless you have an army with you lol.

    Honestly guys, if this game doesn't fulfill your needs, Google up some other games and you will find one that meet your requirements. Especially with high risk and death rate/penalty (there are tons with that implemented). And then when you are tired of that, you can always come back to TESO. But trying to convert this game into something that already exists out there in the word wide web is just ridiculous.
    PS4/EU Gamer | I don't have haters, just fans in denial.
  • Darkstorne
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    Massively loaded question.

    Define "challenge". Because I'd wager many of the dungeons and trials in ESO on veteran hard mode are insanely challenging. As is VMA for solo play (I'd love more solo arenas in future expansions while we're at it, ZOS). As is taking Cyrodiil for your alliance due to the nature of PVP.

    It's not that there's a lack of challenge in the game. And I'm not convinced adding that level of challenge to all aspects of ESO would make it a better game.
  • Robo_Hobo
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    I kinda miss games that dared to make me repeat quests when I screwed up...
    I recently found a way to make overland have a bit of danger to it without feeling like I'm nerfing myself too much. Doesn't work for everything but it has certainly made questing a lot more enjoyable, and I've even died sometimes against quest bosses and had to strategize a bit to survive since using this method. Now I can get a taste of what it was like questing before One Tamriel, or at least as close as I can get to it.

    But that all said I still am happy for those who like how it's become, those who prefer their relaxing adventuring experience. I just wish there were something built-in to accommodate for the ones who like their risk and danger, but in the mean time I'll settle for my own HM questing rules.
  • Tandor
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    Do you miss the time when games dared to let players fail, or do you prefere the "no risk" method?

    Overall, it was WOW that changed the game model. WOW showed that making death a non factor was the successful model for mmo's and no one has moved back from it.

    Early Everquest was a punishing leveling grind with a penalty (of xp) for death. Compounding the hardcore leveling (and penalty for dying) was the fact that you "corpse" was left with your equipment on it and you were respawned at your bind location. So... on challenging (or even non challenging) content, you face the possibility of respawning naked a 30+ minute run to get back to your corpse. In Dungeons it was compounded by the fact that the deeper you were in it... the harder it was going to be to get back to your corpse. Many corpse runs in EQ required other players helping you. P.S. you could delevel from dying... matter of fact you could die so much that you no longer met the level requirements for a zone to enter it and your corpse and gear would be lost.

    I don't see any MMO going back to punishing failure due to WOW's success.

    I agree.

    Also, while the punishing issues in EQ did provide a challenge, and a considerable sense of achievement on completing something as basic as leveling that I've never matched in any other MMO since, it also had the drawback of encouraging you to tackle "safe" content rather than pushing yourself with a tougher challenge because the penalty for failure was so high.
  • ozm8ey
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    I kinda miss games that dared to make me repeat quests when I screwed up...
    Yes in a way. Its like the tomb raider series they used to be very difficult and contained lots of puzzles. The rebooted series of tomb raider are cheap quick easy puzzles where you can use a feature called survival instincts which is basically cheating. Thankfully Shadow of the tomb raider has better difficulty settings which on hard disables that and remove markers from edges and also has a lot more tombs and puzzles which I guess is why a lot of people didn't like the latest tomb raider much because they wanted another lara rambo game but I liked it.

    Though I sorta do find boss's that are ridiculously hard frustrating, especially when they take an hour just to fight only for you to do die like in the game final fantasy X
  • jcm2606
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    I kinda miss games that dared to make me repeat quests when I screwed up...
    I remember when one of the early quest bosses in Stonefalls took me legit a dozen attempts, and one of the later quest bosses legit made me wait for another player to turn up, since I just couldn't do it alone.
  • Ramber
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    I kinda miss games that dared to make me repeat quests when I screwed up...
    Tigerseye wrote: »
    Biased poll is biased.

    Even though you have made it crystal clear where you are coming from, you should have made the answers to the poll less biased and probably, also, offered a third "other" type option.

    Not many people are going to want to choose option 2, with the "I just want easy success" comment after it.

    Not to mention that if you are very new to the game, very young and/or disabled in some way, it might not be risk-free, or overly easy, as it is.

    I remember dying, or almost dying, to a couple of delve bosses when I was very low level, with found armour and no CP.

    Biased.. that word... you keep using it. I don't think it means what you think it means.
  • Strider__Roshin
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    I kinda miss games that dared to make me repeat quests when I screwed up...
    These games still exist, ESO just isn't one of them. Monster Hunter World is great and has a lot of longevity. Sekiro is incredibly fun, and we have Nioh 2 and Code Vein coming up. There are a lot of games out there catered to players that like to earn victory and not have it handed to them. Unfortunately ESO is catered to a participation trophy community.

    This is why the only thing I find enjoyable is the PvP which has gotten pretty stale with the overperformance of tanks.
  • jainiadral
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    No, I really dont want a risk in my games, I just want easy success.
    .
    jainiadral wrote: »
    Your poll is extremely biased. That said, no, I don't enjoy slogs when a game has mediocre (or worse) combat. Most MMO combat isn't exactly fun. And MMOs constantly stick you with penalties for dying which makes me hate croaking with the passion of 1000 burning suns. It's a lot more fun to challenge yourself in single-player games with save points, etc., and no punishment for death.

    How is it bias? The question is easy, do you want risk and challenge, where you have to work for success, or do you want no risk and success just handed to you?

    These are the options, and honestly, most of you people accusing me of bias just dont like to admit that they love easy games.

    Let me tell you: There is no shame in liking easy games, where just participating gives you the "You win" screen. But there is shame in liking these games and still acting like they are not what they are.

    Pretend you're an alien from Alpha Centauri and read your response to me. Note the loaded language, "where you have to work for success," and "have success just handed to you," and "where just participating gives you the 'You win' screen." Tell me that your language doesn't drip with scorn toward those who have different gaming priorities than yours.

    You claim there's no shame and yet you use profoundly shaming language.

    I'll give you another hint about my personal distaste toward "challenge" in MMOs-- they run completely backwards when it comes to difficulty. They start hard. Really hard, like ESO was for me before I hit CP 160. Then they get easy. In single-player ganes, they start easier and ramp up the difficulty as you progess and learn how to play. You usually start simple in CRPGs and then take on greater challenges as you unlock new skills and move deeper into the game. Difficulty is a slope instead of a sheer cliff wall like it tends to be midway through the MMORPG leveling process. You can start as casual and work your way up to higher difficulties in single player games, not just have a single difficulty thrown in your face that remains pretty much the same. Unless, of course, you class is hit with the nerf bat at the devs' whims.
  • Ragnork
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    I remember a puzzle game; before google and the internet when you relied on the gamer magazine to publish help.

    You are in an ally way and there is washing on a line blocking your progress.
    You look for alternative routes to avoid the washing.
    You talk to the person who has hung out the washing, no she will not take it in until it is dry.

    I gave up.

    The solution? Build a time machine, go back in time and release a butterfly that through causality created a rainy day on the day you wanted to use the ally and so no washing on the line. Simple.....

    I put the "game" in the bin.

    So no we do not need "old school" mechanics thank you
    Edited by Ragnork on June 2, 2019 1:36PM
  • FierceSam
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    Bull**** is bull****

    Challenge is totally relative.

    When I started, overland bosses were a challenge.

    Then dungeons were a challenge.

    Then vet dungeons.

    Then vet HM no death

    Now it’s trials

    There are challenges a-plenty in this game. But I guess you miss that if you don’t challenge yourself.

    I’d be some kind of a loser if after a long time playing I was still being challenged by the overland bosses.

    But I understand that new players might find them as challenging as I did way back when.

  • StormeReigns
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    No, I really dont want a risk in my games, I just want easy success.
    I am lazy, but alas, I earned my laziness to troupe around in MMOs.
    Beaten games that didnt provide any learning curve...
    Original NES TMNT using only Ralph.
    Original Contra without the Konami code (1 and 2 players cause didnt know it existed till 2years after beating it.)
    Original BattleToads (1 and 2 players)
    Original Darksouls... er meant Ghouls & Goblins...
    Original Kid Icarus.

    And finally beaten Don Bluth's The Dragon's lair and Space Ace in the arcade... so many quarters... so many quarters...

    So yeah. Lazy, earned being lazy. Dont care how bias and degrading you make the poll, I enjoy my lazy river play today.

  • Sanguinor2
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    Personally I dont really care About the difficulty of overland Content and the like, for it to be challenging to me there would have to be quite drastic changes. I dont mind overland Content being this easy since I dont Play ESO for challenging overland Content I find my challenges 5 times a week in vet hm Trials or if I go PvP.
    Immersionwise it actually makes sense that overland Mobs die fast to an endgame character since you have defeated powerful beings like molag bal, mannimarco, the celestial warrior, mage and Serpent and powerful beings like Sotha Sil, the Welkynars, Divayth Fyr etc. relied on your help.
    It was the same in Divinity 2 Endgame for example too, if you knew how to build your character you were neigh invincible and could kill all your foes hillariously fast, 1shotting the divine with 1 explosive arrow made for one of the most anticlimatic final boss fight I´ve ever done.
    Politeness is respecting others.
    Courage is doing what is fair.
    Modesty is speaking of oneself without vanity.
    Self control is keeping calm even when anger rises.
    Sincerity is expressing oneself without concealing ones thoughts.
    Honor is keeping ones word.
  • deepseamk20b14_ESO
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    I kinda miss games that dared to make me repeat quests when I screwed up...
    Society in general is moving towards the mentality that mediocrity is good. Not surprised it’s found it’s way into video games too.
    Hey everyone! Look! It's a signature!
  • Knightpanther
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    Biased pole with a lame second option.

    I don't want easy success but what I do want is a non stressful gaming experience, lets face it if you want a challenge you play stuff like Everquest.

    be safe
  • msalvia
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    Ignored the poll, but at some level I agree...at least bosses should be a tiny bit of a challenge. The molag bal fight from the main story is such a cakewalk it's embarrassing. I get it, you shouldn't need to be a pro to complete the quests, but if the only way you can possibly wipe on the end boss is to go afk for 10 minutes, something is wrong.
  • mann9753b16_ESO
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    I kinda miss games that dared to make me repeat quests when I screwed up...
    msalvia wrote: »
    Ignored the poll, but at some level I agree...at least bosses should be a tiny bit of a challenge. The molag bal fight from the main story is such a cakewalk it's embarrassing. I get it, you shouldn't need to be a pro to complete the quests, but if the only way you can possibly wipe on the end boss is to go afk for 10 minutes, something is wrong.

    Yeah, most times I have these "Wait... that was the boss?" moments...
  • Kiralyn2000
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    msalvia wrote: »
    Ignored the poll, but at some level I agree...at least bosses should be a tiny bit of a challenge. The molag bal fight from the main story is such a cakewalk it's embarrassing. I get it, you shouldn't need to be a pro to complete the quests, but if the only way you can possibly wipe on the end boss is to go afk for 10 minutes, something is wrong.

    Yeah, most times I have these "Wait... that was the boss?" moments...

    I came to the realization, playing TERA (with it's BAMs/mini-bosses-as-farmable-mobs) & Dragon's Dogma (with all those big monsters), that I just don't enjoy standard videogame Big Elaborate Boss Fights. They're long, tedious, and annoying. At the end of them, I don't feel accomplishment, just "thank god that's over, now I can get back to rest of the game". Which is part of the reason that I skipped on Boss Fight: The Game Monster Hunter World. :D And a factor into why I'm not interested in running dungeons/trials/raids (which are all about the boss fights).
  • randomkeyhits
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    There are games out there which certainly don't hand hold and can be punishing, sometimes brutally so, even in the MMO world.

    They do tend to be niche for obvious reasons though.

    Anything which is mainstream and popular will of course won't fall into this category.
    EU PS4
  • MaxJrFTW
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    I kinda miss games that dared to make me repeat quests when I screwed up...
    Biased pole with a lame second option.

    I don't want easy success but what I do want is a non stressful gaming experience, lets face it if you want a challenge you play stuff like Everquest.

    be safe

    So the poll isn't biased at all. You're getting defensive because you're embarrassed of the fact that you do prefer when mobs just fall over and die as you walk by.
    "I don't know you, and I don't care to know you."
    ―Ulrich Leland, 3E 433
  • RogueShark
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    I think eso does things pretty well. Initial, first-exposure content should be easy. Difficult overland/questing would, imo, turn a lot of new players off. But we have access to things like vet hm trials and dungeon challenger achieves and titles like gryphon heart or the unchained to chase if you really want to sink your teeth into more difficult content.

    The only thing I think eso needs to do better is teaching inbetween these levels and beyond. The game doesn't really teach you to light attack weave, for instance, but it's a mandatory skill for high end-game content.
    PC NA
    Will heal DPS for memes.
  • Skjarbrand
    I kinda miss games that dared to make me repeat quests when I screwed up...
    I personally would like it, if the overworld was dangerous enough that players would consider to group up with random strangers from time to time. For example, in a delve or a cave with a lot of enemies. I would also appreciate more challenging end bosses of quest chains/delves (or to phrase it differently: The bosses should have a chance to play out their mechanics).

    This could be achieved by drastically lowering the power creep introduced by CP in overworld, without touching it in Dungeons/Trials. For example: CP boni could be reduced to 25-50% in overworld. You would still get stronger over time, but the effects would be not be as drastic. Furthermore, this would not necessitate a total revamp of game difficulty, since difficulty is already on a good level for players without CP. The same goes for veteran content (e.g. vet dungeons, trials), since CP scaling would be turned off here.
    HOWEVER, many people might not appreciate to lose their accumulated power. So these changes would be hard to promote to the common player, who's now used to faceroll enemies in overworld.

    In the following paragraph I toss around some ideas for a more cooperative gameplay design (ignore if you don't care):
    Why are there no quest regions where the players have to work together to achieve something. Not like world bosses, but a zone where 2 or 3 factions (not the alliances) are present that are hostile towards each other. The players can decide to join one faction and can support their faction capital by doing quests (collect/spend materials or sabotage enemy holdings or kill their NPC troopers --> but not PvP, if this wouldn't be a specific PvP zone). One faction could rise to glory over time by the efforts of its players. But mainting this status would be difficult and the underdog faction would get buffs to compensate the power difference. Moreover, faction progress can deteriorate over time. So there would be a constant up and down of different factions, which unlocks certain skills/passives and items to the players (some are semi-permenant unlocks like guild skill lines, other are dependent on the state of the faction like items/recipes). In addition, a player should be able to easily see the progess of the factions by looking at the status of main settlements (e.g. looks good or crumbling) and outposts. Players can also change their faction, but lose all their effort and rewards (guild skill line of the left faction would be reset and locked again) by doing such a turning traitor quest (leave one faction to join another one).

    Sorry for my ramblings...
  • MashmalloMan
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    I kinda miss games that dared to make me repeat quests when I screwed up...
    I use to play a couple MMO's that made you lose experience when you died, going as far as de-leveling you.

    I believe the games were FLYFF and Rappelz. Both were Asian style grind fests that would of taken me 100's to thousands of hours to reach max level. It was like level 1-50 of Eso, except 1-200 and it took longer and longer per level with mobs taking 10+ seconds to kill and offering as much as 0.01% exp.

    Quests that involved killing 100 + mobs and offering only 3-5% exp when turned in.

    ESO has it's short comings, but I still consider it the best mmo I've ever played. Would never want something like above.
    However, 30k hp on most overland mobs means you can kill them by sneezing on them. This is mostly due to power creep. Before overland is looked at, they need to re-balance dps across the board, 100k + dps raid dummy parses are not okay.
    Edited by MashmalloMan on June 2, 2019 4:54PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • navystylz_ESO
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    I kinda miss games that dared to make me repeat quests when I screwed up...
    There's big on-going thread about this. But people who want faceroll easy are the majority and those who want bit of challenge need to get naked, remove CP, stand in all bad just auto attacking or find a new game because we are the minority.
  • SirAndy
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    Biased pole poll with a lame second option
    agree.gif

    Clearly a L2P (Learn to Poll) issue ...
    dry.gif

    Edited by SirAndy on June 2, 2019 8:10PM
  • JumpmanLane
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    Try PvP or better yet try farming telvar in IC. I caught one fool for 8k and five minutes later another fool for 9.5k telvar solo on my MagDk. I’m pretty sure both those guys felt like they failed...from the hate tells I got.

    There’s plenty of challenges in the game. You just have to find them. Lol.
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