Is what I keep hearing. Who exactly is struggling with it? Do they pile up 50x enemies on top of themselves?
I personally think we need overland to be a bit more difficult. There is no way someone just spawned onto the world and said "I have the ability to kill absolutely ANYTHING that stands in my way right this very moment at level 1".
Is this not supposed to be an RPG? Not everyone wants to roleplay level 1 GOD and even those who choose to handicap themselves can't seem to stop being level 1 GOD.
https://youtu.be/PqPq2FBGkoohttps://youtu.be/PqPq2FBGkoo
Rave the Histborn wrote: »Is what I keep hearing. Who exactly is struggling with it? Do they pile up 50x enemies on top of themselves?
I personally think we need overland to be a bit more difficult. There is no way someone just spawned onto the world and said "I have the ability to kill absolutely ANYTHING that stands in my way right this very moment at level 1".
Is this not supposed to be an RPG? Not everyone wants to roleplay level 1 GOD and even those who choose to handicap themselves can't seem to stop being level 1 GOD.
https://youtu.be/PqPq2FBGkoohttps://youtu.be/PqPq2FBGkoo
Overland isn't supposed to be hard. Go do actual content if you want it to be hard.
Not everyone wants to roleplay level 1 GOD and even those who choose to handicap themselves can't seem to stop being level 1 GOD.
How is your video any different then playing level one Skyrim? You might wanna go play a different game.
Long time ago when I couldn’t playit was easy to die in the starter areas of a mmorpg. Not anymore. My guess is Im old fashioned.
Anotherone773 wrote: »Neither side is right or wrong. There is no such thing as one solution/playstyle fits all. When i first started this game, i came into it with years of experience in the genre. I have even played TES 2-5. I also have a lot of experience in MMOs. While i wouldnt call the game difficult as a noob, I did die often. I still die pretty often but it was far more frustrating then that it is now.
Then i was learning how to just move around, how to fight, how to pull mobs, etc. I didnt know any game mechanics or classes or races or what did what. I looked up real quick a good race for the class i wanted to play but wanted to learn the rest on my own. I had to use soul trap to make more soul gems because i would die and running back to where i was from a shrine took forever. I had to buy potions and lockpicks( potions are horrible about dropping as a newbie but i get dozens on max characters where i just junk them.. its backwards). I didnt have any gear and no money. I remember thinking 100 gold was a lot. I was trying to learn a lot at a time and for it to be more difficult would have been more frustrating and would definitely up the number of people who quit.
My wife is one of those people. She isnt a big fan of the murdery parts as she calls them. She does it sometimes but she is a true carebear. She isnt even a gamer. This is first real video game she has ever played. She knows she will have to do some killing, but because she is not a gamer she struggled to the point i created a new character to level with her. Starting out, i did 90% or more of the damage. She would have never lasted if the game had been much harder even with my help. Today she has no issue doing overland solo(CP350). ZOS would have missed out on her sub money had the game been more difficult.
Today i can create a character, only assign a couple of hundred CP because boring and faceroll most overland in the same gear i would have used a few years ago. My wife can solo on a new character with CP but would struggle some. You see its not a one size fits all. For some it is going to be to hard and for others to easy. It is also going to change based on your knowledge of game play.
Of course someone who has enough game play experience to have 310 CP can easily whack down a mob. Hell, my wife was face punching harpies on a level 12 necro because she through it was funny. only a few pieces of gear, no weapon, no abilities no potions, green food buff though. And of course i can make a video of even my CP800 being owned by a small pull because im playing like im a 7 year old that just started 5 minutes ago. Both videos prove we can manipulate the game to satisfy our argument.
Traditional games made up for this because people who wanted easier contents would just run lower level stuff. People who wanted harder content would fight mobs a few levels above them. Everyone was happy because everyone could play their way. The 1T system doesnt allow that...
But it could. There is nothing saying that we couldnt incorporate a difficulty setting that the user can change. It could only apply to overland but id probably apply it to the whole game except pvp of course. Not everyone wants to play on hard mode. And many people would like to experience all of the content they paid for without dedicating their life to becoming experts at the game.
I would do 5 difficulty settings and bring trials dungeons and overland closer together in terms of hardness. right now you have super easy to insane. Bring them a little closer together. Make overland harder and end game so it doesnt scale like gear from XPacks in WoW.
One the new difficulty scale:
1) Beginner(default for first character): Overland is about 50% easier. Base and early DLC dungeons are about 150% easier. Early trials are 200% easier.
2) Experienced casual: Overland is what it is now. Base and early DLC dungeons are about 75% easier. Early trials are 100% easier.
3) Normal (default): Overland is about 100% harder. Base and early DLC dungeons and early trials are about what they are now.
4) Veteran: Overland is about 250% harder. Base and early DLC dungeons and early trials are 100% harder.
5) Elite: Overland is about 400% harder. Base and early DLC dungeons are about 250% harder. Early trials are 200% harder.
You would change your setting on the gameplay settings screen. The difficulty setting would adjust your interaction with the game world, rather than the actual NPCs. Basically like it is now where all the mobs are the same level, but you scale. You can still play with people on different difficulties just like a level 18 can run a dungeon with a CP810. Once the game world is readjusted the difficulty levels really only act as buff modifiers to the individual. NPC health would be scaled to Elite level( so quite high) and when a person in beginner mode attacked it the modifier would just multiple his damage to bring it in line with Elite.
Loot and XP would scale on based on difficulty. With normal being the current mix of loot. Beginner would be mostly trash drops and low XP. Elite would have a much better chance of higher quality and gold drops in some places. Motifs, more rare blueprints, and other special drops would drop more often at higher end difficulty and very rarely in beginner.
What's exactly with this wanting more challenge by changing stats of mobs? ESO combat isn't really skill based, you can solve it using macros (which I don't do), it's not something that requires any finesse, just learn to press the buttons in a correct order. Making overland mobs hit harder or take longer to kill doesn't make the game more fun, it makes it tedious.Anotherone773 wrote: »Neither side is right or wrong. There is no such thing as one solution/playstyle fits all. When i first started this game, i came into it with years of experience in the genre. I have even played TES 2-5. I also have a lot of experience in MMOs. While i wouldnt call the game difficult as a noob, I did die often. I still die pretty often but it was far more frustrating then that it is now.
Then i was learning how to just move around, how to fight, how to pull mobs, etc. I didnt know any game mechanics or classes or races or what did what. I looked up real quick a good race for the class i wanted to play but wanted to learn the rest on my own. I had to use soul trap to make more soul gems because i would die and running back to where i was from a shrine took forever. I had to buy potions and lockpicks( potions are horrible about dropping as a newbie but i get dozens on max characters where i just junk them.. its backwards). I didnt have any gear and no money. I remember thinking 100 gold was a lot. I was trying to learn a lot at a time and for it to be more difficult would have been more frustrating and would definitely up the number of people who quit.
My wife is one of those people. She isnt a big fan of the murdery parts as she calls them. She does it sometimes but she is a true carebear. She isnt even a gamer. This is first real video game she has ever played. She knows she will have to do some killing, but because she is not a gamer she struggled to the point i created a new character to level with her. Starting out, i did 90% or more of the damage. She would have never lasted if the game had been much harder even with my help. Today she has no issue doing overland solo(CP350). ZOS would have missed out on her sub money had the game been more difficult.
Today i can create a character, only assign a couple of hundred CP because boring and faceroll most overland in the same gear i would have used a few years ago. My wife can solo on a new character with CP but would struggle some. You see its not a one size fits all. For some it is going to be to hard and for others to easy. It is also going to change based on your knowledge of game play.
Of course someone who has enough game play experience to have 310 CP can easily whack down a mob. Hell, my wife was face punching harpies on a level 12 necro because she through it was funny. only a few pieces of gear, no weapon, no abilities no potions, green food buff though. And of course i can make a video of even my CP800 being owned by a small pull because im playing like im a 7 year old that just started 5 minutes ago. Both videos prove we can manipulate the game to satisfy our argument.
Traditional games made up for this because people who wanted easier contents would just run lower level stuff. People who wanted harder content would fight mobs a few levels above them. Everyone was happy because everyone could play their way. The 1T system doesnt allow that...
But it could. There is nothing saying that we couldnt incorporate a difficulty setting that the user can change. It could only apply to overland but id probably apply it to the whole game except pvp of course. Not everyone wants to play on hard mode. And many people would like to experience all of the content they paid for without dedicating their life to becoming experts at the game.
I would do 5 difficulty settings and bring trials dungeons and overland closer together in terms of hardness. right now you have super easy to insane. Bring them a little closer together. Make overland harder and end game so it doesnt scale like gear from XPacks in WoW.
One the new difficulty scale:
1) Beginner(default for first character): Overland is about 50% easier. Base and early DLC dungeons are about 150% easier. Early trials are 200% easier.
2) Experienced casual: Overland is what it is now. Base and early DLC dungeons are about 75% easier. Early trials are 100% easier.
3) Normal (default): Overland is about 100% harder. Base and early DLC dungeons and early trials are about what they are now.
4) Veteran: Overland is about 250% harder. Base and early DLC dungeons and early trials are 100% harder.
5) Elite: Overland is about 400% harder. Base and early DLC dungeons are about 250% harder. Early trials are 200% harder.
You would change your setting on the gameplay settings screen. The difficulty setting would adjust your interaction with the game world, rather than the actual NPCs. Basically like it is now where all the mobs are the same level, but you scale. You can still play with people on different difficulties just like a level 18 can run a dungeon with a CP810. Once the game world is readjusted the difficulty levels really only act as buff modifiers to the individual. NPC health would be scaled to Elite level( so quite high) and when a person in beginner mode attacked it the modifier would just multiple his damage to bring it in line with Elite.
Loot and XP would scale on based on difficulty. With normal being the current mix of loot. Beginner would be mostly trash drops and low XP. Elite would have a much better chance of higher quality and gold drops in some places. Motifs, more rare blueprints, and other special drops would drop more often at higher end difficulty and very rarely in beginner.
The difficulty slider cames up a lot in various threads like this and while I don't essentially think it's a bad idea I always roll my eyes at "there would be no rewards for playing on harder difficulty, just the challenge". I call bs on that. Add sliders with no rewards for playing on hard mode and you'll se people complaining that they can't show off that they are hardcore.
VaranisArano wrote: »I realize there's a lot of making fun of those players going on here, but I think this deserves a serious answer.
Remember Doshia?
When I see new players coming to the forums with issues in overland content, its usually for quest bosses. K'Tora from Summerset was a big recent offender.
So what's the problem?
Usually its some combination of the following:
1. ESO doesn't really teach that hybrids or tanky builds aren't very effective compared to going all magicka or all stamina.
2. ESO isn't very effective at teaching new players to do DPS rotations over a sustained fight. Just like Doshia was the first boss to teach older players they needed AOEs, some of those bosses are the first real "mechanics check" that new players experience. Essentially, its the first time they really have to learn how to fight or sustain even a short rotation.
3. ESO's battle leveling is prone to creating unexpected problems for new players who don't know how it works. If you don't keep your weapons and gear up to par, its very easy to wind up weak and squishy at the wrong moment.
Most players who struggle, do so because they don't understand the basic "meta" of ESO Leveling or ESO combat. They try to "play they way they want" only to hit bosses that are slightly more challenging and then realize (as I once did) that their build just isn't very effective.
Given some pointers about to how build effectively for ESO, they do just fine.
To be clear, I think the answer is that ESO has to do a better job of teaching new players - particularly when it comes to how to DPS.
Is what I keep hearing. Who exactly is struggling with it? Do they pile up 50x enemies on top of themselves?
I personally think we need overland to be a bit more difficult. There is no way someone just spawned onto the world and said "I have the ability to kill absolutely ANYTHING that stands in my way right this very moment at level 1".
Is this not supposed to be an RPG? Not everyone wants to roleplay level 1 GOD and even those who choose to handicap themselves can't seem to stop being level 1 GOD.
https://youtu.be/PqPq2FBGkoohttps://youtu.be/PqPq2FBGkoo
And no, not everyone has healing and not everyone has healing every time slotted.Is what I keep hearing. Who exactly is struggling with it? Do they pile up 50x enemies on top of themselves?
I personally think we need overland to be a bit more difficult. There is no way someone just spawned onto the world and said "I have the ability to kill absolutely ANYTHING that stands in my way right this very moment at level 1".
Is this not supposed to be an RPG? Not everyone wants to roleplay level 1 GOD and even those who choose to handicap themselves can't seem to stop being level 1 GOD.
https://youtu.be/PqPq2FBGkoohttps://youtu.be/PqPq2FBGkoo
Wrong. Absolutely wrong. When I am levelling a character I am levelling his skills. Surprising, yes? Who would have guessed? But still... I am levelling skills. And if I don't have healing skills yet or I have already levelled them to maximum, I don't need them in the slot bar because that will slow down levelling other skills. That slowing down is inappropriate.You SHOULD be, though, you SHOULD be slotting a healing skill, and you SHOULD be using that healing skill to survive.
I don't need any stupid mechanics in the overland. What I need is to burn through overland with a CP character as fast as it is possible doing my daily quests. 5 minutes a daily delve quest (including loading screens) max."Play the way you want" SHOULD NOT mean "ignore almost all mechanics, ignore almost all defensive tools, and be fine". It SHOULD mean "follow mechanics, but use ANY tool to follow them".
I don't care about genre. For me it is single-player TES game unless I want to use its co-op features to play with my friends in dungeons or trials.The fact that we're arguing about progression in an MMORPG, which is an ENTIRE genre known FOR it's long term progression, is insane. People are happy leaving the game at a point where it lets players put in less than 5% effort to actually learn the game, then immediately jumps up to 25+% once you enter group content, where mechanics matter. That fact that people happy leaving the game at that point, is insane.
When I am levelling a character I am levelling his skills. Surprising, yes? Who would have guessed?
And some classes are not really good at healing (with class or guild skills). StamNB is very situational until he gets Siphoning Strikes. Healing from killing by Killer's Blade will not help you when you are fighting with a single boss.
I don't need any stupid mechanics in the overland. What I need is to burn through overland with a CP character as fast as it is possible doing my daily quests. 5 minutes a daily delve quest (including loading screens) max.
I don't care about genre. For me it is single-player TES game unless I want to use its co-op features to play with my friends in dungeons or trials.
It still doesn't mean that such skill needs levelling every time to be not a waste in the bar.If you can't find a healing skill somewhere, the problem is not with the game. Sorry, but it's the truth. There's a ton out there, you just need to use them.
I have 10 characters and I don't have Vigor and will never have Vigor on all and any of them. That is just absurd to go to PvP to get a heal for overland PvE content.Vigor, if you're good with doing some PvP to unlock it. If not, or until you get it: Strife, Bloodthirst, Blood Craze, Draining Shot.
To you, maybe. But ESO was almost like single-player TES game for overland content from day minus 4. That content was OK to do solo with whatever skills in whatever gear. Without food. If you were doing level-appropriate quests.I'm sorry, but it's not a single player TES game. Just because it's something specific to you, doesn't mean the game is what you think it is. Hate to break it to you, but it's the truth.
To me, ESO is a PvP-first, PvE-second game, because I find the PvP infinitely more enjoyable (when it actually works), and I find the PvP has far more potential playtime before it becomes stale. Because ESO is a PvP-first, PvE-second game to me, does it mean the vast majority of the game should tailor itself to what I want? No.
It still doesn't mean that such skill needs levelling every time to be not a waste in the bar.
I have 10 characters and I don't have Vigor and will never have Vigor on all and any of them. That is just absurd to go to PvP to get a heal for overland PvE content.
Other skills may help if you happen to level up that weapon skill line. Strife is OK.. a little... except it is fully levelled very soon and has to go from the bar.
To you, maybe. But ESO was almost like single-player TES game for overland content from day minus 4. That content was OK to do solo with whatever skills in whatever gear. Without food. If you were doing level-appropriate quests.
Some players are not as good as you and that is okay?
"Some players can't spam click and lean back their heads to nap until they no longer hear combat music"
Yeah ok.
Look, I'm sorry but I'm not trying to be rude. There is simply 0 (zero) arguments against more difficult overland.
Back bar is for 15+ characters. But with what I can agree is that back bar is there for a reason. And the reason is to test my patience. To press a swap button and make a bet whether that was just ignored by the game or weapon will be swapped but later because of lag. From my experience it is completely unreliable for emergency healing. It is OK for something like CR where you have time to react.Your back bar is there for a reason. Slot a heal on your back bar, keep your front bar filled with skills you're leveling. Literally what I do when I level a character, and I do the exact same things you do (arrange my bars such that I have 1 skill from each class line, and weapon lines I want to use, slotted at all times). The tools are there for you to use, use them.
Right now there are quest bosses and delve bosses that can do the same. And it is not true that mobs can barely hurt you. It is very easy to run out of stamina to block something to a point you will not be able to block (or break free) some CC-attack. And if you are facing 3 or more mobs being fallen or something like this will make you lose half a health while getting control back. And 3+ mobs with CC-skills are not uncommon. I would say, there are too much of them to a point of being tedious.I remember that one quest boss in Stonefalls that would mimic the people it killed, and I remember legit having to wait like 10 minutes for someone to come help me kill it, because it kept destroying me. And I enjoyed that. It gave the quest actual depth, actual meaning, when it was genuinely challenging to complete.
Now? Who cares, nuke the mob, or if you can't, who cares, mob can barely hurt you if you aren't acting like a complete potato.