Taleof2Cities wrote: »Why do players want more challenging content ... when they don’t participate in the challenging content that already exists in the game today??
BooPerScOOper wrote: »Want harder; cut all CP in 1/2.. If they're (Devs) are not going to that, YOU run no CP in all content. easy fix.
CP is so not the problem.
As an experienced player, you can typically mow through overland mobs without any CP and barely notice the difference.
I agree. You have to also think of new players that haven't learned how the game works. Making Overland harder for them isn't a good thing to do.
I regularly play in no-CP Cyrodiil,
Has zero to do with PVE. no CP PVP builds are totally different than regular PVE.
and neither overland stuff nor delve bosses provide a serious challenge; they mostly are a bit more annoying speed-bumps.
Agreed; for experienced players. NOT for new players. (I keep saying this because it's not only us playing. We have to think about new players and the longevity of the game)
The difference is noticeable in Imperial City bosses, sure, but those are hardly the things you want to populate your run-of-the-mill Stonefalls delve with.
El_Borracho wrote: »Taleof2Cities wrote: »Why do players want more challenging content ... when they don’t participate in the challenging content that already exists in the game today??
I feel like most of these threads are by players who don't want to play with other people and wish this game was a giant Skyrim
wrong.
i want it to be an MMO that, as a knight in a fantasy world, feel INTIMIDATED when i walk into an unknown zone, or world-famous dangerous areas...
i dont want to go to Craglorn and sees low level casuals go node picking next to the huge daedras patrolling the land.....
ah.. well, it's too much work to explain how other MMO does it better.
I'm not sure where you disagree with me.
Sure, CP make a huge difference in more advanced content. But we're talking about overland here, not vMoL.
That was my point:
Switching CP off (or halving their effectiveness) will change very little to nothing for experienced players (again, in overland/quest content).
For inexperienced players, there is no problem at all with the current game, overland is sufficiently difficult.
So making CP less effective (in overland) won't make the game noticeably harder for the players who complain on the forums about it. (It will probably make the game more tedious, though.)
cyclonus11 wrote: »Would be cool if we had roving high-end spawns that appeared randomly in overland zones and moved about, attacking everyone including cities.
Dusk_Coven wrote: »cyclonus11 wrote: »Would be cool if we had roving high-end spawns that appeared randomly in overland zones and moved about, attacking everyone including cities.
Brilliant. Have them squat on the daily writ turn-in too. <.<
Or cause all the NPCs, merchants, and questgivers to run around so no one can talk to them.
Some areas? How about all areas, but optionally? I think that's pretty much what most of us can agree on. I can see no reason to go to one or two areas just because they're harder. I want the whole world to be exciting, no matter where I go.
Taleof2Cities wrote: »Why do players want more challenging content ... when they don’t participate in the challenging content that already exists in the game today??
because the challenging content is not the content that they enjoy playing, pure and simple
wrong.
i want it to be an MMO that, as a knight in a fantasy world, feel INTIMIDATED when i walk into an unknown zone, or world-famous dangerous areas...
i dont want to go to Craglorn and sees low level casuals go node picking next to the huge daedras patrolling the land.....
ah.. well, it's too much work to explain how other MMO does it better.
Lazarus_Rising wrote: »I would just invis-potion through the delves because i don't wanna fight for an hour in a delve.
UPDATE: I MEANT TO SAY FOR SOME AREAS (ie. Craglorn, Coldharbour, etc.) ONLY!!!
: 100% increase in damage for all overland and public dungeons NPC. 100% increase of resistance. 200% aggro range increase (3x range). NO health increase though. Nothing changes in Dungeon/Trial. (except for mudcrabs)
nafensoriel wrote: »UPDATE: I MEANT TO SAY FOR SOME AREAS (ie. Craglorn, Coldharbour, etc.) ONLY!!!
: 100% increase in damage for all overland and public dungeons NPC. 100% increase of resistance. 200% aggro range increase (3x range). NO health increase though. Nothing changes in Dungeon/Trial. (except for mudcrabs)
Step One: Remove all champ points.
Step Two: Equip blue gear.
Step Three: Click a portal in craglorn without preloading skills.