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Let's make >>>> *SOME* <<<< ESO overland dangerous.

  • Davadin
    Davadin
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    Yay
    Davadin 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.

    too much of a hassle.

    besides, that requires effort on MY end... i want something to be done from ZOS end! :tongue:
    daim wrote: »
    Why just not nerf all the gear and skills and remove CP ?
    And there you go, the end result is about the same as OP is suggesting.

    nerf is never the solution.

    besides, i can wear WHITE gears and put 0 CP, and I can still waltz into a group of daedras on coldharbour and came out alright.

    what's next? nerf all the skills to light attacks only?

    nerf is never the solution.

    buff NPC. just a bit. make stuff... immersive.

    i don't need challenging (it'll be nice tho), but immersive is much much better.


    OH I KNOW. Coming from LOTRO, how about adding DREAD on your HUD?? like, those in-combat red "mists" around your view.... make it BLACK mists kinda filter to make it... harder to play...

    ....or randomly disables your skill on certain environmental zones? Like, DK can't do Noxious Breath in poisonous swamp with lotsa mushrooms spewing spores, because everything will EXPLODE and cause deadly damage...


    yes, make it environmental.


    won't buff the NPC? BUFF THE LANDSCAPE. LOL

    (no not even kidding)
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Davadin
    Davadin
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    Yay
    Davadin wrote: »
    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.

    WUT?

    If you want to feel INTIMIDATED head to the Cyrodiil zone ... where you’re guaranteed not to win every fight.

    where do u think im spending most of my hours the last couple of years?

    even through all the performance issues and inbalances.....


    ..i am at most ease at war.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • karekiz
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    You're onto something. I got a better idea though... (comment)
    Hard to say, but I wouldn't mind a vet trial level boss in each overland zone with a spawning feature along with it. Each delve boss drops a Minor summoning agent - World boss - Major summoning agent. Combine them and bring them to an spot to summon the boss. It would drop zone overland items, just upgraded to gold rings/neck.

    Mostly for super casual guild to zerg around in PvE with no limit on players though is what it would be, and the lag would be an issue in competitive zones <Mothers sorrow etc>.

    About all they could do other than toggle Veteran overland mode which instances off Delves/Public dungeons into a T2 area balanced at a much higher rate.
  • bmnoble
    bmnoble
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    Nay
    Problem with this is, no matter how much health you give an NPC, how much damage they can deal, whatever mechanics you give them, no matter how hard it is, people will quickly find a way to exploit the AI of that NPC to make killing it as easy as possible or just wipe it out with a Zerg if the rewards that drop are good.

    Followed by complaining its too easy, because they found an easy method to kill the NPC that requires little risk and being able to skip mechanics.


    The most I want from future Overland content is strong boss like monsters similar to the Dragons, like a new tier of world boss in future zones.
  • Soris
    Soris
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    Yay
    Npcs should use heavy hitting skills more often and less obvious. Their attack rate should be increased and they should weave light attacks with various soft skills. And they should use defensive mechanics all the time.
    So that a player can feel like npcs fight like real players.

    Their damage and defence may remain same though, or maybe slightly increased if they are still too easy.
    Welkynd [Templar/AD/EU]
  • Dusk_Coven
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    Nay
    They tried harder content that in Craglorn and other places and no one wants to go there for that "harder" content, e.g., overland portals.
    And once you're finished all the questing in a zone you're basically done and won't go back except for maybe gathering nodes and surveys. And given that people use pets to draw aggro or just run past mobs when they are gathering, I don't believe many people would want this feature.

    If people prove that they actually access the already harder overland content, then this has a chance of consideration.
    More than likely people will just get bored after the novelty wears off -- except when that happens the grind in the zone will remain.
    Edited by Dusk_Coven on November 20, 2019 1:59AM
  • caesarvs
    caesarvs
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    Yay
    Yes, I paid for all those DLCs but I can't do quests because of lack of challenge and rewards.. really boring, I only finished main quest after 1.5 years and only because I needed skill points. If I just wanna read or listen, I'll go read book or watch movie. Game must have GAMEPLAY. ESO overland doesn't have it. And this has nothing to do with CP etc, it was same easy and boring even when I only started playing.
    Good example of proper difficulty are public dungeons. Those were quite challenging when I was newbie and even now when I play them on characters with undistributed CP they are quite dangerous.

    I fully agree with you.

    Playing since 2016, CP1000 +, back-and-forth, and the only questlines I've finished were Main, Clockwork and Morrowind's, and the only maps I made 100% were Auridon and Grathwood (at the time of my first character, pre One-Tamriel). It's like you said, if I'm going to do Overland the way it is today, I'd rather read a book or watch a series. Except for Imperial City (pvpve zone), the majority of overland lacks severely of engaging gameplay.

    That being said, my time on eso is just doing dungeons, arenas and trials (ocasionally pvp also), with a bit of mudballing random ppl at craglorn while the group-finder queue goes...
  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
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    Yay
    harder mean better and more carries! I say yay!
  • myskyrim26
    myskyrim26
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    Nay
    First, you chase META. You achieve the highest DPS possible.

    Next, you're bored.

    Bored with overland, normal dungeons, normal everything.

    Next you do vet content and trials. Did you finished all?

    Now, back to you - bored META player. Create a new char. Don't use any crafted gear, skillpoints, poyions and food. Act as as noob!

    AND NOW go do DLC zones. Do quests. Try to kill quest bosses. TRY. SOLO. And than come back and post results. You want to be dead, you want to ask for help?

    Here you are. DLC stories solo. And now, think OF ALL NEW PLAYERS HERE. NOOBS with no gear, potions, friends. And STOP ASKING FOR THE CRAP YOU WANT BY MISTAKE.
  • jcm2606
    jcm2606
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    Why are people constantly throwing extremes at everybody wanting overland to be a little more challenging?

    We don't want overland to be Dark Souls, where you either play perfectly or die.

    We don't want overland to be trials, where trash can take just as long as a boss.

    We want overland to at least be engaging, to the point where you have to put more than 1% effort into it to succeed.
    I wonder if these players making threads every. Single. Day. Asking for harder overland / questing have bothered to spend the $10 to buy a new game key with zero cp and start from zero.

    As an experiment and out of curiosity, I did exactly that a few weeks ago. Guess what, the content is sufficiently difficult. A new player just coming into the game today, especially after food has been nerfed once or twice a year, skills made more costly with regular patches, the price of mats and potions skyrocketing, and with the game offering very little education on how to git gud, the player would have a sufficiently difficult gaming experience overland and questing.

    So, to enjoy the other 2/3's of the game, vets have to buy a new account? Do you realise not only how batshit insane that sounds, but also how selfish it sounds?
    myskyrim26 wrote: »
    NO.
    Go play vet dungeons solo.

    1. To what end? What's the point?

    2. We're still running the same dozen to two dozen dungeons we've had for 4-5 years, so there's nothing new here. People will very quickly get bored of just running vet dungeons solo, for no reason, and we're back to square one, with vets asking for more PvE content.
    While I used to think Craglorn should have remained a more challenging zone, in the end, I've come around to being a "no" on this topic for one simple reason:

    Trash mobs aren't supposed to be a challenge. They're supposed to be a nuisance.

    Trash doesn't exist to make the game harder. It exists to slow you down, to drag things out, to make the game feel bigger and fuller than it really is. It's like the crackers in a meatloaf or the rice under your curry.
    -snip-

    1. They're not even a nuisance. If anything, they barely even exist for us vets, because we literally don't feel them. We cut through them like actual butter, and they barely even tickle us.

    2. The more pressing issue is, quest bosses barely exist, too. A quest boss that's been built up across an entire zone is meant to be challenging, you're meant to face the very real possibility that you can die, that's what makes it immersive. When I can swat a quest boss aside, just like I can trash, questing loses all of its weight, and I just feel bored.

    3. The above two points are reinforced if I play literally any other game where trash and bosses are even a tiny bit more challenging. GW2, the other MMO I play, trash takes a good 2-5 seconds to kill (depending on the mob type), and some mechanics can downright be punishing if you don't pay attention to them. Bosses can sometimes take actual minutes to kill, even in full raid gear, and I must be on my toes at all times, because the mechanics are even more punishing. But, you know the real kicker? I swear GW2 is way more active than ESO, because you can legit get 60-80 people in a single zone, to complete a world meta event that requires 60-80 people. Where's the 60-80 people, per-zone, in ESO, on a single boss?
    Still NO. Come on, this is an MMO. Why lock off certain areas for the l33t only? Yes there are people who aren't as good as you, and they have every right to be able to use every zone they can.

    And yet we can't enjoy any zone we can? How very discriminatory.
    overland stuff is for newbies, light casuals and quest/story orientated players
    -snip-

    And yet overland makes up the vast majority of PvE content, and is at the center of Zenimax's spotlight.
    Davadin 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.

    Wow, one little event, in one zone. So much playtime I can invest!
    Starlock wrote: »
    [sarcasm]Yes, because this sounds tremendously fun for our characters who are not specialized as min-maxed damage dealers.[/sarcasm] Which is basically all of my characters now and in the foreseeable future.

    Dude, I quest in full raid gear in GW2, and *** is still harder than it is in ESO. Numbers are just numbers, Zenimax can easily rebalance overland to make full raid gear the norm for all ESO overland content. (Not that I'm saying they should, I'm just proving a point, that gear does not matter.)
    Dusk_Coven wrote: »
    They tried harder content that in Craglorn and other places and no one wants to go there for that "harder" content, e.g., overland portals.
    And once you're finished all the questing in a zone you're basically done and won't go back except for maybe gathering nodes and surveys.
    -snip-

    1. Nobody wanted to go to Craglorn because grouping was almost mandatory if you wanted to run the actual content.

    2. The thing is, there's so many hours worth of questing that vets just won't experience in an enjoyable way. It'll take a good amount of time for someone to run out of questing content, assuming they don't completely rush everything.
    myskyrim26 wrote: »
    First, you chase META. You achieve the highest DPS possible.

    Next, you're bored.

    Bored with overland, normal dungeons, normal everything.

    -snip-

    So, to enjoy the other 2/3's of the game, we have to dumb ourselves down to that of a newer player? Seems legit.

    Y'know, I have this wacky idea. Why don't we, instead, release long term PvE content aimed at vets! No more living dungeon/trial releases patch-to-patch, no more getting burnt out on running the same dozen to two dozen vet dungeons over and over and over and over, we can instead sink our time in something that has hundreds of hours of content!

    Can already guarantee one of you is now reee'ing at your monitor, frothing at the mouth in rage, over the thought of content being released specifically for vets, instead of casuals.
  • huntgod_ESO
    huntgod_ESO
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    Nay
    Negative Ghost Rider...

    If you want harder content...it's there, go and play it. If you want overland to be challenging, remove your CP and take off set gear. Use a non optimal build that is fun but doesn't top the DPS or survival charts. Don't take a tedious element of the game and make it more tedious.
    --- HuntGod ---
    Officer of the Unrepentant
    www.unrepentantgaming.com
  • Dusk_Coven
    Dusk_Coven
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    Nay
    jcm2606 wrote: »
    2. We're still running the same dozen to two dozen dungeons we've had for 4-5 years, so there's nothing new here.

    And you somehow think overland content will be less boring when you repeat it even more?
    Not sure the we-want-overland-harder people really know what they are asking for.
    Even if ZOS wanted to look into this they couldn't. They don't have a handle on combat and dps ranges so they can't benchmark it. Even if they somehow magically could and used a particular benchmark, some other we-want-overland-harder complainer will come on the forums and demand more because it's not hard enough for their personal benchmark.

    That's why there are different difficulties of dungeons, and normal/veteran/hardmode, and various challenges -- each is benchmarked differently so you can choose where you want to challenge yourself. That's where your harder content is in pretty much every MMO -- that's where the grind is. Not overland.

    Overland and story content is benchmarked for newbs -- because every expansion they want to attract new people so right off the bat those people must be able to complete their new content and walk around the world.

    How about this instead: A Monster Helm set:
    - 1 piece = you stop earning any progress in level or skill line and your CP has no effect
    - 2 piece = every tick you lose progress in all your skill lines and your level
    Downgrade your toon to a level 3 newb and have your harder overland with 3 skill points to spend and no CP.
    Edited by Dusk_Coven on November 20, 2019 5:22AM
  • tim99
    tim99
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    Nay
    yeah i really wanna see this on a fun weekend or week. i would bet a lot of gold, that everyone goes there to have a look, still clear everything, and never return, so it will become an empty space...
    oh wait... we already had this ^^
  • NaomiHutt
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    You're onto something. I got a better idea though... (comment)
    The only way I see something like this working is when you go to log into your character it offers you two instances.

    Normal mode and Vet mode.

    Vet mode would offer better drops and rewards but would feel like a vet dlc.

    Normal mode would play as it currently does.
    Edited by NaomiHutt on November 20, 2019 5:33AM
  • Dusk_Coven
    Dusk_Coven
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    Nay
    NaomiHutt wrote: »
    Vet mode would offer better drops and rewards but would feel like a vet dlc.

    Better rewards would actually make this idea even worse -- it'd just be farmed.
    Imagine Alik'r Dolmens with better drops. There'd just be more people but half of them would still be AFK watching Netflix while collecting XP and occasionally clicking to pick up the loot.
    Edited by Dusk_Coven on November 20, 2019 6:13AM
  • jcm2606
    jcm2606
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    Dusk_Coven wrote: »
    And you somehow think overland content will be less boring when you repeat it even more?

    There is way more overland content than there is dungeon content, and the gap only grows the longer the game lives on, because overland and questing is Zenimax's focus (you've been living under a very well furnished rock if you think otherwise).

    My point is, there's another game's worth of content in overland, that vets simply can't experience without wanting to shoot their brains out, because it's so damn easy. Yes, eventually you will complete the content, but you easily have hundreds of hours before that happens, and so much more overland content comes every 6 months, at the least.
    Dusk_Coven wrote: »
    Not sure the we-want-overland-harder people really know what they are asking for.

    At the least, I do. I just want to be able to do overland without falling asleep. Like, actually just think about how overland works in ESO.

    Trash mobs generally have around 30k health, while a PvP build (which doesn't build nearly as much into damage as a PvE build) can deal half of that in a single cast of a burst skill. 2 casts, without light attacks, mob drops dead.

    Most decent players in PvE have between maybe 75-125% of a mob's health as DPS (and so with a full rotation can kill a trash mob in under a second), and top tier players can pull 3x(!!!) the amount of a mob's health as DPS.

    In no other game have I played, are trash mobs that weak. In the current MMO I'm playing (GW2), trash mobs are absolutely not that weak.

    The really sad part, though, is, bosses aren't much better. Most quest bosses can be killed in under 10 seconds, and pose next to no challenge, even for casuals who know what they're doing. How can this be acceptable to you? A boss that is meant to be potentially cataclysmic, as per the very quest it's a part of, is killed in under 10 seconds by some schmuck. I get it, we killed Molag Bal (with some deus ex machina help, btw), and did other legendary acts, but it shouldn't be that easy!
    Dusk_Coven wrote: »
    That's where your harder content is in pretty much every MMO -- that's where the grind is. Not overland.

    1. Then why does overland make up the vast majority of PvE content? And before you say it doesn't, it absolutely does when you account for the actual value behind the playtime. Dungeons and trials lose their value once you've gotten all the gear, skins, titles, achievements, and other rewards, possibly even earlier if you get burnt out on running the same few dungeons over and over and over. Overland? Still got a metric *** ton of quests and side content to do, that can easily last hundreds, maybe even thousands of hours, and it keeps getting bigger since it is the primary focus of Zenimax.

    2. Overland isn't a grind because Zenimax doesn't want it to be. There's dozens of ways to incorporate overland into end game, and some MMO's absolutely do use them. World events, world bosses that actually contribute to progression, true open world PvP, etc. ESO could easily add these, and you'd likely see some players come into overland zones to grind events and bosses, or participate in the open world PvP where available.
    Dusk_Coven wrote: »
    Overland and story content is benchmarked for newbs -- because every expansion they want to attract new people so right off the bat those people must be able to complete their new content and walk around the world.

    That doesn't prevent them from introducing optional ways for vets to make overland more difficult, so they can actually enjoy the other 2/3's of the game. Again, literally just introduce a new status effect similar to Battle Spirit, that adjusts stats such as damage done/taken and healing received, in a way that makes it scalable. Add a new dropdown option in the character sheet, that allows you to choose the difficulty, by changing how the new status effect scales your stats.
    Dusk_Coven wrote: »
    How about this instead: A Monster Helm set:
    - 1 piece = you stop earning any progress in level or skill line and your CP has no effect
    - 2 piece = every tick you lose progress in all your skill lines and your level
    Downgrade your toon to a level 3 newb and have your harder overland with 3 skill points to spend and no CP.

    Is this a joke?
    Edited by jcm2606 on November 20, 2019 6:28AM
  • LuckyLuke
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    Nay
    Just take all your armour off, equip a level one dagger and disable all your cp. You can effectively make it as difficult as you like.
  • SirLeeMinion
    SirLeeMinion
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    Nay
    I wonder if these players making threads every. Single. Day. Asking for harder overland / questing have bothered to spend the $10 to buy a new game key with zero cp and start from zero.

    As an experiment and out of curiosity, I did exactly that a few weeks ago. Guess what, the content is sufficiently difficult.
    I have to agree. I've done this multiple times, and the real eye-opener was when I started over on the EU server with no friends, guilds, gold, or crafting ability. Wearing whatever the dead guy dropped and looking forward to the day you can craft a full white set of Innate Axiom plus Vastarie's (not to mention get into a guild that has those stations but doesn't have a 10K sales req't) is humbling.

  • jcm2606
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    And this is why these sort of discussions go nowhere. Casuals are too insecure to give up their safe spaces, even if it means people who are actually committed to the game don't get to enjoy the other 2/3's of PvE content, in an optional way.

    They'd rather smartassedly suggest options that involve unnecessary and inconvenient gear grinds for the sake of inconvenience, and yet when we suggest the same, they ree all over the forums, call us elitists, stomp their feet, and throw a tantrum. Hypocritical, much?
  • jcm2606
    jcm2606
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    LuckyLuke wrote: »
    Just take all your armour off, equip a level one dagger and disable all your cp. You can effectively make it as difficult as you like.

    Why should I have to undo all of my progression just to enjoy overland content? You do realise that other MMO's offer overland content, that doesn't require that, right? Hell, in GW2, overland is part of end game, thanks to meta events.
    I wonder if these players making threads every. Single. Day. Asking for harder overland / questing have bothered to spend the $10 to buy a new game key with zero cp and start from zero.

    As an experiment and out of curiosity, I did exactly that a few weeks ago. Guess what, the content is sufficiently difficult.
    I have to agree. I've done this multiple times, and the real eye-opener was when I started over on the EU server with no friends, guilds, gold, or crafting ability. Wearing whatever the dead guy dropped and looking forward to the day you can craft a full white set of Innate Axiom plus Vastarie's (not to mention get into a guild that has those stations but doesn't have a 10K sales req't) is humbling.

    Yeah, because the solution to overland being *** easy, and hence being unenjoyable for vets, is to buy another copy of the game. Great idea!
    Edited by jcm2606 on November 20, 2019 6:38AM
  • LuckyLuke
    LuckyLuke
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    Nay
    jcm2606 wrote: »
    LuckyLuke wrote: »
    Just take all your armour off, equip a level one dagger and disable all your cp. You can effectively make it as difficult as you like.

    Why should I have to undo all of my progression just to enjoy overland content? You do realise that other MMO's offer overland content, that doesn't require that, right? Hell, in GW2, overland is part of end game, thanks to meta events.

    You don’t have to do it. You can be more resourceful in challenging yourself with the game as it is. Did you ever try playing Iron Man rules in D2?

    Every player is playing the role of some godly adventurer in this game, so it would be stupid for a little crab to be able to stomp on you.

    There are already plenty of avenues for more difficult content in this game as is.

  • jcm2606
    jcm2606
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    LuckyLuke wrote: »
    jcm2606 wrote: »
    LuckyLuke wrote: »
    Just take all your armour off, equip a level one dagger and disable all your cp. You can effectively make it as difficult as you like.

    Why should I have to undo all of my progression just to enjoy overland content? You do realise that other MMO's offer overland content, that doesn't require that, right? Hell, in GW2, overland is part of end game, thanks to meta events.

    You don’t have to do it. You can be more resourceful in challenging yourself with the game as it is. Did you ever try playing Iron Man rules in D2?

    Every player is playing the role of some godly adventurer in this game, so it would be stupid for a little crab to be able to stomp on you.

    There are already plenty of avenues for more difficult content in this game as is.

    1. Why should I have to jump through hoops to do make the game more enjoyable? That's more so the problem. The game should be enjoyable for everybody, there should be content for everybody, and yet vet PvE'ers are left living dungeon and trial releases patch-to-patch, because there's next to no long term content for them. Do you see the disconnect here?

    2. I'm not asking for a crab to stomp on me, I'm asking for that crab to not die when I sneeze at him. I'm asking for overland to actually require my, even partial, attention. Currently, it requires barely 5% of my attention, which is why I don't find it enjoyable. I'm not immersed in the gameplay, because there's nothing to be immersed in. I see a mob, I swing my sword, mob dies. What is there to even be immersed in?
  • LuckyLuke
    LuckyLuke
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    Nay
    jcm2606 wrote: »
    LuckyLuke wrote: »
    jcm2606 wrote: »
    LuckyLuke wrote: »
    Just take all your armour off, equip a level one dagger and disable all your cp. You can effectively make it as difficult as you like.

    Why should I have to undo all of my progression just to enjoy overland content? You do realise that other MMO's offer overland content, that doesn't require that, right? Hell, in GW2, overland is part of end game, thanks to meta events.

    You don’t have to do it. You can be more resourceful in challenging yourself with the game as it is. Did you ever try playing Iron Man rules in D2?

    Every player is playing the role of some godly adventurer in this game, so it would be stupid for a little crab to be able to stomp on you.

    There are already plenty of avenues for more difficult content in this game as is.

    1. Why should I have to jump through hoops to do make the game more enjoyable? That's more so the problem. The game should be enjoyable for everybody, there should be content for everybody, and yet vet PvE'ers are left living dungeon and trial releases patch-to-patch, because there's next to no long term content for them. Do you see the disconnect here?

    2. I'm not asking for a crab to stomp on me, I'm asking for that crab to not die when I sneeze at him. I'm asking for overland to actually require my, even partial, attention. Currently, it requires barely 5% of my attention, which is why I don't find it enjoyable. I'm not immersed in the gameplay, because there's nothing to be immersed in. I see a mob, I swing my sword, mob dies. What is there to even be immersed in?


    You will need to jump through more hoops if you got your wish 😂
  • Varana
    Varana
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    Nay
    jcm2606 wrote: »
    Trash mobs generally have around 30k health, while a PvP build (which doesn't build nearly as much into damage as a PvE build) can deal half of that in a single cast of a burst skill. 2 casts, without light attacks, mob drops dead.

    Most decent players in PvE have between maybe 75-125% of a mob's health as DPS (and so with a full rotation can kill a trash mob in under a second), and top tier players can pull 3x(!!!) the amount of a mob's health as DPS.

    And now, go PUG a few normal randoms (during an event, if you're on NA), and take a look at the substantial amount of people who do like 5-10k dps with their damage dealers. And those are the ones who actually go into dungeons, instead of just doing quest content. Players who don't solo dolmens, who do take their minutes to take down a delve boss, who die to quest bosses. (I watched the Black Kiergo arena in Senchal for a while the other day, with a constant stream of players coming in and playing it. An interesting amount of them died, at least once.)

    Yes, overland doesn't try to give good players a challenge. Quest content is designed to be played by basically anyone. That's the whole point of it.

    And then you have even the experienced players who are glad that they kill their overland mobs in half a second because they're farming materials, or are running from A to B for some reason. Or tanks and healers who don't want to swap out gear and skills just for farming skyshards or riding through a zone.

    And so what? This game is huge, there are challenges for everyone.

    P.S. And to be honest, having dozens of players doing a quest simultaneously, is a major pain in the behind. When a quest zone is new, I would wait a few weeks to play the quests, when the amount of players doing them has dropped a bit. Requiring multiple players for quest bosses, is annoying as hell.
  • jcm2606
    jcm2606
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    Varana wrote: »
    And now, go PUG a few normal randoms (during an event, if you're on NA), and take a look at the substantial amount of people who do like 5-10k dps with their damage dealers. And those are the ones who actually go into dungeons, instead of just doing quest content. Players who don't solo dolmens, who do take their minutes to take down a delve boss, who die to quest bosses. (I watched the Black Kiergo arena in Senchal for a while the other day, with a constant stream of players coming in and playing it. An interesting amount of them died, at least once.)

    You've conveniently overlooked what I am suggesting to be done. Lemme copypaste something I wrote in another thread (which I've said in this thread a few times, already):
    Literally just copypaste Battle Spirit (where half the solution -- damage received and healing received multipliers -- is already implemented), switch damage received from a reduction to an increase, add a damage done reduction, and the core of this new overland difficulty system is already in place. Apply this new status effect to all players while in an overland zone.

    Next, add a new dropdown selection on the character sheet, where the titles and outfits are, add some difficulty options, and hook this new dropdown selection into the player's overland difficulty status effect. Scale the stat adjustments based on the chosen difficulty setting.

    Boom, problem solved. Casuals can keep the difficulty on Standard or whatever, which is what it's like now. Newer players can keep it on Standard, or maybe drop down to Easy where damage done and healing received go up, while damage received goes down. Vets can jump up to harder difficulties, where damage done and healing received gradually drop, while damage received rises. Problem solved, for the most part, everybody's happy, and one person's difficulty doesn't directly impact another's.

    Here is a solution that works for everybody, and largely uses what's already in the game, with some data tweaks. Does this satisfy you?
    Varana wrote: »
    Yes, overland doesn't try to give good players a challenge. Quest content is designed to be played by basically anyone. That's the whole point of it.

    Then why does it make up the overwhelming majority of PvE content?! Where is the challenging content that I can run, that won't bore me because I've already run it. Nowhere. Because it doesn't exist.

    All of the content I've wanted to do, I've already done. I'm not going to run the same dungeon I've run to death over the past 3 or so years I've played, because it's of no further use to me. I've exhausted all possible enjoyment I can get out of it, I've got no reason to go back in there besides just having something to do (which is does a horrible job at fulfilling, since I can't find any further enjoyment out of it), so why would I go back to it?

    I keep mentioning this point, and nobody is acknowledging it. If there's seemingly so much content for vets to do, what is it? Why is the end game PvE community basically dead this patch, if there's so much to do?

    I feel like a broken record.
    Varana wrote: »
    And so what? This game is huge, there are challenges for everyone.

    What. Challenges. Examples. Details, the devil is in that ***, bruh.

    From what I can see, there's a huge gap between "casual PvE" and "hardcore PvE", and I fit right in that gap.

    I've already done all base game vet dungeons. I've already done most vet DLC dungeons that I have access to (don't have ESO+ and don't purchase DLC's, so that list is fairly small). I've done all norm and vet base game trials, norm and vet MoL. Done norm and a few vet runs of both Cloudrest and Sunspire. Haven't done Halls of Fabrication, but that's just one trial, hardly enough to keep me going for the foreseeable future. Done norm and vet Maelstrom, done norm and vet Dragonstar, done norm Blackrose (haven't done vet yet, but again, hardly enough to keep me going).

    There's no long term PvE content in this game. And that's really the problem that needs addressing, but until then, opening overland up to vets is gonna go a long way. Overland arguably has the most potential playtime of all PvE content in the game, assuming you'll run out of actual reasons to do group content, and so opening it up will easily carry most players with a similar mindset to me until new content comes in. And I can guarantee I'm not the only one with this mindset, I know of two entire guilds who have a similar opinion to me, just off the top of my head.

    I've given a way of addressing overland difficulty that only applies to an individual, but everybody conveniently overlooks it to push their narrative that "vets have enough content" and "overland is for casuals and newer players".
    Edited by jcm2606 on November 20, 2019 9:15AM
  • jcm2606
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    LuckyLuke wrote: »
    jcm2606 wrote: »
    LuckyLuke wrote: »
    jcm2606 wrote: »
    LuckyLuke wrote: »
    Just take all your armour off, equip a level one dagger and disable all your cp. You can effectively make it as difficult as you like.

    Why should I have to undo all of my progression just to enjoy overland content? You do realise that other MMO's offer overland content, that doesn't require that, right? Hell, in GW2, overland is part of end game, thanks to meta events.

    You don’t have to do it. You can be more resourceful in challenging yourself with the game as it is. Did you ever try playing Iron Man rules in D2?

    Every player is playing the role of some godly adventurer in this game, so it would be stupid for a little crab to be able to stomp on you.

    There are already plenty of avenues for more difficult content in this game as is.

    1. Why should I have to jump through hoops to do make the game more enjoyable? That's more so the problem. The game should be enjoyable for everybody, there should be content for everybody, and yet vet PvE'ers are left living dungeon and trial releases patch-to-patch, because there's next to no long term content for them. Do you see the disconnect here?

    2. I'm not asking for a crab to stomp on me, I'm asking for that crab to not die when I sneeze at him. I'm asking for overland to actually require my, even partial, attention. Currently, it requires barely 5% of my attention, which is why I don't find it enjoyable. I'm not immersed in the gameplay, because there's nothing to be immersed in. I see a mob, I swing my sword, mob dies. What is there to even be immersed in?


    You will need to jump through more hoops if you got your wish 😂

    No I wouldn't. I'd literally be able to keep everything on I have now, choose a difficulty that works for me (confused? maybe actually read my comments), and everything'd just work. Mobs would take longer to kill, and I'd have to pay attention, but that's the whole point.

    I want mobs to take longer to kill, because currently they drop dead in 1-2 skill casts.

    I want to have to pay attention to what I'm doing, because currently I'm literally put to sleep by overland content, to the point where I need a show/movie/video playing on my other monitor to keep me awake and engaged.

    The game should be like that. Gameplay and mechanics shouldn't be optional.
  • albesca
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    jcm2606 wrote: »
    I want mobs to take longer to kill, because currently they drop dead in 1-2 skill casts.

    I want to have to pay attention to what I'm doing, because currently I'm literally put to sleep by overland content, to the point where I need a show/movie/video playing on my other monitor to keep me awake and engaged.

    The game should be like that. Gameplay and mechanics shouldn't be optional.

    I have eight characters, four of them are at CP level and do between 6k and 15k DPS, so a single mob takes from two to five seconds to die. Groups of three take anything between ten seconds and half a minute depending on the ratio between AOEs and single target skills.
    Craglorn mobs, with higher HPs and bigger groups, take two to four times as long to beat, but that's it.

    Fighting mobs is just Dance Dance Revolution with more buttons to push: you can make it longer, you can make the buttons sequences more complex, but as far as paying attention goes everything is just muscle memory after a few repetitions.
    PC EU

    Khajiit has no time for you
  • Nova Sky
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    ESO did, at one point, have something called an "adventure zone" — it was Craglorn, back in the day.

    Craglorn was entire zone filled with mobs that were twice the number found in other zones, and said mobs hit twice as hard, if not more so, than the mobs in other zones.

    It wasn't very popular with players back then. I remember, because Craglorn was a main base for my primary character (still is, actually, since I keep her mostly in Belkarth) and, whilst venturing about said zone, it was rare to encounter other players.

    So Craglorn got hit with the nerf hammer. Today, it's still a bit tougher than your average zone, but it's a pale shadow of what it once was. Oddly enough, there's far more players in Craglorn now than then. I can't figure out why.

    The moral of the story being, Zeni has attempted harder overland content in the past. It wasn't popular, for the most part.

    Heck, I can even remember the veteran zones, too, the ones that popped up after you completed the main adventure on a character, and then had the option to experience the story from the perspective of other alliances. Those could be difficult, too, and more often than not, it was only myself and a couple others in said veteran zones. Of course, back then, pre-Tameriel One, the player population was hidden from each other if said players weren't in the same alliance.
    "Wheresoever you go, go with all of your heart."
  • Anumaril
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    You're onto something. I got a better idea though... (comment)
    I would much prefer for them to implement a long awaited nightmare mode for overland content wherein players who enable the option are sharded into overland where the mobs do more damage, have more health, behave more intelligently, your regen is decreased, etc.
    It would allow all those who say "Um actually, I think the overland is perfect" to stay happy in their easy overland while the rest of us can have a challenge in our nightmare mode.
  • jcm2606
    jcm2606
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    albesca wrote: »
    jcm2606 wrote: »
    I want mobs to take longer to kill, because currently they drop dead in 1-2 skill casts.

    I want to have to pay attention to what I'm doing, because currently I'm literally put to sleep by overland content, to the point where I need a show/movie/video playing on my other monitor to keep me awake and engaged.

    The game should be like that. Gameplay and mechanics shouldn't be optional.

    I have eight characters, four of them are at CP level and do between 6k and 15k DPS, so a single mob takes from two to five seconds to die. Groups of three take anything between ten seconds and half a minute depending on the ratio between AOEs and single target skills.
    Craglorn mobs, with higher HPs and bigger groups, take two to four times as long to beat, but that's it.

    Fighting mobs is just Dance Dance Revolution with more buttons to push: you can make it longer, you can make the buttons sequences more complex, but as far as paying attention goes everything is just muscle memory after a few repetitions.

    Which is when mechanics come into play. Add more variety to the AI, make dodging/blocking more mandatory so the repetition is broken up some, etc.

    Other games, including MMO's, are able to offer the sort of experience I'm after, and do so in core overland content. ESO isn't any different, Zenimax absolutely could make the experience more unpredictable.
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