martygod12 wrote: »Ok so I am way past CP 160, got my gold gear, decent stats and some skill in the game, and now I finally got back to questing which I was really looking forward too, because it makes like 70-80% of the game.
This is so typical - first overpowering yourself and then complain about too easy overland content - it is your fault having done it like this. Make a new character, don't overpower him/her and enjoy the questing.
StormeReigns wrote: »Introduce an Armory Inspection and connect forum account to game account
TX12001rwb17_ESO wrote: »What is with people and their obsession with increased difficulty, many people play ESO to relax and not to be challenged.
martygod12 wrote: »Ok so I am way past CP 160, got my gold gear, decent stats and some skill in the game, and now I finally got back to questing which I was really looking forward too, because it makes like 70-80% of the game.
This is so typical - first overpowering yourself and then complain about too easy overland content - it is your fault having done it like this. Make a new character, don't overpower him/her and enjoy the questing.
TX12001rwb17_ESO wrote: »What is with people and their obsession with increased difficulty, many people play ESO to relax and not to be challenged.
[Snip]. Some of us just like to play games and last time I checked, ESO qualifies...
game /ɡām/
noun
1. a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.
adjective
1. eager or willing to do something new or challenging.
The majority of the time this topic comes up, nobody's asking for an overall increase of difficulty across the board for everyone. We'd simply like to see some kind of hardmode or vet OPTION integrated so that enemies don't fall over dead the second we look at them. That is all.
[Edited for bait]
Questing in ESO is really well done. I think the experience could be improved for a lot players if they offered a more challenging difficulty option. Having a final boss die within a few short seconds really diminishes the perceived threat the villains presented to the player or world. I want these fights to feel as epic as possible.StormeReigns wrote: »Introduce an Armory Inspection and connect forum account to game account
I am very much in favor of this idea.
No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.
martygod12 wrote: »Kiralyn2000 wrote: »martygod12 wrote: »TX12001rwb17_ESO wrote: »What is with people and their obsession with increased difficulty, many people play ESO to relax and not to be challenged.
games are supposed to be a challenge, thats one of the most iportant aspects of games being fun for me.
Fixed that for ya.
Not everyone plays games for the same reason. For every person who wants to beat their head against the Cliff Of Challenge™ until they've overcome it, proving their worth, there's at least a couple who aren't into that.
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every time I see one of these threads, I ask people to give examples of other MMOs where the normal zone questing would be "challenging" for a Raid-geared-and-skilled "endgame" player. Because I certainly remember new expansions coming out in WoW, and having the raiders plow through the zones until they got to the new 'endgame', where they could finally run into mechanics and actual gear upgrades.
Yeah, but ESO questing is somehow better than in other MMOS in terms of writting, atmosphere, story etc. and it is really shame that those good quests are totally unenjoyable because of the lack of the difficulty.
And yeah everyone plays games for different reason, but as I said I dont want to force it to be difficult for everyone I just want that option If I want bigger challenge
martygod12 wrote: »We want an OPTION not forced increased difficulty for everyone.
We want to do the questing which is majority of the game content not dungeons which are few and you have completed then all in a few days and then you just do the same thing all over again. Yea real fun
martygod12 wrote: »We want an OPTION not forced increased difficulty for everyone.
We want to do the questing which is majority of the game content not dungeons which are few and you have completed then all in a few days and then you just do the same thing all over again. Yea real fun
Dev time and money would better be spent on balancing the game for all and not tweaking for neglectable percent. That way not only overland will become less trivial for more skilled players, but dungeons, arenas and trials will become more accessible to less skilled players.
martygod12 wrote: »We want an OPTION not forced increased difficulty for everyone.
We want to do the questing which is majority of the game content not dungeons which are few and you have completed then all in a few days and then you just do the same thing all over again. Yea real fun
Dev time and money would better be spent on balancing the game for all and not tweaking for neglectable percent. That way not only overland will become less trivial for more skilled players, but dungeons, arenas and trials will become more accessible to less skilled players.
No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.
this is not how a human work if u have the ability u will make it easier (beside that i soloed the mino worldboss in gold coast with a lvl 3char without any equip...)
This is very easy to solve - just do not do all quests on the same character - distribute them to several and you won't outlevel the content. Use normal gear - blue with eventually one purple piece for example.Do it with stuff it is designed for, pretty average gear - as in mediocre gear, not average vet gear.
No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.
this is not how a human work if u have the ability u will make it easier (beside that i soloed the mino worldboss in gold coast with a lvl 3char without any equip...)
Well, maybe it is just time for you to move on - and leave the game to us who are actually enjoying it.
martygod12 wrote: »This is very easy to solve - just do not do all quests on the same character - distribute them to several and you won't outlevel the content. Use normal gear - blue with eventually one purple piece for example.Do it with stuff it is designed for, pretty average gear - as in mediocre gear, not average vet gear.
Actually It is not, using normal gear would not solve anything, it will just make bosses a bullet sponges, which will be even more boring. And if you are playing you kinda want to enjoy whole story with one character, not to mention all the achievments and skill points you miss by not doing all the quests.
martygod12 wrote: »This is very easy to solve - just do not do all quests on the same character - distribute them to several and you won't outlevel the content. Use normal gear - blue with eventually one purple piece for example.Do it with stuff it is designed for, pretty average gear - as in mediocre gear, not average vet gear.
Actually It is not, using normal gear would not solve anything, it will just make bosses a bullet sponges, which will be even more boring. And if you are playing you kinda want to enjoy whole story with one character, not to mention all the achievments and skill points you miss by not doing all the quests.
Well, that is why you run into problems - you want it all on the same character.
martygod12 wrote: »No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.
this is not how a human work if u have the ability u will make it easier (beside that i soloed the mino worldboss in gold coast with a lvl 3char without any equip...)
Well, maybe it is just time for you to move on - and leave the game to us who are actually enjoying it.
Or maybe you could just play your enjoayble game, and let players who don´t enjoy it have more challenge if they want, because it will not affect your gameplay at all
tomofhyrule wrote: »I've always felt that levelling is way too easy in this game, so I've specifically been avoiding XP bonuses just to stay low level to get the MQ done. And yet I'm still almost 50 and I'm not even halfway through Shadowfen.
But I'm fine with that. I play to take screenshots and write my character's story. I like to walk (yes, walk) through the environment and look at the scenery. I don't want to struggle my way through an overworld and die because two rats showed up. That would definitely put a damper on my enjoyment.
I don't agree that we need a hard mode for overland. Overland is for new players, and it's still easy to get mobbed when you're farming or something else, even if you don't want to. We don't need to turn off masses of new players since a few people want vet trial-level overworld as well. It's the same argument as people complaining about DPS powerhouses speedrunning nFGI and leaving their group in the dust. Yes, it's part of the game... but that content is designed for new players, so it's probably a bit on the easy side for endgame players.
And about options - there are loads of people who ask to have the option of content X being more available to playstyle Y: "Why can't we have hardmode overland as an option?" "Why can't we have solo dungeons as an option?" "Why can't we have PvE Cyrodiil as an option?" "Why can't we have tem battlegrounds/solo battlegrounds as an option?"
I'll admit, I'm all for options (I'm PvE so I'll take Cyro, but I'd love a solo-mode dungeon mode), but I realize that this is content that's not designed for my playstyle. I also realize that spreading more players out is probably a bad idea - imagine a newb trying to get as group in /zone to take down Haynekthamet - a WB in a non-starter non-trading hub zone. Now imagine if all of the better players were in a different 'hardmode instance.' How is the new player going to even have a chance to find people? Two other new players who just happen to be questing there at the same time? Now you need to join guilds just to do overland content?
It's the same argument that people make against solo dungeons ("The queue is already long enough, and now you're going to allow a mode where people don't have to group? How will we get our team?!") or Cyrodiil ("There's only one campaign with people anyway! You can't play Cyro if half the players leave!") or battlegrounds ("If we let only groups in, then it'd take forever to find two other 4-player groups since there are so few!")
So yeah, Magistrix Vox went down easier than Bittergreen the guar, and way easier than Kra'gh the Dreugh King. Because Vox is a boss for solo new players and the others are designed for groups. I don't think this makes the story invalid - I don't expect Bittergreen to get Veloth's Judgement and try to take down Almalexia - because I spend my time reading the lore and realizing the disconnect between story and gameplay. To imagine Mannimarco being a fight like Balorgh, where you need a coordinated group taking him down - it sounds more believable from a story point, but imagine trying to do that in game. It's hard enough to coordinate random dungeons, and then we'd need to coordinate for the main quest? We already have people who get annoyed with people in dungeons stopping just to pick up the quest and speedrunning through dialogue (never mind the people who actually want to read it, or even hear it), do we need to do that with the main quest as well?
.martygod12 wrote: »No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.
this is not how a human work if u have the ability u will make it easier (beside that i soloed the mino worldboss in gold coast with a lvl 3char without any equip...)
Well, maybe it is just time for you to move on - and leave the game to us who are actually enjoying it.
Or maybe you could just play your enjoayble game, and let players who don´t enjoy it have more challenge if they want, because it will not affect your gameplay at all
it will effect my gameplay, if those bosses would be more challenging - this is an RPG not an FPS and doesn't have to be challenging. it is about story content.
tomofhyrule wrote: »I've always felt that levelling is way too easy in this game, so I've specifically been avoiding XP bonuses just to stay low level to get the MQ done. And yet I'm still almost 50 and I'm not even halfway through Shadowfen.
But I'm fine with that. I play to take screenshots and write my character's story. I like to walk (yes, walk) through the environment and look at the scenery. I don't want to struggle my way through an overworld and die because two rats showed up. That would definitely put a damper on my enjoyment.
I don't agree that we need a hard mode for overland. Overland is for new players, and it's still easy to get mobbed when you're farming or something else, even if you don't want to. We don't need to turn off masses of new players since a few people want vet trial-level overworld as well. It's the same argument as people complaining about DPS powerhouses speedrunning nFGI and leaving their group in the dust. Yes, it's part of the game... but that content is designed for new players, so it's probably a bit on the easy side for endgame players.
And about options - there are loads of people who ask to have the option of content X being more available to playstyle Y: "Why can't we have hardmode overland as an option?" "Why can't we have solo dungeons as an option?" "Why can't we have PvE Cyrodiil as an option?" "Why can't we have tem battlegrounds/solo battlegrounds as an option?"
I'll admit, I'm all for options (I'm PvE so I'll take Cyro, but I'd love a solo-mode dungeon mode), but I realize that this is content that's not designed for my playstyle. I also realize that spreading more players out is probably a bad idea - imagine a newb trying to get as group in /zone to take down Haynekthamet - a WB in a non-starter non-trading hub zone. Now imagine if all of the better players were in a different 'hardmode instance.' How is the new player going to even have a chance to find people? Two other new players who just happen to be questing there at the same time? Now you need to join guilds just to do overland content?
It's the same argument that people make against solo dungeons ("The queue is already long enough, and now you're going to allow a mode where people don't have to group? How will we get our team?!") or Cyrodiil ("There's only one campaign with people anyway! You can't play Cyro if half the players leave!") or battlegrounds ("If we let only groups in, then it'd take forever to find two other 4-player groups since there are so few!")
So yeah, Magistrix Vox went down easier than Bittergreen the guar, and way easier than Kra'gh the Dreugh King. Because Vox is a boss for solo new players and the others are designed for groups. I don't think this makes the story invalid - I don't expect Bittergreen to get Veloth's Judgement and try to take down Almalexia - because I spend my time reading the lore and realizing the disconnect between story and gameplay. To imagine Mannimarco being a fight like Balorgh, where you need a coordinated group taking him down - it sounds more believable from a story point, but imagine trying to do that in game. It's hard enough to coordinate random dungeons, and then we'd need to coordinate for the main quest? We already have people who get annoyed with people in dungeons stopping just to pick up the quest and speedrunning through dialogue (never mind the people who actually want to read it, or even hear it), do we need to do that with the main quest as well?
martinhpb16_ESO wrote: »Totally agree with the OP but this is flogging a dead horse.
Too many people complain that the overland difficulty should be set at zero so they can selfishly enjoy absolutely every single aspect even if it means leaving a significant chunk of their community out in the cold.
The lack of any difficulty in overland is one of the reasons I will switch to another MMO should something worthwhile become available.
martinhpb16_ESO wrote: »Totally agree with the OP but this is flogging a dead horse.
Too many people complain that the overland difficulty should be set at zero so they can selfishly enjoy absolutely every single aspect even if it means leaving a significant chunk of their community out in the cold.
The lack of any difficulty in overland is one of the reasons I will switch to another MMO should something worthwhile become available.
Yes, give us a Scroll of Glorious Overland Battle, pleaseDarkstorne wrote: »They need optional hard mode scrolls, that only appear if you are level 50+ (to save new players from a rough lesson)
Guarantee a purple quality zone item for beating the hard mode version of the boss so there's a nice incentive to the challenge (they aren't farmable bosses after all)
martygod12 wrote: »Ok so I am way past CP 160, got my gold gear, decent stats and some skill in the game, and now I finally got back to questing which I was really looking forward too, because it makes like 70-80% of the game.
I am currently doing DC Main Quests in their zones and most recently I have finished tha Alik´r zone quest. The story was really good and catchy and the finale had really good epic build up, BUT then I faced the mighty necromancer, biggest danger to the whole Country and he dropped dead after 4 second fight. And all the epicness was gone, the quality of the story (while really good) was totally destroyed by absolutelly lack of challenge. So I say something must really be done about the strenght of the Main Quest zone bosses. I am not talking about mob, I am not talking about those small side quest bosses, just the Main bosses In the zone, which are always described as extremely dangerous and powerfull, so they should be like this.
So I dont know if I am right now, but it seems that for the Main zone story boss fights you usually are in a solo instance of that certain dungeon or room (place) where the fight takes place, so why just dont have some option where you can choose if you want normal or veteran version of the quests and then when you enter the boss mini zone you will simply be sent to the normal or veteran instance of that certain boss fight, dependent on whether you are doing normal or veteran difficulty. No extra rewards nothing, just more challenging boss (I am thinking somewhere like early zones world bosses or maybe a little weaker, so you can solo it but it will give you a hard time).
I know lot of people doesn´t want normal and veteran instances of the zone, so this will kinda sort it right? The zone will stay the same so player base won´t be split and only thing which will be split will be just that small boss zone, which will have normal or veteran instance depending on if you want some extra challenge or not. Because right now all the quest, while good and really well written are really boring because of the totall lack of challenge.
What do you think?
martygod12 wrote: »Ok so I am way past CP 160, got my gold gear, decent stats and some skill in the game, and now I finally got back to questing which I was really looking forward too, because it makes like 70-80% of the game.
I am currently doing DC Main Quests in their zones and most recently I have finished tha Alik´r zone quest. The story was really good and catchy and the finale had really good epic build up, BUT then I faced the mighty necromancer, biggest danger to the whole Country and he dropped dead after 4 second fight. And all the epicness was gone, the quality of the story (while really good) was totally destroyed by absolutelly lack of challenge. So I say something must really be done about the strenght of the Main Quest zone bosses. I am not talking about mob, I am not talking about those small side quest bosses, just the Main bosses In the zone, which are always described as extremely dangerous and powerfull, so they should be like this.
So I dont know if I am right now, but it seems that for the Main zone story boss fights you usually are in a solo instance of that certain dungeon or room (place) where the fight takes place, so why just dont have some option where you can choose if you want normal or veteran version of the quests and then when you enter the boss mini zone you will simply be sent to the normal or veteran instance of that certain boss fight, dependent on whether you are doing normal or veteran difficulty. No extra rewards nothing, just more challenging boss (I am thinking somewhere like early zones world bosses or maybe a little weaker, so you can solo it but it will give you a hard time).
I know lot of people doesn´t want normal and veteran instances of the zone, so this will kinda sort it right? The zone will stay the same so player base won´t be split and only thing which will be split will be just that small boss zone, which will have normal or veteran instance depending on if you want some extra challenge or not. Because right now all the quest, while good and really well written are really boring because of the totall lack of challenge.
What do you think?
Considering the original idea of the game was for the player to do the faction zone quests *first*, the bosses are working as intended. A normal below level 50 character without cp will have a not impossible challenge.
You leveled up past the level cap, golded out your gear, and then went back to what is essentially the beginner's stages of the game. Gee. Wonder why all the bosses are so easy to take down.....
Personal opinion only; ZOS really shouldn't have totally opened the game and started new players in the new chapters/dlc zones. Some of that content is very hard for a brand new level 1 player, and there is no easy way to find the original starting quest of the original game, so they can start of with the faction quests and level a character normally.