robertthebard wrote: »Everest_Lionheart wrote: »robertthebard wrote: »Everest_Lionheart wrote: »robertthebard wrote: »Everest_Lionheart wrote: »It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
I'm currently leveling with a friend and we're closing in on level 40. The game is a huge yawn-fest and we're craving for something to challenge us. He's playing a healer, but almost never have anything to heal. Questing and killing mobs is just a tedious running from A to B, only stopping to kill monsters in 2-8 seconds and it doesn't really matter how many monsters we pull either. We're basically playing an MMO that is tuned for under-geared 5-year olds. I'm saying that because my son can play this game without being able to read or have any understanding of what the skills on his hotbar do. He just mashes them randomly and kills things.
Doing delves feels so pointless. Usually you run into other players as well and everyone's just aching to kill stuff, but everything is mowed down in 2 seconds, and delves really become nothing but something you just run through, trying to get a hit or two in on things to gain exp. So incredibly boring, and such incredibly bad design.
Delves shouldn't even be public when the game is tuned in this way. I say this because they're literally tuned for a badly geared, completely unskilled SOLO player. So the moment you add more people in there, the already trivial content becomes fully and completely pointless from a gameplay perspective.
What's been by far the most fun so far has been killing world bosses (those skulls on the map) and running (non-public) dungeons as a duo. But as soon as you add a couple more players, even that content becomes quite easy. The only annoying thing is that dungeons are in general quite easy, too, but they add certain one-shot or nearly one-shot mechanics into the game to make it harder. That's a lousy way of adding challenge, because it means you can run through everything you're thrown against, but then a sudden and sometimes unavoidable mechanic prevents you from advancing further. Those are some of the most frowned-upon things from a player perspective because they're just not fun.
I'm not level 50 yet so some things might change, but overall this game needs a huge re-tuning. Doubling mob health and damage would be a start, but much more would certainly be required. Delve bosses are more like what normal mobs should be like, but even those are ridiculously easy. Would much prefer longer, harder fights with higher experience rewards per kill than the current trivial content of killing things in a few seconds without barely taking any damage.
Does nobody want even a tiny bit of challenge these days?
PS: Fix the damn bug that sometimes prevents you from attacking or using abilities!!
Yeah, I notice that content is super easy...or super difficult. Not much of an in-between.
We need more 500K hp bosses across Tamriel, who have a sting. The 1.8M bosses generally require a 4-person group to kill. So, a 500K would be great for solo adventures. ZOS could probably raise some of the quest bosses' hp by 50% with little issue.
Also, still asking for solo dungeons.
Some are places the overland/public dungeon bosses do scale up a bit. I’ve seen a couple group events with 300-400k HP plus adds, though none of them are particularly difficult and can be easily overcome using tactics. I finally had a semi challenge last night in the Lions Den at the Rift. It’s the last public dungeon in the pact zones. Had to be aware a couple of times to make sure I didn’t bite it because I was mindlessly button mashing. I found the mobs there more difficult than the bosses though sadly and the group event was also a pushover. I did die there though but not because of an enemy. Jumping down from the last cliff I missed the water and landed on the rock instead! Definitely a rofl moment!
Some of the 1.8 mil world bosses from the vanilla game have easy enough mechanics to solo with decent CP, but they do scale up difficulty as you progress through the alliance zones. DLC bosses are already more robust to begin with and do often requisite assistance. People with high CP can handle many of them alone but there are a few that require help. There are also a couple that can be cheesed and kited to a place where they can be hit while dealing minor damage.
One thing I wish was a tad harder are delves. It’s just too easy to melt through anything in those with a few levels under your belt. Because there are skyshards in all of them their difficulty should be boosted a bit in general for everyone below the level of a public dungeon and probably be solo instanced with the option to group.
So I'm curious, why should delves be boosted based on having skyshards? There are an awful lot of skyshards scattered throughout the open world...
Skyshards are the main incentive to enter delves. If the 6-7 delve sky shards were in the open world people likely would never go down there unless they were questing. Of course you don’t really need those shards if you choose to skip them so why not boost the content. Every delve is the same long hallway 2 enemies, turn corner 1 enemy, go through door 2 more enemies, bookshelf in the corner of main chamber 3 enemies, skyshard with one lone enemy guarding it if anything at all, and finally mini boss fight with mechanics that most people can DPS though.
Also there are achievements tied to collecting all skyshards in the zones and beating all the delves as well why not make us work for it at least a little?
Where do we cap the "make us work for it" at? Full CP with years of vxx experience? Level 45 with no CP? Too hard, and people will complain, not hard enough, and people will complain, see this thread, and the free for all PvP thread. I do the delves because there's a yellow bar on my map that needs to be filled up, that includes a delve count, which I can't get by simply getting the skyshard, and a skyshard count where I can. I have yet to enter an empty delve, not in the last few weeks I've been back, and I don't recall being in one before I left the last time. There's been more than one instance of "where this delve boss at" only to have it spawn right on top of me... That's amusing. So I'm pretty sure people are actually using them for more than just skyshard collection.
In my original post I also said they should be solo instanced with the option to group up. This way delves could scale with level/CP and give players a chance to learn a little bit about more than button mashing to win. As it stands now delves are little more than running from point A to B to C and mashing a few buttons in between. I would like to see harder enemies, a couple mobs and bosses with some real mechanics that can’t be killed before they spit out their second line of dialogue mid battle. It would be a nice practice or learning experience if delves worked differently than they do now.
That's what the entry level dungeons are for. Unfortunately, if you're not board certified, you're not welcome, mostly. I don't have to worry about it, I'm geared enough, and good enough at my class to be safe from vote kicks. But entry level dungeons are where we're supposed to be picking up the nuances of group play. If we sub them out with delves, it won't be long before they suffer from the same issues. Now they'd be easy to instance, DDO has had that since they made it, all quest areas and explorers are instanced. The explorers have a level range, where if you're above it you don't get any xp, and if you're too low you can't enter, unless you're in a group, but the quests have difficulty settings. Casual, Normal, Hard, Elite, and for most quests now, Reaper 1-10, a direct result of "the game's too easy" on the Reaper settings.
Of course, after years of lobbying for that harder setting, once they got it, it took less than two weeks for the same people to be complaining that it was "stupid hard", and needed to be nerfed. I got banned from the forums, I was laughing so hard at them, because all through the process of convincing the devs we needed that extra difficulty, I predicted that a call for nerfs would be forthcoming. Apparently someone got mad and reported me for it... Their standard battle cry when people they considered noobs was "play a lower difficulty". They got irate when that got turned on them. I'd just as soon not see ZoS waste the dev time on it here. After all, the same people complaining about how easy the overland is are the same people that are complaining if someone in their party isn't living up to standards a third party website set for grouping. Evidently, the challenging content, meaning the content that's supposed to have this group synergy running, is working just fine. How are they going to handle it when they're the ones underperforming?
MartiniDaniels wrote: »Ok, I got it, ESO should be balanced for the people who can't see difference between 10 and 100 (though I bet if you'll propose them to take 10 or 100 USD they'll realize difference in few milliseconds and 99.9% of them will "equip" 100).
Everest_Lionheart wrote: »robertthebard wrote: »Everest_Lionheart wrote: »robertthebard wrote: »Everest_Lionheart wrote: »robertthebard wrote: »Everest_Lionheart wrote: »It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
I'm currently leveling with a friend and we're closing in on level 40. The game is a huge yawn-fest and we're craving for something to challenge us. He's playing a healer, but almost never have anything to heal. Questing and killing mobs is just a tedious running from A to B, only stopping to kill monsters in 2-8 seconds and it doesn't really matter how many monsters we pull either. We're basically playing an MMO that is tuned for under-geared 5-year olds. I'm saying that because my son can play this game without being able to read or have any understanding of what the skills on his hotbar do. He just mashes them randomly and kills things.
Doing delves feels so pointless. Usually you run into other players as well and everyone's just aching to kill stuff, but everything is mowed down in 2 seconds, and delves really become nothing but something you just run through, trying to get a hit or two in on things to gain exp. So incredibly boring, and such incredibly bad design.
Delves shouldn't even be public when the game is tuned in this way. I say this because they're literally tuned for a badly geared, completely unskilled SOLO player. So the moment you add more people in there, the already trivial content becomes fully and completely pointless from a gameplay perspective.
What's been by far the most fun so far has been killing world bosses (those skulls on the map) and running (non-public) dungeons as a duo. But as soon as you add a couple more players, even that content becomes quite easy. The only annoying thing is that dungeons are in general quite easy, too, but they add certain one-shot or nearly one-shot mechanics into the game to make it harder. That's a lousy way of adding challenge, because it means you can run through everything you're thrown against, but then a sudden and sometimes unavoidable mechanic prevents you from advancing further. Those are some of the most frowned-upon things from a player perspective because they're just not fun.
I'm not level 50 yet so some things might change, but overall this game needs a huge re-tuning. Doubling mob health and damage would be a start, but much more would certainly be required. Delve bosses are more like what normal mobs should be like, but even those are ridiculously easy. Would much prefer longer, harder fights with higher experience rewards per kill than the current trivial content of killing things in a few seconds without barely taking any damage.
Does nobody want even a tiny bit of challenge these days?
PS: Fix the damn bug that sometimes prevents you from attacking or using abilities!!
Yeah, I notice that content is super easy...or super difficult. Not much of an in-between.
We need more 500K hp bosses across Tamriel, who have a sting. The 1.8M bosses generally require a 4-person group to kill. So, a 500K would be great for solo adventures. ZOS could probably raise some of the quest bosses' hp by 50% with little issue.
Also, still asking for solo dungeons.
Some are places the overland/public dungeon bosses do scale up a bit. I’ve seen a couple group events with 300-400k HP plus adds, though none of them are particularly difficult and can be easily overcome using tactics. I finally had a semi challenge last night in the Lions Den at the Rift. It’s the last public dungeon in the pact zones. Had to be aware a couple of times to make sure I didn’t bite it because I was mindlessly button mashing. I found the mobs there more difficult than the bosses though sadly and the group event was also a pushover. I did die there though but not because of an enemy. Jumping down from the last cliff I missed the water and landed on the rock instead! Definitely a rofl moment!
Some of the 1.8 mil world bosses from the vanilla game have easy enough mechanics to solo with decent CP, but they do scale up difficulty as you progress through the alliance zones. DLC bosses are already more robust to begin with and do often requisite assistance. People with high CP can handle many of them alone but there are a few that require help. There are also a couple that can be cheesed and kited to a place where they can be hit while dealing minor damage.
One thing I wish was a tad harder are delves. It’s just too easy to melt through anything in those with a few levels under your belt. Because there are skyshards in all of them their difficulty should be boosted a bit in general for everyone below the level of a public dungeon and probably be solo instanced with the option to group.
So I'm curious, why should delves be boosted based on having skyshards? There are an awful lot of skyshards scattered throughout the open world...
Skyshards are the main incentive to enter delves. If the 6-7 delve sky shards were in the open world people likely would never go down there unless they were questing. Of course you don’t really need those shards if you choose to skip them so why not boost the content. Every delve is the same long hallway 2 enemies, turn corner 1 enemy, go through door 2 more enemies, bookshelf in the corner of main chamber 3 enemies, skyshard with one lone enemy guarding it if anything at all, and finally mini boss fight with mechanics that most people can DPS though.
Also there are achievements tied to collecting all skyshards in the zones and beating all the delves as well why not make us work for it at least a little?
Where do we cap the "make us work for it" at? Full CP with years of vxx experience? Level 45 with no CP? Too hard, and people will complain, not hard enough, and people will complain, see this thread, and the free for all PvP thread. I do the delves because there's a yellow bar on my map that needs to be filled up, that includes a delve count, which I can't get by simply getting the skyshard, and a skyshard count where I can. I have yet to enter an empty delve, not in the last few weeks I've been back, and I don't recall being in one before I left the last time. There's been more than one instance of "where this delve boss at" only to have it spawn right on top of me... That's amusing. So I'm pretty sure people are actually using them for more than just skyshard collection.
In my original post I also said they should be solo instanced with the option to group up. This way delves could scale with level/CP and give players a chance to learn a little bit about more than button mashing to win. As it stands now delves are little more than running from point A to B to C and mashing a few buttons in between. I would like to see harder enemies, a couple mobs and bosses with some real mechanics that can’t be killed before they spit out their second line of dialogue mid battle. It would be a nice practice or learning experience if delves worked differently than they do now.
That's what the entry level dungeons are for. Unfortunately, if you're not board certified, you're not welcome, mostly. I don't have to worry about it, I'm geared enough, and good enough at my class to be safe from vote kicks. But entry level dungeons are where we're supposed to be picking up the nuances of group play. If we sub them out with delves, it won't be long before they suffer from the same issues. Now they'd be easy to instance, DDO has had that since they made it, all quest areas and explorers are instanced. The explorers have a level range, where if you're above it you don't get any xp, and if you're too low you can't enter, unless you're in a group, but the quests have difficulty settings. Casual, Normal, Hard, Elite, and for most quests now, Reaper 1-10, a direct result of "the game's too easy" on the Reaper settings.
Of course, after years of lobbying for that harder setting, once they got it, it took less than two weeks for the same people to be complaining that it was "stupid hard", and needed to be nerfed. I got banned from the forums, I was laughing so hard at them, because all through the process of convincing the devs we needed that extra difficulty, I predicted that a call for nerfs would be forthcoming. Apparently someone got mad and reported me for it... Their standard battle cry when people they considered noobs was "play a lower difficulty". They got irate when that got turned on them. I'd just as soon not see ZoS waste the dev time on it here. After all, the same people complaining about how easy the overland is are the same people that are complaining if someone in their party isn't living up to standards a third party website set for grouping. Evidently, the challenging content, meaning the content that's supposed to have this group synergy running, is working just fine. How are they going to handle it when they're the ones underperforming?
Good points. I guess what I am looking for is more of a medium-hard tier one there. Overland and delves are very basic. The next step up is group dungeons and that even with a few CP under your belt is easy enough to solo. The next step after that is regular dungeons and it’s a big step. The rest of the progession makes sense after that, Regular DLC, vet dungeons, vet DLC, trials and finally vet trials Though some DLC regular flips with vanilla vet dungeons in terms of difficulty for progression sake that is still logical as you progress through harder content.
I’m not sure where MA and vMA fit in, just reading guides on them and preparing to start.
Anyway I see quite a large gap between public dungeons and normal dungeons in my own personal experience. Of course it geared to group content but most regular content can be done solo or is a group of 2 if you wish. A bridge between those 2 levels of the game would be nice. Maybe that’s where PvP slots in? I don’t PvP often and when I do it’s Non CP BG PvP.
So harder delves or at least the option for harder delves makes sense to me. But until something comes along I’ll take the distractions and side quests that come because I do play this game mainly for the quests to begin with.
The answer is simply: most people paying for the game, only play for the stories.<snippage> "I don't want to play this game like a job, I just want to jump in and relax."
When most of your player base only play for the stories, why raise the difficulty? Why waste the effort in putting individual difficulty increases in place, when most people either don't want, or don't care about challenge? This is probably Zenimax's line of thinking.
It is unfortunate, because for a large portion of those who take the game more seriously
MartiniDaniels wrote: »MasterSpatula wrote: »Ah, yes, the six trillionth "All the Content Aimed at Anyone Other than Me Must Be Rebalanced for Me" thread.
I especially love when they start off by demeaning those the content is aimed at. The commonness of these threads makes the rank selfishness of them so much more palatable.
So you deny us (those who are bored by overland since One Tamriel) OPTIONAL mode/slider so we can quest/explore game without falling asleep, and then call us selfish? Speaking of this forum there is nobody even close in selfishness as casuals are. Casuals want to delete PVP, to delete animation cancelling, to delete trading guilds, to delete veteran content higher rewards - i.e. remove all that which makes this game worth playing for many of us and after that we are called toxic, demeaning and selfish? This is just hilarious.
I'm not level 50 yet so some things might change, but overall this game needs a huge re-tuning. Doubling mob health and damage would be a start, but much more would certainly be required. Delve bosses are more like what normal mobs should be like, but even those are ridiculously easy.
MartiniDaniels wrote: »MasterSpatula wrote: »Ah, yes, the six trillionth "All the Content Aimed at Anyone Other than Me Must Be Rebalanced for Me" thread.
I especially love when they start off by demeaning those the content is aimed at. The commonness of these threads makes the rank selfishness of them so much more palatable.
So you deny us (those who are bored by overland since One Tamriel) OPTIONAL mode/slider so we can quest/explore game without falling asleep, and then call us selfish? Speaking of this forum there is nobody even close in selfishness as casuals are. Casuals want to delete PVP, to delete animation cancelling, to delete trading guilds, to delete veteran content higher rewards - i.e. remove all that which makes this game worth playing for many of us and after that we are called toxic, demeaning and selfish? This is just hilarious.
Skykaiser_Ọlọrun wrote: »I'm either ignoring or not seeing the requests that demand the whole game to change.
You're not seeing them because they don't exist. For whatever reason, people just want to argue a point that nobody was trying to make. Like you said, all anyone's asking for is the option for harder overland content. Nobody is suggesting that everyone be forcibly thrown into Veteran-tier difficultly at level 1.
MartiniDaniels wrote: »Ok, I got it, ESO should be balanced for the people who can't see difference between 10 and 100 (though I bet if you'll propose them to take 10 or 100 USD they'll realize difference in few milliseconds and 99.9% of them will "equip" 100).
Most of the numbers do not make any sense to a new player - sure they can see that one number is higher than another, but without a reference these values mean like nothing to them. Especially because with any level their resources decrease and don't increase - due to scaling, clear, we know that, but a newbie doesn't - that is all pretty confusing for a newbie. He might even experience that he isn't progressing but getting weaker with every new level - because he might not min/max bur distribute his attribute points rather equally. The result of it is that every level makes him weaker and he struggles more and more.
MartiniDaniels wrote: »MasterSpatula wrote: »Ah, yes, the six trillionth "All the Content Aimed at Anyone Other than Me Must Be Rebalanced for Me" thread.
I especially love when they start off by demeaning those the content is aimed at. The commonness of these threads makes the rank selfishness of them so much more palatable.
So you deny us (those who are bored by overland since One Tamriel) OPTIONAL mode/slider so we can quest/explore game without falling asleep, and then call us selfish? Speaking of this forum there is nobody even close in selfishness as casuals are. Casuals want to delete PVP, to delete animation cancelling, to delete trading guilds, to delete veteran content higher rewards - i.e. remove all that which makes this game worth playing for many of us and after that we are called toxic, demeaning and selfish? This is just hilarious.
No one is denying anyone a slider.
People are answering the OP, which does not request one.
...and as for stuff that should never have existed, like AC, people (not just "casuals") should have stood up against that being lazily "embraced", at the time.
MartiniDaniels wrote: »MartiniDaniels wrote: »MasterSpatula wrote: »Ah, yes, the six trillionth "All the Content Aimed at Anyone Other than Me Must Be Rebalanced for Me" thread.
I especially love when they start off by demeaning those the content is aimed at. The commonness of these threads makes the rank selfishness of them so much more palatable.
So you deny us (those who are bored by overland since One Tamriel) OPTIONAL mode/slider so we can quest/explore game without falling asleep, and then call us selfish? Speaking of this forum there is nobody even close in selfishness as casuals are. Casuals want to delete PVP, to delete animation cancelling, to delete trading guilds, to delete veteran content higher rewards - i.e. remove all that which makes this game worth playing for many of us and after that we are called toxic, demeaning and selfish? This is just hilarious.
No one is denying anyone a slider.
People are answering the OP, which does not request one.
...and as for stuff that should never have existed, like AC, people (not just "casuals") should have stood up against that being lazily "embraced", at the time.
I saw a lot of such threads, some were about optional changes and some about overall changes, but counter-arguments are always the same:
- devs shouldn't waste resources on this
- if you wanna difficulty go to latest trial on vetHM with pugs and don't return without trifecta
- i don't have problems, but I saw people dying
- you don't need gameplay to enjoy story
- I just wanna grab my skyshards ASAP, i don't want hard mobs on the way
- remove your armor and CP
For me it looks like many want overland to remain "casual paradise", i.e. place where no kind of challenge exist by default and shouldn't be available to anybody, because... I know why, but I won't tell because of forum rules.
MartiniDaniels wrote: »MartiniDaniels wrote: »MasterSpatula wrote: »Ah, yes, the six trillionth "All the Content Aimed at Anyone Other than Me Must Be Rebalanced for Me" thread.
I especially love when they start off by demeaning those the content is aimed at. The commonness of these threads makes the rank selfishness of them so much more palatable.
So you deny us (those who are bored by overland since One Tamriel) OPTIONAL mode/slider so we can quest/explore game without falling asleep, and then call us selfish? Speaking of this forum there is nobody even close in selfishness as casuals are. Casuals want to delete PVP, to delete animation cancelling, to delete trading guilds, to delete veteran content higher rewards - i.e. remove all that which makes this game worth playing for many of us and after that we are called toxic, demeaning and selfish? This is just hilarious.
No one is denying anyone a slider.
People are answering the OP, which does not request one.
...and as for stuff that should never have existed, like AC, people (not just "casuals") should have stood up against that being lazily "embraced", at the time.
I saw a lot of such threads, some were about optional changes and some about overall changes, but counter-arguments are always the same:
- devs shouldn't waste resources on this
- if you wanna difficulty go to latest trial on vetHM with pugs and don't return without trifecta
- i don't have problems, but I saw people dying
- you don't need gameplay to enjoy story
- I just wanna grab my skyshards ASAP, i don't want hard mobs on the way
- remove your armor and CP
For me it looks like many want overland to remain "casual paradise", i.e. place where no kind of challenge exist by default and shouldn't be available to anybody, because... I know why, but I won't tell because of forum rules.
"A lot of such threads" are not this thread.
Here, people are (mostly) responding directly to the original post.
The OP is specifically requesting a blanket change, for everyone, based on him completing content with his friend.
He doesn't mention sliders, or options, at all.
Why would you not know how the "forum works, anymore"?
It works like every other forum does, doesn't it?
Did they change it from how it worked, originally?
Even then, it works like pretty much every other forum.
So, if you used to know how to quote on a forum, as you used to use it correctly, how come you can't now?
Unless that wasn't you?
MartiniDaniels wrote: »MartiniDaniels wrote: »It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
Overland is not the universal faceroll being described. I wish some players would group up for overland quest content. They need it.
If you genuinely need to group up for overland quest content, you need major help. This game is so mind numbingly easy in the over-world, it is insane. A level 3 could solo literally all quest content.
Unless you're trying to kill a World Boss or a dragon or maybe even a dolmen, you literally should *never* have to group up with another person.
Pretty much everyone, if not actually everyone, replying to this discussion could be considered an expert in the game.
Yes, some players genuinely do need help. Often times, they are Level 3, but they could be level 10, or 20, or 30, too. If they were us, they could solo all that content with no problems. They are not us, and it is not really fair to them to measure their ability against us. To them, these things are not "mind numbingly easy".
I very often help people from zone chat. Yes, they ask to help with World bosses. But in my ~3k hours in game I never saw anybody asking to help with quest boss or anything like that. About dead players lying around - they are all AFK. They are always "resurrection pending" and have zero activity. It's either disconnects or they simply went to make tea and some mob respawned behind and after couple minutes of chewing managed to kill them. Though it all depends, I don't think mobs can kill PVP character or PVE tank, but PVE dps is squishy enough to die if AFK.
They don't have to ask for help. They are playing the game like a single player game, and can be in instances that you cannot even see them, and could not help if you tried. I wish they would ask for help.
I'm wondering how WoW managed to become most popular game in the world in it's best years when few mobs were enough to kill any player until he reaches cap and gets top gear. WoW was called most casual-friendly game... but in comparison to ESO, even modern non-classic WoW is much harder then ESO overland.
Why would you not know how the "forum works, anymore"?
It works like every other forum does, doesn't it?
Did they change it from how it worked, originally?
Even then, it works like pretty much every other forum.
So, if you used to know how to quote on a forum, as you used to use it correctly, how come you can't now?
Unless that wasn't you?
Wow wtf. I just had a friendly banter with this person and I didn't know how you could tag someone without implementing the whole series of long quotes.
Get that interrogation lamp out of my face XD
MartiniDaniels wrote: »MartiniDaniels wrote: »It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
Overland is not the universal faceroll being described. I wish some players would group up for overland quest content. They need it.
If you genuinely need to group up for overland quest content, you need major help. This game is so mind numbingly easy in the over-world, it is insane. A level 3 could solo literally all quest content.
Unless you're trying to kill a World Boss or a dragon or maybe even a dolmen, you literally should *never* have to group up with another person.
Pretty much everyone, if not actually everyone, replying to this discussion could be considered an expert in the game.
Yes, some players genuinely do need help. Often times, they are Level 3, but they could be level 10, or 20, or 30, too. If they were us, they could solo all that content with no problems. They are not us, and it is not really fair to them to measure their ability against us. To them, these things are not "mind numbingly easy".
I very often help people from zone chat. Yes, they ask to help with World bosses. But in my ~3k hours in game I never saw anybody asking to help with quest boss or anything like that. About dead players lying around - they are all AFK. They are always "resurrection pending" and have zero activity. It's either disconnects or they simply went to make tea and some mob respawned behind and after couple minutes of chewing managed to kill them. Though it all depends, I don't think mobs can kill PVP character or PVE tank, but PVE dps is squishy enough to die if AFK.
They don't have to ask for help. They are playing the game like a single player game, and can be in instances that you cannot even see them, and could not help if you tried. I wish they would ask for help.
I'm wondering how WoW managed to become most popular game in the world in it's best years when few mobs were enough to kill any player until he reaches cap and gets top gear. WoW was called most casual-friendly game... but in comparison to ESO, even modern non-classic WoW is much harder then ESO overland.
Not when I was playing it, it wasn't.
I played from Cata to WoD.
MartiniDaniels wrote: »Overall, One Tamriel destroyed core essence of open-world RPG. In open world RPG you can dynamically "select" difficulty without any sliders, by simply going to harder areas of enemies of higher level when you want challenge and by freely walking in areas with weaker enemies when you just want to relax and feel that you are progressing.
I didn't played Oblivion, but I heard it had awful auto-leveling and so Bethesda managed to nail it in Skyrim, by making some enemies auto-level, some fixed on low levels and some fixed on high levels. Idk why ZOS didn't used that model and instead just applied stats buffs to low level characters, while main contributor to efficiency is equipment... and so if somebody runs group dungeons from level 10 (or crafts his own gear or grinds dolmens/public dungeons) and gets good gear from them, he is simply over-powered when fresh gear is combined with low level buffs.. and if you don't update your gear, you become weaker as level up.
This system is absolutely flawed and screwed and should be changed if ZOS wants overland to be interesting and engaging for all kinds of players.
MartiniDaniels wrote: »Ok, I got it, ESO should be balanced for the people who can't see difference between 10 and 100 (though I bet if you'll propose them to take 10 or 100 USD they'll realize difference in few milliseconds and 99.9% of them will "equip" 100).
Most of the numbers do not make any sense to a new player - sure they can see that one number is higher than another, but without a reference these values mean like nothing to them. Especially because with any level their resources decrease and don't increase - due to scaling, clear, we know that, but a newbie doesn't - that is all pretty confusing for a newbie. He might even experience that he isn't progressing but getting weaker with every new level - because he might not min/max bur distribute his attribute points rather equally. The result of it is that every level makes him weaker and he struggles more and more.
newtinmpls wrote: »I remember when dolmens were de facto zone and community events. I would like to see that again.
I would like to see more World Bosses that are harder than Bittergreen.
MartiniDaniels wrote: »Ok, I got it, ESO should be balanced for the people who can't see difference between 10 and 100 (though I bet if you'll propose them to take 10 or 100 USD they'll realize difference in few milliseconds and 99.9% of them will "equip" 100).
Most of the numbers do not make any sense to a new player - sure they can see that one number is higher than another, but without a reference these values mean like nothing to them. Especially because with any level their resources decrease and don't increase - due to scaling, clear, we know that, but a newbie doesn't - that is all pretty confusing for a newbie. He might even experience that he isn't progressing but getting weaker with every new level - because he might not min/max bur distribute his attribute points rather equally. The result of it is that every level makes him weaker and he struggles more and more.
The One Tamriel scaling that they use is mind boggling, and must confuse the heck out of new players. This is a game where, as you level up, base stats actually go down.newtinmpls wrote: »I remember when dolmens were de facto zone and community events. I would like to see that again.
I would like to see more World Bosses that are harder than Bittergreen.
I can remember, prior to One Tamriel, I had an upper mid-level (~40) pet sorc that could solo world bosses up to, and including, Coldharbour. It was easy. After One Tamriel, much harder, in comparison. A lot of factors went into the difference, but the bottom line is that the game was harder. Doing enough DPS to kill bosses was actually easier back then, relative to today.
Dolmens do need to be more challenging. I don't think it would hurt. Molag Bal's minions must wonder why he keeps sending them through the Alik'r anchors. Daedra can't die, but certainly they have figured out that 50 people standing around the dolmen will make their trip to Nirn rather brief. I know that ZOS has done some work here, as the boss now actually has to hit the ground before he instantly dies. Bot mitigation at least makes (some) players move, but if they are strong enough, they can survive until the healing comes. More work is needed, though. Dolmens are predictable and boring, which is the biggest thing they could change.
The hardest part in the life of a dolmen runner is what wayshrine to go to next if they are the first and cannot just follow the chevrons.
MartiniDaniels wrote: »Overall, One Tamriel destroyed core essence of open-world RPG. In open world RPG you can dynamically "select" difficulty without any sliders, by simply going to harder areas of enemies of higher level when you want challenge and by freely walking in areas with weaker enemies when you just want to relax and feel that you are progressing.
I didn't played Oblivion, but I heard it had awful auto-leveling and so Bethesda managed to nail it in Skyrim, by making some enemies auto-level, some fixed on low levels and some fixed on high levels. Idk why ZOS didn't used that model and instead just applied stats buffs to low level characters, while main contributor to efficiency is equipment... and so if somebody runs group dungeons from level 10 (or crafts his own gear or grinds dolmens/public dungeons) and gets good gear from them, he is simply over-powered when fresh gear is combined with low level buffs.. and if you don't update your gear, you become weaker as level up.
This system is absolutely flawed and screwed and should be changed if ZOS wants overland to be interesting and engaging for all kinds of players.
MartiniDaniels wrote: »Overall, One Tamriel destroyed core essence of open-world RPG. In open world RPG you can dynamically "select" difficulty without any sliders, by simply going to harder areas of enemies of higher level when you want challenge and by freely walking in areas with weaker enemies when you just want to relax and feel that you are progressing.
I didn't played Oblivion, but I heard it had awful auto-leveling and so Bethesda managed to nail it in Skyrim, by making some enemies auto-level, some fixed on low levels and some fixed on high levels. Idk why ZOS didn't used that model and instead just applied stats buffs to low level characters, while main contributor to efficiency is equipment... and so if somebody runs group dungeons from level 10 (or crafts his own gear or grinds dolmens/public dungeons) and gets good gear from them, he is simply over-powered when fresh gear is combined with low level buffs.. and if you don't update your gear, you become weaker as level up.
This system is absolutely flawed and screwed and should be changed if ZOS wants overland to be interesting and engaging for all kinds of players.
The scaling of players is intended to make it possible that players with vastly different levels can still play together. Before One Tamriel one of the problems was, that if one wanted to play together with someone else, one had to be in about the same level range or create a new character and level it to be about equal to your friend. But this again put stress on both friends to stay in the same level range to be further able to play together.
One Tamriel scaling removed the issue by giving lower level characters more resources and allows players of very different levels to play together - of course then the content is too easy, because overland content isn't made to be played by 2 skilled players - but it is quite good for 2 average newbies wanting to play together - and so this scaling gives "Tamriel with a friend" to everybody - even those with high ping or no experience or just not wanting to be very proficient in combat - there are plenty out there who do not want to learn game mechanics, but still want to have fun in ESO - and for them it is just good as it is.
in the end ESO is a bit like witcher 3 in story mode only - you can do pretty much all without having to care much about how you do it. ESO is an RPG theme park, it is for everyone without the need to be proficient during level 1 to 50. Who wants more can then try endgame content - but to be honest, for a lot of people "endgame" is the end of the game and not something they would want to achieve, because then they would have to play with the toxic group, which is looking down on them - reaching 50 is kind of the end of the game for them and has to be avoided - by concentrating on other stuff like housing and making a bunch of characters - just to never reach 50.
One thing to keep in mind is to have an easy game probably requires you be successful at the RNG game within a game.
My biggest question is what's are so many advance players doing hanging out in overland zones? Like so much of current content, I've seen it and it was fun but I'm not all that interested in seeing it again. I do concede that overland content is easier for experienced players with gear but its also nothing new or interesting I hadn't see before. When new content drops I've just accepted I'm really there to see a new area. Everything attached to it is something I've already experience many times before so eh. The visual is the only selling point at this time until they find a way to make the actual play in the game play new and interesting. Which I've all but given up hope for. Probably explains why I might show up for events and new content drops but otherwise you're not giving me anything worth the time simply because I've been doing the exact same thing for years now. Just to take the example of dragons again. Hard content that you need lots of people for and after a bit they might as well be an out of the way world boss in the old zones at some times.
My biggest question is what's are so many advance players doing hanging out in overland zones? Like so much of current content, I've seen it and it was fun but I'm not all that interested in seeing it again.