MartiniDaniels wrote: »Rave the Histborn wrote: »MartiniDaniels wrote: »newtinmpls wrote: »
You have purple weapons from level up rewards. Also improving to purple requires like zero effort and laughable amount of gold. Also only gold weapons and gold jewelry have some notable advantage, other pieces don't have critical difference, especially between blue and purple.
Only if you've got lots of playtime in the game. No one just starting the game is going to upgrade their gear to purple and it's only laughable to you because youve got tons of gold. Beginning players aren't going to be upgrading like that
There is plenty of gold simply from questing and selling all those trash drops to NPC traders. I remember I wasn't doing any crafting writs or trading, I was simply randomly doing dolmens/public dungeons all over the Tamriel and I had enough gold to regularly upgrade bag capacity, I remember I was even buying various motifs from guild traders.. there were 100% no shortage of gold.
That would not split the population. People who want veteran mode aren't populating the normal overland, and if they are, they aren't grouping with people so it's not splitting anything.
Debuff would be stupid.
Debuff would be less stupid than re-implementing the entire overland game world.
As long as the debuff puts you into another instance with other people that have the debuff and the debuff mode has its own progression seperate from normal mode.
Like a do over? i.e. play overland with your max cp character as if was a new character?
That would not split the population. People who want veteran mode aren't populating the normal overland, and if they are, they aren't grouping with people so it's not splitting anything.
Debuff would be stupid.
Debuff would be less stupid than re-implementing the entire overland game world.
As long as the debuff puts you into another instance with other people that have the debuff and the debuff mode has its own progression seperate from normal mode.
Like a do over? i.e. play overland with your max cp character as if was a new character?
Like a veteran dungeon. It's harder than normal dungeon, mechanics that you have to do or you die and has seperate progression from normal.
That would not split the population. People who want veteran mode aren't populating the normal overland, and if they are, they aren't grouping with people so it's not splitting anything.
Debuff would be stupid.
Debuff would be less stupid than re-implementing the entire overland game world.
As long as the debuff puts you into another instance with other people that have the debuff and the debuff mode has its own progression seperate from normal mode.
Like a do over? i.e. play overland with your max cp character as if was a new character?
Like a veteran dungeon. It's harder than normal dungeon, mechanics that you have to do or you die and has seperate progression from normal.
OK, so a re-implementation of overland with enriched mechanics...
The easiest to implement would be a debuff and a feature which really puts fear in your heart - like not being able to log in for a week if you die. imo no one deserves a hard mode if he isn't willing to play at semi-full risk - with a semi-permadeath feature.
The easiest to implement would be a debuff and a feature which really puts fear in your heart - like not being able to log in for a week if you die. imo no one deserves a hard mode if he isn't willing to play at semi-full risk - with a semi-permadeath feature.
So is this something YOU want to play or is it just you not liking people asking for a mode and trying to ruin it for them?
The easiest to implement would be a debuff and a feature which really puts fear in your heart - like not being able to log in for a week if you die. imo no one deserves a hard mode if he isn't willing to play at semi-full risk - with a semi-permadeath feature.
So is this something YOU want to play or is it just you not liking people asking for a mode and trying to ruin it for them?
i am not good at this game due to very high ping (hardly ever can escape the red) - but i would like to play it like this - I like permadeath gameplay, but in an MMO where you have to pay for features, a semi-permadeath is good enough.
That would not split the population. People who want veteran mode aren't populating the normal overland, and if they are, they aren't grouping with people so it's not splitting anything.
Debuff would be stupid.
Debuff would be less stupid than re-implementing the entire overland game world.
As long as the debuff puts you into another instance with other people that have the debuff and the debuff mode has its own progression seperate from normal mode.
That would not split the population. People who want veteran mode aren't populating the normal overland, and if they are, they aren't grouping with people so it's not splitting anything.
Debuff would be stupid.
Debuff would be less stupid than re-implementing the entire overland game world.
As long as the debuff puts you into another instance with other people that have the debuff and the debuff mode has its own progression seperate from normal mode.
You do realise a debuff would have nothing to do with instances, right? It's literally a status effect on a player, just like Battle Spirit, and as it just so happens, players can have Battle Spirit while being in the same instance as everybody else.
Making a normal and a veteran overland will split the population, because some players who want a harder overland are populating the current overland, as well as players who are fine with the current state of overland, though would still like an option of a harder overland.
Debuff is the best way to go about it, because it keeps everyone in the same instance, just with their own character stats being altered to scale their individual difficulty. Reduce damage done to effectively increase mob health and toughness, increase damage received to effectively increase mob damage, reduce healing received to offset the effective increase to mob damage, so players can't just heal through the damage with the current relatively OP heals.
Everybody's thinking of this as if it were a copypaste of dungeon instances, but it isn't. Overland has a far higher population with far fewer instances to spread that population across, and is balanced with a high population in mind. There needs to be a solution that keeps populations in the same instances.
Zones have already different instances, my friends were dueling at mournhold gates I couldn't find them till I got invited to group and then had to teleport to that same zone again but different zone instance.
Veteran zone would just make overland monsters do more damage have more health etc similar to difference between normal and vet maelstrom arena, quests, rewards, drops, guild traders, story line quests etc remain the same.
Also if I want to duel someone why would I have to keep some debuff on me and gimp myself?
i find it really strange, that you want it harder but are not willing to take any consequences which would last a bit longer. that is what i dislike with this game's pvp for example - no consequences whatsoever. Courage is a rare virtue as it seems.
Why would I want to punish myself, if all I want out of it is to actually enjoy myself in overland? How is that in any way fair?
I could kinda see if there were more rewards, but I literally couldn't care less about rewards, so no.
See, I agree with you on having debuffs and not better rewards - that would be fine with me. i just want to expose those who want a harder mode by other reasons than just more enjoyable overland content - namely easier reward farming.
If there are no new/better rewards, it will be pointless and nobody will use it. We've been through this with silver/gold zones. That's just not how games work. If the content is harder, the rewards have to be better. Otherwise, why have different loot in normal/veteran/hardmode dungeons and trials?
i find it really strange, that you want it harder but are not willing to take any consequences which would last a bit longer. that is what i dislike with this game's pvp for example - no consequences whatsoever. Courage is a rare virtue as it seems.
Why would I want to punish myself, if all I want out of it is to actually enjoy myself in overland? How is that in any way fair?
I could kinda see if there were more rewards, but I literally couldn't care less about rewards, so no.
See, I agree with you on having debuffs and not better rewards - that would be fine with me. i just want to expose those who want a harder mode by other reasons than just more enjoyable overland content - namely easier reward farming.
What is to gain through 'exposing' these people when the question at hand is the option of a greater challenge? I don't quite see your logic here.
Well i offered a challenge with debuff and semi-permadeath - but you see the reaction to it -they have no courage. So why make it more difficult for them, if they do not have the courage to even take the slightest risk.
Honestly, stop baiting, you're not helping yourself to make any point anyone wants to read. If you have a point, make it, but don't be intentionally adversarial, it doesn't make it any more valid by having a challenge component.
i am not baiting -but you are right with that hammering on it even more is not constructive - so i will leave it at that.
asuzab16_ESO wrote: »Where it gets extremely worrying is that the more companies listen to these players, the more the content outside of mythic/veteran dungeons/raid becomes tasteless and the more people want to skip it, to the point where you literally can let a 5 years old (I would not recommend doing so tho), like the OP said, reach level 50. Because of that, all the effort put in creating zones, quests and combat systems is highly devaluated, and I'm afraid that we will reach at some point "MMOs" that are just dungeon/raid finder interfaces without no open worlds.
i find it really strange, that you want it harder but are not willing to take any consequences which would last a bit longer. that is what i dislike with this game's pvp for example - no consequences whatsoever. Courage is a rare virtue as it seems.
Why would I want to punish myself, if all I want out of it is to actually enjoy myself in overland? How is that in any way fair?
I could kinda see if there were more rewards, but I literally couldn't care less about rewards, so no.
See, I agree with you on having debuffs and not better rewards - that would be fine with me. i just want to expose those who want a harder mode by other reasons than just more enjoyable overland content - namely easier reward farming.
If there are no new/better rewards, it will be pointless and nobody will use it. We've been through this with silver/gold zones. That's just not how games work. If the content is harder, the rewards have to be better. Otherwise, why have different loot in normal/veteran/hardmode dungeons and trials?
Because (as per previous posters) people want the challenge. Personally, I see no harm in the usual green/blue gear dropping purple in an increased difficulty overland -- it's mostly trash anyway.
i find it really strange, that you want it harder but are not willing to take any consequences which would last a bit longer. that is what i dislike with this game's pvp for example - no consequences whatsoever. Courage is a rare virtue as it seems.
Why would I want to punish myself, if all I want out of it is to actually enjoy myself in overland? How is that in any way fair?
I could kinda see if there were more rewards, but I literally couldn't care less about rewards, so no.
See, I agree with you on having debuffs and not better rewards - that would be fine with me. i just want to expose those who want a harder mode by other reasons than just more enjoyable overland content - namely easier reward farming.
If there are no new/better rewards, it will be pointless and nobody will use it. We've been through this with silver/gold zones. That's just not how games work. If the content is harder, the rewards have to be better. Otherwise, why have different loot in normal/veteran/hardmode dungeons and trials?
Because (as per previous posters) people want the challenge. Personally, I see no harm in the usual green/blue gear dropping purple in an increased difficulty overland -- it's mostly trash anyway.
Historically, that has never worked out. If there are no better rewards, it will be truly not worth the development cost because virtually nobody will do unrewarding content.
And what's the argument against better rewards? Just spite? Because, again, the same argument would apply to the better rewards we currently see in veteran/hardmode group content. Shouldn't they be content with the challenge then as well?
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.
It's a game meant for a broad audience, not "elite". ZOS are at least these days trying to gain a more "friendly approach" towards disabled and less good players, so I think you can expect that on an even wider scale ahead. The overland content is supposed to be cozy and simple. If you are looking for challenging content, you need to look elsewhere (not Elsweyr). For overworld content, I suppose world bosses are among the most demanding thing you can do (solo).
If you are past the overworld stage, you need to consider moving on to start looking at veteran dungeons as a next step. I'm more of a PVP player, but taking a break from that - and I have just done all dungeons (DLC too, of course) on veteran difficulty just the other day, and I'm starting to have them done on hardmode as well. That is not an easy thing to do, if you think so - you might be looking to start playing another game, but I don't really know which.
Skyrim was sold 30M+ copies and is considered a game "for a broad audience" for sure. Now if you take unmodded game and just plainly go around without sneak/kiting/LOS etc you will be wrecked on normal difficulty by every harder mob, until you max out your armor/spell resistance/damage output.
Same for Witcher 3 (sold ~30M copies too) - despite being very casual game, if you won't be actively using timed dodge and rolls you will be wrecked all the time (by enemies of your level) right from the start and to the end on NORMAL difficulty.
I don't even want to talk about "casual" Overwatch, Last of Us, Uncharted 4, GTA 5 - in all those games you won't reach anywhere if you will be just standing in place mashing 2 buttons and they are all way more successful and popular then ESO.
I have no idea what "broad audience" is meant for ESO even if one of the most popular and casual-friendly games require some minimal tactics to be played. As one forum member said - ESO overland insults one's intelligence. I never met game where you can create new toon, slot some default heal+spammable and kill everything with exception of world bosses while lazily pushing 2 buttons. (I mean new toon, with undistributed CP and in basic white/green/blue gear which drops around, white food)
You'll simply have to accept that this is the case, or more on to another game. They made overland content easier, I even think they did so multiple times. And this is the way they want it, and I doubt many feel this is a problem. Most people playing this game don't do it for questing, they move either towards "endgame" PVE or PVP content. Hardcore difficult overland content isn't an ESO thing, and I highly doubt they will ever change that.
Comparatively, it's a little bit like sitting as an adult with a pre-school maths introduction book, doing it over and over again, complaining about it being too easy. You are meant to move on. This is the way ESO is, players who are into questing generally don't like it because it's so challenging, but because of achievements, rewards and such. Because they like the lore and the storylines and what not. Every game is different.
MartiniDaniels wrote: »I just can't hold myself.
asuzab16_ESO wrote: »Most MMOs, and ESO is no exception, have found themselves stuck in the vicious cycle of accessibility and low difficulty for years now, and we're nowhere close to being done with this plague. Just look at the answers of this thread, or just go visit WoW forums and you'll get the same answers from the players "The game has to be easy because I don't want to waste time to get where/what I want". MMOs are not about the journey anymore, they're about reaching the goal as fast as possible
MartiniDaniels wrote: »I just can't hold myself.
Spillage on aisle 3!
I think more options is better, even if I'm happy with nuke-fest, doesn't invalid the requirement of other long term players for challenge, or new comers who want similar.
MartiniDaniels wrote: »MartiniDaniels wrote: »I just can't hold myself.
Spillage on aisle 3!
I think more options is better, even if I'm happy with nuke-fest, doesn't invalid the requirement of other long term players for challenge, or new comers who want similar.
I didn't saw that any of creator or supporter of this threads wanted "challenge". If person wants challenge, he will always go to modes where it is most socially rewarding - i.e. PVP, PVE organized raids or other games etc. This "challenge" was invented as a counter-argument to optional veteran instance/slider just because mere existence of such mode/slider somehow causes frustration to casuals.
Nobody is looking for Dark souls in ESO, people just want typical action-RPG experience on difficulty comparable to veteran group content or let's say VMA. Experience where your actions matter, where your build matter. And not a speedrun fest, where you want to grab what you need in overland ASAP and teleport back to Vivec/capitals/Belkarth just to avoid falling asleep. If you are waiting in queue, in the city you at least can make writs, get lulz from zone chat or observe duels.
MartiniDaniels wrote: »MartiniDaniels wrote: »I just can't hold myself.
Spillage on aisle 3!
I think more options is better, even if I'm happy with nuke-fest, doesn't invalid the requirement of other long term players for challenge, or new comers who want similar.
I didn't saw that any of creator or supporter of this threads wanted "challenge". If person wants challenge, he will always go to modes where it is most socially rewarding - i.e. PVP, PVE organized raids or other games etc. This "challenge" was invented as a counter-argument to optional veteran instance/slider just because mere existence of such mode/slider somehow causes frustration to casuals.
Nobody is looking for Dark souls in ESO, people just want typical action-RPG experience on difficulty comparable to veteran group content or let's say VMA. Experience where your actions matter, where your build matter. And not a speedrun fest, where you want to grab what you need in overland ASAP and teleport back to Vivec/capitals/Belkarth just to avoid falling asleep. If you are waiting in queue, in the city you at least can make writs, get lulz from zone chat or observe duels.
So, if not challenge, what else would make your build matter in overland? Not trying to argue here (I support the addition of the option/preference), I just want to understand where you're coming from, because the way I see it, your build wont matter unless it is challenged. Isn't that the definition of difficulty? To pose a requirement you have to beat/surpass?
MartiniDaniels wrote: »MartiniDaniels wrote: »MartiniDaniels wrote: »I just can't hold myself.
Spillage on aisle 3!
I think more options is better, even if I'm happy with nuke-fest, doesn't invalid the requirement of other long term players for challenge, or new comers who want similar.
I didn't saw that any of creator or supporter of this threads wanted "challenge". If person wants challenge, he will always go to modes where it is most socially rewarding - i.e. PVP, PVE organized raids or other games etc. This "challenge" was invented as a counter-argument to optional veteran instance/slider just because mere existence of such mode/slider somehow causes frustration to casuals.
Nobody is looking for Dark souls in ESO, people just want typical action-RPG experience on difficulty comparable to veteran group content or let's say VMA. Experience where your actions matter, where your build matter. And not a speedrun fest, where you want to grab what you need in overland ASAP and teleport back to Vivec/capitals/Belkarth just to avoid falling asleep. If you are waiting in queue, in the city you at least can make writs, get lulz from zone chat or observe duels.
So, if not challenge, what else would make your build matter in overland? Not trying to argue here (I support the addition of the option/preference), I just want to understand where you're coming from, because the way I see it, your build wont matter unless it is challenged. Isn't that the definition of difficulty? To pose a requirement you have to beat/surpass?
I guess many of us are from different countries, so there might be some misunderstanding on the terms of "challenge". How I see it - increasing overland difficulty to challenging level will allow to complete that content in typical action-RPG style, where you use build+combat experience to overcome challenges provided by game. So this is challenge for the sake of completing lore-rich content and to have fun.
How opponents see this - is like challenge for the sake of challenge, so from their point of view, if we want challenge we may go trying to get Godslayer or just move to another games.
Everest_Lionheart wrote: »Anyway all that to say my original point. Games just aren’t hard anymore.
I'm the OP and to answer some questions:
Are trials for solo players?
Do veteran dungeons need full groups?
I'm very interested in playing content that is doable for 2 people. Basically hoping for content that isn't too easy for 2 people but also is impossible without more than 2 people.
no one knows, actually. There are many opinions why overland so easy, but no official statement. Some players told like "ZOS want this, ZOS want that" but no web link to proof it.
Kiralyn2000 wrote: »Everest_Lionheart wrote: »Anyway all that to say my original point. Games just aren’t hard anymore.
This gave me a thought - a lot of the original legendarily-hard games were either arcade games or console ones patterned after arcade games.
And why were arcade games hard?
Microtransactions and pay-to-win
Arcade games wanted to keep your playtime on one quarter low. So that either somone else got a chance to pay, or so that you added a quarter for another continue. $0.25 is a pretty "micro" transaction, and if you paid for enough Continues you eventually win whatever game you were playing.
(flashbacks to little kids going to their parents to beg for another quarter/dollar/advance on their allowance...)
Heck, there's even more mobile game parallels: Fighting games? Those are pvp games that encourage you to throw more money at it in order to beat that guy who just stomped you. Sounds like all those mobile pvp games, don't it? And remember arcades that had their own tokens to play for games? So you had to put real cash into the change machine in order to get them? And if you did $10 or $20 at a time, you got bonus tokens? Gee, that sounds totally like the standard "online cash shop currency" model.
And arcades also had those random-toy-in-a-capsule machines, and the Crane Games that taunted you with being unable to get the Cool Prize you actually wanted. (lockboxes)
Huh, go figure. All the "best" aspects of mobile & f2p gaming, existed in the 1980's in video arcades. Gaming today sucks! We need to go back to the Good Old Days, when everything was better!