A huge proportion of this game revolves around questing and exploring in the overland content. So I don't believe it's reasonable to tell high level or experienced players who find this content too easy to just go spend all their time in Veteran Dungeons and Trials instead. That's not a "happy medium". That's a position that assumes the bulk of this game's content shouldn't be designed to accommodate seasoned ESO players. This is especially the case considering ESO is a MMORPG and meant to played long term for years (maybe even decades).
Also: adding an optional Veteran version of each overland zone (like they already do with dungeons) should please everyone. That way experienced or high level characters can enjoy this content as well as newer or inexperienced players who prefer things easier. That's a better solution then simply telling experienced players that 75% of the game (probably even more than that to be honest) isn't for them.
asuzab16_ESO wrote: »
So... Pretty much "Veteran players, forget about the RPG aspect, interesting exploration and questing. This is not for you anymore. This is now reserved for casuals. And be happy that you have a few dozens of straight corridors to explore for the 50th time", right?
Also, why can't overland be a part of the endgame by making it fun for everyone to go back to? We know for a fact that it perfectly worked in old MMOs and this is what many players are craving for now. Veteran content, no matter how fun it can be, is extremely limited and repetitive, and the beautiful zones and quests of the game turn tasteless because of the direction you mention (enable everyone to get to endgame).
Being told to stick to instances in an open world MMORPG really strenghten my opinion that there is something wrong with modern MMOs.
Rave the Histborn wrote: »
They've already tried a vet overland region, it was Craglorn before they revised it into what it is now. It was meant for vet groups but didn't get much use because, shockingly, the vets and people able to do the content thought it was too hard.
Seasoned players have vet dungeons and trials, that is what they design for us. Sure overland is meant just as much for you but that d
So... Pretty much "Veteran players, forget about the RPG aspect, interesting exploration and questing. This is not for you anymore. This is now reserved for casuals. And be happy that you have a few dozens of straight corridors to explore for the 50th time", right?
I'm about cp 1380 and I don't have this problem. I've still got lore books to find and content to clear on other toons. You're not suddenly barred from content you just can't have every enemy set at 3mil HP because you're bored.
Also, why can't overland be a part of the endgame by making it fun for everyone to go back to? We know for a fact that it perfectly worked in old MMOs and this is what many players are craving for now. Veteran content, no matter how fun it can be, is extremely limited and repetitive, and the beautiful zones and quests of the game turn tasteless because of the direction you mention (enable everyone to get to endgame).
Overland is fun to go back to unless you're only looking for high level challenges which you and the people that post these threads are. The reason these threads meet with such resistance are adding it will cause more problems than its worth and there's no way to make overland content hard barring just giving them a big boost of HP which makes for boring content.
Being told to stick to instances in an open world MMORPG really strenghten my opinion that there is something wrong with modern MMOs.
I mean this isn't new in MMOs, every one I've played in the last 20 years is structured like this.
If you truly want more difficulty, you can do several things:
1. Remove your Champion Points
2. Use Blue or Green gear.
3. Use gear a level below your current level.
4. Do not use food or drinks to buff your stats.
5. Use Potions that are below your level, or just what you find in loot drops.
6. Do not use Potions at all.
7. Do not put skill points into Racial passives, Gear, or Weapons.
8. Play with out some equipment. (as in no jewelry, or shoulder, or head, or what ever pieces)
I have been playing casually for 4 years and I am nowhere CLOSE to finishing this aspect of the game.
I haven't even started Morrowind, Elsweyr, or Summerset yet. I only recently (a few months maybe?) finished the vanilla quests...
There is a crapload of content in this game's overland, it's actually pretty incredible how many quests and zones there are...
It's just a shame that the gameplay is so shallow.
asuzab16_ESO wrote: »
So... Pretty much "Veteran players, forget about the RPG aspect, interesting exploration and questing. This is not for you anymore. This is now reserved for casuals. And be happy that you have a few dozens of straight corridors to explore for the 50th time", right?
Also, why can't overland be a part of the endgame by making it fun for everyone to go back to? We know for a fact that it perfectly worked in old MMOs and this is what many players are craving for now. Veteran content, no matter how fun it can be, is extremely limited and repetitive, and the beautiful zones and quests of the game turn tasteless because of the direction you mention (enable everyone to get to endgame).
Being told to stick to instances in an open world MMORPG really strenghten my opinion that there is something wrong with modern MMOs.
Specifically regarding your comment about Craglorn, that place didn't work because there was only one possible difficulty, "get your arse kicked or get out". I also know someone IRL who started Craglorn back in the day who quit it because it was too rough. He didn't want to grind his toon just to play there.
Their solution was to nerf it... which is fine for that crowd, but it wasn't for me. Now it's just like all the other zones, that is to say, boring. It was the one zone I was really looking forward to, but by the time I got there it was nerfed after the whole CP system came out. It was interesting at first but then they nerfed it again, now it's just a normal zone.
So...a lot of people complained that the game was too hard and so ZOS lowered the difficulty, yet the people that found it too hard are seemingly worse than the people who now complain it's too easy and want it harder?
Yes it was. It was challenging (and fun and we remembered about strong enemies kicking our arses) before a megaton of [snip] asked for less difficulty.
It's an elder scrolls game, it's supposed to be challenging, it's not WoW.
[edited for baiting]
This is the problem with this topic. Difficulty is subjective, people who find x difficult will always want it easier, people who find x too easy will always want it harder. Who is ZOS supposed to cater to, when there will always be some group unhappy with how things are?
It's easy, they cater to whichever group will get them the most money. And if the group making them more money are the ones wanting things to be easier for overland, that's who they listen to.
because ZOS's goal is to bring in new players, most of whom at first can barely tell the pointy end of a sword from the handle. and what do 99.5% of new players start off with when they get into the game? overland content.
as someone who was max level on NA and then went to a no-CP character on EU during that Summerfall event, lemme tell you: it's a lot harder starting out (especially without a crafter, but I digress). ZOS doesn't want people saying "yeah I played ESO but I got my butt whooped at lv.3 and couldn't get past the first zone". they want to lure you in, make you enjoy the game, and buy more stuff. that's business.
starlizard70ub17_ESO wrote: »My wife just started playing ESO with a new account, character, everything. When you don't have a few years of CP, gold and most importantly, crafting mats stored up, overland can be challenging. People tend to forget what it's like playing without 810cp. If overland was much tougher, new players would have no chance.
because ZOS's goal is to bring in new players, most of whom at first can barely tell the pointy end of a sword from the handle. and what do 99.5% of new players start off with when they get into the game? overland content.
as someone who was max level on NA and then went to a no-CP character on EU during that Summerfall event, lemme tell you: it's a lot harder starting out (especially without a crafter, but I digress). ZOS doesn't want people saying "yeah I played ESO but I got my butt whooped at lv.3 and couldn't get past the first zone". they want to lure you in, make you enjoy the game, and buy more stuff. that's business.
Okay, can people stop assuming that when we say difficult, we mean a "sweat inducing experience"? Sorry, but this misunderstanding is seriously irking me, because it shows me that you're not actually reading what we're saying.
Nobody is asking for overland difficulty to be "Dark Souls but in ESO" level. We're simply asking for overland difficulty to be a few notches above "I can basically one-shot most trash mobs without even trying, with no buffs up".
If you're gonna provide counter arguments, don't throw up strawmans based on your misunderstanding of the conversation.
Again. Read the thread before posting. At least the last 2-3 pages. Nobody is asking for a universal increase in overland difficulty. We're asking for optional increases, that only affect individual players.
Exactly. I tried to get my brothers and a couple RL friends to join ESO and they abandoned ship after a couple hours because it's a joke.
I hoped one day they might change their mind, and I was also hoping for a different difficulty setting or something one day.
That day has never come, and now that WoW classic is out there is literally no hope. For people who enjoy questing and exploration but who have never immersed themselves in ES before (and hence don't know what they're missing), they see this game as just another copy/paste MMO with mindless fetch quests and boring, easy combat designed for little girls.
There is NO WAY they are going to grind to end game to "get to the good stuff". Both my brothers are married with kids now, there is simply no way in hell I am going to convince them to drop 100+ hours into a game just so they can get to the fun stuff later.
Everest_Lionheart wrote: »What’s the real difference between 1 shooting and 3 shooting overland anyway? Even buffing so they take 5 shots, what will that accomplish? Turning overland into bullet sponges is not a good idea plus almost nobody is going to work even a little bit harder without extra incentive (rewards.)
I’ve been back and forth on this topic here in this very thread and thought possibly instanced delves with a difficulty slider could be one solution. I got some pushback from people here saying even that wasn’t the best idea. Plus as mentioned above, who will
Run harder content for the same rewards outside of a handful of people that have already maxed everything out and don’t need the rewards anyway.
Tougher enemies are really the answer anyway. What the game needs is content where mechanics are tougher. It’s already available in certain increments if you know where to look. Public dungeons for instance though once you’ve hit the gear Cap you’ll find little challenge in them. Also given this is an MMO you may enter an instance with either and OP solo player or a guild running a group that takes any challenge out of the equation.
The next step is soloing 4 man dungeons. Mobs are bigger, tougher and have more mechanics. Bosses have more complicated and less predictable mechanics as well. Some have mechanics that are way easier when you group up because you need a tank to aggro or a healer to buff/heal you through certain death mechanics, but can be worked around if you build for it. Of course those builds are sub optimal for actual group content because you’ll need a larger toolkit to get past certain content. Of course some of this content can simple be out DPSed but the average player looking for harder content will get more of a challenge this way. And some 4 man dungeons simply aren’t soloable because there are lockdown and instadeath mechanics that are impossible to control. Best to look those up before jumping in head first or you will have a bad time!
You’ve got other ways to challenge yourself too. Non CP BG is an adjustment once you’ve got used to you high CP face stomping days with PvE. Of course it’s all in the build there as well, which if you are soloing 4 man dungeons you’ll take some pieces of that build directly to a PvP build. The human aspect of it also makes it a challenge because while playing PvE you’ll learn patterns where a live person will sometimes adjust in real time.
So that’s it. There are ways to work harder in this game but you’ll have to think outside the box a bit to challenge yourself outside of the obvious disable CP and run around naked options, nobody wants to do that!
What’s the real difference between 1 shooting and 3 shooting overland anyway? Even buffing so they take 5 shots, what will that accomplish? Turning overland into bullet sponges is not a good idea plus almost nobody is going to work even a little bit harder without extra incentive (rewards.)
Ideally, they wouldn't just be "bullet sponges". Yes, each individual enemy would take longer to kill, i.e., 6 hits instead of 3 (for example). But they would also hit much harder (ideally SEVERAL TIMES harder, but that's a different discussion).
That means if that you are not paying attention and you get 3 enemies on you at once, you will be in trouble... since you can't just burst down your main target in a couple seconds, its attacks become impactful, as do the attacks of the other 2 enemies also hitting you at the same time. Suddenly your decisions become important. Do you have CC? You'd better use it. Are they winding up a power attack? Dodge it, or it will hurt! Is there a mage sending a volley of fire up your butt? Get out of the way, that will sting!
All these decisions would become relevant, because the NPCs actually stay alive long enough to do stuff, and they actually hit hard enough to become dangerous if you're asleep at the wheel.
Plus as mentioned above, who will
Run harder content for the same rewards outside of a handful of people that have already maxed everything out and don’t need the rewards anyway.
I think you'd be surprised.
Similar counter-arguments arose against WoW Classic... For YEARS on the Blizzard forums, new threads would pop up like whack-a-moles about "bring back Vanilla servers!" and people (not just Blizzard, but other players) would say "No, we don't want that!" .... With of course the now infamous quote, "You don't want that.... you think you do, but you don't."
There was even what people called a "Wall of No" in the forums with something like 84 reasons why vanilla servers could never come back.
Well look now. They brought back Classic WoW and the servers are literally overloaded. As recently as last week I had to sit in a server queue for over an hour just to log in.
I think more people than you might think would enjoy this.
Finally, regarding your other suggestions (soloing dungeons, world bosses etc), yes I do that stuff sometimes, when I have the time. Soloing 4-mans is quite fun, but takes a VERY long time and you have to be willing to sit through a several hour long experience.
(It's also frustrating when you get to a boss after a couple hours and realize he's impossible to solo because of specific mechanics... There is one pirate skeleton boss, forget its name, which does a mind control and resets the fight, and there's nothing you can do about it...)
What’s the real difference between 1 shooting and 3 shooting overland anyway? Even buffing so they take 5 shots, what will that accomplish? Turning overland into bullet sponges is not a good idea plus almost nobody is going to work even a little bit harder without extra incentive (rewards.)
Ideally, they wouldn't just be "bullet sponges". Yes, each individual enemy would take longer to kill, i.e., 6 hits instead of 3 (for example). But they would also hit much harder (ideally SEVERAL TIMES harder, but that's a different discussion).
That means if that you are not paying attention and you get 3 enemies on you at once, you will be in trouble... since you can't just burst down your main target in a couple seconds, its attacks become impactful, as do the attacks of the other 2 enemies also hitting you at the same time. Suddenly your decisions become important. Do you have CC? You'd better use it. Are they winding up a power attack? Dodge it, or it will hurt! Is there a mage sending a volley of fire up your butt? Get out of the way, that will sting!
All these decisions would become relevant, because the NPCs actually stay alive long enough to do stuff, and they actually hit hard enough to become dangerous if you're asleep at the wheel.
asuzab16_ESO wrote: »
Exactly. Just giving mobs more HP is not the right solution. With the current difficulty, your decisions have an extremely low, if any at all, impact on the outcome of overland fights. The idea behind that was to simply take away any possibility that the player might get frustrated for making the wrong decision. It follows years of changes made to eliminate frustration, believing that casuals/new players will be happier and stay if they can't die.
But are they? Is it that crazy to believe that it actually turns them away from the game, with the more experienced players too? It did for absolutely every single person I tried to bring to ESO or WoW, no matter whether they were new to MMOs or not. And every single time, it was for the same reason: "This is not rewarding". And it is easy to understand why. The gameplay simply doesn't reward you for playing well. It just gives you cookies and a pet on the head for standing there, but nothing intrinsic, no feeling of accomplishment, improvement, etc...
Some people seem to still strongly think that this no decision making/frustration trend is the way to go to get and keep new players, but as MMOs bleed out players and the two only that don't and gain in popularity (FFXIV and Classic) are the ones that don't follow that trend, maybe it's time to wonder if this level of difficulty is not actually what turns away both casual and experienced players.
I personally believe it does and I would like to see ESO and WoW (and future MMOs) bring back impactful decision making and stop assuming that casuals / new players are too dumb to (learn how to) take the right decisions.
asuzab16_ESO wrote: »
Exactly. Just giving mobs more HP is not the right solution. With the current difficulty, your decisions have an extremely low, if any at all, impact on the outcome of overland fights. The idea behind that was to simply take away any possibility that the player might get frustrated for making the wrong decision. It follows years of changes made to eliminate frustration, believing that casuals/new players will be happier and stay if they can't die.
But are they? Is it that crazy to believe that it actually turns them away from the game, with the more experienced players too? It did for absolutely every single person I tried to bring to ESO or WoW, no matter whether they were new to MMOs or not. And every single time, it was for the same reason: "This is not rewarding". And it is easy to understand why. The gameplay simply doesn't reward you for playing well. It just gives you cookies and a pet on the head for standing there, but nothing intrinsic, no feeling of accomplishment, improvement, etc...
Some people seem to still strongly think that this no decision making/frustration trend is the way to go to get and keep new players, but as MMOs bleed out players and the two only that don't and gain in popularity (FFXIV and Classic) are the ones that don't follow that trend, maybe it's time to wonder if this level of "non-difficulty" is not actually what turns away both casual and experienced players.
I personally believe it does and I would like to see ESO and WoW (and future MMOs) bring back impactful decision making and stop assuming that casuals / new players are not good enough to (learn how to) take the right decisions and that 90+% of the game, the whole open world, needs to be dumbed down because of that.
asuzab16_ESO wrote: »
I personally believe it does and I would like to see ESO and WoW (and future MMOs) bring back impactful decision making and stop assuming that casuals / new players are not good enough to (learn how to) take the right decisions and that 90+% of the game, the whole open world, needs to be dumbed down because of that.
What really irritates me is that people forget the fact that WoW became one of the most successful, lucrative and wildly popular video game perhaps EVER in the history of planet Earth back before Cataclysm came out, when vanilla leveling was still fundamentally unchanged (aside from a few minor tweaks and class rebalances).
People died all the time, I died all the time. Level cap was 80 when I first started and it took me literally months to get there, but that didn't push me away, it didn't push my friends away, and it didn't push away the something like 10 or 12 millions subs they had at their peak.
I used to run alts all the time before Cataclysm came out, because I wanted to explore, quest and BG with all the different class mechanics to shake things up.
I only have one alt in ESO and I rarely play him (I just wanted to do Thieves Guild and DB quests on a sneaky type). I made a Necromancer partly for fun, and partly to make the video demo I linked in this thread, and all I'm doing on that guy is just pressing literally one button over and over again until my magicka runs out then autoattacking.
There are literally no decisions to make. It's terrible.