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When Difficult Is Fun - Challenging vs. Punishing Games

  • Varana
    Varana
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    eKsDee wrote: »
    The exact opposite is what actually happens, though. These players are only dealing 2k DPS, or aren't properly blocking and healing, because of how easy overland is. Overland never really requires you to do these things, outside of a few cases, and it actively harms the personal knowledge and skill growth of players who primarily do overland content.

    A player who primarily quests and explores is never really taught how to properly deal damage, protect themselves from damage, manage their resources, or even how to properly build their character. The tutorial may cover a fraction of this -- Elsweyr actually does a decent job at showing players these things, to be fair -- but it pretty much goes in one ear and out the other, because they're immediately thrown into content that really doesn't require any of that.

    So of course when this player starts delving into group content, and naturally underperforms because they're playing an Altmer heavy armour wearing stamDK DPS, who uses a sword and shield for their weapons, while only light attacking -- because overland has allowed them to -- of course other players are going to respond with harsh and honestly fair criticism. Group content has a certain expectation, that unfortunately doesn't line up at all with anything overland offers, and this player completely failed to meet that expectation.

    There are two problems with this, I think.
    First, the assumption that players will adapt and get better if you introduce harder content.
    No they won't, they just won't play that stuff. Or team up so they can burn through it by just light-attacking anyway.

    And second, that normal dungeons require more than an Altmer stamDK in heavy armour light-attacking with sword'n'shield.
    No they don't. That is a perfectly viable character for learning harder mechanics in a normal dungeon. The only ones who make it seem not viable are the other players who don't have the patience to have their dungeon take a minute longer. Or the completely overtuned trial players who for some weird reason still zap through random normals without looking left and right.
    Normal base-game dungeons are that content that is supposed to provide the next level of challenge after overland.
  • Jaimeh
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    Deyirn wrote: »
    ZOS should think about this and how many players they are excluding due to how easy they have made the game, and also how their revenue will get a boost when those players come back (if they were given a reason). What's more the news that ESO now has a Hardcore mode will spread everywhere on the internet and even new players will be interested to start playing.

    On the contrary, they're making more revenue from casual players, and that's why they have been increasingly catering to them. Case in point, the new antiquity system.
  • Everest_Lionheart
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    Jaimeh wrote: »
    Deyirn wrote: »
    ZOS should think about this and how many players they are excluding due to how easy they have made the game, and also how their revenue will get a boost when those players come back (if they were given a reason). What's more the news that ESO now has a Hardcore mode will spread everywhere on the internet and even new players will be interested to start playing.

    On the contrary, they're making more revenue from casual players, and that's why they have been increasingly catering to them. Case in point, the new antiquity system.

    This is true and those free play days they had last month, for sure that gained them a ton more casual players. Then free ESO+ for a week likely resulted in more paid subs. That’s the nature of the business though. You have to grow the base to have a successful game.
  • SebDeTyra
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    cheemers wrote: »
    Sharee wrote: »
    Oh Doshia, how we miss thee... :)

    The problem i see with hardcore mode is that it would have to be a separate server. Otherwise you are mixing hardcore and normal players which is impossible because they are fighting the same mob:

    1, you can't make the mob harder for the hardcore player, because then it would be harder for everyone.
    2, you can't make the hardcore player weaker because "LF tank veteran dungeons! Hi! Oh, you're hardcore? ... LF tank veteran dungeons!"

    And creating a separate hardcore server splits the playerbase, which isn't ideal either. But, ESO population seems large enough so... maybe. I certainly would give it a try.

    The hardcore mode just needs to be a debuff on players rather than a buff on mobs. Just as there is a " Battle Spirit" for PvP, have a "Challenge Spirit" as an opt-in for overland. It could even be a 2-hour scroll or something.

    Something like -50% wep/spell DMG, -50% max stat, -50% recovery and -50% armour. Then have some interesting incentive to play this way, e.g. higher chance of getting purple set pieces in chests, increased gold from enemies, increased drop chance from mobs etc and there you go - retention and interest solved.

    Yeah but then you're in the middle of a life or death fight with a river troll, that's been goin for a while next thing a sorc with 10million pets l, who's on normal mode, just steam-rolls the area and you're standing there feeling strange about it all.
    Edited by SebDeTyra on May 17, 2020 6:39PM
  • Glurin
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    Glurin wrote: »
    spartaxoxo wrote: »
    [snip]

    Or we just want the overland content to be something that could actually pose a teeny tiny little bit of a threat to said casuals and newbies. You know, something they can actually engage with instead of just being something you click a mouse button on.

    I think your overlooking the fact that most of us are sitting on 1200+ CP, full Gold gear, maxed skills/abilitys inc guild/alliance war skills/passives, try it as a new person with starting gear and only a few skills.

    Be Safe

    Not overlooking it at all. FYI, I already did that:

    https://forums.elderscrollsonline.com/en/discussion/comment/6764233#Comment_6764233

    Edited by ZOS_ConnorG on May 23, 2020 4:33PM
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Everest_Lionheart
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    SebDeTyra wrote: »
    cheemers wrote: »
    Sharee wrote: »
    Oh Doshia, how we miss thee... :)

    The problem i see with hardcore mode is that it would have to be a separate server. Otherwise you are mixing hardcore and normal players which is impossible because they are fighting the same mob:

    1, you can't make the mob harder for the hardcore player, because then it would be harder for everyone.
    2, you can't make the hardcore player weaker because "LF tank veteran dungeons! Hi! Oh, you're hardcore? ... LF tank veteran dungeons!"

    And creating a separate hardcore server splits the playerbase, which isn't ideal either. But, ESO population seems large enough so... maybe. I certainly would give it a try.

    The hardcore mode just needs to be a debuff on players rather than a buff on mobs. Just as there is a " Battle Spirit" for PvP, have a "Challenge Spirit" as an opt-in for overland. It could even be a 2-hour scroll or something.

    Something like -50% wep/spell DMG, -50% max stat, -50% recovery and -50% armour. Then have some interesting incentive to play this way, e.g. higher chance of getting purple set pieces in chests, increased gold from enemies, increased drop chance from mobs etc and there you go - retention and interest solved.

    Yeah but then you're in the middle of a life or death fight with a river troll, that's been goin for a while next thing a sorc with 10million pets l, who's on normal mode, just steam-rolls the area and you're standing there feeling strange about it all.

    That makes me wonder what new players think when I roll up on them with my main and they are struggling to take down a delve boss and instead of smashing it into oblivion I will stand back and burst heal them until they kill it. They must think I’m the worst player in all of ESO.

    Though I must admit watching someone whiff 3 heavy attacks in a row is often comical!
  • Fingolfinn01
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    Theirs no plans to make the overland harder. I imagine not even a discussion at zos. They said they are going to make some changes to the cp system, however thats an internal idea being tested and may not even see the light of day on live. Though it could possibly make content harder, not just overland.
    PC-NA
  • Everest_Lionheart
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    Theirs no plans to make the overland harder. I imagine not even a discussion at zos. They said they are going to make some changes to the cp system, however thats an internal idea being tested and may not even see the light of day on live. Though it could possibly make content harder, not just overland.

    As it stands currently you are able to completely destroy overland before earning a single CP point. Any CP rework will not make overland any more difficult. Overland is what it is though and I suspect it will never change because it needs a complete overhaul from the ground up with either better scaling or more intelligent mechanics. The AI in ESO is severely lacking in the intelligence department that’s for sure.
  • AlnilamE
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    That was an interesting video, OP. I think it's true that difficulty should be challenging rather than punishing.

    However, the video doesn't cover the fact that engaging content doesn't have to be difficult.

    I do quests to chill and enjoy the story. If I'm on my nightblade main, I mostly just cloak through mobs because they are not an interesting aspect of questing.

    I think as others have said, the skill gap is what makes overland easy for skilled players. If you didn't have animation cancelling and didn't have to memorize a notation, you would play like many casual players do: attack a mob, see how it reacts and then counter-act with their skills, rather than completely ignoring what the mob is doing and melting it.

    And I think people underestimate the mechanic progression in dungeons. They tend to put DLCs in a separate category, but if you started doing all the zone 1 dungeons (FG I, SC I and BC I) and then went up the zones, and then went through the II dungeons in the same order and then got the DLCs, you'll see there is a clear progression in difficulty.

    But it feels like people are either doing FG I or a DLC, so they miss all that learning curve in the middle. I'm not sure how to fix that without removing some of the freedom ESO brings, because most people don't start doing dungeons at level 10, so by the time they get around to it, they can get to any of the dungeons and don't know to do them in order. If they are looking up a build, they know they need to go to dungeon X for their gear set and to Scalecaller for Zaan (good luck!).

    Another thing that prevents new players from learning gameplay mechanics is that, if they start running dungeons, if they pug with a high-level player who just wants to finish their daily random ASAP, they will not learn any mechanics in the dungeon, nor will they improve their capacity to block, interrupt or step out of red that's being telegraphed. I learned a lot in the old vet dungeons when we died over and over again to a boss until you got the muscle memory to react to the mechanics in time. Now in normal dungeons, you hardly need to do that. Just sit through it and be healed. And then get your butt handed to you in vet.

    Anyway, that's my dungeon ramble.

    But as others have pointed out, there are issues with your proposal: 1. If you set a character to "Hardcore" and you are the one being nerfed, unless all "Hardcore" players are in the same shard, you run the risk of a non-Hardcore player just steamrolling over the mobs you are struggling with.
    2. If "Hardcore" makes the mobs harder, you again need to have a separate instance so you don't negatively affect the people who are NOT playing hardcore.

    So this could only work in places that are instanced, like some of the Carglorn delves and daily instances, not in the actual open world.
    The Moot Councillor
  • Berek_Bloodfang
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    Do you want to know what is not fun, queuing up for Cyrodiil and finding that it takes an upwards of 20 seconds and pressing your keyboard 100x before a single ability is actually executed... And no, it's not my PC or internet, because in a Dungeon, Town, and/or Battleground I have absolutely no lag, no latency issues, etc. It's clear it has to deal with whatever joke of a server Cyrodiil is being hosted on.

    I still can't believe they removed our ability to play with our friends in Battlegrounds knowing how unplayable Cyrodiil actually is. Give me a break.
  • newtinmpls
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    spartaxoxo wrote: »
    Personally, I find that most of the people who want hard overland content are selfish
    <snip>
    They
    <snip>
    want to steal away the content meant for casuals and newbies.
    Glurin wrote: »
    Or we just want the overland content to be something that could actually pose a teeny tiny little bit of a threat to said casuals and newbies. .

    Speaking as someone who has minimal experience with MMOs, and is "here" for "Morrowind with friends" (playing since a month post PC launch) and does NOT BiS, nor super-twich-battle, there are places in overland content that I cannot do alone and that threaten and kill me plenty. Starting with Bittergreen the Guar (is that his name - that crazy, dangerous mofo).

    Most recently trying to run the thieves and assassins guild quests on a character who is NOT a nightblade.

    Just because it's super easy for you, doesn't mean it's super easy for everyone

    And since you inherently claim you aren't a "casual" or a "newbie" then please stop the disingenuous "help" which is not wanted.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • Imryll
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    Sharee wrote: »
    Oh Doshia, how we miss thee... :)

    Oh, Doshia, what a different can of worms it was when someone who had difficulty could go level up and expect the fight to be easier.

    Mostly I think this would require a huge investment of resources. Would challenge-oriented players really want to see resources diverted from hard modes and trials to providing a special overland difficulty mode?
  • Glurin
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    newtinmpls wrote: »
    spartaxoxo wrote: »
    Personally, I find that most of the people who want hard overland content are selfish
    <snip>
    They
    <snip>
    want to steal away the content meant for casuals and newbies.
    Glurin wrote: »
    Or we just want the overland content to be something that could actually pose a teeny tiny little bit of a threat to said casuals and newbies. .

    Speaking as someone who has minimal experience with MMOs, and is "here" for "Morrowind with friends" (playing since a month post PC launch) and does NOT BiS, nor super-twich-battle, there are places in overland content that I cannot do alone and that threaten and kill me plenty. Starting with Bittergreen the Guar (is that his name - that crazy, dangerous mofo).

    Most recently trying to run the thieves and assassins guild quests on a character who is NOT a nightblade.

    Just because it's super easy for you, doesn't mean it's super easy for everyone

    And since you inherently claim you aren't a "casual" or a "newbie" then please stop the disingenuous "help" which is not wanted.

    Bittergreen the Wild is a world boss. He's supposed to be enough of a threat that you can't solo him without being high level and well equipped. That's not the sort of danger I'm talking about. In fact I think world bosses themselves are fine right where they are.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Zorgon_The_Revenged
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    Just interested, can you tell me one successful MMO that has a difficult overland experience?
    Something you wish ESO would be more like?

    Be Safe

    I always found GW2 to be quite punishing, especially for the new and unprepared (unless you were a pet necromancer). Incoming damage could be massive at times, only being able to dodge twice before having an empty dodge bar, evasion, block and healing being tied to skills with cooldowns and then only being short duration buffs. Players dying left and right, having to decide if a player was worth resing.

    Quite a kind and understanding community generally. Plenty of noob filters and rage quitter filters, the epitome of "fools rush in where angels fear to tread".
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