This could be potentially addressed if ZOS took their dungeons philosophy (i.e. introduce new mechanics over the course of the dungeon to prepare players for the final boss) and applied it the Main Story as well as some of the overland content.
This could be potentially addressed if ZOS took their dungeons philosophy (i.e. introduce new mechanics over the course of the dungeon to prepare players for the final boss) and applied it the Main Story as well as some of the overland content.
Imagine that as you leveled the enemies began using more complex tactics as a reaction to your increased skill, power, and experience.
Not Dark souls but more like the Single player Elder Scroll titles that many of the player base transitioned from.
It's like going from basic Draugr to fighting Draugr overlords, tougher and more abilities to counter your increased power. It caps at a certain point but hopefully you get my meaning.
another thing to consider is difference in creatures difficulty and tactics.
Example: concerning overland & delves - should Goblins act the same as Draugr? Should they use the same tactics and abilities?
xXMeowMeowXx wrote: »If there are Vets asking that, than I truly wonder what they have not done....I watch noobs die all the time.
I have been playing since beta and overland is fine for what it is supposed to be. It was designed for a causal crowd, not tryhards....
If you’re not getting the harder achievements, skins, mount {still trying on this one }, playing PvP, grabbing those polys solo in IC earned to sell, then you have not really hit any true Vet content.
Sorry but when I look at the statistics of completion on certain achievements it is low.
The endgame community is small and I have never heard any of them ask for a hard mode. We have asked for harder arenas and trials, though.
Hey, you can make an alt account if you need but you still have 5+ years of experience.
The new trial is out and PvP has experienced a pretty interesting change. If you have not completed it and competed in PvP, you’re not doing Vet content, simple.
And I don’t mean Zerging garbage in PvP but 1 v X or small small....
@robertthebard
What I mean is that in Skyrim enemy units had varying degrees of difficulty to defeat. Not all enemies behave the same or can be tackled using the exact same methods. Fighting Bandits was different to fighting a Draugr which was different to fighting a Pyromancer or Cryomancer.
As you got more powerful those Pyromancers and Draugr use more powerful abilities. Dragons got more powerful from basic to Legendary so you had to take more precautions.
Sure at a certain point their levels cap and you basically become a God but there were difficulties in getting there.
If there were three things I could change in ESOs combat it would be
1. Enemies move as you fight and try to flank you more often
2. Enemy ranks: a Bandit is simple but a Bandit Chief leading that mob is going to be harder
3. A greater detection area
In the single player games when you engaged with say bandits, there was also the possibility that there was an archer sniping you from a distance - so not only did you have to take care of the nearby threats but you also had to try to find whoever was shooting at you while keeping aware of the mini-boss that was looming around the area.
Honestly can't tell the difference. Sure there's different abilities but none of their current mechanics make them anymore of a threat. They are all the same difficulty to a point that I never notice. None of the individual unit, who may be of higher rank, actually seem to be more of a threat than their subordinates.there are map zones where they are all lieutenant grades, or used to be, like Craglorn. I finished up a quest this morning that ended with two Lt. grade casters, with one of them being a summoner.
This may be due to playing lots of dungeons but in my opinions there is nothing mechanical that separates goblins from draugr, they behave largely the same and they basically use the same model with a different skin and animation.Goblins and Draugr already behave differently, depending on subtypes.
This is my point, enemy capability is more of a concern in the dungeons. There is some level of thinking when going about beating the mobs. That is almost never the case when it comes to zones, there is a too big of a disconnect between skill needed for overland & dungeons. I am not saying that all of overland should be veteran but that there needs to be a way to bridge that disconnect so new players are better prepared for endgame should they wish to partake.Most of them are in dungeons and trials.
I think we can find a better middle ground between current overland & old craglornIt's about giving the obstacles present in the game some actual presence so you don't feel guilty about wiping out half an army just by sneezing in their general direction.
I am an end game PvE player; zones, delves, dungeons, trials etc.Honestly can't tell the difference. Sure there's different abilities but none of their current mechanics make them anymore of a threat. They are all the same difficulty to a point that I never notice. None of the individual unit, who may be of higher rank, actually seem to be more of a threat than their subordinates.there are map zones where they are all lieutenant grades, or used to be, like Craglorn. I finished up a quest this morning that ended with two Lt. grade casters, with one of them being a summoner.
All mobs are usually groups of three with a tank, dps, and caster (healer or damage) and those fights almost always play out the same way. The only thing that changes it up is when you rush through a few mobs to get a larger group together as to include more variables.This may be due to playing lots of dungeons but in my opinions there is nothing mechanical that separates goblins from draugr, they behave largely the same and they basically use the same model with a different skin and animation.Goblins and Draugr already behave differently, depending on subtypes.
They could have done something unique with the Rieklings like in Skyrim by making them actually specific short models and not just hunched over people.
Skyrim Riekling
ESO Riekling
They could make unique Riekling units that attack while riding their boars, like from III & V.
Also It's not like we ever meet any Draugr that use shouts like unrelenting force. Imagine if one used elemental fury for increased attack speedThis is my point, enemy capability is more of a concern in the dungeons. There is some level of thinking when going about beating the mobs. That is almost never the case when it comes to zones, there is a too big of a disconnect between skill needed for overland & dungeons. I am not saying that all of overland should be veteran but that there needs to be a way to bridge that disconnect so new players are better prepared for endgame should they wish to partake.Most of them are in dungeons and trials.
They could be tougher with two things:
1. More Mechanics and Abilities for each enemy unit, capable of doing more things
2. less telegraphing all of their moves, at beginner levels it makes sense and it's helpful in dungeons but by over-telegraphing all of their moves they become too predictable and the combat too stale.
An example of #2
Minotaurs and Gryphons actually have different charging mechanics because ZOS saw how normal enemy charging provides too much heads up to the players.
I know it is an issue when even new players to the game, who are starting from scratch, have pointed out to me that overland is too easy or they just get tedious from being a tiny bit stronger, but they don't have any tough enemies for the Solo content. All the hard stuff is put into group content like the Public Dungeons, Dolmens, and World Bosses. Some have said that they are not a fan of the "Big Bad" being so easily defeated.
They separate them too much.
Craglorn went too far in the extreme which is why people were not a fan of playing it. You had to have a group to do anything in that zone which was not fun, and even now you still should have a group for most of the places on the map. But that doesn't mean that we should completely discount it because when I got friends together to tackle it the zone actually became really fun. So there is something to learn from that experience.
Like others have said it's not choosing between face roll Easy or Old Craglorn Hard, it's finding a middle ground.I think we can find a better middle ground between current overland & old craglornIt's about giving the obstacles present in the game some actual presence so you don't feel guilty about wiping out half an army just by sneezing in their general direction.
ZOS could take note from PvP and how players move around the battlefield in a fight. Take lessons from that combat and see what can be applied to PvE enemy units.
In my opinion I think that story bosses should be more of a goal, a challenge to overcome as opposed to an easy victory that is for low level players. I do think that final story bosses done right could have something to offer to Veteran players as well.
However, at the end of the day we will have to wait and see ZOS plans for revision to the CP system and the issue of power creep in order to provide more insight into the situation.
Skykaiser_Ọlọrun wrote: »
The problem with snipping a post to pieces to cherry pick parts is that you leave out some very important context, and I don't think it was an accident.
Bandits have versions that not only do move to flank, but do so with a "Move to flank" audible. Archers and casters are casting at you, and do move around. Goblins and Draugr already behave differently, depending on subtypes. Casters aren't running up to you trying to stab you with their staff, for example. So all of this is already in the game? More powerful versions of these mobs all already exist as well. Most of them are in dungeons and trials, but there are map zones where they are all lieutenant grades, or used to be, like Craglorn. I finished up a quest this morning that ended with two Lt. grade casters, with one of them being a summoner.
Honestly I can't tell the difference. Sure there's different abilities but none of their current mechanics make them anymore of a threat. They are all the same difficulty to a point that I never notice. None of the individual unit, who may be of higher rank, actually seem to be more of a threat than their subordinates.
All mobs are usually groups of three with a tank, dps, and caster (healer or damage) and those fights almost always play out the same way. The only thing that changes it up is when you rush through a few mobs to get a larger group together as to include more variables.
That's not the point of the post - which is discussing closing the skill gap for low and high tier content. It is not a discussion about making overland as hard as end game or to make end game even harder, I enjoy end game as it is.How are they going to build around that to make the game challenging to me? The follow up question is "Are you sure you want to play a game where they do make it challenging to an endgame player"?
The problem still comes back to "how do they "fix" it"? I laid out a few possible solutions in my first post
Here's the problem, how are they going to do that, by making it a "bullet sponge"? How are they going to counter player experience? How are they going to counter the player's use/understanding of mechanics? If they do something like what's suggested in this post you can bet we'll have a new thread: Making bosses into high damage bullet sponges isn't making the game harder.
It's true too, it's not. It's going to make it tedious, but tedious does not equate to hard/challenging. Well, maybe they can nerf the gear? We can see already how well that's going to go, just scan the first couple of pages of the forums. Your target audience for these changes? They'll be rage quitting faster than you can say "but they gave us what we wanted". Mandatory grouping sounds fun... /sarcasm Take a look at the forums again? What happens a couple of weeks or so down the road from a new release, when nobody is running that content? So a new player gets to it and can't get a group to finish their story arc? They'll be taking their ball and going home too. How many people here harping for more challenge are going to drop whatever it is they're doing to ensure a new player gets that done?
DDO's forums were abuzz for years about how they needed a higher difficulty. This is the game that made every single quest in the game, barring quests specifically marked as solo, with a difficulty slider. Casual, Normal, Hard and Elite. Yet, some 6 or 7 years into the game's life, it wasn't hard enough on Elite any more. I was against it, but decided "eh, why not, with the condition that once it's released, it's left alone". I got a permanent ban from their forums for laughing at them when, once they got it, it was "stupid hard" and needed to be nerfed, this, despite the fact that some players could solo it's highest setting. As much as they liked throwing out "play a lower difficulty" at those they considered noobs that were insisting Elite get nerfed for ease of soloing, they hated it when it was thrown back on them.
The excuses were the same there as we see here, and as we see in every other MMO's group content: PuGs suck, because none of these players know what they're doing. I've seen "they don't know how to dodge" both here, and in GW 2, with the claim in GW 2 being "nobody ever dodges", amongst other choice tidbits. Isn't part of the premise here that OL doesn't teach mechanics? Yet, your solution would be to throw players into a group and subject them to "lecturing" or "advising" on how to play? What about the players that see "under x threshold of CP" and quit the group, or worse, kick a player that needs it to advance their story? That'll be "it's ok, because we got what we wanted", or "players should have to grind out the CP before they're allowed to finish their story arcs"? Yeah, that'll go over well, especially given how many of the players in the target audience don't want to spend money on the game because of lag in endgame/group content, right?
"But they can group up". No, new players won't have that luxury. "You don't have enough CP" Vote Kick. "You took too long to kill that trash", vote kick. Where do I get that idea? From reading these forums. You're not helping the game, you're killing it.
One tactic that not only has been the only one where enemies attempt to flank you but also one that is overly telegraphed is not a big difference.Hmm, I've never seen a goblin, or a draugr that flip over the player's head shouting "Move to flank"...
Well like was previously said, the point is to bridge the skill gap because it is clear that One Tamriel nerfed the existing overland content.Nothing so far has addressed one of my other questions though: How do they build around player skill, and use/understanding of mechanics?
@robertthebard
What I mean is that in Skyrim enemy units had varying degrees of difficulty to defeat. Not all enemies behave the same or can be tackled using the exact same methods. Fighting Bandits was different to fighting a Draugr which was different to fighting a Pyromancer or Cryomancer.
As you got more powerful those Pyromancers and Draugr use more powerful abilities. Dragons got more powerful from basic to Legendary so you had to take more precautions.
Sure at a certain point their levels cap and you basically become a God but there were difficulties in getting there.
If there were three things I could change in ESOs combat it would be
1. Enemies move as you fight and try to flank you more often
2. Enemy ranks: a Bandit is simple but a Bandit Chief leading that mob is going to be harder
3. A greater detection area
In the single player games when you engaged with say bandits, there was also the possibility that there was an archer sniping you from a distance - so not only did you have to take care of the nearby threats but you also had to try to find whoever was shooting at you while keeping aware of the mini-boss that was looming around the area.
navystylz_ESO wrote: »xXMeowMeowXx wrote: »I have been playing since beta and overland is fine for what it is supposed to be. It was designed for a causal crowd, not tryhards....
You've been playing since beta but conveniently forget how overland used to be more difficult. It was One Tamriel that dumbed it down, and they did it way too hard. Now overland content is mind-numbingly easy and boring. Let's not even get me started on how good bosses like Doshia, Mannimarco and Molag Bal were.
Since most story bosses making you enter some kind of instance area that isn't overland. Having a veteran toggle so taht when you went into those instances, those enemies were scaled harder would be so much better.
Either that or get away from the:
Run to X and loot Y
Run to X and kill Y
Run to X and kill Y to loot Z
Style of quests. This is like vanilla world of warcraft boring. Just look at WoW too see how much questing evolved to have more engaging fun with them that wasn't tied to a difficulty slider.
Truth is Zos does bare minimum for this game. But is very good about asking for month 4 times a year for the same Chapter. Else get ESO plus to keep up with the stuff. And the crown store... ha! Let's make all the best cosmetics purchased for really money. But wait, there's more. If you want a good mount you have to get lottery boxes. Pay more than 3 times the amount than the full game w/ chapter itself for a house.i am one of those not being able to do public dungeon on my own - died twice in elsweyr in a public dungeon lately. but this is as well because of my problem with high ping and proper targeting when latency is spiking and i can't get out of red because i do not even see it glowing red before it hit me.
i have 16700 km distance to the server - nothing will enable me to get out of red in time, if there is not an oceanic server as well. i do not need any more challenge therefore.
While this sucks. You chose to play a MMO with the conditions. You can't expect conditions that have NOTHING TO DO WITH GAME, but everything to do with your internet, to be a balancing factor for 99% of the playerbase that has internet that's fine.
@idk
For a moment, put aside that ZOS is unlikely to change because the current model is financially successful.
Do you as a player have any issues with the how the final boss of the main Story is handled?
Not general questing, that should generally be easy.
If you had decision power as well as resources, would you change anything about it?
ZOS_MattF
Hello! We have no plans on implementing spears, but we have talked off and on about cool ways to do the one hand magic/one hand weapon thing. That's not on our roadmap anywhere, but we have been brainstorming.
There are so many cool things we could do! Seriously, we love these ideas too, but it all comes down to a matter of time and priorities.
EDIT: to respond to your edit. Yes, we've talked about this, in fact we tried to get that into the game as part of One Tamriel, but we just couldn't get it done. So we have ideas on how to have difficulty settings for overland content, but it's not currently planned. It's a great idea.
AcadianPaladin wrote: »
Imagine having to....group....in an online game to do some overland content.
Scary thoughts, I know. Maybe the people that want an easy face roll experience that don't want to play with others shouldn't be playing an online MMO game? Just a thought.
see, elder scrolls comes from single player - for decades it was just that - and therefore a large part of the player base just wants elder scrolls as it has been with the option of occasionally play with a friend - ESO is not supposed to be the typical MMO and that is why it is how it is - mainly playable as what it always has been - a single player experience.
elder scrolls has never been a mindless face roll unless you play on Novice/Apprentice difficulty though.
One tactic that not only has been the only one where enemies attempt to flank you but also one that is overly telegraphed is not a big difference.Hmm, I've never seen a goblin, or a draugr that flip over the player's head shouting "Move to flank"...
Especially when the average overland encounter is just three enemies that have some basic abilities but mostly light attack.
There is clearly room for improvement and more dynamic movement & Ai.
Haven’t you ever played Oblivion and wandered into a castle and found yourself out of your depth with a couple of Flame Atronachs and had to figure it out?
Those kinds of moments are practically non existent in exploring or even the story.
Not for Vets, they should be tough that it’s a non issue. But for new players I hardly ever find myself in a situation that requires trial & error during overland and questing.Well like was previously said, the point is to bridge the skill gap because it is clear that One Tamriel nerfed the existing overland content.Nothing so far has addressed one of my other questions though: How do they build around player skill, and use/understanding of mechanics?
No one is saying to make veteran overland - Craglorn tried that and nobody played it.
As long as the content better prepares players for endgame, (meaning they have a basic grasp of what is needed to pull their weight) despite whether or not that is their intended goal, then wouldn’t that have done its job?
People can stay in that tier all they like but as long as they’re better prepared for the next tier or as long as the story can still be fun for vets, and not a walk in the park (whether or not that is their chosen instance) then that sounds fine.
Because from what I’ve seen a story with a decent challenge and a good boss fight sells. In many cases when people are told that it’s too easy to a point that it’s boring or that you lose investment in the story then there’s a lost interest and less buyers.
I’ve seen people say that.
It can be unattractive when there’s such a large disconnect between story and endgame to a point that they feel like two different games.
Another bad point is hearing that the MMO is not very social and can encourage anti social behavior.
I think there’s a problem when finding ways to encourage players ( Not Force) to work together, in an MMO, is met with such opposition. As if people will give up if their victory isn’t immediately handed to them and have to get better at the game or ask for help, even slightly. Why do people hate the trial & error so much?
Also isn’t always true that bringing even a little more challenge will scare everyone away.
WoW classic being such an example, over time the game became really easy not because of skill or just getting better at the game but because enemies literally were not as hard to beat as they were before and players got really bored with that.
Again am I saying go to before one Tamriel? No but there is a better balance than what we have now than these two extremes of easy & end game hard.
Not everyone is a monster or has such horrible experiences with getting into group content. Plenty have found friendships through positive experiences of working together to beat something difficult or slightly challenging, I know that’s in my experience.
I want final bosses to be a positive experience, not anticlimactic or unmemorable. Part of that is the story, the other is the gameplay.
@robertthebard
Is your overall point that the overland is fine as it is? That nothing should be changed because it isn’t worth changing?
Or do you have an idea of what they could try without those results in other games?
(Edit: that’s a genuine question, no snark or sarcasm)
How would you tackle the threads asking for a solo mode for group dungeons which are a result of people doing two things.
1. Refusing to play with others
2. Wasn’t prepared for group difficulty, trial & error, so they say it’s too hard and should be nerfed.
Both are things I’ve read on this forum.
@idk
Let’s make it simpler without a hypothetical of tempting power.
Is how ESO handles difficulty right now your ideal?
Do you think there is a disconnect between Overland (zone, delves, Ai, story, etc) and end game content?
If you like it just the way it is, all the more power to you.
If you are dissatisfied with an aspect; What is it and what would make it better, in your opinion?
AcadianPaladin wrote: »
Imagine having to....group....in an online game to do some overland content.
Scary thoughts, I know. Maybe the people that want an easy face roll experience that don't want to play with others shouldn't be playing an online MMO game? Just a thought.
see, elder scrolls comes from single player - for decades it was just that - and therefore a large part of the player base just wants elder scrolls as it has been with the option of occasionally play with a friend - ESO is not supposed to be the typical MMO and that is why it is how it is - mainly playable as what it always has been - a single player experience.
elder scrolls has never been a mindless face roll unless you play on Novice/Apprentice difficulty though.
And there's a large part of the player base that likes a bit of challenge. Not asking for every fight to be uber hard, but at the very least having to PLAN a strategy for the final boss of a chapter and/or main story bosses would add a sense of immersion to the game....
Not too sure how people are against this idea. People having to think on big bad evil /bosses/? How terrifying.
I remember in Skyrim having to spend times using trial and error on quest bosses to get a strat down to fight them. Those fights were epic and cool.
0 idea where you people are getting TES is meant to be a mindless face roll when it comes to story bosses.
@idk
For a moment, put aside that ZOS is unlikely to change because the current model is financially successful.
Do you as a player have any issues with the how the final boss of the main Story is handled?
Not general questing, that should generally be easy.
If you had decision power as well as resources, would you change anything about it?