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Harder enemies are a necessity in ESO.

  • NEMESIS_97
    NEMESIS_97
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    Machete wrote: »
    Ahhh... the good old, "I want harder overland content." I completely agree, I feel like there should be an option for normal or vet mode for overland BUT I have my doubts that will ever happen.

    If you are newer, you likely don't remember or know about Veteran Levels. Back then mobs were actually difficult because we didn't have CP :P now that we have CP, everything is a cake walk. I do wish they would do something with CP like instead make it a quality of life set of things like "Increase gathering speed" or "Reduce hostile mob aggro radius around you." But alas, you can blame the lack of difficulty on CP. More you have, easier the game is.

    I blame zos from lack of difficulty in quests and overland not cp..if main quest and rest of quests:) bosses have option to switch them to vetHM even with cp would be decent fight..atleast bit longer...its like vma gives bit more challange then nma...wanted to face real most powerful necromancer tamriel ever saw...not that puppy who died in 3 sec!
  • Daemons_Bane
    Daemons_Bane
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    NEMESIS_97 wrote: »
    NEMESIS_97 wrote: »
    NEMESIS_97 wrote: »
    NEMESIS_97 wrote: »
    Viem wrote: »
    Viem wrote: »
    I don't understand why my post was met with so much negativity... I mean there is a thing we all know and agree, hell it is happening in front of everyone's eyes and yet, people try to deny that a change is necessary. I was doing the main quest in Reach and ALL the people were just ignoring overland enemies, dwelve enemies...i mean EVERYTHING.
    What i am suggesting is if a player IS ignoring/avoiding an enemy it should be mostly out of "fear of death" and not boredom... We know those enemies are trivial, we know the loots are worthless so we just avoid them.

    Having a challenge/reward scenario in almost all enemies will spice up everyone's experience i believe. I mean i proposed the addition of loot to a possible harder-enemies-scenario and noone commented on that. This is a sign of how we all view overland gameplay : It's trivial guys and we ALL know since we ALL play in the same way : We mount up or equip a speed skill and simply run EVEN when attacked by enemies(who are trivial) sometimes .

    What i am saying is that the world becomes *invisible* if the elements that create it are trivial. But even naysayers can see the problem.

    I hope you enjoy your game.

    You don't see why your post is met with negativity.? It's pretty easy to see.. it's because you, like many others before you, act like YOUR issue, is EVERYONE'S issue.. you seem unwilling to accept that overland content are fine for most people, for reasons that don't make sense to you

    Geez, you people are something... Really... So you are accepting that the game world and it's inhabitants, let's say The Reach, is only there for you to ignore (since overland mobs drop no interesting loot, because they are not challenging) because well when you look for challenge you will go to say Maelstrom to find it. You are actually accepting my thesis - the world "becomes invisible". Geez... You are making no point...

    As for you Daemons_Bane this is not the stage for a rhetorical psychological consious analysis : "The subject (Viem) is suggesting this and that out of arrogance and selfishness. The subject suffers from egoistic, self centered delusions". Get your act together man and express your "you are not better than me" civil rights and "accept equality" crescendo to a respective forum or join a movement. This forum is about improving the game and as such we are suggesting how to improve the game.

    And there is room for improvement... The beautifully crafted world of ESO looses its shine when it's elements become trivial and trivial is what they are. If you believe otherwise then WHY are you running around like crazy, ignoring it while going from A to B...

    Again Daemons_Bane : get your act together man. If popularity is what you seek, join a movement...

    *reposted to correct quoting*

    I accept fully that you feel this way, but you must accept my/our view too.. I like overland as it is, as it allows me to enjoy Tamriel the way I like to.. I can make overland content difficult if I want to, but I don't mind it.. I don't gallop through it, I jog.. it's not an invisible world to me.. maybe it is to you, maybe you are not the same type of ES fan as me, or a fan at all.. it does not really matter.. I am not trying to "win popularity" as you seem to think.. I am trying to explain to you, and those who came before and will come again, that some of us actually like how it works atm.. that we don't have a pressing need for more difficult overland content

    But if zos make just choosable overland difficulty like for dungeons/trials/arenas?When you log in on char screen just switch overland difficulty like on other games and before meet for example some quest boss you can choose even hardmode...atm its breaks immersion to meet some "so powerful" bosses and melt them in 1-5 sec where some even didnt finish his/her introduction speech....and that bs to not using cp/gear or skills or go naked to raise difficulty is stupid suggestion!

    They already turned away the idea, due to not wanting to split the population if avoidable.. They chose the difficulty so that everyone stands a chance, which is the best option.. and honestly, why is the inbuilt method to regulating the difficulty yourself so dumb.? You have the option to adjust, you have add-ons that makes sure it only takes a click or two..

    its dumb..ofc you can rush naked without weapons and get ultimate challange...better split because population is enough..casual players is way more in eso so will be enough for their doings..np to run alone in my vetHM overland tamriel:)atm is even annoying when i want to solo wb(because i want only solo them all) i need to w8 till finally all players go away to kill respawned boss alone...so split difficulty tiers is ok because easier tiers always be full of players or casuals!

    So you effectively want to make it so that those persons who actually need other people's help, are left even more alone, just because you don't want to don a suit of white gear, because you want your perfect sets and traits?

    You say "it's dumb" as your argument.. I say the dumb thing is people being too good to downgrade their gear to get the challenge they are looking for.. instead they want to raise the bar to a level where people are left out, just so that they can get the experience they are looking for..

    I sad that casuals are so many that there always be ppl to do things who need help..i wanted to be seperate from them not seperate from each other..just simple thing..atleast make quests bosses choosable difficulty like vet with hm option that i do solo...rly simple..for example like manimmarco..make fight atleast 10 sec instead of 2...thats my whish..like world tiers in division game..always casuals be flooded more then ppl who want challange...like was vma a nice challange till its become joke

    But you already have that option.. you just don't use it

    Can i make molag ball 21m hp boss?Can i add 2more daedrooths on last boss in vma?

    If you purposefully misunderstand me, you are not worth the time
  • NEMESIS_97
    NEMESIS_97
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    NEMESIS_97 wrote: »
    NEMESIS_97 wrote: »
    NEMESIS_97 wrote: »
    NEMESIS_97 wrote: »
    Viem wrote: »
    Viem wrote: »
    I don't understand why my post was met with so much negativity... I mean there is a thing we all know and agree, hell it is happening in front of everyone's eyes and yet, people try to deny that a change is necessary. I was doing the main quest in Reach and ALL the people were just ignoring overland enemies, dwelve enemies...i mean EVERYTHING.
    What i am suggesting is if a player IS ignoring/avoiding an enemy it should be mostly out of "fear of death" and not boredom... We know those enemies are trivial, we know the loots are worthless so we just avoid them.

    Having a challenge/reward scenario in almost all enemies will spice up everyone's experience i believe. I mean i proposed the addition of loot to a possible harder-enemies-scenario and noone commented on that. This is a sign of how we all view overland gameplay : It's trivial guys and we ALL know since we ALL play in the same way : We mount up or equip a speed skill and simply run EVEN when attacked by enemies(who are trivial) sometimes .

    What i am saying is that the world becomes *invisible* if the elements that create it are trivial. But even naysayers can see the problem.

    I hope you enjoy your game.

    You don't see why your post is met with negativity.? It's pretty easy to see.. it's because you, like many others before you, act like YOUR issue, is EVERYONE'S issue.. you seem unwilling to accept that overland content are fine for most people, for reasons that don't make sense to you

    Geez, you people are something... Really... So you are accepting that the game world and it's inhabitants, let's say The Reach, is only there for you to ignore (since overland mobs drop no interesting loot, because they are not challenging) because well when you look for challenge you will go to say Maelstrom to find it. You are actually accepting my thesis - the world "becomes invisible". Geez... You are making no point...

    As for you Daemons_Bane this is not the stage for a rhetorical psychological consious analysis : "The subject (Viem) is suggesting this and that out of arrogance and selfishness. The subject suffers from egoistic, self centered delusions". Get your act together man and express your "you are not better than me" civil rights and "accept equality" crescendo to a respective forum or join a movement. This forum is about improving the game and as such we are suggesting how to improve the game.

    And there is room for improvement... The beautifully crafted world of ESO looses its shine when it's elements become trivial and trivial is what they are. If you believe otherwise then WHY are you running around like crazy, ignoring it while going from A to B...

    Again Daemons_Bane : get your act together man. If popularity is what you seek, join a movement...

    *reposted to correct quoting*

    I accept fully that you feel this way, but you must accept my/our view too.. I like overland as it is, as it allows me to enjoy Tamriel the way I like to.. I can make overland content difficult if I want to, but I don't mind it.. I don't gallop through it, I jog.. it's not an invisible world to me.. maybe it is to you, maybe you are not the same type of ES fan as me, or a fan at all.. it does not really matter.. I am not trying to "win popularity" as you seem to think.. I am trying to explain to you, and those who came before and will come again, that some of us actually like how it works atm.. that we don't have a pressing need for more difficult overland content

    But if zos make just choosable overland difficulty like for dungeons/trials/arenas?When you log in on char screen just switch overland difficulty like on other games and before meet for example some quest boss you can choose even hardmode...atm its breaks immersion to meet some "so powerful" bosses and melt them in 1-5 sec where some even didnt finish his/her introduction speech....and that bs to not using cp/gear or skills or go naked to raise difficulty is stupid suggestion!

    They already turned away the idea, due to not wanting to split the population if avoidable.. They chose the difficulty so that everyone stands a chance, which is the best option.. and honestly, why is the inbuilt method to regulating the difficulty yourself so dumb.? You have the option to adjust, you have add-ons that makes sure it only takes a click or two..

    its dumb..ofc you can rush naked without weapons and get ultimate challange...better split because population is enough..casual players is way more in eso so will be enough for their doings..np to run alone in my vetHM overland tamriel:)atm is even annoying when i want to solo wb(because i want only solo them all) i need to w8 till finally all players go away to kill respawned boss alone...so split difficulty tiers is ok because easier tiers always be full of players or casuals!

    So you effectively want to make it so that those persons who actually need other people's help, are left even more alone, just because you don't want to don a suit of white gear, because you want your perfect sets and traits?

    You say "it's dumb" as your argument.. I say the dumb thing is people being too good to downgrade their gear to get the challenge they are looking for.. instead they want to raise the bar to a level where people are left out, just so that they can get the experience they are looking for..

    I sad that casuals are so many that there always be ppl to do things who need help..i wanted to be seperate from them not seperate from each other..just simple thing..atleast make quests bosses choosable difficulty like vet with hm option that i do solo...rly simple..for example like manimmarco..make fight atleast 10 sec instead of 2...thats my whish..like world tiers in division game..always casuals be flooded more then ppl who want challange...like was vma a nice challange till its become joke

    But you already have that option.. you just don't use it

    Can i make molag ball 21m hp boss?Can i add 2more daedrooths on last boss in vma?

    If you purposefully misunderstand me, you are not worth the time

    Likewise!
  • Daemons_Bane
    Daemons_Bane
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    NEMESIS_97 wrote: »
    NEMESIS_97 wrote: »
    NEMESIS_97 wrote: »
    NEMESIS_97 wrote: »
    NEMESIS_97 wrote: »
    Viem wrote: »
    Viem wrote: »
    I don't understand why my post was met with so much negativity... I mean there is a thing we all know and agree, hell it is happening in front of everyone's eyes and yet, people try to deny that a change is necessary. I was doing the main quest in Reach and ALL the people were just ignoring overland enemies, dwelve enemies...i mean EVERYTHING.
    What i am suggesting is if a player IS ignoring/avoiding an enemy it should be mostly out of "fear of death" and not boredom... We know those enemies are trivial, we know the loots are worthless so we just avoid them.

    Having a challenge/reward scenario in almost all enemies will spice up everyone's experience i believe. I mean i proposed the addition of loot to a possible harder-enemies-scenario and noone commented on that. This is a sign of how we all view overland gameplay : It's trivial guys and we ALL know since we ALL play in the same way : We mount up or equip a speed skill and simply run EVEN when attacked by enemies(who are trivial) sometimes .

    What i am saying is that the world becomes *invisible* if the elements that create it are trivial. But even naysayers can see the problem.

    I hope you enjoy your game.

    You don't see why your post is met with negativity.? It's pretty easy to see.. it's because you, like many others before you, act like YOUR issue, is EVERYONE'S issue.. you seem unwilling to accept that overland content are fine for most people, for reasons that don't make sense to you

    Geez, you people are something... Really... So you are accepting that the game world and it's inhabitants, let's say The Reach, is only there for you to ignore (since overland mobs drop no interesting loot, because they are not challenging) because well when you look for challenge you will go to say Maelstrom to find it. You are actually accepting my thesis - the world "becomes invisible". Geez... You are making no point...

    As for you Daemons_Bane this is not the stage for a rhetorical psychological consious analysis : "The subject (Viem) is suggesting this and that out of arrogance and selfishness. The subject suffers from egoistic, self centered delusions". Get your act together man and express your "you are not better than me" civil rights and "accept equality" crescendo to a respective forum or join a movement. This forum is about improving the game and as such we are suggesting how to improve the game.

    And there is room for improvement... The beautifully crafted world of ESO looses its shine when it's elements become trivial and trivial is what they are. If you believe otherwise then WHY are you running around like crazy, ignoring it while going from A to B...

    Again Daemons_Bane : get your act together man. If popularity is what you seek, join a movement...

    *reposted to correct quoting*

    I accept fully that you feel this way, but you must accept my/our view too.. I like overland as it is, as it allows me to enjoy Tamriel the way I like to.. I can make overland content difficult if I want to, but I don't mind it.. I don't gallop through it, I jog.. it's not an invisible world to me.. maybe it is to you, maybe you are not the same type of ES fan as me, or a fan at all.. it does not really matter.. I am not trying to "win popularity" as you seem to think.. I am trying to explain to you, and those who came before and will come again, that some of us actually like how it works atm.. that we don't have a pressing need for more difficult overland content

    But if zos make just choosable overland difficulty like for dungeons/trials/arenas?When you log in on char screen just switch overland difficulty like on other games and before meet for example some quest boss you can choose even hardmode...atm its breaks immersion to meet some "so powerful" bosses and melt them in 1-5 sec where some even didnt finish his/her introduction speech....and that bs to not using cp/gear or skills or go naked to raise difficulty is stupid suggestion!

    They already turned away the idea, due to not wanting to split the population if avoidable.. They chose the difficulty so that everyone stands a chance, which is the best option.. and honestly, why is the inbuilt method to regulating the difficulty yourself so dumb.? You have the option to adjust, you have add-ons that makes sure it only takes a click or two..

    its dumb..ofc you can rush naked without weapons and get ultimate challange...better split because population is enough..casual players is way more in eso so will be enough for their doings..np to run alone in my vetHM overland tamriel:)atm is even annoying when i want to solo wb(because i want only solo them all) i need to w8 till finally all players go away to kill respawned boss alone...so split difficulty tiers is ok because easier tiers always be full of players or casuals!

    So you effectively want to make it so that those persons who actually need other people's help, are left even more alone, just because you don't want to don a suit of white gear, because you want your perfect sets and traits?

    You say "it's dumb" as your argument.. I say the dumb thing is people being too good to downgrade their gear to get the challenge they are looking for.. instead they want to raise the bar to a level where people are left out, just so that they can get the experience they are looking for..

    I sad that casuals are so many that there always be ppl to do things who need help..i wanted to be seperate from them not seperate from each other..just simple thing..atleast make quests bosses choosable difficulty like vet with hm option that i do solo...rly simple..for example like manimmarco..make fight atleast 10 sec instead of 2...thats my whish..like world tiers in division game..always casuals be flooded more then ppl who want challange...like was vma a nice challange till its become joke

    But you already have that option.. you just don't use it

    Can i make molag ball 21m hp boss?Can i add 2more daedrooths on last boss in vma?

    If you purposefully misunderstand me, you are not worth the time

    Likewise!

    I pointed out that you have the means to adjust the difficulty, but you don't want to use it..
    Edited by Daemons_Bane on November 20, 2020 4:36PM
  • tomofhyrule
    tomofhyrule
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    To be honest, I'm going to have to disagree with OP, just because what often happens when people ask for more difficult content is the devs give us more encounters with more 1-shot mechanics, which this game actually needs less of IMO. The general rule with this game is that content is only considered difficult in this game if contains one or more one-shot mechanics, which undermines the tank and support roles. This is why the game is satirically referred to as "DPSO" - because DPS seems to be all that matters.

    DPS a boss before he can 1-shot the tank. DPS the boss before he initiates a group wipe mechanic that cannot be avoided (either as a practicality, or because the mechanic to avoid it is often glitchy, so why chance it - Looking at you Celestial Plates round of VDSA). Nuke a specific target before you get overwhelmed by minions.

    If they're going to make content more difficult, I'd like to see them make it similar to Scalecaller Peak, where, yes, there may be some OHK mechanics, but if you master the choreography of the fight or you keep controlled burns on the boss, and the fight is totally manageable. It's not about having overwhelming DPS - just about fight management, which is totally doable, even for lower skilled players, with enough practice.

    I feel like this is a topic that's been rehashed over and over again, and this is the point right here - I feel like everyone who complains about overworld being way too easy is blasting through everything as a fully-geared DPS.

    My main is a tank. I've got a few sets to increase my damage, but I tank dungeons and trials with my guild. When I'm overland, I'm not killing things in one hit. Heck, I need about three hits to take out a wolf in the starter zones. Why? I'm built to take damage, not give it out. I parsed once on a 3m dummy because I was curious and it took me 16:25, so I had around 3k DPS.

    I don't think overland is too easy. I want easy overland. When I'm farming, I want to relax, not have to spend 10+ minutes trying to take down a wolf just so I can pick the cornflower it's sitting on. When I want a challenge, I'll go do a dungeon or trial (or if I have a free few hours, I'll take my 3k DPS to try to solo a nDungeon)

    "But we should have the OPTION!!!" No, you're not looking for an optional overland difficulty for the challenge of it. You're looking for extra loot, like everyone else who asks for this. There's enough of a split between new players and veteran players that we don't need to raise the ceiling further or boost the vets' sales at guild traders even more since they can blow through overland with their 80k DPS. If you want harder content, there's plenty of hard content to do in this game, and not just in dungeons or trials - there are WBs with mechanics, not just HP sponges, that nobody does anymore. Vvardenfell WBs? Everyone sits in Vivec crafting and barely anyone lifts a finger when someone shouts /z "Need help at songbird wb". Northern Elsweyr's dragons? Too far from the wayshrines and sets are bad (and that says nothing of the WBs there). WBs like Ri-Atarashi? Why not answer some of those calls to help out the newbies before you call for ZOS to kick them out for not being at your level?

    I will say that I think some zone story boss rooms should be instanced, since it's annyoing and immersion breaking to be told "You're the only hope!" as some other person blasts through and kills the boss before I have a chance. And yes, maybe they should be more difficult - but that could just be my practice speaking. I know that many new players tend to have white gear they picked up, no sets, don't even know what a rotation or even that they should use abilities, so I'm sure they struggle with it. Plus, if you're coming from the Elder Scrolls games instead of another MMO (which many are), they're likely not used to MMO mechanics and are playing in first person and making a balanced distribution of attributes, so they end up doing the opposite of building for a cause.

    The later zones (I know some of the story bosses in Greymoor) are starting to add mechanics as well - there's the one boss who puts up damage shields and you have to take that down by killing adds before you can touch her. Just like the tutorials are getting more comprehensive as well. But going back to the old bosses and making them harder would likely just be increasing their health/damage. Adding new mechanics would require rebuilding that entire encounter from scratch, which is not going to happen (they're not even releasing cosmetics that they have made people would spend money on, why would they put in the effort to rebuild the base game and get no kickback from that).
  • Olauron
    Olauron
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    NEMESIS_97 wrote: »
    Olauron wrote: »
    NEMESIS_97 wrote: »
    Olauron wrote: »
    Seems like players don't actually know where to find difficult content, when they need one. For example, there is a non-boss Flesh Colossus in Traitor's Vault delve of Artaeum. My damage dealer in light armor with 10k health gets hit hard (from 100% health to 45% health) when misses a block (which is very easy with high latency). This common monster does three such attacks in a row. When the armor is broken (sometimes I prefer to break all armor before repairing it with one kit), the hit is even more hard. And this is for 810CP character.

    1st...10k health...misses block...what about using some food?shields if magdd?plus psijic free 5k shield every 10 sec not blocking?hots?high latency...some ppl from Australia la wieve like boss with very high latency..its not excuse...how about combat alerts???there is ppl who solo vbrp and you say some wb is hard :)

    Do you understand that the requirement for using food and (or) shields in overland is insane? Food is for world bosses / geysers or group content. Shields are for world bosses / geysers (when solo). I don't use addons, though it doesn't really matter. The point is sometimes the animation of attack is seen, when blocking is already late.

    Also, there was not a word about world bosses in my previous comment, not about all world bosses, not about some world bosses.
    Sarannah wrote: »
    Really don't know why though. It could be new players, or low CP, or players who do not yet understand the game.
    Playing in first person would make game harder. You don't see enemies behind (you don't really know where they are exactly), you don't see the big red under your foot. Right now I am returning to first person (as I was playing in pre-One Tamriel) after the third person forced by group content, and the difference is huge.
    Viem wrote: »
    Even the game economy will benefit from this. People will stop staying in cities and will roam the HUGE and beautifull world in a chase for gear/drops/resources.
    Players are already there. I run Summerset delves every day on 5+ characters, and always there are some other players on the way from wayshrine to the delve or inside the delve itself.

    when ppl write he face some enemy with 10k hp and cry that he gets killed...maybe time to eat!Try face boss with atleast 15k hp+shield..then his heavy attack most of times wont kill you except some wb....combat alert addon will help you not miss heavy attacks!!!
    One more time.
    1. It is not a world boss.
    2. It is not a delve boss.
    3. It is not a boss at all.
    Now that this is clear, no, some mob hitting for 5k+ damage is not a reason to use food. It is a reason to block, to dodge or to stand back. It is a reason to play careful, and it works most of the time. I also don't use potions (with the exception of healing in extreme situations, when some mistake was done or lags were too severe) in overland content and it should be so. Buffing for doing overland content is very wrong.
    Also, addon will help me with something, when this something will come from the server. Guess what, when it will come from the server, I will see it myself.
    Machete wrote: »
    Ahhh... the good old, "I want harder overland content." I completely agree, I feel like there should be an option for normal or vet mode for overland BUT I have my doubts that will ever happen.

    If you are newer, you likely don't remember or know about Veteran Levels. Back then mobs were actually difficult because we didn't have CP :P now that we have CP, everything is a cake walk. I do wish they would do something with CP like instead make it a quality of life set of things like "Increase gathering speed" or "Reduce hostile mob aggro radius around you." But alas, you can blame the lack of difficulty on CP. More you have, easier the game is.
    I have done all Cadwell Gold in first person view alone (as there were no other players at the same time in zones with the rare exception of towns). I still prefer the way it is now.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • phileunderx2
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    I like that overland is easy. I don't want to fight hard stuff when I'm out collecting surveys, maps, shards, lore books, and so on.
    if I want challenge there is plenty in dungeons, arenas and world bosses.
  • SilverBride
    SilverBride
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    Viem wrote: »
    Geez, you people are something... Really... So you are accepting that the game world and it's inhabitants, let's say The Reach, is only there for you to ignore (since overland mobs drop no interesting loot, because they are not challenging) because well when you look for challenge you will go to say Maelstrom to find it. You are actually accepting my thesis - the world "becomes invisible". Geez... You are making no point...

    You realize that roughly 90% or more of what you see in game is eye candy. It's there to make the world look like a world. You do not have to interact with every tree, every rock, and yes every mob that is there to fill out the world. Not interacting with things you have no reason to interact with doesn't make them invisible.

    And I will say this again, the mob not being challenging or not dropping good loot has absolutely nothing to do with why most players pass them by. We just don't want to waste time interacting with something we don't need to.

    Making overland mobs more challenging will only make players avoid them even more.
    Edited by SilverBride on November 20, 2020 5:46PM
    PCNA
  • Elvenheart
    Elvenheart
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    NEMESIS_97 wrote: »
    Viem wrote: »
    Viem wrote: »
    I don't understand why my post was met with so much negativity... I mean there is a thing we all know and agree, hell it is happening in front of everyone's eyes and yet, people try to deny that a change is necessary. I was doing the main quest in Reach and ALL the people were just ignoring overland enemies, dwelve enemies...i mean EVERYTHING.
    What i am suggesting is if a player IS ignoring/avoiding an enemy it should be mostly out of "fear of death" and not boredom... We know those enemies are trivial, we know the loots are worthless so we just avoid them.

    Having a challenge/reward scenario in almost all enemies will spice up everyone's experience i believe. I mean i proposed the addition of loot to a possible harder-enemies-scenario and noone commented on that. This is a sign of how we all view overland gameplay : It's trivial guys and we ALL know since we ALL play in the same way : We mount up or equip a speed skill and simply run EVEN when attacked by enemies(who are trivial) sometimes .

    What i am saying is that the world becomes *invisible* if the elements that create it are trivial. But even naysayers can see the problem.

    I hope you enjoy your game.

    You don't see why your post is met with negativity.? It's pretty easy to see.. it's because you, like many others before you, act like YOUR issue, is EVERYONE'S issue.. you seem unwilling to accept that overland content are fine for most people, for reasons that don't make sense to you

    Geez, you people are something... Really... So you are accepting that the game world and it's inhabitants, let's say The Reach, is only there for you to ignore (since overland mobs drop no interesting loot, because they are not challenging) because well when you look for challenge you will go to say Maelstrom to find it. You are actually accepting my thesis - the world "becomes invisible". Geez... You are making no point...

    As for you Daemons_Bane this is not the stage for a rhetorical psychological consious analysis : "The subject (Viem) is suggesting this and that out of arrogance and selfishness. The subject suffers from egoistic, self centered delusions". Get your act together man and express your "you are not better than me" civil rights and "accept equality" crescendo to a respective forum or join a movement. This forum is about improving the game and as such we are suggesting how to improve the game.

    And there is room for improvement... The beautifully crafted world of ESO looses its shine when it's elements become trivial and trivial is what they are. If you believe otherwise then WHY are you running around like crazy, ignoring it while going from A to B...

    Again Daemons_Bane : get your act together man. If popularity is what you seek, join a movement...

    *reposted to correct quoting*

    I accept fully that you feel this way, but you must accept my/our view too.. I like overland as it is, as it allows me to enjoy Tamriel the way I like to.. I can make overland content difficult if I want to, but I don't mind it.. I don't gallop through it, I jog.. it's not an invisible world to me.. maybe it is to you, maybe you are not the same type of ES fan as me, or a fan at all.. it does not really matter.. I am not trying to "win popularity" as you seem to think.. I am trying to explain to you, and those who came before and will come again, that some of us actually like how it works atm.. that we don't have a pressing need for more difficult overland content

    ...and that bs to not using cp/gear or skills or go naked to raise difficulty is stupid suggestion!

    Why? This sounds like the easiest way to make overland as challenging as you want it to be while also getting to stay in the same world as everyone else instead of being forced to play on some low populated elite server with a higher difficulty. Craft gear at the level appropriate to the challenge you want, or wear no gear at all for the ultimate fun and excitement while slaying those vicious mud crabs!
    Edited by Elvenheart on November 20, 2020 6:50PM
  • Elvenheart
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    To be honest, I'm going to have to disagree with OP, just because what often happens when people ask for more difficult content is the devs give us more encounters with more 1-shot mechanics, which this game actually needs less of IMO. The general rule with this game is that content is only considered difficult in this game if contains one or more one-shot mechanics, which undermines the tank and support roles. This is why the game is satirically referred to as "DPSO" - because DPS seems to be all that matters.

    DPS a boss before he can 1-shot the tank. DPS the boss before he initiates a group wipe mechanic that cannot be avoided (either as a practicality, or because the mechanic to avoid it is often glitchy, so why chance it - Looking at you Celestial Plates round of VDSA). Nuke a specific target before you get overwhelmed by minions.

    If they're going to make content more difficult, I'd like to see them make it similar to Scalecaller Peak, where, yes, there may be some OHK mechanics, but if you master the choreography of the fight or you keep controlled burns on the boss, and the fight is totally manageable. It's not about having overwhelming DPS - just about fight management, which is totally doable, even for lower skilled players, with enough practice.

    Ahhh, your post takes me back to Heigan the Unclean’s “Safety Dance” in WoW...wonderful memories! 😊
  • Daemons_Bane
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    Elvenheart wrote: »
    NEMESIS_97 wrote: »
    Viem wrote: »
    Viem wrote: »
    I don't understand why my post was met with so much negativity... I mean there is a thing we all know and agree, hell it is happening in front of everyone's eyes and yet, people try to deny that a change is necessary. I was doing the main quest in Reach and ALL the people were just ignoring overland enemies, dwelve enemies...i mean EVERYTHING.
    What i am suggesting is if a player IS ignoring/avoiding an enemy it should be mostly out of "fear of death" and not boredom... We know those enemies are trivial, we know the loots are worthless so we just avoid them.

    Having a challenge/reward scenario in almost all enemies will spice up everyone's experience i believe. I mean i proposed the addition of loot to a possible harder-enemies-scenario and noone commented on that. This is a sign of how we all view overland gameplay : It's trivial guys and we ALL know since we ALL play in the same way : We mount up or equip a speed skill and simply run EVEN when attacked by enemies(who are trivial) sometimes .

    What i am saying is that the world becomes *invisible* if the elements that create it are trivial. But even naysayers can see the problem.

    I hope you enjoy your game.

    You don't see why your post is met with negativity.? It's pretty easy to see.. it's because you, like many others before you, act like YOUR issue, is EVERYONE'S issue.. you seem unwilling to accept that overland content are fine for most people, for reasons that don't make sense to you

    Geez, you people are something... Really... So you are accepting that the game world and it's inhabitants, let's say The Reach, is only there for you to ignore (since overland mobs drop no interesting loot, because they are not challenging) because well when you look for challenge you will go to say Maelstrom to find it. You are actually accepting my thesis - the world "becomes invisible". Geez... You are making no point...

    As for you Daemons_Bane this is not the stage for a rhetorical psychological consious analysis : "The subject (Viem) is suggesting this and that out of arrogance and selfishness. The subject suffers from egoistic, self centered delusions". Get your act together man and express your "you are not better than me" civil rights and "accept equality" crescendo to a respective forum or join a movement. This forum is about improving the game and as such we are suggesting how to improve the game.

    And there is room for improvement... The beautifully crafted world of ESO looses its shine when it's elements become trivial and trivial is what they are. If you believe otherwise then WHY are you running around like crazy, ignoring it while going from A to B...

    Again Daemons_Bane : get your act together man. If popularity is what you seek, join a movement...

    *reposted to correct quoting*

    I accept fully that you feel this way, but you must accept my/our view too.. I like overland as it is, as it allows me to enjoy Tamriel the way I like to.. I can make overland content difficult if I want to, but I don't mind it.. I don't gallop through it, I jog.. it's not an invisible world to me.. maybe it is to you, maybe you are not the same type of ES fan as me, or a fan at all.. it does not really matter.. I am not trying to "win popularity" as you seem to think.. I am trying to explain to you, and those who came before and will come again, that some of us actually like how it works atm.. that we don't have a pressing need for more difficult overland content

    ...and that bs to not using cp/gear or skills or go naked to raise difficulty is stupid suggestion!

    Why? This sounds like the easiest way to make overland as challenging as you want it to be while also getting to stay in the same world as everyone else instead of being forced to play on some low populated elite server with a higher difficulty. Craft gear at the level appropriate to the challenge you want, or wear no gear at all for the ultimate fun and excitement while slaying those vicious mud crabs!

    You'd think so, but they disagree apparently
  • Grandchamp1989
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    I don't really want "Hard" content as much as... something that slightly pretends to be a challenging boss..?

    In this game a questline will hype a boss for 3-4 hours of questing only to show you some pathetic "boss" that would die to a dungeon Goblin. Even if you're a "special kind of casual" I'm sure you could find the will and strength to kill a single dungeon Goblin if you tried.. or even if you didn't try. I'm sure your pet could kill it by itself even..?

    Can we have that? a Questline boss that could go toe to toe with your pet?

  • SilverBride
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    Can we have that? a Questline boss that could go toe to toe with your pet?

    I have to say no. Questline bosses aren't meant to be on par with dungeon bosses. I don't want to struggle to complete storyline quests and overland content.

    I really wish people would stop trying to take the fun away from other players.
    Edited by SilverBride on November 21, 2020 3:15AM
    PCNA
  • Jeremy
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    Jeremy wrote: »
    But to have an optional Veteran Version of each zone where enemies actually pose a risk to experienced players and require you to use your abilities would be nice.

    Wouldn't it be easier to just make the mobs not only scale to your level, but also your gear? So the better geared you are, the more challenging the mobs would be.

    I'm not sure how that would work in an multiplayer game.

    For example: what if you have different people attacking the same enemy with different levels of gear on? How would the mob scale? Sounds like a programming nightmare.

    Just to copy a new zone with enemies scaled to max CP would be very simple to do.
    Edited by Jeremy on November 21, 2020 5:48AM
  • wild_kmacdb16_ESO
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    The reality is if you're looking for compelling single player combat, MMOs are not a great choice. Simplistic AI and fairly restrictive combat maneuverability basically means the winner is decided by who has the bigger numbers.
  • SilverBride
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    Jeremy wrote: »
    what if you have different people attacking the same enemy with different levels of gear on? How would the mob scale?

    We already have different people of different levels fighting side by side against the same enemy, so how does the mob scale now?
    PCNA
  • Jeremy
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    Jeremy wrote: »
    what if you have different people attacking the same enemy with different levels of gear on? How would the mob scale?

    We already have different people of different levels fighting side by side against the same enemy, so how does the mob scale now?

    The mobs don't, the players do. Everyone is scaled to 160 CP, unless of course you're higher than that or level 50. Which is why the game becomes too easy for Veteran Players at max CP.

    That's why an optional Veteran Zone where the mobs are scaled to what ever the current max CP value is would be ideal IMHO. If you're content with the current difficulty that's fine and you could just stay in the regular zones, the same way people choose whether or not to do normal or veteran dungeons.
    Edited by Jeremy on November 21, 2020 6:48AM
  • Grandchamp1989
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    Can we have that? a Questline boss that could go toe to toe with your pet?

    I have to say no. Questline bosses aren't meant to be on par with dungeon bosses. I don't want to struggle to complete storyline quests and overland content.

    I really wish people would stop trying to take the fun away from other players.

    I fail to see how you'll struggle with a boss that's so weak it can't kill your pet, but fair enough.
    People want the game to play itself i guess, and then pretend to do something.
    That's not too different from real life lol.
  • Olauron
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    Jeremy wrote: »
    Jeremy wrote: »
    what if you have different people attacking the same enemy with different levels of gear on? How would the mob scale?

    We already have different people of different levels fighting side by side against the same enemy, so how does the mob scale now?

    The mobs don't, the players do. Everyone is scaled to 160 CP, unless of course you're higher than that or level 50.
    Then there is no problem to scale players to 160 CP (in overland) taking into account their CP and gear.
    Jeremy wrote: »
    That's why an optional Veteran Zone where the mobs are scaled to what ever the current max CP value is would be ideal IMHO. If you're content with the current difficulty that's fine and you could just stay in the regular zones, the same way people choose whether or not to do normal or veteran dungeons.
    It will not be ideal, because most players asking for vet want extra rewards, not the difficulty.
    Ideal would be reducing the maximum power of player character to something like 15k dps. But most "I want difficulty" people don't want this solution even in overland, let alone all content.
    Edited by Olauron on November 21, 2020 7:49AM
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • rpa
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    If overland were about same difficulty for max CP char in optimal build as it is for lv3 out of tutorial in white gear I feel most players just might find the "challenge" inconvenient.
  • Jeremy
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    Olauron wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    what if you have different people attacking the same enemy with different levels of gear on? How would the mob scale?

    We already have different people of different levels fighting side by side against the same enemy, so how does the mob scale now?

    The mobs don't, the players do. Everyone is scaled to 160 CP, unless of course you're higher than that or level 50.
    Then there is no problem to scale players to 160 CP (in overland) taking into account their CP and gear.
    Jeremy wrote: »
    That's why an optional Veteran Zone where the mobs are scaled to what ever the current max CP value is would be ideal IMHO. If you're content with the current difficulty that's fine and you could just stay in the regular zones, the same way people choose whether or not to do normal or veteran dungeons.
    It will not be ideal, because most players asking for vet want extra rewards, not the difficulty.
    Ideal would be reducing the maximum power of player character to something like 15k dps. But most "I want difficulty" people don't want this solution even in overland, let alone all content.

    I don't understand what you are saying.

    That post I was responding to was talking about scaling mobs (not players) in relation to a player's gear. That is a problem because you can't do that on a multiplayer game where there is more than one player attacking the same enemy. How would you scale it? Based on which player's gear or level? It's just not feasible.

    As to optional Veteran Zones, it would be ideal for me and those of us who would like to see Veteran Zones. You get getter rewards in Veteran Dungeons too, and Veteran Trials. Do you see having those in the game as a problem also?

    Your solution to reduce DPS to 15k wouldn't have much effect for me. I play as very defensive/tank character and don't have 15k DPS anyway. haha
    Edited by Jeremy on November 21, 2020 9:43AM
  • Olauron
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    Jeremy wrote: »
    Olauron wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    what if you have different people attacking the same enemy with different levels of gear on? How would the mob scale?

    We already have different people of different levels fighting side by side against the same enemy, so how does the mob scale now?

    The mobs don't, the players do. Everyone is scaled to 160 CP, unless of course you're higher than that or level 50.
    Then there is no problem to scale players to 160 CP (in overland) taking into account their CP and gear.
    Jeremy wrote: »
    That's why an optional Veteran Zone where the mobs are scaled to what ever the current max CP value is would be ideal IMHO. If you're content with the current difficulty that's fine and you could just stay in the regular zones, the same way people choose whether or not to do normal or veteran dungeons.
    It will not be ideal, because most players asking for vet want extra rewards, not the difficulty.
    Ideal would be reducing the maximum power of player character to something like 15k dps. But most "I want difficulty" people don't want this solution even in overland, let alone all content.

    I don't understand what you are saying.

    That post I was responding to was talking about scaling mobs (not players) in relation to a player's gear. That is a problem because you can't do that on a multiplayer game where there is more than one player attacking the same enemy. How would you scale it? Based on which player's gear or level? It's just not feasible.

    As to optional Veteran Zones, it would be ideal for me and those of us who would like to see Veteran Zones. You get getter rewards in Veteran Dungeons too, and Veteran Trials. Do you see having those in the game as a problem also?

    Your solution to reduce DPS to 15k wouldn't have much effect for me. I play as very defensive/tank character and don't have 15k DPS anyway. haha
    You can scale players based on their CP and gear the same way players are scaled based on the pre-50 level (just the direction of the scale is the opposite). Attributes and other characteristics of pre-50 player characters are increased as a result of scaling. The same way attributes and other characteristics of post-160CP player characters can be decreased as a result of scaling. The same way attributes and other characteristics of characters with colored gear and full sets can be decreased to white non-set values as a result of scaling.

    As for the veteran group content, I don't see a problem in its existence. I see a problem of "we need rewards as the incentives to do this content". My take on this is the following: if a player needs rewards (or more rewards) to do some content, he doesn't deserve any rewards at all and even current rewards should be taken from him.

    There were no different rewards for different difficulties in Morrowind, Oblivion and Skyrim. In fact, higher difficulties in games done right have less rewards, as lowering resources (income) is one of the tools to increase difficulty.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • Jeremy
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    Olauron wrote: »
    Jeremy wrote: »
    Olauron wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    what if you have different people attacking the same enemy with different levels of gear on? How would the mob scale?

    We already have different people of different levels fighting side by side against the same enemy, so how does the mob scale now?

    The mobs don't, the players do. Everyone is scaled to 160 CP, unless of course you're higher than that or level 50.
    Then there is no problem to scale players to 160 CP (in overland) taking into account their CP and gear.
    Jeremy wrote: »
    That's why an optional Veteran Zone where the mobs are scaled to what ever the current max CP value is would be ideal IMHO. If you're content with the current difficulty that's fine and you could just stay in the regular zones, the same way people choose whether or not to do normal or veteran dungeons.
    It will not be ideal, because most players asking for vet want extra rewards, not the difficulty.
    Ideal would be reducing the maximum power of player character to something like 15k dps. But most "I want difficulty" people don't want this solution even in overland, let alone all content.

    I don't understand what you are saying.

    That post I was responding to was talking about scaling mobs (not players) in relation to a player's gear. That is a problem because you can't do that on a multiplayer game where there is more than one player attacking the same enemy. How would you scale it? Based on which player's gear or level? It's just not feasible.

    As to optional Veteran Zones, it would be ideal for me and those of us who would like to see Veteran Zones. You get getter rewards in Veteran Dungeons too, and Veteran Trials. Do you see having those in the game as a problem also?

    Your solution to reduce DPS to 15k wouldn't have much effect for me. I play as very defensive/tank character and don't have 15k DPS anyway. haha
    You can scale players based on their CP and gear the same way players are scaled based on the pre-50 level (just the direction of the scale is the opposite). Attributes and other characteristics of pre-50 player characters are increased as a result of scaling. The same way attributes and other characteristics of post-160CP player characters can be decreased as a result of scaling. The same way attributes and other characteristics of characters with colored gear and full sets can be decreased to white non-set values as a result of scaling.

    As for the veteran group content, I don't see a problem in its existence. I see a problem of "we need rewards as the incentives to do this content". My take on this is the following: if a player needs rewards (or more rewards) to do some content, he doesn't deserve any rewards at all and even current rewards should be taken from him.

    There were no different rewards for different difficulties in Morrowind, Oblivion and Skyrim. In fact, higher difficulties in games done right have less rewards, as lowering resources (income) is one of the tools to increase difficulty.

    But scaling players down would defeat the purpose of CP. The whole point of an RPG is for players to level up and grow so they can take on greater challenges.

    I can't speak to Morrowind, Oblivion or Skyrim. But in most games the more difficult the content the better the rewards. I don't see a problem with that. It doesn't make any sense to me to reward players with less for doing more. And you said yourself you don't see a problem with veteran dungeons and trials. So why not Veteran Zones as well?
    Edited by Jeremy on November 21, 2020 11:21AM
  • Taleof2Cities
    Taleof2Cities
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    Jeremy wrote: »
    Olauron wrote: »
    Jeremy wrote: »
    Olauron wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    what if you have different people attacking the same enemy with different levels of gear on? How would the mob scale?

    We already have different people of different levels fighting side by side against the same enemy, so how does the mob scale now?

    The mobs don't, the players do. Everyone is scaled to 160 CP, unless of course you're higher than that or level 50.
    Then there is no problem to scale players to 160 CP (in overland) taking into account their CP and gear.
    Jeremy wrote: »
    That's why an optional Veteran Zone where the mobs are scaled to what ever the current max CP value is would be ideal IMHO. If you're content with the current difficulty that's fine and you could just stay in the regular zones, the same way people choose whether or not to do normal or veteran dungeons.
    It will not be ideal, because most players asking for vet want extra rewards, not the difficulty.
    Ideal would be reducing the maximum power of player character to something like 15k dps. But most "I want difficulty" people don't want this solution even in overland, let alone all content.

    I don't understand what you are saying.

    That post I was responding to was talking about scaling mobs (not players) in relation to a player's gear. That is a problem because you can't do that on a multiplayer game where there is more than one player attacking the same enemy. How would you scale it? Based on which player's gear or level? It's just not feasible.

    As to optional Veteran Zones, it would be ideal for me and those of us who would like to see Veteran Zones. You get getter rewards in Veteran Dungeons too, and Veteran Trials. Do you see having those in the game as a problem also?

    Your solution to reduce DPS to 15k wouldn't have much effect for me. I play as very defensive/tank character and don't have 15k DPS anyway. haha
    You can scale players based on their CP and gear the same way players are scaled based on the pre-50 level (just the direction of the scale is the opposite). Attributes and other characteristics of pre-50 player characters are increased as a result of scaling. The same way attributes and other characteristics of post-160CP player characters can be decreased as a result of scaling. The same way attributes and other characteristics of characters with colored gear and full sets can be decreased to white non-set values as a result of scaling.

    As for the veteran group content, I don't see a problem in its existence. I see a problem of "we need rewards as the incentives to do this content". My take on this is the following: if a player needs rewards (or more rewards) to do some content, he doesn't deserve any rewards at all and even current rewards should be taken from him.

    There were no different rewards for different difficulties in Morrowind, Oblivion and Skyrim. In fact, higher difficulties in games done right have less rewards, as lowering resources (income) is one of the tools to increase difficulty.

    But scaling players down would defeat the purpose of CP. The whole point of an RPG is for players to level up and grow so they can take on greater challenges.

    I can't speak to Morrowind, Oblivion or Skyrim. But in most games the more difficult the content the better the rewards. I don't see a problem with that. It doesn't make any sense to me to reward players with less for doing more. And you said yourself you don't see a problem with veteran dungeons and trials. So why not Veteran Zones as well?

    I still don't see why players want more challenging content ... when they refuse to participate in the challenging content that already exists in the game.
  • Olauron
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    Jeremy wrote: »
    But scaling players down would defeat the purpose of CP.
    That's exactly the point. There is no need to remove CP by switch (with good QoL features like faster gathering), when it is possible to simply negate the effect.
    Jeremy wrote: »
    The whole point of an RPG is for players to level up and grow so they can take on greater challenges.
    That is not true after One Tamriel change. The implemented scaling gives players approximately the same relative difficulty through 1 - 50 levels of doing story quests in zones. Why should it change after 50 level?
    Jeremy wrote: »
    I can't speak to Morrowind, Oblivion or Skyrim. But in most games the more difficult the content the better the rewards. I don't see a problem with that. It doesn't make any sense to me to reward players with less for doing more. And you said yourself you don't see a problem with veteran dungeons and trials. So why not Veteran Zones as well?
    In most games difficulty levels don't change the rewards (experience, gold, items), as these rewards are fixed completely or use loot tables without the dependence on difficulty level (see Skyrim, Pillars of Eternity, Neverwinter Nights, etc.). In some games, though, even rewards are modified (for example, in Civ 4 you will get less rewards from goody huts with highter difficulties). In most games not only the opponents are modified with difficulty levels, but players too (for example, fertility in Crusader Kings is less on higher difficulties, damage taken in Neverwinter Nights and Skyrim is higher on higher difficulties, health and health regen in Deus Ex HR is lower on higher difficulties, units upkeep in Total War is higher on higher difficulties, etc.).
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • Integral1900
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    We had a harder zone, it was called craglorn and it was beautiful with great stories and fascinating lore... it was also a total failure. Even after they made the changes to the zone it remains all but deserted. There are dungeons in that area that you could simply delete and it might be years before anybody noticed.

    The only players there now are those doing trials or farming for crafting materials.

    There is no other reason to be there beyond the stories. I enjoy doing some of the group dungeons in there on my own with my solo builds because that appeals to me but the simple fact is that outside of the town you can go an hour or more and never see another player.

    There is a chance that they might give you a difficulty slider for your character at some point in the future, I could certainly see how they could do that, but as far as difficult content by default, absolutely not. The bulk of the player base is casual and they are the ones who will be catered to because that’s where the bulk of the cash comes from. We can either except this and move on or find a different game. Those are our choices
  • SilverBride
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    Optional veteran zones are not ideal because it would separate the player population. Before One Tamriel we had veteran zones. Here is how it went.

    You could only play your faction's zones with other members of your faction. Once those were complete you got the quest Cadwell's Silver that sent you to the next faction's zones, but they were much more difficult. After that came Cadwell's Gold that sent you to the last zones. All this time you were still only playing with members of your faction. The only time you were in the same area as a member of another faction was Cyrodiil for PvP.

    The veteran zones were difficult and hard to play through. I only did it once. From then on, when I got to that point I just rolled a new character.

    I ended up quitting when Craglorn was introduced. Being separated from all the other players, and a new zone so difficult that you had to group for everything was the end for me. When I returned last year I was ecstatic to find that One Tamriel had united the player population and opened all zones with equal difficulty.

    And to those who say their pets can solo bosses, I don't use a pet, and I cannot solo bosses because they are already difficult for the general population.

    Just admit this is really about assuming more difficult mobs and vet zones would drop better loot. If they ever did create vet zones, which I very much doubt they will, they would need to have the same loot tables as the normal zones to be fair to all. If your issue really is just wanting more of a challenge, this won't bother you.
    Edited by SilverBride on November 21, 2020 7:46PM
    PCNA
  • MasterSpatula
    MasterSpatula
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    NEMESIS_97 wrote: »
    Jeremy wrote: »
    For new players sure, the overland content may be challenging. But for experienced veterans it's extremely easy to the point of approaching boredom.

    Depends on your setup, really. I have two characters that I play often, one a dps, the other a tank. For the dps, overland is easy, for the tank it is a pain in the posterior.

    My experience with tanks, although really new, is that they hit like a pillow..

    Why you even do overland with tank :D ?

    The fact that you would even ask this question pretty perfectly illustrates the mentality that is always behind this request.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • DosPanchos
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    Unfortunately, the triviality of overland content will persist. I honestly don’t understand why the forum-questers rage so hard against challenging overland content, but they do, and it’s effective.

    Overland content in ESO will always be made for people who like to slowly and methodically press a single button at a time with little thought given to the game’s mechanics.

    Stick with PvP as long as you can bc that’s where the challenge and beauty of this game lies (or did, idk, I haven’t played in quite some time).
  • SilverBride
    SilverBride
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    DosPanchos wrote: »
    I honestly don’t understand why the forum-questers rage so hard against challenging overland content, but they do, and it’s effective.

    I don't understand why others think they have a right to take away the backbone of the game, the storyline quests, from the average players. These quests exclusively take place in overland and no one has a right to have them altered at the expense of others. Not even if it's optional, because that still excludes others.
    PCNA
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