DosPanchos wrote: »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 wrote: »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.
SilverBride wrote: »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.
How the hell does an optional difficulty increase which may or may not have an unimpactful reward increase exclude others any more than any form of questing content already excludes veterans? If anything, it's making the game more inclusionary, because veterans can actually enjoy themselves in overland content without being put to sleep by a lack of engaging gameplay.
SilverBride wrote: »SilverBride wrote: »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.
How the hell does an optional difficulty increase which may or may not have an unimpactful reward increase exclude others any more than any form of questing content already excludes veterans? If anything, it's making the game more inclusionary, because veterans can actually enjoy themselves in overland content without being put to sleep by a lack of engaging gameplay.
Overland content is the story. It's not supposed to be challenging and give dungeon level rewards. That is why we have vet dungeons and trials.
SilverBride wrote: »SilverBride wrote: »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.
How the hell does an optional difficulty increase which may or may not have an unimpactful reward increase exclude others any more than any form of questing content already excludes veterans? If anything, it's making the game more inclusionary, because veterans can actually enjoy themselves in overland content without being put to sleep by a lack of engaging gameplay.
Overland content is the story. It's not supposed to be challenging and give dungeon level rewards. That is why we have vet dungeons and trials.
And that story falls flat on its face when veteran players literally have to play while doing something else to avoid falling asleep, or intentionally slow themselves down to a tenth of their normal speed to avoid killing the boss before they even finish their dialogue.
Story is meant to be fun, and currently it's only fun for absolute beginners and ultra casuals. Even just normal, average players recognise that something is severely wrong with the difficulty of overland content, and yet somehow we continue to have people on the forums vehemently fighting against something that in no way impacts them, or the absolute beginners and ultra casuals, and I'm still unable to figure out why.
People keep repeating "overland is meant to be for everyone", but from what I can tell, they really mean "overland is meant to be for everyone, except people who actually know how to play the game", because that's the overland design they're trying to protect, where everything is insultingly easy for anyone who has even the slightest clue as to how to play the game. They're for people who have no idea how to play the game having fun, but against the rest of the players having fun, as well.
An optional difficulty increase in no way impacts you or anyone else, so I simply fail to see why you'd be so against it, unless you really do just want overland to be fun for those who have no idea how to play the game. But I don't know, that's just the way it seems to me.
Daemons_Bane wrote: »SilverBride wrote: »SilverBride wrote: »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.
How the hell does an optional difficulty increase which may or may not have an unimpactful reward increase exclude others any more than any form of questing content already excludes veterans? If anything, it's making the game more inclusionary, because veterans can actually enjoy themselves in overland content without being put to sleep by a lack of engaging gameplay.
Overland content is the story. It's not supposed to be challenging and give dungeon level rewards. That is why we have vet dungeons and trials.
And that story falls flat on its face when veteran players literally have to play while doing something else to avoid falling asleep, or intentionally slow themselves down to a tenth of their normal speed to avoid killing the boss before they even finish their dialogue.
Story is meant to be fun, and currently it's only fun for absolute beginners and ultra casuals. Even just normal, average players recognise that something is severely wrong with the difficulty of overland content, and yet somehow we continue to have people on the forums vehemently fighting against something that in no way impacts them, or the absolute beginners and ultra casuals, and I'm still unable to figure out why.
People keep repeating "overland is meant to be for everyone", but from what I can tell, they really mean "overland is meant to be for everyone, except people who actually know how to play the game", because that's the overland design they're trying to protect, where everything is insultingly easy for anyone who has even the slightest clue as to how to play the game. They're for people who have no idea how to play the game having fun, but against the rest of the players having fun, as well.
An optional difficulty increase in no way impacts you or anyone else, so I simply fail to see why you'd be so against it, unless you really do just want overland to be fun for those who have no idea how to play the game. But I don't know, that's just the way it seems to me.
Stop using "vet players" as your explanation.. can we at least agree that even vet players can be opposed to your ideas
Daemons_Bane wrote: »SilverBride wrote: »SilverBride wrote: »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.
How the hell does an optional difficulty increase which may or may not have an unimpactful reward increase exclude others any more than any form of questing content already excludes veterans? If anything, it's making the game more inclusionary, because veterans can actually enjoy themselves in overland content without being put to sleep by a lack of engaging gameplay.
Overland content is the story. It's not supposed to be challenging and give dungeon level rewards. That is why we have vet dungeons and trials.
And that story falls flat on its face when veteran players literally have to play while doing something else to avoid falling asleep, or intentionally slow themselves down to a tenth of their normal speed to avoid killing the boss before they even finish their dialogue.
Story is meant to be fun, and currently it's only fun for absolute beginners and ultra casuals. Even just normal, average players recognise that something is severely wrong with the difficulty of overland content, and yet somehow we continue to have people on the forums vehemently fighting against something that in no way impacts them, or the absolute beginners and ultra casuals, and I'm still unable to figure out why.
People keep repeating "overland is meant to be for everyone", but from what I can tell, they really mean "overland is meant to be for everyone, except people who actually know how to play the game", because that's the overland design they're trying to protect, where everything is insultingly easy for anyone who has even the slightest clue as to how to play the game. They're for people who have no idea how to play the game having fun, but against the rest of the players having fun, as well.
An optional difficulty increase in no way impacts you or anyone else, so I simply fail to see why you'd be so against it, unless you really do just want overland to be fun for those who have no idea how to play the game. But I don't know, that's just the way it seems to me.
Stop using "vet players" as your explanation.. can we at least agree that even vet players can be opposed to your ideas
So then what would you call the players that have been playing the game long enough to know how it works well enough, to be running through overland content with such little resistance, then? Because I'd call them veteran players.
Daemons_Bane wrote: »SilverBride wrote: »SilverBride wrote: »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.
How the hell does an optional difficulty increase which may or may not have an unimpactful reward increase exclude others any more than any form of questing content already excludes veterans? If anything, it's making the game more inclusionary, because veterans can actually enjoy themselves in overland content without being put to sleep by a lack of engaging gameplay.
Overland content is the story. It's not supposed to be challenging and give dungeon level rewards. That is why we have vet dungeons and trials.
And that story falls flat on its face when veteran players literally have to play while doing something else to avoid falling asleep, or intentionally slow themselves down to a tenth of their normal speed to avoid killing the boss before they even finish their dialogue.
Story is meant to be fun, and currently it's only fun for absolute beginners and ultra casuals. Even just normal, average players recognise that something is severely wrong with the difficulty of overland content, and yet somehow we continue to have people on the forums vehemently fighting against something that in no way impacts them, or the absolute beginners and ultra casuals, and I'm still unable to figure out why.
People keep repeating "overland is meant to be for everyone", but from what I can tell, they really mean "overland is meant to be for everyone, except people who actually know how to play the game", because that's the overland design they're trying to protect, where everything is insultingly easy for anyone who has even the slightest clue as to how to play the game. They're for people who have no idea how to play the game having fun, but against the rest of the players having fun, as well.
An optional difficulty increase in no way impacts you or anyone else, so I simply fail to see why you'd be so against it, unless you really do just want overland to be fun for those who have no idea how to play the game. But I don't know, that's just the way it seems to me.
Stop using "vet players" as your explanation.. can we at least agree that even vet players can be opposed to your ideas
SilverBride wrote: »So then what would you call the players that have been playing the game long enough to know how it works well enough, to be running through overland content with such little resistance, then? Because I'd call them veteran players.
What if you roll a new character? They aren't created fully leveled and geared.
Daemons_Bane wrote: »SilverBride wrote: »SilverBride wrote: »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.
How the hell does an optional difficulty increase which may or may not have an unimpactful reward increase exclude others any more than any form of questing content already excludes veterans? If anything, it's making the game more inclusionary, because veterans can actually enjoy themselves in overland content without being put to sleep by a lack of engaging gameplay.
Overland content is the story. It's not supposed to be challenging and give dungeon level rewards. That is why we have vet dungeons and trials.
And that story falls flat on its face when veteran players literally have to play while doing something else to avoid falling asleep, or intentionally slow themselves down to a tenth of their normal speed to avoid killing the boss before they even finish their dialogue.
Story is meant to be fun, and currently it's only fun for absolute beginners and ultra casuals. Even just normal, average players recognise that something is severely wrong with the difficulty of overland content, and yet somehow we continue to have people on the forums vehemently fighting against something that in no way impacts them, or the absolute beginners and ultra casuals, and I'm still unable to figure out why.
People keep repeating "overland is meant to be for everyone", but from what I can tell, they really mean "overland is meant to be for everyone, except people who actually know how to play the game", because that's the overland design they're trying to protect, where everything is insultingly easy for anyone who has even the slightest clue as to how to play the game. They're for people who have no idea how to play the game having fun, but against the rest of the players having fun, as well.
An optional difficulty increase in no way impacts you or anyone else, so I simply fail to see why you'd be so against it, unless you really do just want overland to be fun for those who have no idea how to play the game. But I don't know, that's just the way it seems to me.
Stop using "vet players" as your explanation.. can we at least agree that even vet players can be opposed to your ideas
So then what would you call the players that have been playing the game long enough to know how it works well enough, to be running through overland content with such little resistance, then? Because I'd call them veteran players.
Exactly. Players who are bored while doing overland are people who simply can't enjoy the story and can only enjoy the difficulty. This has nothing to do with vets.Daemons_Bane wrote: »Daemons_Bane wrote: »SilverBride wrote: »SilverBride wrote: »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.
How the hell does an optional difficulty increase which may or may not have an unimpactful reward increase exclude others any more than any form of questing content already excludes veterans? If anything, it's making the game more inclusionary, because veterans can actually enjoy themselves in overland content without being put to sleep by a lack of engaging gameplay.
Overland content is the story. It's not supposed to be challenging and give dungeon level rewards. That is why we have vet dungeons and trials.
And that story falls flat on its face when veteran players literally have to play while doing something else to avoid falling asleep, or intentionally slow themselves down to a tenth of their normal speed to avoid killing the boss before they even finish their dialogue.
Story is meant to be fun, and currently it's only fun for absolute beginners and ultra casuals. Even just normal, average players recognise that something is severely wrong with the difficulty of overland content, and yet somehow we continue to have people on the forums vehemently fighting against something that in no way impacts them, or the absolute beginners and ultra casuals, and I'm still unable to figure out why.
People keep repeating "overland is meant to be for everyone", but from what I can tell, they really mean "overland is meant to be for everyone, except people who actually know how to play the game", because that's the overland design they're trying to protect, where everything is insultingly easy for anyone who has even the slightest clue as to how to play the game. They're for people who have no idea how to play the game having fun, but against the rest of the players having fun, as well.
An optional difficulty increase in no way impacts you or anyone else, so I simply fail to see why you'd be so against it, unless you really do just want overland to be fun for those who have no idea how to play the game. But I don't know, that's just the way it seems to me.
Stop using "vet players" as your explanation.. can we at least agree that even vet players can be opposed to your ideas
So then what would you call the players that have been playing the game long enough to know how it works well enough, to be running through overland content with such little resistance, then? Because I'd call them veteran players.
I said to stop using it as the explanation for being bored, and making it sound like only newbs could find overland entertaining.. I'm as vet as anyone else, and I fight to keep overland as is
THis is turning into a farse... Why? Because ALL of the people that comment here never even as much as stopped to kill any overland enemy - instead they pass them by as if "invisible" or *nuisance*. It's not about creating casts within ESO : veterans, casuals, newbies, hardcore. Just don't get into that...
This is about creating an insentive to engage with land enemies and what reasons the game gives you to exist in the world, instead of waiting for your queue to pop in a city and or next to a wayshrine. Relic hunting was a breath of fresh air to revitalize the world of ESO, but we need one more step - the enemies as a challenge and rewarding.
Stop talking about things that have absolutely NO basis of logic. Noone is asking about making ANY enemies within the 1-cp 159 levels harder. Enemies SCALE with the player - so can we please stop making arguements about fresh characters or low levels. Besides even if someone does create an new chracater, i am pretty sure they have him geared by their mains crafting skills - at least i do... And lets stop talking about how that or this class has issues with killing enemies. If you roll a a) healer or b) tank and go questing, it's absolutely normal to not be quick in killing them since a) you are supposed to heal dmg and b) you are supposed to mitigate damage. So you can't complain that x enemy is hard for a lets say tank build to kill - it's your choice to mitigate damage man, not deal it. So since you choose it, i suppose you like that type of play.
We gamers/players/people will never grow interest in anything unless there is something to be made out of it. Challenge and reward are reasons to engage into something.
Please stop pretending that there is no problem with the state of land enemies and for the love of whatever you have holy please don't fight change...
Ravensilver wrote: »THis is turning into a farse... Why? Because ALL of the people that comment here never even as much as stopped to kill any overland enemy - instead they pass them by as if "invisible" or *nuisance*. It's not about creating casts within ESO : veterans, casuals, newbies, hardcore. Just don't get into that...
This is about creating an insentive to engage with land enemies and what reasons the game gives you to exist in the world, instead of waiting for your queue to pop in a city and or next to a wayshrine. Relic hunting was a breath of fresh air to revitalize the world of ESO, but we need one more step - the enemies as a challenge and rewarding.
Stop talking about things that have absolutely NO basis of logic. Noone is asking about making ANY enemies within the 1-cp 159 levels harder. Enemies SCALE with the player - so can we please stop making arguements about fresh characters or low levels. Besides even if someone does create an new chracater, i am pretty sure they have him geared by their mains crafting skills - at least i do... And lets stop talking about how that or this class has issues with killing enemies. If you roll a a) healer or b) tank and go questing, it's absolutely normal to not be quick in killing them since a) you are supposed to heal dmg and b) you are supposed to mitigate damage. So you can't complain that x enemy is hard for a lets say tank build to kill - it's your choice to mitigate damage man, not deal it. So since you choose it, i suppose you like that type of play.
We gamers/players/people will never grow interest in anything unless there is something to be made out of it. Challenge and reward are reasons to engage into something.
Please stop pretending that there is no problem with the state of land enemies and for the love of whatever you have holy please don't fight change...
Since I've grown tired of your generalisations and demands, I will answer add my comment to this thread.
What I object most strongly to in your various posts, including your original one, is the assumption that *ALL* players do this and *ALL* players do that and *ALL* players want what you want.
I don't.
I played ESO in beta. I played ESO before One Tamriel. I took a break, came back, and am very much enjoying the current version of ESO.
I'm one of those despised 'casual' players. Why? Because I have a life. I have a company that I run. I have a family. I have house and cats and friends and obligations and hobbies. And somewhere in there, I also play ESO.
You know what I do some evenings, when the day has been particularily long and the work frustrating? I wander through Tamriel, picking flowers. Opening chests (I *love* chests). Stealing stuff. Digging up antiquities. Doing my crafting dailies. Maybe adding my sword to a WB or two, if I feel like it. Maybe I'll work on one of my (many) houses. Or I'll do quests in one of the areas that I haven't cleared yet. Or I'll run a delve or two, maybe a PD, if I feel like it, or even test myself in doing a Group dungeon solo (not on vet, though).
I don't raid, unless it is during one of the non-vet raid evenings that one of my guilds offers. I don't do vet in anything, if I can avoid it. I don't do group trials.
And I avoid most overland enemies, unless they're in the way of a chest or a node. Why? Because they take time away from other stuff that I want to do ingame (see the list above). And to be honest, I'm *quite* happy not having to bash every single entity that I meet in the game over the head in an epic bossfight. I'd go insane... >.>
Why no daily VRaids? Why no vet content? Why do I avoid most encounters ingame? Because it would require a degree of time and commitment that I am no longer able and willing to invest (there was a time that I did that, enjoyed it and all that went with it, but that time is over).
Perhaps that time and commitment is available to you.
Wonderful.
More power to you.
Enjoy it while it lasts.
You see... I come here, into this game, to get *away* from all those challenges that I face in real life daily.
But because you seem not to have enough challenges in *your* life, you are now *demanding* that I, and others like me, bow down to *your* idea of what the game should be like.
Perhaps the idea of being able to *volutarily* change the difficulty of the game for those like you who don't feel challenged enough with what is currently implemented, isn't a bad idea.
But don't presume to judge and demand for *all* of us.
I am sure the ESO offes a great deal of challenging content for all its myriad players. If this is not enough for you, perhaps a change of scenery (-> game) might be in order? Perhaps you can find what you are looking for somewhere else?
Signed,
a 'Casual'.
I have had high hopes for this expansion regarding enemies in ESO. I mean given the nature of the vampires and the lore behind the Dwemer i was hoping we would get a series of harder hitting enemies in : a) Open world - enemies wth higher HP/armor with better loot (green/blue gear drops) and challenging world bosses (blue/purple gear drops).
b) Dwelves - higher HP/Armor enemies plus challenging dwelve end bosses (blue/purple gear drops)
c) Public Dungeons - even higher HP/armor enemies, challenging bosses (purple and -extremely low chance of- gold gear drops plus high quality resourses drop)
My idea is not one of turning the game into an endless camping of bosses for gear or resources -people do this already and regardless of the state of the ememy- that's not the point here. The point here is challenge and the feeling the game leaves you from each fight and the world in general.
As it is right now, all enemies are trivial, giving you no incentive whatsoever to fight them, thus turning them into a nuissance that almost ALL players avoid in their path. I strongly believe by making enemies more challenging and rewarding (loot-wise) it will highly boost players satisfaction.
Grandchamp1989 wrote: »
You're not able to do it because you "lack time" (since you obviously play ESO). An hour or two a week on a target dummy would make you a mean parser quite fast to be honest.
They just gave us Vet Vateshran Hollows. It's basically a big solo delve with lots of cool challenges and new gear to farm, plus achieves. I think they are doing a decent job offering some new challenging content while keeping the main game accessible to new players. The challenging content will be instance based usually. Or try soloing harrow storms.
Ravensilver wrote: »Grandchamp1989 wrote: »
You're not able to do it because you "lack time" (since you obviously play ESO). An hour or two a week on a target dummy would make you a mean parser quite fast to be honest.
Actually, it will not. There are (health) restrictions that I work under that preclude my ever becoming faster than I am now. And I wouldn't be surprised if I'm not the only one.
Ravensilver wrote: »THis is turning into a farse... Why? Because ALL of the people that comment here never even as much as stopped to kill any overland enemy - instead they pass them by as if "invisible" or *nuisance*. It's not about creating casts within ESO : veterans, casuals, newbies, hardcore. Just don't get into that...
This is about creating an insentive to engage with land enemies and what reasons the game gives you to exist in the world, instead of waiting for your queue to pop in a city and or next to a wayshrine. Relic hunting was a breath of fresh air to revitalize the world of ESO, but we need one more step - the enemies as a challenge and rewarding.
Stop talking about things that have absolutely NO basis of logic. Noone is asking about making ANY enemies within the 1-cp 159 levels harder. Enemies SCALE with the player - so can we please stop making arguements about fresh characters or low levels. Besides even if someone does create an new chracater, i am pretty sure they have him geared by their mains crafting skills - at least i do... And lets stop talking about how that or this class has issues with killing enemies. If you roll a a) healer or b) tank and go questing, it's absolutely normal to not be quick in killing them since a) you are supposed to heal dmg and b) you are supposed to mitigate damage. So you can't complain that x enemy is hard for a lets say tank build to kill - it's your choice to mitigate damage man, not deal it. So since you choose it, i suppose you like that type of play.
We gamers/players/people will never grow interest in anything unless there is something to be made out of it. Challenge and reward are reasons to engage into something.
Please stop pretending that there is no problem with the state of land enemies and for the love of whatever you have holy please don't fight change...
Since I've grown tired of your generalisations and demands, I will answer add my comment to this thread.
What I object most strongly to in your various posts, including your original one, is the assumption that *ALL* players do this and *ALL* players do that and *ALL* players want what you want.
I don't.
I played ESO in beta. I played ESO before One Tamriel. I took a break, came back, and am very much enjoying the current version of ESO.
I'm one of those despised 'casual' players. Why? Because I have a life. I have a company that I run. I have a family. I have house and cats and friends and obligations and hobbies. And somewhere in there, I also play ESO.
You know what I do some evenings, when the day has been particularily long and the work frustrating? I wander through Tamriel, picking flowers. Opening chests (I *love* chests). Stealing stuff. Digging up antiquities. Doing my crafting dailies. Maybe adding my sword to a WB or two, if I feel like it. Maybe I'll work on one of my (many) houses. Or I'll do quests in one of the areas that I haven't cleared yet. Or I'll run a delve or two, maybe a PD, if I feel like it, or even test myself in doing a Group dungeon solo (not on vet, though).
I don't raid, unless it is during one of the non-vet raid evenings that one of my guilds offers. I don't do vet in anything, if I can avoid it. I don't do group trials.
And I avoid most overland enemies, unless they're in the way of a chest or a node. Why? Because they take time away from other stuff that I want to do ingame (see the list above). And to be honest, I'm *quite* happy not having to bash every single entity that I meet in the game over the head in an epic bossfight. I'd go insane... >.>
Why no daily VRaids? Why no vet content? Why do I avoid most encounters ingame? Because it would require a degree of time and commitment that I am no longer able and willing to invest (there was a time that I did that, enjoyed it and all that went with it, but that time is over).
Perhaps that time and commitment is available to you.
Wonderful.
More power to you.
Enjoy it while it lasts.
You see... I come here, into this game, to get *away* from all those challenges that I face in real life daily.
But because you seem not to have enough challenges in *your* life, you are now *demanding* that I, and others like me, bow down to *your* idea of what the game should be like.
Perhaps the idea of being able to *volutarily* change the difficulty of the game for those like you who don't feel challenged enough with what is currently implemented, isn't a bad idea.
But don't presume to judge and demand for *all* of us.
I am sure the ESO offes a great deal of challenging content for all its myriad players. If this is not enough for you, perhaps a change of scenery (-> game) might be in order? Perhaps you can find what you are looking for somewhere else?
Signed,
a 'Casual'.
SilverBride wrote: »Why do you care that players don't kill every single mob they run across while playing overland content? Like I said in an earlier reply, a lot of these mobs are there just to fill out the world. They make the world feel more alive. But I don't think they ever intended, or expected that players would feel the need to kill them all.
I don't get how all your activities will change if let's say the same enemies that you have been ignoring all this time are more of a challenge... You said it yourself that you don't care about that aspect.
You also said many other things, perhaps pressuming that this forum is a stage for posting real life achievements or your curriculum vitae to, i don't know, maybe get a career in ZoS since you are a competent businessman with a company.
If you go into a conversation about what i could do, or if i could change games or whatever, i would suggest you to go play Animal Crossing and keep picking flowers. Don't pressume that you can engage in an attempt to offend me, by assuming anything about my life. Get a grip of yourself company-man.
To go back to my original idea, you simply proove my point exactly : you want the world to be *invisible* so you can go by your thing. I don't understand how people who don't care about something, are fighting so hard for that something not to change. Let me clarify it a bit for you : the same mobs you have been ignoring ALL this time, will be just more rewarding and challenging for anyone who wants to engage them...
Surely a person with your skills and talents in handling a challenging real life can comprehend it? I mean if you can't comprehend mechanics in an artificial world, how could you ever compete with the real ones...
SilverBride wrote: »Why do you care that players don't kill every single mob they run across while playing overland content? Like I said in an earlier reply, a lot of these mobs are there just to fill out the world. They make the world feel more alive. But I don't think they ever intended, or expected that players would feel the need to kill them all.
You are contradicting yourself : How can a world feel alive, when the elements of that world are "empty".
SilverBride wrote: »SilverBride wrote: »Why do you care that players don't kill every single mob they run across while playing overland content? Like I said in an earlier reply, a lot of these mobs are there just to fill out the world. They make the world feel more alive. But I don't think they ever intended, or expected that players would feel the need to kill them all.
You are contradicting yourself : How can a world feel alive, when the elements of that world are "empty".
I am trying to understand your perspective, but honestly I find it baffling. I've played a lot of MMOs and not a single one expected you to kill every single mob you ever ran across. Nor have I ever seen another post in any other game complaining that the world felt dead and was "invisible" because every player wasn't killing every mob in the open world. This game is no different in that perspective.
And I don't know what you mean by elements of the world being "empty". I see mobs all over the place, plus non combat animals like elk, and deer, and mudcrabs just to name a few. How is this an empty world? And how would making the mobs you claim aren't even there harder make the world more full to you? How does riding past a mob over by the side of the road and not getting off my mount and killing it making the world empty?
When someone is riding to a harrowstorm, or a world boss, or to a delve to do a quest, how does riding past a random mob milling around by a rock mean the world is empty? I really don't understand your reasoning.