Daemons_Bane wrote: »Daemons_Bane wrote: »
3k daily few times a day is a lot. Imagine respecting between dungeons, every single time. That's easily over 50k a week. Which is over 2 million yearly. Doable? Ye. Worth it? Hell no. Especially since even with add-ons all these resets are way too much work to actually enjoy overland. Refer to one of the previous posters explaining how making yourself weaker doesn't make the bosses more enjoyable.
I get 10-12k from one vet trial run, and that's just from Undaunted Plunder.. so I feel fairly safe when I say that there's no problem paying.. regarding the extra "work" as you call it, try and remember how much extra "work" would be added for thousands of people, if they up the difficulty to suit a few players who are too good to want to downgrade themselves a bit
When did I ever ask for content to be made harder? Most ask for an optional difficulty increase. optional. All your, and op's argument about why it shouldn't be made harder are invalid because you are not even arguing our request. But an imaginary request you made up for us.
I get the feeling that it's less about having harder content to avoid boredom and more to have harder content to push the potato tier players to be less potato
admittedly it doesn't work for everybody but it would have an effect none the less of increasing the number of people not only capable but willing to improve themselves to tackle the even harder content like vet dlc dungeons and vet trials which inturn would reduce the number of people that come onto the forums and moan and whine for nerfs [some of which they actually get] reducing the fun factor of the content for those already strong enough to best it while also making the content just barely passable but still not fun for the whiners, meaning they'll do it once and never again.
100% agree with this... This game even for casual is not punishing. But the game cannot properly guide, give progression when there is such an extreme split distance. Even just giving quest and overland npcs a 2x health buff but their damage the same would at least allow players to actually spend an extra moment to react or observe different attacks or channels being applied or casted to them or towards another.
As an example, most "trash mobs" have 30k health average. Even Normal Maelstrom Arena has that. The mobs in there are 30k health baseline approximate. But then you get to the bosses which are very fightable even for someone undergeared and not even a full 5pc set. If they follow mechanics, they -can- get the job done. Now if they have a 5pc, maybe even a complete qausi-min maxed build, it becomes a breeze. And your challenge is -only- arbitrary mechanics. The boss health in normal Maelstrom is 500k - 1 million. This is the health range certain quest bosses need to have depending on their significance. This gives players a chance to actually have a prolonged fight where they -have- to learn what sustain is, what different attacks against themselves look like, and what their own abilities do to their target.
Daemons_Bane wrote: »What of those people who, for some reason, can't get to that level of competence.. would you just force them to find another game then.?
I know this is a tangent, but I find stam DK is not bad for vMA at all. I'm not one of those players who remembers all the spawn points and has cracked 500K+ scores, never mind 600K+ ones. The reason DK works is that dotting up the boss while you're busy with the adds is a pretty good strategy in vMA. As a PvPer, what I also discovered is that speed helps A LOT in vMA, e.g. the Wild Hunt ring and I happen to wear Coward's gear on the back bar.I managed to do it with a STAMINA DK, which is literally impossible :'D (this game hates melee, every boss has some big AoEs around or stages like 7 Vault of Umbrage are plainly dumb, magicka people can just find a nice spot and attack while melee almost always need to go inside the poison most of the times just to attack anyone :'D)
@Richard Lambert streams himself beating the arenas but he is playing literally in the room the servers are at lol ...0 ms.
Daemons_Bane wrote: »I get the feeling that it's less about having harder content to avoid boredom and more to have harder content to push the potato tier players to be less potato
admittedly it doesn't work for everybody but it would have an effect none the less of increasing the number of people not only capable but willing to improve themselves to tackle the even harder content like vet dlc dungeons and vet trials which inturn would reduce the number of people that come onto the forums and moan and whine for nerfs [some of which they actually get] reducing the fun factor of the content for those already strong enough to best it while also making the content just barely passable but still not fun for the whiners, meaning they'll do it once and never again.
100% agree with this... This game even for casual is not punishing. But the game cannot properly guide, give progression when there is such an extreme split distance. Even just giving quest and overland npcs a 2x health buff but their damage the same would at least allow players to actually spend an extra moment to react or observe different attacks or channels being applied or casted to them or towards another.
As an example, most "trash mobs" have 30k health average. Even Normal Maelstrom Arena has that. The mobs in there are 30k health baseline approximate. But then you get to the bosses which are very fightable even for someone undergeared and not even a full 5pc set. If they follow mechanics, they -can- get the job done. Now if they have a 5pc, maybe even a complete qausi-min maxed build, it becomes a breeze. And your challenge is -only- arbitrary mechanics. The boss health in normal Maelstrom is 500k - 1 million. This is the health range certain quest bosses need to have depending on their significance. This gives players a chance to actually have a prolonged fight where they -have- to learn what sustain is, what different attacks against themselves look like, and what their own abilities do to their target.
What of those people who, for some reason, can't get to that level of competence.. would you just force them to find another game then.?
stefan.gustavsonb16_ESO wrote: »Daemons_Bane wrote: »What of those people who, for some reason, can't get to that level of competence.. would you just force them to find another game then.?
Please look up the term "strawman argument", and stop doing it. Options. Not mandatory increases in difficulty. Options to make questing fun again for players who have been here for years and still want to enjoy the new zones.
Its easy for vets in vma, vdsa and vets trials gear to feel like content is too easy for them BUT instead of asking to make harder content why dont you just adjust your cp and throw on some green gear then go do all the content that feels so easy for you.
Daemons_Bane wrote: ». if you are in the optional camp, my biggest concern is splitting up the players
Its easy for vets in vma, vdsa and vets trials gear to feel like content is too easy for them BUT instead of asking to make harder content why dont you just adjust your cp and throw on some green gear then go do all the content that feels so easy for you.
It is even in white gear to easy.
I dont want it harder but more HP on them. It doesnt fell as "epic" as the story should be. I am a pre 1.6 player and i know what Emeric ment when he shoutetd: "SEE THEM RUNNING. THIS WILL BE THE DAY REMEBERED WHEN WE KICKT THE IMPERIALS OUT OF BANKORAI".
As it is now you ask you self what this dude is talking about. Barely an enemy and the whole thing to free Bankoari pass takes 5 minutes. STory and difficulty no longer match
Its easy for vets in vma, vdsa and vets trials gear to feel like content is too easy for them BUT instead of asking to make harder content why dont you just adjust your cp and throw on some green gear then go do all the content that feels so easy for you.
It is even in white gear to easy.
I dont want it harder but more HP on them. It doesnt fell as "epic" as the story should be. I am a pre 1.6 player and i know what Emeric ment when he shoutetd: "SEE THEM RUNNING. THIS WILL BE THE DAY REMEBERED WHEN WE KICKT THE IMPERIALS OUT OF BANKORAI".
As it is now you ask you self what this dude is talking about. Barely an enemy and the whole thing to free Bankoari pass takes 5 minutes. STory and difficulty no longer match
Games should all have a way for players to progress to endgame in a way that feels possible ...not cause so much grief and pain and mental anguish....that is a health hazzard. Why is stress in games okay? Games should be fun, inspiring, fun ....people should have hope that they can achieve and move on and progress by training withing the game. Normal content jump to vets is ridiculous...no training at all. The gap is too big. Its kindergarden to college ...no primary school.
Hmmmm, why is there such a progression gap? Perhaps it is because the game does not properly teach you how to play intuitively. There's a reason why the vets are vets. Many of us started the game as newblet as the rest. This was a time when dolmen soloing was considered an incredible feat. When basic storm atronach npcs were more challenging then a World Boss. When Shadowrend in Banished Cells I was like the equivalent of today's dlc dungeon "pug killers".
Many would point out that the introduction of One Tamriel and the streamlining of zones into a singular "base level" is the contributor to the game appealing to a casual market. There's truth to it, but it's more a symptom then the actual root of the issue. The champion point system and the removal of soft-caps, these two are the main reason why the game feels the way it does. But that's a bygone issue now, what's done is done.
Do "non vets" progress by questing? Back in the day, the argument could be made, yes. Because the base game, the "questing" was not a cake-walk. There was clear progression, and each time you advanced, unlocked skills, and encountered new enemies that you had to fight and learn the mechanics of... because they did not die in 3 hits. You actually had time to see the various abilities, different enemies used and how to react. In the current state of the game you aren't really taught anything as a new player, intuitively. This is why there is such shoe-horning of "just go look up so and so guide/video/website/etc." You don't actually properly learn anything though. Once you get the gear and learn what a rotation is, what things do, and how to effectively self-survive, the base game is suddenly brain-dead easy because that original root issue still buried in the ground and festering. And even so, you then jump into a veteran group dungeon que and it's like extreme night and day difference, and that in itself for most people is off-putting.
Yea I don't agree with "optional" either.
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Pre-nerf Craglorn brings back fond memories. I couldn't do it at V1, but by V10 I felt powerful enough to enjoy running around solo there and eventually soloing some of the group delves. I also challenged myself by progressing ever deeper into Elenhir and the world bosses were fun.stefan.gustavsonb16_ESO wrote: »I help guild mates with that kind of content whenever they ask for help and I am not in the middle of something else. I do not particularly care for hanging around the Harrowstorms to help random players doing things I don't really enjoy. I do, however, help with random world bosses in response to zone chat, because doing those on two or three people is still a fun challenge.
People are generally not asking for everything to be tuned to godlike elite players. They are asking for options. Believe me, I was here when Craglorn was released, and I hated every part of it. I was struggling to fight trash mobs in Cadwell's Gold zones at the time, and Craglorn, being even more difficult, was a slap to the face. I actually quit the game at that point, leaving three characters, one from each faction, hopelessly stuck at Cadwell's Gold in three different zones. I came back after One Tamriel to find everything nerfed to the ground instead. I would have appreciated an option to gradually challenge myself more as I got better with playing the game.
stefan.gustavsonb16_ESO wrote: »Prof_Bawbag wrote: »I've been waiting around forever for the "Make the game harder" brigade to turn up to help with those Harrowstorms.
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You are completely missing the point. Why would people who find it boring return to do it again? The Harrowstorms are not difficult. Sure, you can take one down with just a few good players, but they can just as easily be cleared with just having a large enough group of people, like the dragons. Once you cleared them all for the achievement, the daily quest for the Harrowstorms has a very meager reward, they take forever to spawn and are notoriously bugged.
I help guild mates with that kind of content whenever they ask for help and I am not in the middle of something else. I do not particularly care for hanging around the Harrowstorms to help random players doing things I don't really enjoy. I do, however, help with random world bosses in response to zone chat, because doing those on two or three people is still a fun challenge.
People are generally not asking for everything to be tuned to godlike elite players. They are asking for options. Believe me, I was here when Craglorn was released, and I hated every part of it. I was struggling to fight trash mobs in Cadwell's Gold zones at the time, and Craglorn, being even more difficult, was a slap to the face. I actually quit the game at that point, leaving three characters, one from each faction, hopelessly stuck at Cadwell's Gold in three different zones. I came back after One Tamriel to find everything nerfed to the ground instead. I would have appreciated an option to gradually challenge myself more as I got better with playing the game.
A gradual difficulty slider for some content would also give more people access to a smooth ramp to improve. Instead of going straight from, say, a laughably easy nMA to a fiendishly difficult vMA and being humiliated never to return, people could gradually increase the difficulty to practise and prepare for the "veteran" version. Instead of saying "LOL no, never going back there, never ever ever", they could say "well, I'm at 50% vet difficulty and struggling, but I think I'm slowly getting there".
PizzaCat82 wrote: »Harder is a vague request.
Do you want the boss to be more tedious?
Do you want the boss to require more strategy and faster moves?
Do you want the boss to require higher DPS and hit harder?
Do you want the boss to be less accessible to the average player, so you can feel superior to them when you do beat it?
I'm going to answer this as wellPizzaCat82 wrote: »Harder is a vague request.
No. This actually happened with One Tamriel. The bosses in what are now veteran mode dungeons gained health and became tedious to solo where I previously quite enjoyed soloing some of the easier dungeons. Perhaps this is water under the bridge. Power creep and experience have made it so, but that's how I felt when One Tamriel came out.Do you want the boss to be more tedious?
I'll say a cautious yes to this.Do you want the boss to require more strategy and faster moves?
No to the require higher DPS part. The fact that everything is a DPS race and some fights are best solved by bypassing mechanics via DPS is one of the big letdowns of the game.Do you want the boss to require higher DPS and hit harder?
You deliberately phrased that to be incendiary, but the answer is yes. Not to be smug about it, but to gain a sense of accomplishment, absolutely. Above all we need bosses and mobs of varying difficulty.Do you want the boss to be less accessible to the average player, so you can feel superior to them when you do beat it?
PizzaCat82 wrote: »Harder is a vague request.
Do you want the boss to be more tedious?
No.Do you want the boss to require more strategy and faster moves?
Yes.Do you want the boss to require higher DPS and hit harder?
Yes.Do you want the boss to be less accessible to the average player, so you can feel superior to them when you do beat it?
Yes (keeping it a hundred)
But I also want an easier version of the boss to be available so others can still complete the content.
I have a character that only uses the bucket and the broom.Why ask for content to be made harder? Just put on green gear and take out some cp
PizzaCat82 wrote: »Then you end up with a situation like VMA and MA. The only reason to do MA, before they changed it, was to learn spawn times and some of the mechanics while you work on your rotation and kill priority.
There were pretty much 0 reasons to do it outside of that. Loot? Trash. Title? Meh.