VaranisArano wrote: »Outside of perhaps giving players the option to enable a "hard mode" for themselves, you aren't going to see overland difficulty get much harder. There are two major reasons: the success of the year-long story arc and the failure of Craglorn.
1. The year-long story arc is ZOS' big marketing push for new players, letting brand new players just right into the thick of the content they just bought. So while the Chapter and DLC zone do have greater variety of enemy difficulty than, say, the old starter zones, its never going to be too difficult. Since DLC zones like Markarth are the climax of the story arc being sold to newish players, again, it can't be too difficult for solo or inexperienced players.
2. Craglorn, the old adventure zone, remains the only overland zone with challenging quests designed for groups. Of course ZOS has the stats for how popular it is with players, but the cancellation of Murkmire as an adventure zone and rerelease as a normal DLC gives us an idea of what ZOS expects to sell to most players.
I've read some of the back and forth on this thread and have a number of questions for both sides:
What exactly makes a player a veteran player?
How do you define what this?
What exactly makes a player a veteran player?
How do you define what this?
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.
BXR_Lonestar wrote: »I would go so far as to say that they need to tone down the difficulty of world-events like Harrowstorms and Dragons in Elsewyr once those area populations hit a certain point, as newer players playing through that content are going to find it difficult to take on those world events with fewer players available and looking to complete it.
All i am aksing is to have enemies in the wild that will have that much hp and armor that will force a player of 160cp+ to move out of a red circle and/or and red cone... For the love of whatever. Why do you fight that idea so much...
What is it about the current status of enemies that you find so appealing, so as to engage in an arguement of keeping everything at it is...? I would like to read a comment explain just that.
Veinblood1965 wrote: »If anything can't the ZONE main quest line scale to your level and amount of CP points? I don't mean scale so much you die fifteen times but make it a little challenging please!
Daemons_Bane wrote: »Imo, vets are the ones who've been here at least a few years
Daemons_Bane wrote: »Imo, vets are the ones who've been here at least a few years
If that's the definition of a vet then you are barking up the wrong tree. I know multi year players that can't fight their way out of a wet paper bag.
Daemons_Bane wrote: »Imo, vets are the ones who've been here at least a few years
If that's the definition of a vet then you are barking up the wrong tree. I know multi year players that can't fight their way out of a wet paper bag.
Daemons_Bane wrote: »Have you remembered to consider that quite a lot of the players, maybe even the majority, like overland/delves to be casual.?
Ravensilver wrote: »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.
Ravensilver wrote: »And I avoid most overland enemies, unless they're in the way of a chest or a node.
Ravensilver wrote: »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.
Ravensilver wrote: »I think you should go have a cup of tea, take some *very* deep breaths and rethink what you just wrote. You are starting to be very agressive and offensive, simply because not everyone bows down to your idea of what the game is supposed to be like. You may want to take a step back and rethink your arguments. Don't start getting personal, it's not the way to get other people to consider your arguments.
When the game is difficult (like Dark Souls-like games) and some players ask for an optional Easy mode, arguing that it doesn't impact others' experience, Difficulty Lovers say "no, even the option would compromise the artistic vision of the devs." But when ESO's overland content is easy, Difficulty Lovers are clamoring for an optional Hard mode and better rewards - so that's how it is.
Vayln_Ninetails wrote: »Daemons_Bane wrote: »Have you remembered to consider that quite a lot of the players, maybe even the majority, like overland/delves to be casual.?
Since when did casual mean being able to kill something in 3 hits?
Well as minimum HP for quest bosses is 120K health, Interesting to know how?Daemons_Bane wrote: »Vayln_Ninetails wrote: »Daemons_Bane wrote: »Have you remembered to consider that quite a lot of the players, maybe even the majority, like overland/delves to be casual.?
Since when did casual mean being able to kill something in 3 hits?
Being able to kill a quest boss in 3 hits sounds pretty casual..
Taleof2Cities wrote: »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.Then there is no problem to scale players to 160 CP (in overland) taking into account their CP and gear.SilverBride wrote: »
The mobs don't, the players do. Everyone is scaled to 160 CP, unless of course you're higher than that or level 50.It will not be ideal, because most players asking for vet want extra rewards, not the difficulty.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.
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
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.
All the people in here, sometimes even me, speed through this area as if the enemies are "invisible" or "trivial" or not challenging (whay do you know, huh...). They even run around while 3 or 4 enemies are chasing them, sometimes even hitting them...
But yes, please tell me again how overland difficulty is fine, or how the enemies are not considered as a nuissance, or how they are just here "to make the world feel alive, like an eye-candy"... Or better yet tell me that i simply want to destroy a casual's experience of the gane...
SilverBride wrote: »All the people in here, sometimes even me, speed through this area as if the enemies are "invisible" or "trivial" or not challenging (whay do you know, huh...). They even run around while 3 or 4 enemies are chasing them, sometimes even hitting them...
But yes, please tell me again how overland difficulty is fine, or how the enemies are not considered as a nuissance, or how they are just here "to make the world feel alive, like an eye-candy"... Or better yet tell me that i simply want to destroy a casual's experience of the gane...
Of course they are trivial. They aren't supposed to be anything more than that. Like it or not, a large part of overland mobs are here just to fill in the world. Making them harder is only going to make people avoid them even more, because they want to do their quest, or get where they are going, not fight a mob just because it exists. Especially a hard one.
You are the only person I have ever seen in any game who is upset because other players run past insignificant mobs. I have tried to understand it but I don't think I ever will.