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Harder enemies are a necessity in ESO.

  • SilverBride
    SilverBride
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    Jeremy wrote: »
    The OP doesn't want players to run past overland mobs. Making a veteran zone won't stop players from running past overland mobs, so it isn't a solution for the OP's stated issue.

    Yes it is, because the reason the OP runs past mobs is because he/she doesn't find them challenging or rewarding enough (he/she says this in the OP).

    That may be why the OP runs past them, but that isn't why most players do. Most players just want to get where they are going.

    For example, if you are headed to a delve to do the daily you will most likely run across random mobs between the wayshrine and the delve. Do you stop and kill them all, or run past to the delve? Making them harder, which means the fights will take longer, will only make players avoid them more.

    Players don't want to waste a lot of time on random overland mobs, "rewarding" or otherwise.
    PCNA
  • Sevn
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    I recently started playing Bless Unleashed and the overworld is seemingly what the OP and others are looking for, but it's just not that fun interacting with all these buffed mobs.

    The enemies scale with you, so going back to starter zones for quests later in the game is a bit of a pain having to do full combos to dispatch them eating up valuable time and there's nothing really rewarding about it. The drops are ok, but nothing worth focusing on and I'm sure that's intended to minimize high levels trying to farm for them.

    Even if that's cool with you the challenge gets thrown right out the window when some low level comes thru and one shots the enemy you, a high level were struggling with. I'm pretty sure that's the type of system the devs would implement because it's simply cost efficient.

    Adding new hardcore servers, redoing attack patterns and new animations isn't going to happen people. Especially since no one has plans to actually pay for this hardcore version.

    So if we can agree that the best you're going to get is buffed up damage sponges and a debuff for yourselves, I ask you, is that going to satisfy you? We know the answer is no for most, so why ask the devs to expend time and resources on this instead of content that the majority will buy and enjoy. That's how this request affects me when asked about an optional vet overworld.

    Selfish? Maybe, but when there are already viable options for those seeking a challenge in ESO I don't think so. Playing Bless Unleashed has given me a new appreciation for how relaxing ESO's overworld is. A new zone just dropped, can't even explore it as the enemies kill you in one hit. It's more tedious than fun, for me anyway.
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • Thechuckage
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    GW2 has scaling, but you get scaled DOWN to the zones level, but not UP. So you can wander too far with a low level character and get slapped down.
    At the same time, you can move into a lowbie zone to help out a friend and not be ridiculously OP. Your gear will have more stats like weapon power, crit etc than the lowbies so you are still stronger, but its not overwhelming.

    Something along those lines (squishing the player down) rather than inaccurately scaling the mobs to the player, seems like it would be a better option to have.

    And no, for the pedantic board posters, I'm not advocating for a mirror of what GW2 does. (you know who you are)
  • Faulgor
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    Sevn wrote: »
    So if we can agree that the best you're going to get is buffed up damage sponges and a debuff for yourselves, I ask you, is that going to satisfy you?
    Yes, actually!
    There are of course diminishing returns to "damage sponges". When you are already playing the mechanics of the encounter, more health just makes things more tedious. However, in current overland content, enemy health and damage is so low that mechanics can be completely ignored. In this case, increasing damage and health would not just be a quantitative difference, but a qualitative one, as it forces you to change your approach to the encounter and consider the mechanics (interrupts, block, dodge, etc).

    A simple higher difficulty setting would be incredibly light on development time as far as new systems go. The scaling technology is already there. Combined with a Tel-Var-like currency system for these harder encounters, and you have the most amount of content (basically, every piece of overland content can become endgame content) added for the least possible amount of development resources.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Daemons_Bane
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    Jeremy wrote: »
    A simple higher difficulty setting would be incredibly light on development time as far as new systems go. The scaling technology is already there. Combined with a Tel-Var-like currency system for these harder encounters, and you have the most amount of content (basically, every piece of overland content can become endgame content) added for the least possible amount of development resources.

    You mean except making it a separate system, adding a new currency, rewards for set currency, and so on.? Adding in a new system a la craglorn group areas to the entire game don't really seem that simple
    Edited by Daemons_Bane on December 7, 2020 9:59AM
  • Pauwer
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    I liked the game better for overland questing and exploration before One Tamriel. When the areas had different difficulties. I thought the game was hard and i died all the time. I was of course a total mess on my first char, which might have been a contributing factor. But in my experience it was, yes hard, but rewarding. Ohhh, the young dunmer entering Eso right out of Skyrim, trying to get to Riften asap yo see how it is in the game and being slain by first skeleton with one light attack. Ahhhh, those were the days. Loved it.
  • Pauwer
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    Also, Craglorn was hard! No one told me it was a group area. So i always went and could not kill the overland mobs at all. Then i thought like, ok, i guess not yet, must level up more. And then over again :D was it like that there were no seperate "group areas" in there at the time, but the whole thing was? It was really diffucult for the young dunmer.
  • Nordic__Knights
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    Viem wrote: »
    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.

    since they got so much bad feedback over crag at release i think they are afraid to do something like this so they just keep over-land 1shot trash mobs that aint giving nothing but xp if you call 36xp something lol
    players was told this would be the case once they made all worlds the same lvl but everyone cried so hard to get it changed now id like to see what them players say about over-land oh they dont care as they are rp players that cant care to learn the game an dps something right lol
  • Daemons_Bane
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    Viem wrote: »
    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.

    I like our dungeon/delve/overland enemies as they are right now.. I don't need anything more from them.. A short fight allows me to finish it quickly and then move on to the content that I feel like doing.. Then, if I want a fight, I can go do a trial..


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