SilverBride 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).
Yes, actually!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?
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.
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.
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.