ZOS_FelipeF wrote: »Greetings,
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Septimus_Magna wrote: »Normal overland doesnt have to change, some people just want to enjoy the story which is fine.
For more experienced players there is absolutely no challenge while questing, I dont get immersed while questing like I used to back when the game was launched. Every boss at the end of a long quest is weaker than a random mob in a vet dungeon. The only real solo challenge is vMA, of course you can solo many normal/vet dungeons and world bosses but its just not the same.
I would be happy with a simple veteran overland mode in which the mobs have a lot more health and deal a bit more damage. It would make the fights at the end of a quest a lot better if you have to chip away 3m health, avoid hits, heal yourself and manage sustain. The incoming damage is so low for high CP players that you dont need a self-heal or damage shield.
There could be a motivation for running veteran overland like gaining more XP or higher chance for sets items to drop. To be honest I dont really care about that, I would be happy not the steamroll through every quest like I am fighting low level mudcrabs.
Devs should reduce the resulting gap between endgame players and new players. There should be significant diminishing returns for improving the skill. There should be no big steps, especially in the upper part. The higher you go, the smaller the resulting increase for much more effort.You want devs to somehow reduce the skill lvl of endgame players? Not sure how that is possible other than dumbing down core game mechanics. That would be removing one of the most fun parts of eso combat in both pvp and pve. The fact that eso combat is more skill based sets it apart from some other mmos that just rely on mashing 1 button...That is not so. Simpler rotations = better performance, complex rotations = bad performance. More calculations per second = bad performance, less calculations per second = better performance.What do you understand as "proper fix"? Because if you think about performance than sorry to disappoint you, but it's not going to get better anytime soon if ever at all... and even if, better performance = easier rotations/combos = even easier content (maybe we should leave lag as it is to bring up the difficulty...🤔).
Proper fix (decreasing the skill gap) will also improve performance. But also it will positively affect overland, dungeons and trials. With ideal execution it is possible to remove normal and veteran dungeons and keep just dungeons with optional (voted) hard mode, that will greatly improve group finder, but I don't believe in the possibility of ideal execution.
1. Do you think that developers want to address the gap of Low-APM and High-APM because they feel bad for Low-APM players? Sorry, I don't. I am sure that performance is the reason for them to promote channelling skills (look at monster helmet of last DLC) and HA (that is channelling too). And from my own experience performance actually depends on the actions per second (or minute) number. When I am fighting near Low-APM players (who use only skills or only weapon attacks) performance is good. When I am fighting near High-APM players performance is worse, sometimes much worse. It is not only AoE that cause trouble.Devs should reduce the resulting gap between endgame players and new players. There should be significant diminishing returns for improving the skill. There should be no big steps, especially in the upper part. The higher you go, the smaller the resulting increase for much more effort.You want devs to somehow reduce the skill lvl of endgame players? Not sure how that is possible other than dumbing down core game mechanics. That would be removing one of the most fun parts of eso combat in both pvp and pve. The fact that eso combat is more skill based sets it apart from some other mmos that just rely on mashing 1 button...That is not so. Simpler rotations = better performance, complex rotations = bad performance. More calculations per second = bad performance, less calculations per second = better performance.What do you understand as "proper fix"? Because if you think about performance than sorry to disappoint you, but it's not going to get better anytime soon if ever at all... and even if, better performance = easier rotations/combos = even easier content (maybe we should leave lag as it is to bring up the difficulty...🤔).
Proper fix (decreasing the skill gap) will also improve performance. But also it will positively affect overland, dungeons and trials. With ideal execution it is possible to remove normal and veteran dungeons and keep just dungeons with optional (voted) hard mode, that will greatly improve group finder, but I don't believe in the possibility of ideal execution.
1. Your statement about more actions = worse performance is totally bad. Currently the most performance drop we can see with ball groups on, which leads us to AoE abilities. 1 AoE ability = calculations * number of group members, now imagine 24 people casting AoE abilities. 24*24 just with spamming one ability. And now add someone else attacking them with another AoE ability and calculating this with consideration of their buffs, debuffs, timing etc. And now watch how zerg of 40 people fights with 24 man ball group. See how much calculations is this?
Some single player fighting 1 mob is the cause of all our problems! Riiiiight...
2. About skill gap.
Maybe this gap is really to big but it's the Devs who forced players to do it by setting requirements so high. Decrease DPS requirements, put more pressure on mechanics not pure DPS and we can talk about it.
Nevertheless those arguments are very loosely connected to the topic of this thread. Overland difficulty. Not endgame difficulty, not performance issues, but thing that covers biggest part of this game. Overland. I lost interest in new expansions because I know I won't find those quests challenging. I do them because I need them for certain achievemnts or rewards but this is a walk through pain, simply boring experience. Even the best story can be broken by poor implementation.
i guess the main problem to understand it is that there are 2 different ways game play is expected to be:
1. those who want it so hard, that they die often at first until they'll finally master the content
2. those, who don't want to die at all and for whom any death is worsening their experience
Both groups have different views on what fun game play is in regards to combat - overland content is made for the 2nd group, those, for whom dying is not fun at all and who expect content to be doable without having to die on a regular basis. This is contrary to the expectation of group 1 - and basically that is where the problem is coming from.
So after having read through this thread a second time, i think group 1 has a point - there should be another option, but it should not have an effect on the 2nd group and disturb their game play - it would have to be a separate mode.
I think i have solution for all overland content, not only bosses. It includes thoughts of @Silent99 @martygod12 @YandereGirlfriend maybe some other posters too.
First of all players, the ones who choose Hard mode and who don't, must play together at same instance, to not devide players population, and expirienced playres still could help new ones.
Secondly, taking into account, previously voiced, concerns about AOE damage to players who don't chose Hard mode and simplicity of calculations and implementation, best solution, in my opinion, will be to place debuff on players who chose Hard mode, which decrease their damage done and increase damage recieved. But no one want to be weaker, so important part is right wording in description and rewards.
martygod12 wrote: »No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.
Well I have read a lot of these suggestions on the previous threads, but It is a terrible suggestion I am sorry. Dumb youself down Is absolutelly not that same. Because you will always know that you are not playing at 100% just to have some challenge and trust me that way you will never have the feeling of challenge so it will not solve anything.
Then ask devs to nerf your abilities. You will be playing at 100% and have some challenge. The irony is a lot of players are against decreasing a skill gap and at the same time want overland to be challenging.
darthgummibear_ESO wrote: »martygod12 wrote: »No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.
Well I have read a lot of these suggestions on the previous threads, but It is a terrible suggestion I am sorry. Dumb youself down Is absolutelly not that same. Because you will always know that you are not playing at 100% just to have some challenge and trust me that way you will never have the feeling of challenge so it will not solve anything.
Then ask devs to nerf your abilities. You will be playing at 100% and have some challenge. The irony is a lot of players are against decreasing a skill gap and at the same time want overland to be challenging.
Maybe...just maybe...if overland wasn't such a complete faceroll the skill gap wouldn't be as big as it is.
martygod12 wrote: »You have the tools to fix the consequences yourself. You don't want to do it. Waisting dev resourses on fixing the same consequences is meaningless.
What you still dont understand is that even if you dumb yourself down as much as you can (no CP, white non set gear no OP skills) you just cant dumb your human skill which you got from playing the game.
Believe me most of players who have hundrets of CP are experienced and have some skill with the game and you just cant turn that off.
And if you at least a little know what are you doing in the combat, then even running around naked and punching everything wont help you to have a challenge because even on lvl 1 mobs and quest bosses are incapable of killing you and you will have to intentionally play badly in order to get some challenge which is idiotic idea and I am pretty sure that this is also by human nature almost impossible
Problem is that the game is too easy even for a lot new players playing ESO for the first time. Man I remember when I started playing and I rarely even died when questing. Golding my gear before coming back to questing only changed that the enemies died much faster, but were still weak as before when I even was not lvl 50 and started doing CP.
The difficulty of the game overland as it is now looks like it is designed for 5-10 years old kids or people who are playing their first game ever in their whole life and dont even know where the buttons on the keybord are. I am sorry for being harsh, but I cant see how for at least somehow experienced gamer this came can offer even a little bit of challenge when questing even if you are totally new to the game. Thats how pathetic the overland difficulty is. It is lame even compared to other MMOS.
And if we cant have vet overland why dont give us at least OPTIONAL vet boss fights, so we can enjoy the game more. Quests are like 60-70% of the game which is rather unfair. There is just nothing absolutely nothing in the quests, no change of pace nothing ever slowing you down nothing. You just read a dialog in a point A, then steamroll everything in you path towards the point B, where you read another dialog and then continue to steamroll everything towards point C and over and over again. And that gets reallly tedious, boring and repetitive way too fas, which is really shame because the quests are really well written, they have good plots, characters, epic buildups: yes epic buildups which are then completelly killed by a stupid, dissapointing retardely easy boss fight, which just kills the whole quest atmosphere.
I think an easier way to accomplish the same thing is to give players a "no cp mode," just a way to set all your CP to zero without paying 3k gold or having to respec. CP is probably the biggest reason overland content has to be so easy, and supposedly they're trying to get rid of CP anyway.
I agree deliberately running with crappy gear is a bad solution. Adds inventory management overhead and it's just silly.