I’ve never understood this argument, there’s clearly a system in this game that is if you want difficulty you have Vet dungeons, trials and PvP. You even have world bosses in every zone with varying levels of difficulty so it’s not like you don’t have options there. The game simply wasn’t designed to make basic overworld zones difficult and the only time we saw a difficult overworld zone is back in the old craglorn which ZOS got rid of so clearly they’re not interested in making these zones difficult.
End Editit’s not that people are looking in the wrong direction for challenging or hard content - it’s that making the main antagonists incredibly easy makes them boring, unremarkable, and overall NOT fun. It can also undercut the story experience.
Even if you do nerf yourself it’s still not engaging- just tedious.
Me and other players want to look forward to fighting the main bad guy, not think “Well let’s get this over with”
The point is completely missed by some of you. Overland content for a new player is just right. Sure make it more difficult for new players to play the game because some vets are bored right?! If you have leveled more than one character the game becomes easier for you. If you are just starting out it's not the same. This games difficulty has changed since it started. To attract new players and make it less tedious for current players to level up new characters.
I’ve never understood this argument, there’s clearly a system in this game that is if you want difficulty you have Vet dungeons, trials and PvP. You even have world bosses in every zone with varying levels of difficulty so it’s not like you don’t have options there. The game simply wasn’t designed to make basic overworld zones difficult and the only time we saw a difficult overworld zone is back in the old craglorn which ZOS got rid of so clearly they’re not interested in making these zones difficult.
The problem is that overland contains the majority of the story continent, but the lack of engaging gameplay undermines the story and general questing experience.
Also notice I’m not saying that Overland needs to be as difficult as endgame content. The problem is not difficulty, it’s not the stats, the problem is that the enemies don’t do anything interesting.The point is completely missed by some of you. Overland content for a new player is just right. Sure make it more difficult for new players to play the game because some vets are bored right?! If you have leveled more than one character the game becomes easier for you. If you are just starting out it's not the same. This games difficulty has changed since it started. To attract new players and make it less tedious for current players to level up new characters.
Again, I never stated a solution in this thread.
Whether it’s a separate instance or the same, who knows —> But saying it’s not a problem is inaccurate as it has plagued the game for some time now.
Especially concerning the main story
I’ve never understood this argument, there’s clearly a system in this game that is if you want difficulty you have Vet dungeons, trials and PvP. You even have world bosses in every zone with varying levels of difficulty so it’s not like you don’t have options there. The game simply wasn’t designed to make basic overworld zones difficult and the only time we saw a difficult overworld zone is back in the old craglorn which ZOS got rid of so clearly they’re not interested in making these zones difficult.
The problem is that overland contains the majority of the story continent, but the lack of engaging gameplay undermines the story and general questing experience.
Also notice I’m not saying that Overland needs to be as difficult as endgame content. The problem is not difficulty, it’s not the stats, the problem is that the enemies don’t do anything interesting.The point is completely missed by some of you. Overland content for a new player is just right. Sure make it more difficult for new players to play the game because some vets are bored right?! If you have leveled more than one character the game becomes easier for you. If you are just starting out it's not the same. This games difficulty has changed since it started. To attract new players and make it less tedious for current players to level up new characters.
Again, I never stated a solution in this thread.
Whether it’s a separate instance or the same, who knows —> But saying it’s not a problem is inaccurate as it has plagued the game for some time now.
Especially concerning the main story
This is the unfortunate side effect of One Tamriel.
It allows for new players to go anywhere and do anything, which is great but also hollows out the excitement and challenge of any future overland content for any non-new player.
ESO is the only MMO I play where new Chapters or DLC aren't intriguing for overland content, since I know I will be able to mow through every bad guy without having to pay attention.
I’ve never understood this argument, there’s clearly a system in this game that is if you want difficulty you have Vet dungeons, trials and PvP. You even have world bosses in every zone with varying levels of difficulty so it’s not like you don’t have options there. The game simply wasn’t designed to make basic overworld zones difficult and the only time we saw a difficult overworld zone is back in the old craglorn which ZOS got rid of so clearly they’re not interested in making these zones difficult.
The problem is that overland contains the majority of the story continent, but the lack of engaging gameplay undermines the story and general questing experience.
Also notice I’m not saying that Overland needs to be as difficult as endgame content. The problem is not difficulty, it’s not the stats, the problem is that the enemies don’t do anything interesting.The point is completely missed by some of you. Overland content for a new player is just right. Sure make it more difficult for new players to play the game because some vets are bored right?! If you have leveled more than one character the game becomes easier for you. If you are just starting out it's not the same. This games difficulty has changed since it started. To attract new players and make it less tedious for current players to level up new characters.
Again, I never stated a solution in this thread.
Whether it’s a separate instance or the same, who knows —> But saying it’s not a problem is inaccurate as it has plagued the game for some time now.
Especially concerning the main story
I disagree with you, but since you offer no solution what's left to say? [snip] So what is your expectation for Zos or microsoft to overhaul all the overland content to suit a few people who are bored? [snip]
Kiralyn2000 wrote: »I'd agree with the OP with one caveat: Try going in solo with a new character, using NO cp. Then Overland is a challenge.
Gimping yourself isn't a challenge, knowing your enemies don't know what end of the sword to poke you with, and only attacking once in a blue moon, no matter how long the fight takes, isn't engaging.
I'm reasonably certain that Overland in MMOs isn't meant to be "engaging" to pro players. It certainly wasn't in any of the other MMOs I played.
This is the unfortunate side effect of One Tamriel.
It allows for new players to go anywhere and do anything, which is great but also hollows out the excitement and challenge of any future overland content for any non-new player.
ESO is the only MMO I play where new Chapters or DLC aren't intriguing for overland content, since I know I will be able to mow through every bad guy without having to pay attention.
It’s too basic. It’s not about how much damage is dealt, or how much health they have. It’s the tactics.
The general enemy populace simply isn’t very capable and are made for the lowest common denominator.
- They’re too slow
- They don’t have many abilities
- They don’t have a hierarchy so all of them are equally difficult & dangerous. (a Bear or Draugr are as dangerous as a normal Bandit)
- They don’t change tactics when health is low
- they’re always in clusters of three
- their notice range of sight is very small
All in all, It’s almost a walking simulator.
You don’t have to think when fighting them. Which is a flaw for Overland and the Story.
When you’re thinking - you are engaged, if you’re not thinking you’ll get bored and play something else.
(Edit: the problem isn’t the player gear or cp. I’ve played fresh characters with no assistance from my main. I never use CP with new characters until they reach level 50. It doesn’t help.
Also my main is a tank for the most part with minor changes for Overland DPS.
CP & Gear are not the problem. They never were)
That’s what makes the endgame content the best gameplay content in the game. They keep you thinking and on your toes. Not only is it hard but is engaging and that makes it memorable.
(Edit: that’s what many people love about PvP, because it feels like that’s the only place that makes you actually think about what you’re doing)
When it comes to the main narrative bad guy, @exeeter702 made a great point.Nothing is more damning to the video game medium of story telling than having an antagonist of a given narrative posses zero capabilities of producing a failure condition to a player. You can have a middle ground that at the very least the game asks of its players to give some effort for a final encounter instead of smothering them with visual spectacle so it can superficially feel grandiose where the win condition requires nothing more than stepping out of a ground effect and left clicking every 1 second.
Do I have the perfect solution for this problem? No.
I am merely pointing out what the issue really is.
It’s not that enemies lack health or don’t do enough damage, it’s that they don’t do enough period. They’re basically neutered.
Making the majority of Overland a bore, and the saving grace is the storytelling - Except when it comes to Main Story Bosses, those are always a major letdown that really undermine the narratives they build up.
Only repeatable activities get interesting gameplay mechanics and tactics.
It’s too basic. It’s not about how much damage is dealt, or how much health they have. It’s the tactics.
The general enemy populace simply isn’t very capable and are made for the lowest common denominator.
- They’re too slow
- They don’t have many abilities
- They don’t have a hierarchy so all of them are equally difficult & dangerous. (a Bear or Draugr are as dangerous as a normal Bandit)
- They don’t change tactics when health is low
- they’re always in clusters of three
- their notice range of sight is very small
All in all, It’s almost a walking simulator.
You don’t have to think when fighting them. Which is a flaw for Overland and the Story.
When you’re thinking - you are engaged, if you’re not thinking you’ll get bored and play something else.
(Edit: the problem isn’t the player gear or cp. I’ve played fresh characters with no assistance from my main. I never use CP with new characters until they reach level 50. It doesn’t help.
Also my main is a tank for the most part with minor changes for Overland DPS.
CP & Gear are not the problem. They never were)
That’s what makes the endgame content the best gameplay content in the game. They keep you thinking and on your toes. Not only is it hard but is engaging and that makes it memorable.
(Edit: that’s what many people love about PvP, because it feels like that’s the only place that makes you actually think about what you’re doing)
When it comes to the main narrative bad guy, @exeeter702 made a great point.Nothing is more damning to the video game medium of story telling than having an antagonist of a given narrative posses zero capabilities of producing a failure condition to a player. You can have a middle ground that at the very least the game asks of its players to give some effort for a final encounter instead of smothering them with visual spectacle so it can superficially feel grandiose where the win condition requires nothing more than stepping out of a ground effect and left clicking every 1 second.
Do I have the perfect solution for this problem? No.
I am merely pointing out what the issue really is.
It’s not that enemies lack health or don’t do enough damage, it’s that they don’t do enough period. They’re basically neutered.
Making the majority of Overland a bore, and the saving grace is the storytelling - Except when it comes to Main Story Bosses, those are always a major letdown that really undermine the narratives they build up.
Only repeatable activities get interesting gameplay mechanics and tactics.
I disagree with your analysis, but agree with you the overland is a bore. I believe their lack of health is a factor, because it enables players to just overwhelm them with offense so they never really get the chance fight back, thus players never have to consider defensive strategies. That's why the only interesting fights on the landscape is World Bosses, because they can actually live long enough to make you have to use your skills to stay alive.
What the game needs is a Veteran version of each zone where the enemy's health and offenses are buffed to where they can actually pose a real threat to an experienced player. Because as things are now, they are just nuisances, like flies buzzing around you need to swat.
I’ve never understood this argument, there’s clearly a system in this game that is if you want difficulty you have Vet dungeons, trials and PvP. You even have world bosses in every zone with varying levels of difficulty so it’s not like you don’t have options there. The game simply wasn’t designed to make basic overworld zones difficult and the only time we saw a difficult overworld zone is back in the old craglorn which ZOS got rid of so clearly they’re not interested in making these zones difficult.
The problem is that overland contains the majority of the story continent, but the lack of engaging gameplay undermines the story and general questing experience.
Also notice I’m not saying that Overland needs to be as difficult as endgame content. The problem is not difficulty, it’s not the stats, the problem is that the enemies don’t do anything interesting.The point is completely missed by some of you. Overland content for a new player is just right. Sure make it more difficult for new players to play the game because some vets are bored right?! If you have leveled more than one character the game becomes easier for you. If you are just starting out it's not the same. This games difficulty has changed since it started. To attract new players and make it less tedious for current players to level up new characters.
Again, I never stated a solution in this thread.
Whether it’s a separate instance or the same, who knows —> But saying it’s not a problem is inaccurate as it has plagued the game for some time now.
Especially concerning the main story
dungeons and trials have some interesting content but are the trash mobs within interesting? Why should the overland trash mobs be interesting...especially when they're little more then a hindrance to most of us just trying to get somewhere. Speaking of hindrance...why do some areas have mobs every 5-10ft? They need to spread them out more, especially wildlife like wolves, senche, etc
exeeter702 wrote: »It’s too basic. It’s not about how much damage is dealt, or how much health they have. It’s the tactics.
The general enemy populace simply isn’t very capable and are made for the lowest common denominator.
- They’re too slow
- They don’t have many abilities
- They don’t have a hierarchy so all of them are equally difficult & dangerous. (a Bear or Draugr are as dangerous as a normal Bandit)
- They don’t change tactics when health is low
- they’re always in clusters of three
- their notice range of sight is very small
All in all, It’s almost a walking simulator.
You don’t have to think when fighting them. Which is a flaw for Overland and the Story.
When you’re thinking - you are engaged, if you’re not thinking you’ll get bored and play something else.
(Edit: the problem isn’t the player gear or cp. I’ve played fresh characters with no assistance from my main. I never use CP with new characters until they reach level 50. It doesn’t help.
Also my main is a tank for the most part with minor changes for Overland DPS.
CP & Gear are not the problem. They never were)
That’s what makes the endgame content the best gameplay content in the game. They keep you thinking and on your toes. Not only is it hard but is engaging and that makes it memorable.
(Edit: that’s what many people love about PvP, because it feels like that’s the only place that makes you actually think about what you’re doing)
When it comes to the main narrative bad guy, @exeeter702 made a great point.Nothing is more damning to the video game medium of story telling than having an antagonist of a given narrative posses zero capabilities of producing a failure condition to a player. You can have a middle ground that at the very least the game asks of its players to give some effort for a final encounter instead of smothering them with visual spectacle so it can superficially feel grandiose where the win condition requires nothing more than stepping out of a ground effect and left clicking every 1 second.
Do I have the perfect solution for this problem? No.
I am merely pointing out what the issue really is.
It’s not that enemies lack health or don’t do enough damage, it’s that they don’t do enough period. They’re basically neutered.
Making the majority of Overland a bore, and the saving grace is the storytelling - Except when it comes to Main Story Bosses, those are always a major letdown that really undermine the narratives they build up.
Only repeatable activities get interesting gameplay mechanics and tactics.
I disagree with your analysis, but agree with you the overland is a bore. I believe their lack of health is a factor, because it enables players to just overwhelm them with offense so they never really get the chance fight back, thus players never have to consider defensive strategies. That's why the only interesting fights on the landscape is World Bosses, because they can actually live long enough to make you have to use your skills to stay alive.
What the game needs is a Veteran version of each zone where the enemy's health and offenses are buffed to where they can actually pose a real threat to an experienced player. Because as things are now, they are just nuisances, like flies buzzing around you need to swat.
The general rebuttal to this suggestion tends to go one of 3 ways, or all of them really..
1. "You separate the player base which is counter to the goals of one tamriel"
2. "That is development resource intensive for little payoff"
3. "Craglorn already demonstrated this would be a failure"
And my general response to those are as follows
1. Rich lambert literally said that playing with other players can be scary and that the companion system is in part being added to allow solo players are more pleasant experience and to serve as a potential on ramp for grouping if they so chose. This is literally them creating a system to further incentivize casual solo player isolation. They welcome it ffs. So the idea that zos would be concerned about dividing the players for overland zones is hypocritical at best in light of a new system being added for RPers and solo focused players for which companions are going to make the questing experience even easier.
2. The technology is already present. People greatly over estimate just how much would be involved in allowing the mega server to create instances of a different scaling level.
3.craglorn was the product of a VERY, VERY different version of ESO. Full stop. It is in no way applicable to the current experience that max / high level players generally have and for what incentives exist today for desiring to complete overland content in the first place.
exeeter702 wrote: »
The general rebuttal to this suggestion tends to go one of 3 ways, or all of them really..
1. "You separate the player base which is counter to the goals of one tamriel"
2. "That is development resource intensive for little payoff"
3. "Craglorn already demonstrated this would be a failure"
dungeons and trials have some interesting content but are the trash mobs within interesting? Why should the overland trash mobs be interesting...especially when they're little more then a hindrance to most of us just trying to get somewhere. Speaking of hindrance...why do some areas have mobs every 5-10ft? They need to spread them out more, especially wildlife like wolves, senche, etc
I'd agree with the OP with one caveat: Try going in solo with a new character, using NO cp. Then Overland is a challenge.
Gimping yourself isn't a challenge, knowing your enemies don't know what end of the sword to poke you with, and only attacking once in a blue moon, no matter how long the fight takes, isn't engaging. Take the enemies with only 1 weapon for example, their sole purpose in existence is to maybe hit you with the pommel of their sword, then back step for a year before contemplating how to throw a knife for another year before doing a lick of damage and re-engaging. Doesn't matter if I kill all of their friends and stand in their face ready to bash them before they get their attack off or let them do it ten times over, it isn't any more interesting.