I am not challenging your right to have fun at all, I am challenging exactly what it is people want. I appreciate you don't want to impose your idea of fun on me. Great! But there are others in this thread who have suggested otherwise. I am asking what is changing the difficulty going to do to overland for the longevity of the game. After asking this you tell me you want a instanced or slider. Okay that's great but then again it fractures the player base. You want a harder zone for adventures okay good idea. But changing the whole base game seems to be what some are asking. Is Zos suppose to run a shadow instance of the whole world but harder difficulty? All of this is cost prohibitive, maybe they should go back to subscription based play with different degrees of subs, normal 15$ hard 20$? I don't know but it then defeats the purpose of one tramiel. I am not trying to hinder people from asking for things but sometimes you have to really look at what your asking. How feasible is it to expect them to make a 2nd whole instanced world when one zone like craglorn didn't work.?
Are you aware that zos already put players into different instances of the same zone? The best case to actually see that is when you invite your friends into the group while in the same zone. Sometimes when that happen you won't see your friend even if on map he/she stands next to you. To fix that one of you need to tp to the second aka change instances.
The only change would be making split into normal and vet instances instead of all normal.
I am not challenging your right to have fun at all, I am challenging exactly what it is people want. I appreciate you don't want to impose your idea of fun on me. Great! But there are others in this thread who have suggested otherwise. I am asking what is changing the difficulty going to do to overland for the longevity of the game. After asking this you tell me you want a instanced or slider. Okay that's great but then again it fractures the player base. You want a harder zone for adventures okay good idea. But changing the whole base game seems to be what some are asking. Is Zos suppose to run a shadow instance of the whole world but harder difficulty? All of this is cost prohibitive, maybe they should go back to subscription based play with different degrees of subs, normal 15$ hard 20$? I don't know but it then defeats the purpose of one tramiel. I am not trying to hinder people from asking for things but sometimes you have to really look at what your asking. How feasible is it to expect them to make a 2nd whole instanced world when one zone like craglorn didn't work.?
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 am not challenging your right to have fun at all, I am challenging exactly what it is people want. I appreciate you don't want to impose your idea of fun on me. Great! But there are others in this thread who have suggested otherwise. I am asking what is changing the difficulty going to do to overland for the longevity of the game. After asking this you tell me you want a instanced or slider. Okay that's great but then again it fractures the player base. You want a harder zone for adventures okay good idea. But changing the whole base game seems to be what some are asking. Is Zos suppose to run a shadow instance of the whole world but harder difficulty? All of this is cost prohibitive, maybe they should go back to subscription based play with different degrees of subs, normal 15$ hard 20$? I don't know but it then defeats the purpose of one tramiel. I am not trying to hinder people from asking for things but sometimes you have to really look at what your asking. How feasible is it to expect them to make a 2nd whole instanced world when one zone like craglorn didn't work.?
Are you aware that zos already put players into different instances of the same zone? The best case to actually see that is when you invite your friends into the group while in the same zone. Sometimes when that happen you won't see your friend even if on map he/she stands next to you. To fix that one of you need to tp to the second aka change instances.
The only change would be making split into normal and vet instances instead of all normal.
In fact I think that making them exclusive hurts the overall story experience.
It’s really hard to get excited about “The Big Bad” when I know it’s going to be a mediocre encounter.
I was speaking about the longevity if they changed the current overland system not a instance system of harder difficulty. But you clarified we are talking about instanced right? It wasn't evident in prior people's posts. Sorry for the confusion. I absolutely agree with you on craglorn as I had the same problem which I quit playing for a year or two after that. I appreciate your answers. I also think there are others in this thread who are asking for something different. But as I said I have no problem with those who want a different instanced harder zone at all. Just as long as it's not being imposed on those who don't want it or are new players.
Just as an aside the title of this thread is misleading as it indicates a problem with overland content when in fact people are asking for a harder instance zone.
I was speaking about the longevity if they changed the current overland system not a instance system of harder difficulty. But you clarified we are talking about instanced right? It wasn't evident in prior people's posts. Sorry for the confusion. I absolutely agree with you on craglorn as I had the same problem which I quit playing for a year or two after that. I appreciate your answers. I also think there are others in this thread who are asking for something different. But as I said I have no problem with those who want a different instanced harder zone at all. Just as long as it's not being imposed on those who don't want it or are new players.
Just as an aside the title of this thread is misleading as it indicates a problem with overland content when in fact people are asking for a harder instance zone.
A simple solution could be a scroll the reduces the players power.
Perhaps a scroll with different degrees of nerfing (20% ~80%?).
This would not necessitate major changes to the game as the effect would be individual.
SeaArcanist wrote: »if people want a challenge, people need to challenge themselves. thats whats wrong with the world nowadays. nobody challenges themselves!
if you want content to be harder, you have the ability to make it harder. remove all champ points, use lower leveled gear. etc
we all have that ability to make things a challenge.
BrownChicken wrote: »I can imagine how this year I will be able to defeat Mehrunes Dagon in two strikes ... And I feel scared for the game.
SeaArcanist wrote: »I think the challenging aspects of the over world was "Exploration" and that was ruined due to add ons. "here's every book location!, here's every skyshard location! here's every location location!"
lets face it players killed alot of things in eso, we have no one to blame but ourselves. what could have been hours and hours of searchign for hidden delves,hunting down skyshards, exchanging information, and bragging rights on IF we found all skyshards in certian location. became a necessity and a norm. it became a chore and no longer fun.
Well, I try to not die at all - a hero isn't a hero if he/she has died over and over and over again in my books. When I hear that people die several times per hour, where is the hero-part in that?
It's not about not dying but about keep going despite the difficulties. You want to go this way? Ok. There is no courage without fear, there is no respect when there is no difficulty, there is no hero when there is no risk of dying.
See, I could now tell you how ridiculous pvp combat is in ESO compared to a real pvp game, where dying matters more than a few minutes of time lost. But it is most likely pointless to do, so I just leave it at that.
My way to play games is trying not to die at all or at least keep the number of death as low as possible - i wouldn't play a game where I'm forced to die a lot by design,
Oh it's my way also, but I don't want it to be handed me for free. I want to work for it, I want to outsmart the difficulties both in PvE and PvP, I want to feel that I'm doing something meaningful for the story.
Why every movie we watch doesn't look like ESO combat? Why we don't see in movies from MCU, DC, movies like Godzilla etc. etc. fights that end in 5s where hero arrives, hits main vilain 2 times and boom, we have ending. Because it would be boring, dull and not fun at all. But thats how ESO stories look like.
SeaArcanist wrote: »if people want a challenge, people need to challenge themselves. thats whats wrong with the world nowadays. nobody challenges themselves!
if you want content to be harder, you have the ability to make it harder. remove all champ points, use lower leveled gear. etc
we all have that ability to make things a challenge.
The same thing that was said before overland is not suppose to be the challenge, trials and dungeons the challenge. Until they make you a instanced zone if ever. We can go round and round or you guys who want more challenge could ask for another area that will give you a challenge and let the rest of us enjoy the game the way it is.
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.
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.
Skykaiser_Ọlọrun wrote: »SeaArcanist wrote: »if people want a challenge, people need to challenge themselves. thats whats wrong with the world nowadays. nobody challenges themselves!
if you want content to be harder, you have the ability to make it harder. remove all champ points, use lower leveled gear. etc
we all have that ability to make things a challenge.
I'll say the same thing I say every time someone thinks this is an actual solution. You could strip yourself naked and the overworld mobs would still pose no threat to you.
It's funny that you say that nobody wants to challenge themselves in a thread where...people are asking for the ability to challenge themselves. Stripping armor/CP does nothing. If the mobs were any easier, they'd fall on their swords for you.
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.
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.
Please read the original OP and tell me that no one is asking for that?
SeaArcanist wrote: »Skykaiser_Ọlọrun wrote: »SeaArcanist wrote: »if people want a challenge, people need to challenge themselves. thats whats wrong with the world nowadays. nobody challenges themselves!
if you want content to be harder, you have the ability to make it harder. remove all champ points, use lower leveled gear. etc
we all have that ability to make things a challenge.
I'll say the same thing I say every time someone thinks this is an actual solution. You could strip yourself naked and the overworld mobs would still pose no threat to you.
It's funny that you say that nobody wants to challenge themselves in a thread where...people are asking for the ability to challenge themselves. Stripping armor/CP does nothing. If the mobs were any easier, they'd fall on their swords for you.
i'm sorry, i just feel that asking to make the overworld harder is nonsense. the overworld is more than just enemies, it's not the main focus. if there was zero difficulty i nthe game i'd be incline to agree with you. but since trail,dungeons, and world bosses exist. the game already has its challenge from monsters and enemies.
what this is asking is "oh level 1 is too easy, its not like level 100! can yo umake level 1 more difficult? "um.. no? jsut dont play level 1 if its too easy, go do level 100+"
That point is just straight up not true. Not only are some mobs designated and marked as tier 2 or higher enemies but even same tier enemies have varying difficulty- 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)
Eh, personally I find the aggro range actually annoyingly oversized without the Shadow Rider perk- their notice range of sight is very small
That's like the one thing I agree with. The downtime between abilities is sometimes too big,especially on mage NPCs; after casting one AoE they sometimes just stand still for a good 5-6 seconds.- They’re too slow
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.
Game are meant to be more like an interactive movie where you get to participate in the preordained outcome of your heroes success. If your expectation is anything else you are choosing to deceive yourself.
SeaArcanist wrote: »if people want a challenge, people need to challenge themselves. thats whats wrong with the world nowadays. nobody challenges themselves!
if you want content to be harder, you have the ability to make it harder. remove all champ points, use lower leveled gear. etc
we all have that ability to make things a challenge.
The “Self Gimp” Argument has been addressed multiple times. Even in the OP.
It’s not an effective solution.
You need to keep in mind any enemy you engage in during overland content, could also be engaged by a level two or three player with no cp.
What feels tedious to your over powered character with a monster helm and two 5 piece armor sets, may feel overwhelming to a player with a mixture of white and green mismatched armor.
If over land is too easy, you can always make it more difficult on yourself by lowering the power level on your character.
New low level characters with no cp have little means to power up
WhereArtThouVampires wrote: »
SeaArcanist wrote: »the overworld is more than just enemies, it's not the main focus.
if there was zero difficulty i nthe game i'd be incline to agree with you. but since trail,dungeons, and world bosses exist. the game already has its challenge from monsters and enemies.
or if you want every enemy to eb challenging, go do dark souls?
but this is an mmo, it has pregression