Girl_Number8 wrote: »To make overland more interesting ZOS should add a passive mode like other game companies have. That way the people that do not have it on I can and other players can kill and loot.
Now you won’t just be playing overland against adds but real people, not the same mechanics over and over. PvP combined with the adds and losing some of your equipped stuff, gold or XP should be exiting enough.
Girl_Number8 wrote: »To make overland more interesting ZOS should add a passive mode like other game companies have. That way the people that do not have it on I can and other players can kill and loot.
Now you won’t just be playing overland against adds but real people, not the same mechanics over and over. PvP combined with the adds and losing some of your equipped stuff, gold or XP should be exiting enough.
Of course, games also tend to rebalance the entire game once a year when they raise the level cap and make everyone grind for new gear again. Does that happen in ESO?
[Quoted post was removed]
[Quoted post was removed]
Maybe it's because people who would like such a change or the ability to play on a higher difficulty level are attacked? And we just want a reasonable discussion. The topic won't end by itself by closing threads, because the problem is real and appears quite often not only on the forums but also in the game.
A small digression in spoiler.Yes it's true that there is more difficult content such as vet dungs and trials, the problem is that the majority of the game is Overland, new quests for chapters, the main storyline and thousands of other quests simply become unplayable..
All of us started at some point, all of us struggled with new challenges and all of us managed. I remember when I first started ESO, nothing made me happier than a new skill that made my character stronger or the small improvements I made every day. The first time I dared to attack a world boss on my own and the beating I took. I used to love PvE in ESO more than anything else. I had 6 characters before the introduction of champion points and on all of them quest after quest I passed all zones. And now? I don't even bother to look at the new chapters.
Here is a proposal to solve the problem.
So as not to prolong, here are some solutions other than the ones proposed so far.
We increase the overall difficulty of overland, we don't create vet zones and we introduce a new optional buff (not like level scaling which is mandatory). New buff is strong enough that players who use it will not feel any difference in strength of overland opponents. This solution does not require instantiation and does not require re-logging. You can use and remove the buff at any time. Do you feel that your opponents are too much of a challenge for you? Turn on the buff and the problem is over.
Advantages of the solution.
1. no instantiation.
2. possibility to play together even in the same group of players expecting a challenge and those who just want to go through the content without any problems.
3. if new players feel bored they can try the challenge at any time without worrying about losing quest progression etc.
To be considered is whether or not we want to add to the buff, penalty to XP and gold for killing enemies. Before you look at it from the perspective of "Definitely not because it forces you not to use the buff" consider the implications of such an approach. The lack of a penalty to XP and gold means that veterans can turn on the buff and grind on spots with even greater ease, increasing their advantage.
The penalty to XP and Gold could only apply from (just a suggestion) 600CP and increase as new CPs are gained. This way it is the veterans who are more encouraged not to use the buff while new players can play unchanged without worrying about anything. But as I said, this is only a proposal and it would be up for debate whether such a debuff is needed at all.
You could go about it the other way around, introduce a debuff that makes you weaker, but enemies drop more XP and gold, even better, put it as 3 momentos for varied difficulty levels, and scale your rewards to the weakest buff in combat (so people won't abuse)
[Quoted post was removed]
Maybe it's because people who would like such a change or the ability to play on a higher difficulty level are attacked? And we just want a reasonable discussion. The topic won't end by itself by closing threads, because the problem is real and appears quite often not only on the forums but also in the game.
A small digression in spoiler.Yes it's true that there is more difficult content such as vet dungs and trials, the problem is that the majority of the game is Overland, new quests for chapters, the main storyline and thousands of other quests simply become unplayable..
All of us started at some point, all of us struggled with new challenges and all of us managed. I remember when I first started ESO, nothing made me happier than a new skill that made my character stronger or the small improvements I made every day. The first time I dared to attack a world boss on my own and the beating I took. I used to love PvE in ESO more than anything else. I had 6 characters before the introduction of champion points and on all of them quest after quest I passed all zones. And now? I don't even bother to look at the new chapters.
Here is a proposal to solve the problem.
So as not to prolong, here are some solutions other than the ones proposed so far.
We increase the overall difficulty of overland, we don't create vet zones and we introduce a new optional buff (not like level scaling which is mandatory). New buff is strong enough that players who use it will not feel any difference in strength of overland opponents. This solution does not require instantiation and does not require re-logging. You can use and remove the buff at any time. Do you feel that your opponents are too much of a challenge for you? Turn on the buff and the problem is over.
Advantages of the solution.
1. no instantiation.
2. possibility to play together even in the same group of players expecting a challenge and those who just want to go through the content without any problems.
3. if new players feel bored they can try the challenge at any time without worrying about losing quest progression etc.
To be considered is whether or not we want to add to the buff, penalty to XP and gold for killing enemies. Before you look at it from the perspective of "Definitely not because it forces you not to use the buff" consider the implications of such an approach. The lack of a penalty to XP and gold means that veterans can turn on the buff and grind on spots with even greater ease, increasing their advantage.
The penalty to XP and Gold could only apply from (just a suggestion) 600CP and increase as new CPs are gained. This way it is the veterans who are more encouraged not to use the buff while new players can play unchanged without worrying about anything. But as I said, this is only a proposal and it would be up for debate whether such a debuff is needed at all.
You could go about it the other way around, introduce a debuff that makes you weaker, but enemies drop more XP and gold, even better, put it as 3 momentos for varied difficulty levels, and scale your rewards to the weakest buff in combat (so people won't abuse)
The only reason I am playing the chapter this year because it is a heavily Argonian themed zone.
For me my primary issue is just how lackluster Overland and main story encounters are. Don’t get me wrong they’re very visually appealing it and it has decent writing, but the gameplay is so lackluster that it undermines the writing and takes me out of the experience.
The only places to find engaging gameplay are endgame, which I have to get a group together for, and PVP.
The rest of it feels more like a walking simulator, which doesn’t make it worth very much to me - in my opinion.
I would like to be able to enjoy the solo questing experience.
However, I cannot get excited for a story that I know is going to be a breeze to beat. Even if I do Nerf myself, that just makes it longer & tedious - not actually fun
Player Feedback after 4 months of playinghttps://youtu.be/Vf-X7Deb--I
Around 8:25
“I feel that the outdoor world is a bit too easy about 90% of the time and way too tedious the other 10%.
What I mean is the majority of the mobs you’re gonna fight in this game in the outside world are pathetically simple to slaughter.
You can cut them down by the dozens no problem but then you’ll encounter bigger NPCs every so often that take a little bit of time to kill because they have these big large health pools.
Now this wouldn’t be a big deal but the “Big NPCs” usually don’t have any mechanics aside from the basic ones that pretty much all NPCs have.
A forward cone attack, a leap-over-strike, and so on. That means you end up fighting tougher regular NPCs with a larger health pool, it just takes a while to kill them and just slows things down. I don’t think that’s fun.
If you’re gonna have tougher NPCs in the open world, you gotta make them Tougher - more mechanics, more ways that they can kill you, and so on and so forth.”
Remember Doshia?
When I see new players coming to the forums with issues in overland content, its usually for quest bosses. K'Tora from Summerset was a big recent offender.
So what's the problem?
Usually its some combination of the following:
1. ESO doesn't really teach that hybrids or tanky builds aren't very effective compared to going all magicka or all stamina.
2. ESO isn't very effective at teaching new players to do DPS rotations over a sustained fight. Just like Doshia was the first boss to teach older players they needed AOEs, some of those bosses are the first real "mechanics check" that new players experience. Essentially, its the first time they really have to learn how to fight or sustain even a short rotation.
3. ESO's battle leveling is prone to creating unexpected problems for new players who don't know how it works. If you don't keep your weapons and gear up to par, its very easy to wind up weak and squishy at the wrong moment.
Most players who struggle, do so because they don't understand the basic "meta" of ESO Leveling or ESO combat. They try to "play they way they want" only to hit bosses that are slightly more challenging and then realize (as I once did) that their build just isn't very effective.
Given some pointers about to how build effectively for ESO, they do just fine.
To be clear, I think the answer is that ESO has to do a better job of teaching new players - particularly when it comes to how to DPS.
Not much can be done because playerbase has such a wide skill gap. Some players can basically 1 shot everything overland and some fight with their 5k dps, and I've even seen people die to overland mobs. I personally know some people who cant solo dolmens and many cant solo WBs.
I think its fine the way it is. It gives something for everyone to kill. If you find overland too easy then do other content that's more challenging. Try WBs and if they are too easy then try the one's in dlc zones. Go do dungeons, solo them if you like more challenge, try vet if normal too easy, do trials, arenas, go for achievements etc. Theres plenty of other things to do besides overland. You have the choice but making overland harder may take away the only content from some.
Aardappelboom wrote: »In any case, whether or not it's a good idea, I really think ZOS should look at having a way to increase difficulty and provide a fun experience for everyone.
HalfRain216 wrote: »Why not just make a couple new areas with extremely hard content and only daily quests.
ESO does a poor job teaching the player how to properly play the game so -instead of making the content to encourage the player to learn - it lowers the standards across the board to a mediocre level of skill.
This contributes to the wide Skill Gap between those who only do Overland and those who dabble or more regularly play other areas of the game, like group content & PvP.
The game is designed to encourage players to progress to Dungeons & Trials but it doesn’t actually teach how to play the game before that.
etchedpixels wrote: »HalfRain216 wrote: »Why not just make a couple new areas with extremely hard content and only daily quests.
It was called Craglorn and didn't work out. The hard bits are nowdays labelled 'group content' but mostly soloable.ESO does a poor job teaching the player how to properly play the game so -instead of making the content to encourage the player to learn - it lowers the standards across the board to a mediocre level of skill.
This contributes to the wide Skill Gap between those who only do Overland and those who dabble or more regularly play other areas of the game, like group content & PvP.
The game is designed to encourage players to progress to Dungeons & Trials but it doesn’t actually teach how to play the game before that.
A lot of people just want to play hero through the storylines and enjoy the game world, and most players are casual players who don't want to spend hours watching videos and bashing a dummy mindlessly to join an elite trial guild.
There's another problem too. The one you see with some of the more basic vet dungeons. Simply giving everything more health doesn't make the content more challenging merely more tedious. If you wanted a proper harder zone then you'd need to give the monster AI a significant boost so that sabre cats pack hunted, bandits protected their healer, dodge rolled around and used cc and PvP like attack patterns and more magic (so the mini-boss mage is actually using lightning form, dropping atronarchs on you and the like)
At that point it's basically PvP in disguise.
[Quoted post was removed]
Maybe it's because people who would like such a change or the ability to play on a higher difficulty level are attacked? And we just want a reasonable discussion. The topic won't end by itself by closing threads, because the problem is real and appears quite often not only on the forums but also in the game.
A small digression in spoiler.Yes it's true that there is more difficult content such as vet dungs and trials, the problem is that the majority of the game is Overland, new quests for chapters, the main storyline and thousands of other quests simply become unplayable..
All of us started at some point, all of us struggled with new challenges and all of us managed. I remember when I first started ESO, nothing made me happier than a new skill that made my character stronger or the small improvements I made every day. The first time I dared to attack a world boss on my own and the beating I took. I used to love PvE in ESO more than anything else. I had 6 characters before the introduction of champion points and on all of them quest after quest I passed all zones. And now? I don't even bother to look at the new chapters.
Here is a proposal to solve the problem.
So as not to prolong, here are some solutions other than the ones proposed so far.
We increase the overall difficulty of overland, we don't create vet zones and we introduce a new optional buff (not like level scaling which is mandatory). New buff is strong enough that players who use it will not feel any difference in strength of overland opponents. This solution does not require instantiation and does not require re-logging. You can use and remove the buff at any time. Do you feel that your opponents are too much of a challenge for you? Turn on the buff and the problem is over.
Advantages of the solution.
1. no instantiation.
2. possibility to play together even in the same group of players expecting a challenge and those who just want to go through the content without any problems.
3. if new players feel bored they can try the challenge at any time without worrying about losing quest progression etc.
To be considered is whether or not we want to add to the buff, penalty to XP and gold for killing enemies. Before you look at it from the perspective of "Definitely not because it forces you not to use the buff" consider the implications of such an approach. The lack of a penalty to XP and gold means that veterans can turn on the buff and grind on spots with even greater ease, increasing their advantage.
The penalty to XP and Gold could only apply from (just a suggestion) 600CP and increase as new CPs are gained. This way it is the veterans who are more encouraged not to use the buff while new players can play unchanged without worrying about anything. But as I said, this is only a proposal and it would be up for debate whether such a debuff is needed at all.