How so? Not every new player becomes automatically not capable of doing something more advanced than spam of 2 skills to kill things. I remember being new to this game, and all I can say: bossfights were very VERY anticlimatic. And this is getting worse with every day, because I'm getting stronger. That being said, I also don't want super casuals to be destroyed and suffer days or weeks on one boss with 1-2 mechanics and slightly higher damage than usual. HM option is a good idea.If you make story bosses harder, new people will to have to find a group.
I see no reason to oppose raising the difficulty of bosses now that we are getting companions. Are you a person who wants more challenging content? Do the bosses without a companion. Are you a person who believes they will struggle with the harder version of the boss? Take out your companion and kill the boss together.
People act like we are talking about Dark Souls boss difficulty levels here. Which would be simply impossible to implement, because ESO has little similarities to Dark Souls gameplay wise. We are talking "no longer brain dead" levels of difficulty here. Aka the boss doesn't die because I sneezed on him.
Bosses die in like 10 hits. And they hardly deal any damage whatsoever. Am I missing something? I am asking completely seriously, because I would like a perspective of the players who think a difficulty raise would make the bosses unkillable. Because that implies that those players find them hard to kill already.
Septimus_Magna wrote: »I really feel that quests are designed for the general public (often new players) while veteran players (ie loyal customers) are completely ignored.
As a veteran player (7+ years) and as a loyal customer (bought all chapters, have eso+, bought from crown store things I like) I completely disagree. Quests are great. Quests are designed for me. Nothing should be changed.
By the way, veteran players and loyal customers are two completely different categories.
That depends on the character (not every character can kill enemies fast) and on the boss (you can't kill someone with the immunity fast). Overall, though, that is the whole point of levelling up and optimizing a character. If I didn't want to breeze through enemies, I would not invest much into resource (magicka or stamina) I use, I would not select sets most appropriate for my playstyle. But I do, and I do so specifically to make fights as fast as possible to reflect the nature of the character who is supposed to be as dangerous as any of the threats he encounters.Septimus_Magna wrote: »Septimus_Magna wrote: »I really feel that quests are designed for the general public (often new players) while veteran players (ie loyal customers) are completely ignored.
As a veteran player (7+ years) and as a loyal customer (bought all chapters, have eso+, bought from crown store things I like) I completely disagree. Quests are great. Quests are designed for me. Nothing should be changed.
By the way, veteran players and loyal customers are two completely different categories.
And you dont breeze through the next new most dangerous boss each time a chapter comes out?
Besides, I was not talking about changing the difficulty for everyone, only for the players who active the scroll to make it more challenging.
Here's proof, why is it that these same people are the ones ruining NORMAL DAILY DF runs. Should the high DPS folks who want CHALLENGE always run in VET with HARDMODE. Why don't THEY? There is a tiny very vocal minority of people who are greifers (like people who park bears and pets on top of pledge givers, writ stations). ZOS knows all about them and how they ruin the game for everyone else, I think instead of dealing with them directly ZOS keeps trying to find a workaround, like companions. Let's hope it works.
Mumbles_the_Tank wrote: »Here's proof, why is it that these same people are the ones ruining NORMAL DAILY DF runs. Should the high DPS folks who want CHALLENGE always run in VET with HARDMODE. Why don't THEY? There is a tiny very vocal minority of people who are greifers (like people who park bears and pets on top of pledge givers, writ stations). ZOS knows all about them and how they ruin the game for everyone else, I think instead of dealing with them directly ZOS keeps trying to find a workaround, like companions. Let's hope it works.
[snip]
The normal random finder is full of vets because we simply have zero incentive to run the content we prefer - end of story. Transmutes are the main currency that drives retooling builds each patch and there is no incentive to run any vet content over spamming normals whatsoever. Couple that with the ludicrous punting of the CP cap into the asteroid belt and you have the current situation.
ZoS is hardly dealing with this at all - they created this situation specifically. They were even warned repeatedly during both the reconstruction intro PTS and the most recent CP PTS. Companions will make absolutely no difference to this situation so long as transmutes drive build readiness and vet content continues to pay out peanuts.
Maybe try looking for factual issues within the game systems before you attribute outright malice to every single vet capable player in the game? I know I personally don't want to be in your normal queue - normal content turns my brain to cheese - but for now that is how its going to be on off raid nights because Zenimax has made it the most efficient use of my time.
Sanguinor2 wrote: »I see no reason to oppose raising the difficulty of bosses now that we are getting companions. Are you a person who wants more challenging content? Do the bosses without a companion. Are you a person who believes they will struggle with the harder version of the boss? Take out your companion and kill the boss together.
People act like we are talking about Dark Souls boss difficulty levels here. Which would be simply impossible to implement, because ESO has little similarities to Dark Souls gameplay wise. We are talking "no longer brain dead" levels of difficulty here. Aka the boss doesn't die because I sneezed on him.
Bosses die in like 10 hits. And they hardly deal any damage whatsoever. Am I missing something? I am asking completely seriously, because I would like a perspective of the players who think a difficulty raise would make the bosses unkillable. Because that implies that those players find them hard to kill already.
Considering that there are people in dungeons who dont even manage to do half the damage a decent player can do on a lvl 10 char without attribute points, cp, or gear outside of a random green 2h there surely are people that struggle with quest bosses as they are now.
That depends on the character (not every character can kill enemies fast) and on the boss (you can't kill someone with the immunity fast). Overall, though, that is the whole point of levelling up and optimizing a character. If I didn't want to breeze through enemies, I would not invest much into resource (magicka or stamina) I use, I would not select sets most appropriate for my playstyle. But I do, and I do so specifically to make fights as fast as possible to reflect the nature of the character who is supposed to be as dangerous as any of the threats he encounters.Septimus_Magna wrote: »Septimus_Magna wrote: »I really feel that quests are designed for the general public (often new players) while veteran players (ie loyal customers) are completely ignored.
As a veteran player (7+ years) and as a loyal customer (bought all chapters, have eso+, bought from crown store things I like) I completely disagree. Quests are great. Quests are designed for me. Nothing should be changed.
By the way, veteran players and loyal customers are two completely different categories.
And you dont breeze through the next new most dangerous boss each time a chapter comes out?
Besides, I was not talking about changing the difficulty for everyone, only for the players who active the scroll to make it more challenging.
Septimus_Magna wrote: »
I am not talking about leveling, when a new chapter is released I usually play through it on my main first like many other players. The whole story is wasted if the final boss you fight doesnt offer any resistance. Phases when bosses are immune to damage only increase the duration but it doesnt make a fight more challenging. Using a build that has terrible stats only makes the fight take longer because there is no threat from the boss.
Adding a scroll to make quest boss fights more challenging wouldnt impact your play style, so I dont really understand why it would be a problem.
I see no reason to oppose raising the difficulty of bosses now that we are getting companions. Are you a person who wants more challenging content? Do the bosses without a companion. Are you a person who believes they will struggle with the harder version of the boss? Take out your companion and kill the boss together.
I see no reason to oppose raising the difficulty of bosses now that we are getting companions. Are you a person who wants more challenging content? Do the bosses without a companion. Are you a person who believes they will struggle with the harder version of the boss? Take out your companion and kill the boss together.
Wait what? You guys just don't want it for free, you want the production cost shifted onto other players who are now forced to buy a companion just to get through quests? I must be reading this wrong.
I see no reason to oppose raising the difficulty of bosses now that we are getting companions. Are you a person who wants more challenging content? Do the bosses without a companion. Are you a person who believes they will struggle with the harder version of the boss? Take out your companion and kill the boss together.
Wait what? You guys just don't want it for free, you want the production cost shifted onto other players who are now forced to buy a companion just to get through quests? I must be reading this wrong.
Mumbles_the_Tank wrote: »Here's proof, why is it that these same people are the ones ruining NORMAL DAILY DF runs. Should the high DPS folks who want CHALLENGE always run in VET with HARDMODE. Why don't THEY? There is a tiny very vocal minority of people who are greifers (like people who park bears and pets on top of pledge givers, writ stations). ZOS knows all about them and how they ruin the game for everyone else, I think instead of dealing with them directly ZOS keeps trying to find a workaround, like companions. Let's hope it works.
[snip]
The normal random finder is full of vets because we simply have zero incentive to run the content we prefer - end of story. Transmutes are the main currency that drives retooling builds each patch and there is no incentive to run any vet content over spamming normals whatsoever. Couple that with the ludicrous punting of the CP cap into the asteroid belt and you have the current situation.
ZoS is hardly dealing with this at all - they created this situation specifically. They were even warned repeatedly during both the reconstruction intro PTS and the most recent CP PTS. Companions will make absolutely no difference to this situation so long as transmutes drive build readiness and vet content continues to pay out peanuts.
Maybe try looking for factual issues within the game systems before you attribute outright malice to every single vet capable player in the game? I know I personally don't want to be in your normal queue - normal content turns my brain to cheese - but for now that is how its going to be on off raid nights because Zenimax has made it the most efficient use of my time.
[Edited to remove baiting comments]
Mumbles_the_Tank wrote: »Here's proof, why is it that these same people are the ones ruining NORMAL DAILY DF runs. Should the high DPS folks who want CHALLENGE always run in VET with HARDMODE. Why don't THEY? There is a tiny very vocal minority of people who are greifers (like people who park bears and pets on top of pledge givers, writ stations). ZOS knows all about them and how they ruin the game for everyone else, I think instead of dealing with them directly ZOS keeps trying to find a workaround, like companions. Let's hope it works.
[snip]
The normal random finder is full of vets because we simply have zero incentive to run the content we prefer - end of story. Transmutes are the main currency that drives retooling builds each patch and there is no incentive to run any vet content over spamming normals whatsoever. Couple that with the ludicrous punting of the CP cap into the asteroid belt and you have the current situation.
ZoS is hardly dealing with this at all - they created this situation specifically. They were even warned repeatedly during both the reconstruction intro PTS and the most recent CP PTS. Companions will make absolutely no difference to this situation so long as transmutes drive build readiness and vet content continues to pay out peanuts.
Maybe try looking for factual issues within the game systems before you attribute outright malice to every single vet capable player in the game? I know I personally don't want to be in your normal queue - normal content turns my brain to cheese - but for now that is how its going to be on off raid nights because Zenimax has made it the most efficient use of my time.
[Edited to remove baiting comments]
Yup there it is. I'll take my $1000 please.
SilverBride wrote: »I am against this for the main reason that I don't want to be stuck from progressing. When the game was new, I remember being stuck on one boss fight for days, and I wasn't the only one. This proposal could hurt a large portion of the playerbase.
I fail to see how it would be a bad thing to put a challenge for players to overcome. It would realistically inspire them to overcome the challenge and in return try to be better in the game for it, no?
I say this as someone who just beat a challenging encounter in Outriders after failing several times and feeling really good about it.
robertthebard wrote: »SilverBride wrote: »I am against this for the main reason that I don't want to be stuck from progressing. When the game was new, I remember being stuck on one boss fight for days, and I wasn't the only one. This proposal could hurt a large portion of the playerbase.
I fail to see how it would be a bad thing to put a challenge for players to overcome. It would realistically inspire them to overcome the challenge and in return try to be better in the game for it, no?
I say this as someone who just beat a challenging encounter in Outriders after failing several times and feeling really good about it.
Except it wouldn't? Players that get frustrated about not being able to complete story content don't get inspired, they get angry, and quit.
robertthebard wrote: »SilverBride wrote: »I am against this for the main reason that I don't want to be stuck from progressing. When the game was new, I remember being stuck on one boss fight for days, and I wasn't the only one. This proposal could hurt a large portion of the playerbase.
I fail to see how it would be a bad thing to put a challenge for players to overcome. It would realistically inspire them to overcome the challenge and in return try to be better in the game for it, no?
I say this as someone who just beat a challenging encounter in Outriders after failing several times and feeling really good about it.
Except it wouldn't? Players that get frustrated about not being able to complete story content don't get inspired, they get angry, and quit.
If that were true, games like Dark Souls and Sekiro would never have become as popular as they are.
If those players quit, then that's fine, their business. Doesn't mean that game developers should cater to those people.
Way to miss the point entirely.robertthebard wrote: »robertthebard wrote: »SilverBride wrote: »I am against this for the main reason that I don't want to be stuck from progressing. When the game was new, I remember being stuck on one boss fight for days, and I wasn't the only one. This proposal could hurt a large portion of the playerbase.
I fail to see how it would be a bad thing to put a challenge for players to overcome. It would realistically inspire them to overcome the challenge and in return try to be better in the game for it, no?
I say this as someone who just beat a challenging encounter in Outriders after failing several times and feeling really good about it.
Except it wouldn't? Players that get frustrated about not being able to complete story content don't get inspired, they get angry, and quit.
If that were true, games like Dark Souls and Sekiro would never have become as popular as they are.
If those players quit, then that's fine, their business. Doesn't mean that game developers should cater to those people.
Nope. Those games have a specific audience, people looking for a challenging gameplay experience, and they're known to provide just that. This game isn't them, and it was never intended to be. Instead, it has to cast as wide a net as possible, to catch, and try to keep as many players as possible.
Way to miss the point entirely.robertthebard wrote: »robertthebard wrote: »SilverBride wrote: »I am against this for the main reason that I don't want to be stuck from progressing. When the game was new, I remember being stuck on one boss fight for days, and I wasn't the only one. This proposal could hurt a large portion of the playerbase.
I fail to see how it would be a bad thing to put a challenge for players to overcome. It would realistically inspire them to overcome the challenge and in return try to be better in the game for it, no?
I say this as someone who just beat a challenging encounter in Outriders after failing several times and feeling really good about it.
Except it wouldn't? Players that get frustrated about not being able to complete story content don't get inspired, they get angry, and quit.
If that were true, games like Dark Souls and Sekiro would never have become as popular as they are.
If those players quit, then that's fine, their business. Doesn't mean that game developers should cater to those people.
Nope. Those games have a specific audience, people looking for a challenging gameplay experience, and they're known to provide just that. This game isn't them, and it was never intended to be. Instead, it has to cast as wide a net as possible, to catch, and try to keep as many players as possible.
The point is that if people are posed a challenge, they normally figure out a way to get past that obstacle. I remember fondly playing Cadwell's Silver and Gold and had those obstacles. I want those obstacles back.
And if people quit the game? Then that's fine. "Can't please everyone".
Seriously. If it weren't for Antiquities and Motifs I wouldn't even buy Blackwood, because I can already predict that the questing is going to be mindmeltingly easy.
I want to do the Western Skyrim questline, and I managed to only complete one main quest before I put it away because of how insultingly easy it was.
Do you see where I am coming from? Why I want the experience to be harder?
And if you even DARE to say "Take off ur gear", I will show you a video of how it looks to play without any gear on.
robertthebard wrote: »I'm wrapping up Cadwell's Gold as we converse, what challenge are you referring to? Wrapping up Silver wasn't any harder than finishing the main story the first time, so again, what challenge are you referring to?
SilverBride wrote: »robertthebard wrote: »I'm wrapping up Cadwell's Gold as we converse, what challenge are you referring to? Wrapping up Silver wasn't any harder than finishing the main story the first time, so again, what challenge are you referring to?
Cadwell's Silver used to take you to another faction's zones, but they were veteran level content. Cadwell's Gold took you to the last faction's zones which were ever harder. And if you wanted to progress through the story you had to quest in this linear fashion.
This was all before One Tamriel. Forcing veteran overland on players didn't work so it was removed.
robertthebard wrote: »SilverBride wrote: »robertthebard wrote: »I'm wrapping up Cadwell's Gold as we converse, what challenge are you referring to? Wrapping up Silver wasn't any harder than finishing the main story the first time, so again, what challenge are you referring to?
Cadwell's Silver used to take you to another faction's zones, but they were veteran level content. Cadwell's Gold took you to the last faction's zones which were ever harder. And if you wanted to progress through the story you had to quest in this linear fashion.
This was all before One Tamriel. Forcing veteran overland on players didn't work so it was removed.
...I find this hilarious, especially reading the other threads about Vet overland. Maybe a dev needs to chime in with something like "we tried that, and ya'll didn't like it", Craglorn, for example.
Before One Tamriel.robertthebard wrote: »
I'm wrapping up Cadwell's Gold as we converse, what challenge are you referring to?
robertthebard wrote: »SilverBride wrote: »robertthebard wrote: »I'm wrapping up Cadwell's Gold as we converse, what challenge are you referring to? Wrapping up Silver wasn't any harder than finishing the main story the first time, so again, what challenge are you referring to?
Cadwell's Silver used to take you to another faction's zones, but they were veteran level content. Cadwell's Gold took you to the last faction's zones which were ever harder. And if you wanted to progress through the story you had to quest in this linear fashion.
This was all before One Tamriel. Forcing veteran overland on players didn't work so it was removed.
...I find this hilarious, especially reading the other threads about Vet overland. Maybe a dev needs to chime in with something like "we tried that, and ya'll didn't like it", Craglorn, for example.