orion_1981usub17_ESO wrote: »Wow someone must have the worse luck with others, I rarely see anyone upset that you helped them improve. Maybe you did it wrong? And I do not hold an elitist opinion of anyone wishing for veteran overland content, quite the opposite. I believe those that desire this are secretly afraid of social interaction and self improvement... those are not the skills of an "elite" player.
And no, in game is not where you learn about mmos... you learn mmos on websites dedicated to that mmo. Long ago there was the tamriel foundry where folks like myself speculated for years before the first beta. I know this seems countertuitive but it's not new for mmo games where most the information is found elsewhere.
Imagine if everyone simply stayed in their comfort zones.
orion_1981usub17_ESO wrote: »@chuckage
the progression from overland is normal and natural because we all did it through the original play through. I remember questing through stone falls and advancing to fungal grotto. I remember mastering those mechanics and advancing to mazzateum.
orion_1981usub17_ESO wrote: »You can't go backwards, you cant unlearn experience. The path is forward, to master greater difficulty and that path is natural. Folks wishing to capture the new difficulty and place it in old path ways just hope in vain to recapture the magic of the natural learning progression.
orion_1981usub17_ESO wrote: »I assure you, beyond the "I want leet rewards for easy work crowd" (and they exist, they are here as always), there are two other crowds, nostalgia goggles crowd that want the same rush of beating molag bal again as they did the first time, or the I'm so bored having done everything in the game and in life crowd. None of them will ever be happy.
orion_1981usub17_ESO wrote: »But you just proved my point, lots of folks had to go look it up and doshia was one a the biggest learning curves in the early game. The game did teach people. And yet you still didn't question what more you could be getting until someone said a mean thing to you. The game does teach, we all learned some of us were simply more receptive and better prepared for the education. Others are stubborn or need their hand held for them with a big neon sign that says press X now.
You can never go back to that point, you mastered it, they can never make doshia hard again as she was at the games start. They can never make overland as engaging as you wish it to be. Your beyond that now and you need to accept that and grow. Now matter what they do to the mobs, make them trial mobs, you won't get the same feeling.
SilverBride wrote: »Thechuckage wrote: »@SilverBride Stories need weight. If the hero never has to struggle, never has to overcome challenges then it is a poor story. "Going to save the world from an evil god" loses all meaning when the difficulty curve makes the Great Plains look mountainous by comparison.
I don't need to struggle to enjoy the story. In fact I find the opposite to be true. I can only believe I am really a hero if I am strong enough to crush my enemies.
The story is fine just as it is.
I find it funny that this thread is arguing for a harder overland, saying how so many players find it too easy. And that they want more complex overland mobs.
Yet at the same time there is another thread arguing that overland mobs have too many annoying abilities, in this case snares.
https://forums.elderscrollsonline.com/en/discussion/570105/remove-all-snares-from-the-game#latest
And that mobs should no longer have snares. AND that thread’s OP has more likes then this one.
So we have two threads asking for overland to go in two different directions in terms of difficulty, and the one asking for easier overland is more popular.
Personally I don’t think it should be more difficult, AND I think the amount of snares mobs have currently is appropriate.
Thechuckage wrote: »I find it funny that this thread is arguing for a harder overland, saying how so many players find it too easy. And that they want more complex overland mobs.
Yet at the same time there is another thread arguing that overland mobs have too many annoying abilities, in this case snares.
https://forums.elderscrollsonline.com/en/discussion/570105/remove-all-snares-from-the-game#latest
And that mobs should no longer have snares. AND that thread’s OP has more likes then this one.
So we have two threads asking for overland to go in two different directions in terms of difficulty, and the one asking for easier overland is more popular.
Personally I don’t think it should be more difficult, AND I think the amount of snares mobs have currently is appropriate.
You mean there are multiple view points? Say it isn't so!
You have demonstrated three in your single post. Could you demonstrate a time when there has been a mass consensus for a feature or direction for the game to move? You'll pardon me if I don't hold my breath.
orion_1981usub17_ESO wrote: »I often ponder the motivations those asking for vet content overland. In most cases they just want rewards from harder content in the easier content zones. But I don't feel this is the true deep motivations. I wonder if these players simply fear their inability to play harder group content, and instead of self improvement in game play and social interactions, they hide back in the cave of solo play, away from their fellow gamers.
Thechuckage wrote: »Are you familiar with the Heroes Journey narrative? (For anyone not familiar) It is extremely common in writing and story telling. And not in the modern sense. This predates (AFAIK) Greek and other ancient civilizations. The Hero must overcome some obstacle, trial, enemy what have you. Regardless of how powerful the hero is, the struggle remains.
Hercules( a demigod for cripes sake) taking on the 7 tasks which challenged him greatly. John Henry literally killing himself to beat a drilling machine. Spiderman going from weak nerd to superpowers and learning to control them, himself and take on new responsibilities. The common thread is they all have to work to succeed.
Now if you specifically SilverBride enjoy just being super OP. Fine, but the centuries of story telling has shown people like the hero to work for their success. Not have it handed to them.
SilverBride wrote: »Thechuckage wrote: »Are you familiar with the Heroes Journey narrative? (For anyone not familiar) It is extremely common in writing and story telling. And not in the modern sense. This predates (AFAIK) Greek and other ancient civilizations. The Hero must overcome some obstacle, trial, enemy what have you. Regardless of how powerful the hero is, the struggle remains.
Hercules( a demigod for cripes sake) taking on the 7 tasks which challenged him greatly. John Henry literally killing himself to beat a drilling machine. Spiderman going from weak nerd to superpowers and learning to control them, himself and take on new responsibilities. The common thread is they all have to work to succeed.
Now if you specifically SilverBride enjoy just being super OP. Fine, but the centuries of story telling has shown people like the hero to work for their success. Not have it handed to them.
That is all interesting from a story telling perspective, but it doesn't carry over to ESO. It's apples and oranges.
There is not enough interest in veteran overland to justify something that very few players would ever use. And since so few would be using it, it would soon become a ghost town. No one will be able to progress in a veteran difficulty overland with no one to group with for world bosses and harrowstorms and dragons etc.. And there would be no way you could solo them. Pretty soon everyone would be gone.
All that time and work for nothing.
orion_1981usub17_ESO wrote: »I hate to break it to you but you don't seem to appreciates the game. Overland is not 80% of the game, not even close. The overland content your focusing on is three things:
quest,
world bosses,
public dungeon.
Of game content these are the three easiest facets of the game, and no matter the zone they are relatively the same thing.
But the game is a mulitfacted that you fail to appreciate.
Instanced content:
Faction quest
dungeon/vet
Trials/ vet
Pvp content:
Cyro,
BGs
Imp city
Dueling
Social content
Housing
Fashion
Collectibles
Guilds,
Mercantile
RP.
The game is huge and you'll never learn and you'll always be afraid if you don't step outside you comfort content. And look when I was doing vet normals for the first times they took hours of explaining and even watching YouTube videos pre run to learn the mechanics. Most People aren't some scary shadows trying to mentally hurt folks with elitist attitudes of git gud, they want to play...WITH YOU! And I feel folks would love it if they just gave other folks a chance.
It isn't the job of players to teach players the bare bones basics, things like trial fights and builds sure, but things like how to block, or move out of red, the game should be able to teach them these and if it doesn't that is a failure of game design.
orion_1981usub17_ESO wrote: »@Arwende my apologies, I thought you were talking for other people, since you last post referenced other gamers fearful of harder content a few times. I too was referencing these hypothetical players... sorry if you didn't register that. But if you too have "beaten" the game. Then you should understand the severe limitations of how to create difficult open world content that someone level 3 can still beat if they wonder into the fight.
This is exactly why people are asking for the option for vet overland, that way the normal overland can remain unchanged.orion_1981usub17_ESO wrote: »Then you should understand the severe limitations of how to create difficult open world content that someone level 3 can still beat if they wonder into the fight.
orion_1981usub17_ESO wrote: »You need to understand that there are mechanical limitations to the difficulty that a solo encounter can experience. A single player only has soo many options and mechanics and are bound by their APM capacity. There is a point that no single player can pass.
This is why the most difficult content will always in group setting because you can increase the mechanics of the game exponentially for each player. Mechanics are what make difficulty. A dungeon can have four players doing four objectives. And a trial can have twelve. No solo player in my knowledge can solo a normal trial.
This is what I mean by game progression. You progress by become part of team capable of doing content that you can not accomplish on your own.
SilverBride wrote: »It isn't the job of players to teach players the bare bones basics, things like trial fights and builds sure, but things like how to block, or move out of red, the game should be able to teach them these and if it doesn't that is a failure of game design.
Actually it is. I have played several MMOs and not a single one of them taught group mechanics in their version of overland.
ESO isn't supposed to hold our hands and show us every single thing we will need to know for dungeons and trials because they want us to learn these things ourselves.
One of my fondest gaming memories was doing a new raid boss in another game that there wasn't much info online about yet. But we went in anyway, and by trial and error and many many wipes we finally figured it out. And not one single player said "This game failed us by not preparing us for this raid boss while we were still questing and leveling."
"orion_1981usub17_ESO wrote: »
Just trying yo understand what actual difficulty folks want for chasing down lost guar.
Not group mechanics, basics one step higher than walking. The ability to block heavy attacks, the combat awareness to walk out of aoe's, the foresight to use food, the capacity to maintain a single dot to add damage to an enemy or sustain a single buff. I'm not asking for amazing skills, I'm asking for the place for players to actually practice these core, bare bones abilities that are applicable regardless of role. This, is what overland does nothing for, this is where it fails. You need none of this to progress through any of overland because all of overland is a starter zone, and every main quest line is set to this bar.
SilverBride wrote: »Not group mechanics, basics one step higher than walking. The ability to block heavy attacks, the combat awareness to walk out of aoe's, the foresight to use food, the capacity to maintain a single dot to add damage to an enemy or sustain a single buff. I'm not asking for amazing skills, I'm asking for the place for players to actually practice these core, bare bones abilities that are applicable regardless of role. This, is what overland does nothing for, this is where it fails. You need none of this to progress through any of overland because all of overland is a starter zone, and every main quest line is set to this bar.
It's a pretty widely known concept in gaming that you use food, potions and elixirs, or other similar ways to buff. And it is basic intuition that you don't stand in fire, or red circles, and try to block or avoid attacks.
If there is an Ogrim staring you down and you see a wide red line appear in front of him pointing to you, and you fail to move out of the way or block, you will learn very quickly not to just stand there the next time. How is that not teaching you something?
orion_1981usub17_ESO wrote: »Overland content isn't gated by level anymore its for everyone ALL THE TIME! But let's for theory sake overland vet content did exist. What level of mob difficulty would be required to make the story engaging and meaningful? Vet fungal grotto level? Vet direfrost? Vet falkreach hold? Vet castle thorn? Truth is, most Vet mobs are still a joke that take a couple of moments longer to kill.
So let's go to the bosses, do you want Vet lord warden for your delve boss or maybe Vet scp hm fight for the quest boss in stonefalls.
But wait there is a place that does have relatively the same difficulty... its called Vet arena, is that the level of difficulty that you desire every quest to have in overland? I mean that is the pinnacle of Vet solo content.
Just trying yo understand what actual difficulty folks want for chasing down lost guar.
SilverBride wrote: »It's a pretty widely known concept in gaming that you use food, potions and elixirs, or other similar ways to buff. And it is basic intuition that you don't stand in fire, or red circles, and try to block or avoid attacks.
If there is an Ogrim staring you down and you see a wide red line appear in front of him pointing to you, and you fail to move out of the way or block, you will learn very quickly not to just stand there the next time. How is that not teaching you something?
SilverBride wrote: »It's a pretty widely known concept in gaming that you use food, potions and elixirs, or other similar ways to buff. And it is basic intuition that you don't stand in fire, or red circles, and try to block or avoid attacks.
If there is an Ogrim staring you down and you see a wide red line appear in front of him pointing to you, and you fail to move out of the way or block, you will learn very quickly not to just stand there the next time. How is that not teaching you something?
It isn't teaching, because you can still get away with ignoring the mechanics. How is anyone going to learn anything if the game isn't telling them they're doing something wrong or punishing them? You can stand in everything, never dodge roll, never block and you'll still breeze through the overland.
SilverBride wrote: »Not group mechanics, basics one step higher than walking. The ability to block heavy attacks, the combat awareness to walk out of aoe's, the foresight to use food, the capacity to maintain a single dot to add damage to an enemy or sustain a single buff. I'm not asking for amazing skills, I'm asking for the place for players to actually practice these core, bare bones abilities that are applicable regardless of role. This, is what overland does nothing for, this is where it fails. You need none of this to progress through any of overland because all of overland is a starter zone, and every main quest line is set to this bar.
It's a pretty widely known concept in gaming that you use food, potions and elixirs, or other similar ways to buff. And it is basic intuition that you don't stand in fire, or red circles, and try to block or avoid attacks.
If there is an Ogrim staring you down and you see a wide red line appear in front of him pointing to you, and you fail to move out of the way or block, you will learn very quickly not to just stand there the next time. How is that not teaching you something?
orion_1981usub17_ESO wrote: »...
Overland content isn't gated by level anymore its for everyone ALL THE TIME! But let's for theory sake overland vet content did exist. What level of mob difficulty would be required to make the story engaging and meaningful? Vet fungal grotto level? Vet direfrost? Vet falkreach hold? Vet castle thorn? Truth is, most Vet mobs are still a joke that take a couple of moments longer to kill.
So let's go to the bosses, do you want Vet lord warden for your delve boss or maybe Vet scp hm fight for the quest boss in stonefalls.
But wait there is a place that does have relatively the same difficulty... its called Vet arena, is that the level of difficulty that you desire every quest to have in overland? I mean that is the pinnacle of Vet solo content.
Just trying yo understand what actual difficulty folks want for chasing down lost guar.
SilverBride wrote: »No, you can't. If you continue to stand in red and not move or dodge, you will suffer consequences.
If a player stands in red in overland they are likely to stand in red in veteran overland. Just making the mob stronger doesn't automatically make the player wiser.
FrancisCrawford wrote: »I only favor versions of this idea that let you dial difficulty up or down on a fight-by-fight basis.
In particular, some people enjoy blowing through trash mobs like tissue paper, but would like boss fights to be nontrivial.