I cannot imagine the effort to manage all of that gear for balancing.
Hi everyone.
Today I want to talk about the difficulty of the "solo" content. This content is actually too easy for someone who know some base mechanic of the game. While delves and public dungeons are actually good and enjoyable, the difficulty make them look like a simple walk around some beautiful places rather than actually dangerous places.
That's why these delves need an optional "veteran" mode, like every group instance in the game. My best memory of the game was vMA. I cried tears and blood, but I finally passed it. It was hard, but that's why this arena is actually "fun" and quite enjoyable. vVH is cool too, even if it's easier. I didn't even do it for the gear (I got the vMA perfected bow first time on my stam character tho) but actually because I wanted a solo "challenging content". The level of craglorn delves are what I exept about a "veteran difficulty" : If every "veteran" delves were as difficult as Shada's tear, I think every delves in the gain may gain in interest for vet player, because for now this content is literally, i think, "wasted"
What are your thoughts ? Feel free to debate !
orion_1981usub17_ESO wrote: »You cant have the public mobs being two different difficulties at the same time. Imagine if your in "harder mode" and the guy next to you is in "easy mode", what they mob your both attacking going to do?
SilverBride wrote: »I cannot imagine the effort to manage all of that gear for balancing.
I agree. But I really can't imagine all the work to manage this on not just 4 worlds, but 8...
NA normal, NA veteran, EU normal, EU veteran, Xbox normal, Xbox veteran, PS4 normal, PS4 veteran.
It would be a patch day nightmare.
PizzaCat82 wrote: »Hi everyone.
Today I want to talk about the difficulty of the "solo" content. This content is actually too easy for someone who know some base mechanic of the game. While delves and public dungeons are actually good and enjoyable, the difficulty make them look like a simple walk around some beautiful places rather than actually dangerous places.
That's why these delves need an optional "veteran" mode, like every group instance in the game. My best memory of the game was vMA. I cried tears and blood, but I finally passed it. It was hard, but that's why this arena is actually "fun" and quite enjoyable. vVH is cool too, even if it's easier. I didn't even do it for the gear (I got the vMA perfected bow first time on my stam character tho) but actually because I wanted a solo "challenging content". The level of craglorn delves are what I exept about a "veteran difficulty" : If every "veteran" delves were as difficult as Shada's tear, I think every delves in the gain may gain in interest for vet player, because for now this content is literally, i think, "wasted"
What are your thoughts ? Feel free to debate !
No one goes and does the Cragslorn delves. So increasing the difficulty doesn't make them more popular from what I can see.
MirandaSharp wrote: »orion_1981usub17_ESO wrote: »You cant have the public mobs being two different difficulties at the same time. Imagine if your in "harder mode" and the guy next to you is in "easy mode", what they mob your both attacking going to do?
Of course you can! A difficulty setting will only nerf your character, that's all. Lets say "hard mode" simply cuts all your stats in half and a "nightmare" mode may cut them down by 75%. Nothing needs to change in zones or monsters or whatever.
MirandaSharp wrote: »orion_1981usub17_ESO wrote: »You cant have the public mobs being two different difficulties at the same time. Imagine if your in "harder mode" and the guy next to you is in "easy mode", what they mob your both attacking going to do?
Of course you can! A difficulty setting will only nerf your character, that's all. Lets say "hard mode" simply cuts all your stats in half and a "nightmare" mode may cut them down by 75%. Nothing needs to change in zones or monsters or whatever.
PizzaCat82 wrote: »No one goes and does the Cragslorn delves. So increasing the difficulty doesn't make them more popular from what I can see.
This has been my experience. I spend so much time farming in Craglorn and lemme tell you, it's just us farmers.
I know I'm better than the average eso player and find myself utterly alone there, time and time again. Craglorn is my go to zone whenever I'm looking for a challenge in the openworld.
No add rewards, in fact the rewards in the delves are garbage but it's the only zone that has enemies that will definitely challenge you and kill you, and it's usually a ghost town and it has nothing to do with quests requiring a group because they changed all that.
I think we get why Craglorn failed yesteryear, it's been repeated quite often, but someone explain why Craglorn is still unpopular today since those restrictions no longer exist and the challenging content is still there?
PizzaCat82 wrote: »Hi everyone.
Today I want to talk about the difficulty of the "solo" content. This content is actually too easy for someone who know some base mechanic of the game. While delves and public dungeons are actually good and enjoyable, the difficulty make them look like a simple walk around some beautiful places rather than actually dangerous places.
That's why these delves need an optional "veteran" mode, like every group instance in the game. My best memory of the game was vMA. I cried tears and blood, but I finally passed it. It was hard, but that's why this arena is actually "fun" and quite enjoyable. vVH is cool too, even if it's easier. I didn't even do it for the gear (I got the vMA perfected bow first time on my stam character tho) but actually because I wanted a solo "challenging content". The level of craglorn delves are what I exept about a "veteran difficulty" : If every "veteran" delves were as difficult as Shada's tear, I think every delves in the gain may gain in interest for vet player, because for now this content is literally, i think, "wasted"
What are your thoughts ? Feel free to debate !
No one goes and does the Cragslorn delves. So increasing the difficulty doesn't make them more popular from what I can see.
This has been my experience. I spend so much time farming in Craglorn and lemme tell you, it's just us farmers.
I know I'm better than the average eso player and find myself utterly alone there, time and time again. Craglorn is my go to zone whenever I'm looking for a challenge in the openworld.
No add rewards, in fact the rewards in the delves are garbage but it's the only zone that has enemies that will definitely challenge you and kill you, and it's usually a ghost town and it has nothing to do with quests requiring a group because they changed all that.
I think we get why Craglorn failed yesteryear, it's been repeated quite often, but someone explain why Craglorn is still unpopular today since those restrictions no longer exist and the challenging content is still there?
SilverBride wrote: »The only aspects of the game that need veteran levels are dungeons, trials and arenas, and we already have these.
I understand that some players may not enjoy grouping with others. Or maybe they don't have the dps or meet the other requirements to be accepted into these groups. But that is a different issue.
Regardless, it is unreasonable to expect that a completely separate instance of the game be created so players have a way to farm veteran drops without having to group with others and run the actual veteran content that is already provided.
This is framing it as if people are asking for delves to become group content, like Craglorn - which is not the case.I thought I'd try to find some groups to complete these but I couldn't because no one was running them. There is just not enough interest. Why would a veteran delve in any other zone be any different?
Yeah tell that to new players. I had friends who found that very unappealing and left. They liked the dungeons & arenas, but questing was just painfully "meh". It lacked any excitement because nothing was a threat. Nothing made them think about what they were doing. It was like dealing with speed bumps - and the main story kept on resulting in the feeling "That's it?" - not good.
Also it is not entirely unreasonable as ZOS themselves know that overland is extremely beginner friendly which is why they had worked on a "Veteran" setting for overland.
If they will ever pick that up again - who knows.
People are asking for Solo content to be more fun.
Change it into something it is not? We are not asking for Dark Souls, or any other game. We are asking the general combat experience to be more engaging, challenging, and to actually utilize its tools - because we know it is perfectly able of doing that. We are asking for a version of Overland that is NOT a cake walk.SilverBride wrote: »Yeah tell that to new players. I had friends who found that very unappealing and left. They liked the dungeons & arenas, but questing was just painfully "meh". It lacked any excitement because nothing was a threat. Nothing made them think about what they were doing. It was like dealing with speed bumps - and the main story kept on resulting in the feeling "That's it?" - not good.
Also it is not entirely unreasonable as ZOS themselves know that overland is extremely beginner friendly which is why they had worked on a "Veteran" setting for overland.
If they will ever pick that up again - who knows.
ESO isn't for everyone. There are some gamers who aren't going to find it their cup of tea. But changing ESO into something it isn't is not reasonable for something that is just a fact. [/b]
Where is the proof that ZoS ever worked on a veteran overland?
If you are referring to the reddit post where they mentioned they had originally considered implementing such with One Tamriel, that was several years ago. And they only mentioned they considered it, not that they had actually worked on it.
ZOS_MattF
Hello! We have no plans on implementing spears, but we have talked off and on about cool ways to do the one hand magic/one hand weapon thing. That's not on our roadmap anywhere, but we have been brainstorming.
There are so many cool things we could do! Seriously, we love these ideas too, but it all comes down to a matter of time and priorities.
EDIT: to respond to your edit. Yes, we've talked about this, in fact we tried to get that into the game as part of One Tamriel, but we just couldn't get it done. So we have ideas on how to have difficulty settings for overland content, but it's not currently planned. It's a great idea.
SilverBride wrote: »Without requoting all that, I will just address this part.
"Yes, we've talked about this, in fact we tried to get that into the game as part of One Tamriel, but we just couldn't get it done. So we have ideas on how to have difficulty settings for overland content, but it's not currently planned."
Talking about it and having ideas does not mean they actually started implementing it. One Tamriel was 5 years ago. This idea is obviously not a priority.
I'm sorry if some players don't enjoy the game any more, but it's not because the game is too easy. It's just burnout and that happens to a lot of players over time. That is why players take breaks and do something different now and then. Making the base game harder won't change that.
Why would people be asking for it to be harder? Could it be because it being harder is a variable in what makes it fun? Could it be that tougher enemies who are actually tougher (more stats & more abilities) actually do make the experience more exciting & fun?No. Some players are asking for it to be harder. Harder doesn't make it more fun for most players. Harder doesn't make it fresh and new again. Harder won't cure burnout.
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.
Creating vet instances of overland would take a complete rework of all encounters to make the fights interesting. Just bumping up the damage enemies can do and give them more health/resistances wouldn't do it. Without new mechanics to make the fights interesting the battles would be just as boring to those that find them boring now. All that would change is that the boring fights would last longer.
I would like to see vet instances of more content but overland content is probably way beyond what is feasible. Public dungeons might be doable though?
Again with no extra rewards because this is about excitement and fun as you stated above when you said, "Why would people be asking for it to be harder? Could it be because it being harder is a variable in what makes it fun? Could it be that tougher enemies who are actually tougher (more stats & more abilities) actually do make the experience more exciting & fun?"
orion_1981usub17_ESO wrote: »MirandaSharp wrote: »orion_1981usub17_ESO wrote: »You cant have the public mobs being two different difficulties at the same time. Imagine if your in "harder mode" and the guy next to you is in "easy mode", what they mob your both attacking going to do?
Of course you can! A difficulty setting will only nerf your character, that's all. Lets say "hard mode" simply cuts all your stats in half and a "nightmare" mode may cut them down by 75%. Nothing needs to change in zones or monsters or whatever.
YOU CAN DO THAT YOURSELF ALREADY! What's actually stopping you?
SilverBride wrote: »However, regardless of anyone's thoughts on that, there is just not enough support to justify something that very few players would ever utilize.
It's nice that a few people want a new world and all but then where does it end once you beat the harder content what then? Another instance? It will never end.
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.
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.
SilverBride wrote: »However, regardless of anyone's thoughts on that, there is just not enough support to justify something that very few players would ever utilize.
You keep saying that yet I have not seen an data to back this claim