Chaquinho89 wrote: »This game is built to appeal to it's majority player base, the roleplayers.
Personally I don't really mind it, the faster I can get those achievements done the faster I can get to do actual fun content.
Balancing 70-80% of your game around brand new players is just disrespecting your loyal player base. But I'm sure newer players are more likely to buy shinies from the crown store so here we are.
How is some food debuffing you, different than unequipping your gear? You're just nerfing yourself, however you achieve that.
And I've tried that. As others have said, "debuffing" the player character just makes boring stuff take longer. You might have to rolldodge and self-heal now and then, but in the end, it's not really dangerous to an experienced player. ESO is filled to the brim with random trash mobs that are meant to be one-shot by someone half-decent at the game. Slogging through a delve by slowly whittling down on trash (sorry, "base pop"), is simply not fun. I've partly played through Southern Elsweyr and Greymoor like that, and after a while, you'll be simply relieved to killnuke stuff to megadeth again because it is so very, very tedious and you'd like to get to the point of this stupid delve quest before the universe ends. Not to mention that inevitably, at some point some random guy will barge in and clear everything for you, leaving you to do sight-seeing in a dank cave.
Making overworld harder is not just a switch or a debuff. It would require to rethink and rework the entire mob layout. Newer (DLC) bosses are usually fine - they have mechanics and stuff. But basic trash and base game bosses need serious attention (= developer time = money).
And then, there's the question of who an "experienced player" is.
Someone who runs veteran dungeons in a group?
Someone who regularly does vMA?
Someone who tanks DLC trial achievements?
Someone who will solo a veteran dungeon?
All of these are experienced. Yet I'll bet a crate of beer that you won't find a sweet spot where content is "challenging" for all of them. Especially because the first group vastly outnumbers the others. But if soloing a dragon is your base line, you'll never be satisfied with an "overland hard mode" catering to the majority of "experienced players". And simply debuffing you more ties back into my first point.
As others have pointed out, player skill is the single most important difference between experienced and newer players. Gear is a bonus. Food and CP are nice to have. But whatever you do (except for a total mindwipe), you will never again experience this game like you did the first time. Because you've learnt its core rules, and how to play it. And you will know how to do that on a level 3 character.
So what to do?
If one-shotting quest bosses destroys your immersion, do not do it. Yes, you could. You don't need to prove that. Apply what you've learnt in all the pug runs and light-attack tickle the boss to a slow and funny death. After you've sped through all the trash, this is the time to nerf yourself. The game lets you do that. Decide for yourself when and where you want to do it.
Is that a perfect solution? Sure not. But it's just as flawed as every other solution.
Mostly the merit of the debuff food lies in convenience, for what it's worth.
I agree it's far from a perfect fix, but it sure beats needing to carry around crap gear, shuffle/disable Champion Points, stop and change things up that you want to experience with more difficulty, et cetera. Being able to chug a drink that makes you take 75% more damage or enrages bosses to attack you 30% faster or whatever whatever is just plain easier for the player to experience, and easier for the devs to implement. It's more a "seems like a good compromise for the actual current state of things" sort of deal.
To really "fix" the game to be more engaging, it'd basically need to be entirely remade... only, you know.... better. :P
Chaquinho89 wrote: »This game is built to appeal to it's majority player base, the roleplayers.
Personally I don't really mind it, the faster I can get those achievements done the faster I can get to do actual fun content.
This is not at all meant as a criticism or to mock you or anything like that; I'm genuinely curious and just kindly asking:
If you find the content boring, why do the associated Achievements?
As someone who wants the content itself to be engaging, and has little to no interest in Achievements, I'm interested to know your perspective on this.
Chaquinho89 wrote: »Chaquinho89 wrote: »This game is built to appeal to it's majority player base, the roleplayers.
Personally I don't really mind it, the faster I can get those achievements done the faster I can get to do actual fun content.
This is not at all meant as a criticism or to mock you or anything like that; I'm genuinely curious and just kindly asking:
If you find the content boring, why do the associated Achievements?
As someone who wants the content itself to be engaging, and has little to no interest in Achievements, I'm interested to know your perspective on this.
Completionism
I think this entire discussion boils down to the consequences of scaling. I am so happy that i started this game before One Tamriel introduced scaling and (IMHO) dumbed down the game as a result.
I have never understood the logic of making low level characters OP at the expense of zones with differing difficulties.
ectoplasmicninja wrote: »Three of my guilds are "casual" guilds with a high new player membership, and I see regular requests for help with quest bosses. Some use food and potions and still can't handle bosses in prologue quests and the like. Most of them are pretty typical "new players" who came to ESO from Skyrim as many new players have.
Folks who want overland to be harder complain that those saying overland should stay easy are woefully underestimating the abilities of new players, but honestly there are a fair number of newbies who find it challenging enough. Those with previous MMO experience or who have already played ESO for years are a) obviously going to find it simple and easy, and b) likely not in casual beginner guilds to have an idea of how many people reach out for help with quest bosses in the first place.
This is not an argument that there shouldn't be a veteran overland mode if people want an extra challenge. It is just a statement that I have gone to help many new players smack down quest bosses after they have already died eight or nine times, and if the entire game was harder as a baseline a lot of those new players wouldn't get past the first ten levels before quitting.
StevieKingslayer wrote: »Yeah but this a problem tho. He was level 6 with 3 pieces of gear on, he should have at least had to hit it 5 times.
There is make it easier for the newer people coming in to get them accustomed, and then there is spoon feeding it to the point you can take your hands off the keyboard and your pets can do all the work. Its ridiculous.
Im all for newer players having it easier than veterans, because of course you dont want to scare them off. But you can't just let them one hit and quit and thats a problem. People are coming over from other games, feeling like god's at lower levels, they get into one veteran and get absolute smacked and either quit or reroll low level characters forever. It's sad.
There is NO in between. I don't understand how people don't see others leaving because of this fact. I know 21 people personally who have left for other games since Blackwood launched simply because of how boring the game is for them because nothing is a middle ground challenge. It's all or nothing.
He was level 6...
With how much time experience in the game and how much CP tied to the account?
There is a huuuuge difference between a level 6 player who started the game yesterday and a level 6 player who is starting a new toon after months or years of experience. Players tend to hide behind their level when making these types of difficulty posts, as if their experienced player experience at level 6 is anywhere near comparable to a brand new player trying to do these story quests.