TheImperfect wrote: »Satisfied customer here, the rest of life is challenging enough. I like ESO as it is, there is challenge we're needed and relaxation too.
Over the years there have been so many suggestions how to make this work. Not that it would be our job to do so, I'm perfectly confident in ZOS' ability to develop something appropriate if only they acknowledged the demand.That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
But, what the heck. Let's go through this.Yes, a simple debuff like battle spirit would be the most sensible solution. Overworld mobs don't need special mechanics - they already have them. They are just easily ignored because they can be powered through. Doshia didn't have different mechanics back in the day, you just had to pay attention to them.Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?As said, mobs wouldn't have to change at all.Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
And don't worry how long I will be thrilled, I'll be just fine. Players of varying character level and ability have been playing together at least since One Tamriel, seeing someone stronger never bothered me one bit.No, logically you wouldn't. What logic? What's the premise here?Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.Which is why you shouldn't create different overland instances based on difficulty. It's too much effort for too little gain, and just separates people further.Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.It sounds more like you are arguing against your own assumptions than somebody else's suggestion.What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.Funny, but no.All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
ZOS just recently acknowledged again that many, many of their players are playing solo. So do I most of the time.
The problem is that outside of solo arenas, solo content in this game is so trivially easy that it makes all other game systems virtually superfluous. I'd love to hunt for gear, level my crafting skills and upgrade said gear, add better traits and enchantments, learn recipes, gain new skill lines, level my champion rank, deliberate good loadouts, etc. pp. But all of these progression systems are completely irrelevant when you can beat the new story boss with a few light attacks.
So, what we really ask for is for ZOS to improve the solo experience they acknowledge is a huge part of their players' preferd playstyle, by (optionally) elevating the difficulty from the level of a visual novel to something that incorporates other game systems, the way it used to do.There's always someone in these threads who considers it some kind of "Gotcha!" when people point out that higher difficulty comes with better/different rewards. It's not the "whole point", it's just one point to good game design.Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
There's no hidden conspiracy to leech a few more coins of gold out of ZOS. That's just how games work.
Yeah. Why wouldn't you want more rewards for higher difficulty? What would the point even be to running at a higher difficulty if you didn't get anything to show for it?
This was never a discussion about more challenge. It was always, and will always, be a dishonestly presented discussion about trying to finagle more shinies out of the devs, whether those shinies come in the form of gear or titles or being catered to despite being an insignificant minority of the playerbase.
There is the story to consider, and to many it is more important, or just as important as the fighting. True, often it is not at Nobel prize level, but often is very, very good, even compared to many other MMO's. A more difficult fight would make more difficult to appreciate the storyline for newborn players, this for sure.
This is a matter that resurfaces often. Let me propose some considerations.
1. Difficulty, to be really engaging, should mean some kind of mechanics added to overland "bosses" and mobs too. Else, if you made them only more hard to kill that will mean only longer combats. More a waste of time than any increasing fun, IMO. Imagine doing the first quests as a newborn build, giving tens of seconds to ALL mobs you meet...
2. To add those mechanics of point 1. devs had to perform a major programming overhaul of the game in its entirety, while making any hostile more hard only involves the change of some (general?) variables. BTW this holds too for nerf. It is rather easily implemented by changing some general variables and the result is the same: longer combats. So, beware of what you are asking for.
3. There is the story to consider, and to many it is more important, or just as important as the fighting. True, often it is not at Nobel prize level, but often is very, very good, even compared to many other MMO's. A more difficult fight would make more difficult to appreciate the storyline for newborn players, this for sure.
4. Overland is meant for building new chars or familiarise with the game. I am well beyond 1000CP and when I want to find difficult and engaging content, there is no problem
Over the years there have been so many suggestions how to make this work. Not that it would be our job to do so, I'm perfectly confident in ZOS' ability to develop something appropriate if only they acknowledged the demand.That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
But, what the heck. Let's go through this.Yes, a simple debuff like battle spirit would be the most sensible solution. Overworld mobs don't need special mechanics - they already have them. They are just easily ignored because they can be powered through. Doshia didn't have different mechanics back in the day, you just had to pay attention to them.Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?As said, mobs wouldn't have to change at all.Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
And don't worry how long I will be thrilled, I'll be just fine. Players of varying character level and ability have been playing together at least since One Tamriel, seeing someone stronger never bothered me one bit.No, logically you wouldn't. What logic? What's the premise here?Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.Which is why you shouldn't create different overland instances based on difficulty. It's too much effort for too little gain, and just separates people further.Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.It sounds more like you are arguing against your own assumptions than somebody else's suggestion.What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.Funny, but no.All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
ZOS just recently acknowledged again that many, many of their players are playing solo. So do I most of the time.
The problem is that outside of solo arenas, solo content in this game is so trivially easy that it makes all other game systems virtually superfluous. I'd love to hunt for gear, level my crafting skills and upgrade said gear, add better traits and enchantments, learn recipes, gain new skill lines, level my champion rank, deliberate good loadouts, etc. pp. But all of these progression systems are completely irrelevant when you can beat the new story boss with a few light attacks.
So, what we really ask for is for ZOS to improve the solo experience they acknowledge is a huge part of their players' preferd playstyle, by (optionally) elevating the difficulty from the level of a visual novel to something that incorporates other game systems, the way it used to do.There's always someone in these threads who considers it some kind of "Gotcha!" when people point out that higher difficulty comes with better/different rewards. It's not the "whole point", it's just one point to good game design.Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
There's no hidden conspiracy to leech a few more coins of gold out of ZOS. That's just how games work.
Yeah. Why wouldn't you want more rewards for higher difficulty? What would the point even be to running at a higher difficulty if you didn't get anything to show for it?
This was never a discussion about more challenge. It was always, and will always, be a dishonestly presented discussion about trying to finagle more shinies out of the devs, whether those shinies come in the form of gear or titles or being catered to despite being an insignificant minority of the playerbase.
No, that's your point of view, for more effort you want bigger rewards. However, there are people for whom the challenge and necessity of overcoming difficulties and then knowing that they have managed to do it is reward enough in itself. This is why many single player games have difficulty levels, this is why games like DarkSouls are so popular.
You measure other people by comparing them to yourself, and that's not the right approach.
In SWTOR for example, any froup of mobs takes longer to kill than a boss in this game. Farming gear just for trials it's not the way to keep you in a game. Please level up difficulty
These "too easy" threads...
I think it's clear that the vast majority of the players like the game as it is.
Just a few elitist players want it hard.
Why do you think that? The majority on these threads seem to want more difficulty options. I get that those are the very people likely to be drawn to these threads - but what basis do you use on your assumption that the vast majority like it as is?
There is the story to consider, and to many it is more important, or just as important as the fighting. True, often it is not at Nobel prize level, but often is very, very good, even compared to many other MMO's. A more difficult fight would make more difficult to appreciate the storyline for newborn players, this for sure.
Counter Consideration:
Making the story Too Easy makes it hard for more experienced players to be able to enjoy the story. We are paying customers too - Why should the story's gameplay only appeal to new players?
Also there are plenty of New Players who find Overland and Story combat boring.
Many MMOS tried the easy content, story and RP focus to only die. It's statically proven the popular games that employ competitive and engaging content tend to be the most popular and well received.
Viewsfrom6ix wrote: »Viewsfrom6ix wrote: »Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Most people here want optional harder story or overland content like normal and bet for dungeons and trials. So relax, you won't be affected.
That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?
Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.
Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.
What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.
All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
Simple just like you said. Overland would have two instances. Anyone enabled vet would load into the vet overland instance and vice versa.
Yes, it would double the load on their servers but that is just a matter of money to solve.
Just like any other software challenges, throw more time, people and money at it and it will be completed.
Also I never said I wanted it. Just merely explaining what most people want from what I observed. I barely do any PvE nowadays.
These "too easy" threads...
I think it's clear that the vast majority of the players like the game as it is.
Just a few elitist players want it hard.
Why do you think that? The majority on these threads seem to want more difficulty options. I get that those are the very people likely to be drawn to these threads - but what basis do you use on your assumption that the vast majority like it as is?
I knew someone would question that.
It's not an assumption, there was a poll not long ago.
Elitists already have vet trials, not enough? Make them even harder, like in a game I used to play where we wiped for several months until we finally cleared it. I'm too old for that crap, these days I don't even touch normal trials.
Why would I want harder trials though? I'm not asking for the kind of stuff where you need to group, where you have to run the same content over and over to get the hang of it.. I hate trials. I'm too old (and too busy) for that crap!
I just want the fights to feel meaningful and not have the immersion completely destroyed by the big evil world-ending boss that whole nations are afraid of dropping in 2 seconds. AT LEAST let him live long enough to monalogue!
A: Hey let's make a separate Veteran version of Overland and Story Boss encounters to make them more engaging
B: You just want more rewards for doing Veteran
A: Well how about No added reward - that would be part of making it challenging.
B: No one would play a harder version of Overland / Story with no reward incentive to play. Go play other activities for challenge
A: Well we would be incentivized by the FUN it would be to play - but ok let's scale the rewards from blue to purple. Maybe add an achievement for doing certain things on Veteran
B: See it always comes back to Reward - you guys just want more goodies. Go play other activities if you want better rewards.
A: Ok - how about just achievements for Cosmetics - no gameplay rewards.
B: That's still a reward and hardly anyone would play it for no gameplay rewards.
A: We don't care about the reward, we want Overland and Story to have better gameplay.
B: Story is for New Players - there are other hard things in the game to satisfy your desire for harder content
A: This is not about seeking challenge. This is about making the story a better experience for other skilled players that are not beginners. Also there are plenty of New Players who find Overland and Story combat boring.
B: Well I like it the way it is so leave it alone
A: That is why we are asking for a separate instance so then you can still play the way you like
B: That would split the player base!
A: The player base is already split, Overland is easy enough that hardly anyone plays together (especially now with companions) those who don't enjoy how things are right now just don't play it. New Players who don't care for the lackluster combat just leave to go play something else.
B: Well ZOS already did Hard Overland and it failed.
A: We are not asking for another Craglorn or for leveled zones. That doesn't mean we want things to be too easy..There is a GOOD compromise in there somewhere. It doesn't have to be the hardest thing but that doesn't mean it has to be braindead easy.
B: Then wear no gear and use 0-1 skill
A: that doesn't solve the problem - we've tried it
B: Yes it does
A: No it doesn't
B: This isn’t Dark Souls
A: We never said it was, but they’re has to be a better compromise between Beginner Zone difficulty vs Endgame.
B: If you want challenge then go play endgame
A: We aren't asking for endgame - we're asking that the story be made fun for people with above beginner skill level.
B: Story is for New Players!
A: Why? We are paying customers too - Why should the story's gameplay only appeal to new players?
B: Stop being an elitist!
A: Many of us play casually, that doesn't mean we want the questing experience to be braindead easy.
B: Oh so you don't play endgame - then this is really just about Rewards & Goodies without having to do endgame!
A: ......... 🤦Bad faith is a concept in negotiation theory whereby parties pretend to reason to reach settlement, but have no intention to do so, for example, one political party may pretend to negotiate, with no intention to compromise, for political effect.
There is no intent to understand or compromise on a solution.
"Our enjoyment matters more than your optional setting that has no effect on me"
and
"The only possible reason you have a different opinion is because you have a secret goal for loot... even if many people have said they don't care about the loot from story content"
The only reason it seems anyone is against this is because of either spite against some symbolic collective of "Elites" - even though many asking for this feature are casuals who just have the basic understanding of the game.
Or because of the idea that ZOS just cannot afford it and would not make something for only a "Minority" of players, even though they do that all the time.
eventually this fades as this cycle gets repeated with some variation again and again and again and again and again and again. etc. etc. etc.
Maybe one day ZOS will actually do something about what many consider to be a fatal flaw in the game...maybe then these threads will stop popping up
Why would I want harder trials though? I'm not asking for the kind of stuff where you need to group, where you have to run the same content over and over to get the hang of it.. I hate trials. I'm too old (and too busy) for that crap!
I just want the fights to feel meaningful and not have the immersion completely destroyed by the big evil world-ending boss that whole nations are afraid of dropping in 2 seconds. AT LEAST let him live long enough to monalogue!
I understand what you want, but either there is some misunderstanding or we have totally different experiences regarding world bosses.
I feel some world bosses are easy, others just kick my ass, but none them takes less then like 2 min to solo, which feels ok to me.
Now if you are talking about delves and public dungeons bosses, I have to agree they die way too fast...
A: Hey let's make a separate Veteran version of Overland and Story Boss encounters to make them more engaging
B: You just want more rewards for doing Veteran
A: Well how about No added reward - that would be part of making it challenging.
B: No one would play a harder version of Overland / Story with no reward incentive to play. Go play other activities for challenge
A: Well we would be incentivized by the FUN it would be to play - but ok let's scale the rewards from blue to purple. Maybe add an achievement for doing certain things on Veteran
B: See it always comes back to Reward - you guys just want more goodies. Go play other activities if you want better rewards.
A: Ok - how about just achievements for Cosmetics - no gameplay rewards.
B: That's still a reward and hardly anyone would play it for no gameplay rewards.
A: We don't care about the reward, we want Overland and Story to have better gameplay.
B: Story is for New Players - there are other hard things in the game to satisfy your desire for harder content
A: This is not about seeking challenge. This is about making the story a better experience for other skilled players that are not beginners. Also there are plenty of New Players who find Overland and Story combat boring.
B: Well I like it the way it is so leave it alone
A: That is why we are asking for a separate instance so then you can still play the way you like
B: That would split the player base!
A: The player base is already split, Overland is easy enough that hardly anyone plays together (especially now with companions) those who don't enjoy how things are right now just don't play it. New Players who don't care for the lackluster combat just leave to go play something else.
B: Well ZOS already did Hard Overland and it failed.
A: We are not asking for another Craglorn or for leveled zones. That doesn't mean we want things to be too easy..There is a GOOD compromise in there somewhere. It doesn't have to be the hardest thing but that doesn't mean it has to be braindead easy.
B: Then wear no gear and use 0-1 skill
A: that doesn't solve the problem - we've tried it
B: Yes it does
A: No it doesn't
B: This isn’t Dark Souls
A: We never said it was, but they’re has to be a better compromise between Beginner Zone difficulty vs Endgame.
B: If you want challenge then go play endgame
A: We aren't asking for endgame - we're asking that the story be made fun for people with above beginner skill level.
B: Story is for New Players!
A: Why? We are paying customers too - Why should the story's gameplay only appeal to new players?
B: Stop being an elitist!
A: Many of us play casually, that doesn't mean we want the questing experience to be braindead easy.
B: Oh so you don't play endgame - then this is really just about Rewards & Goodies without having to do endgame!
A: ......... 🤦Bad faith is a concept in negotiation theory whereby parties pretend to reason to reach settlement, but have no intention to do so, for example, one political party may pretend to negotiate, with no intention to compromise, for political effect.
There is no intent to understand or compromise on a solution.
"Our enjoyment matters more than your optional setting that has no effect on me"
and
"The only possible reason you have a different opinion is because you have a secret goal for loot... even if many people have said they don't care about the loot from story content"
The only reason it seems anyone is against this is because of either spite against some symbolic collective of "Elites" - even though many asking for this feature are casuals who just have the basic understanding of the game.
Or because of the idea that ZOS just cannot afford it and would not make something for only a "Minority" of players, even though they do that all the time.
eventually this fades as this cycle gets repeated with some variation again and again and again and again and again and again. etc. etc. etc.
Maybe one day ZOS will actually do something about what many consider to be a fatal flaw in the game...maybe then these threads will stop popping up
Have you considered the fatal flaw as you put it isn't with Zos but with what you want? This thread for one thing and past threads are never presented in a good light. Look at the topic title it's hyperbole, the exaggerations in many of these threads reaches incredulity quickly. Sorry I don't believe everything yahoo who says the soloed all world bosses. Most quests in this game are one and done. Once you do them you can't repeat them unless you plan on rolling many alts, is that the case. The problem here is deeper than you realize and it has to do with our human minds. One set of people find relaxation in doing no thinking because all day long they have been taxed at work/school. Another set of people find relaxation in solving hard things. In the gaming world we have separated ourselves with labels such as casual and hardcore. When it's actually how different people operate. These threads repeat the same tired tropes. I don't see a great need for this at all, overland story is meant to give you background not challenge, they do make challenging content that surprise has stories involved vet dungeons and yes trials. Oh and you get better rewards, so why would they sink more money into making a vet overland? Think about what you are asking and realize you are in the minority.
A: Hey let's make a separate Veteran version of Overland and Story Boss encounters to make them more engaging
B: You just want more rewards for doing Veteran
A: Well how about No added reward - that would be part of making it challenging.
B: No one would play a harder version of Overland / Story with no reward incentive to play. Go play other activities for challenge
A: Well we would be incentivized by the FUN it would be to play - but ok let's scale the rewards from blue to purple. Maybe add an achievement for doing certain things on Veteran
B: See it always comes back to Reward - you guys just want more goodies. Go play other activities if you want better rewards.
A: Ok - how about just achievements for Cosmetics - no gameplay rewards.
B: That's still a reward and hardly anyone would play it for no gameplay rewards.
A: We don't care about the reward, we want Overland and Story to have better gameplay.
B: Story is for New Players - there are other hard things in the game to satisfy your desire for harder content
A: This is not about seeking challenge. This is about making the story a better experience for other skilled players that are not beginners. Also there are plenty of New Players who find Overland and Story combat boring.
B: Well I like it the way it is so leave it alone
A: That is why we are asking for a separate instance so then you can still play the way you like
B: That would split the player base!
A: The player base is already split, Overland is easy enough that hardly anyone plays together (especially now with companions) those who don't enjoy how things are right now just don't play it. New Players who don't care for the lackluster combat just leave to go play something else.
B: Well ZOS already did Hard Overland and it failed.
A: We are not asking for another Craglorn or for leveled zones. That doesn't mean we want things to be too easy..There is a GOOD compromise in there somewhere. It doesn't have to be the hardest thing but that doesn't mean it has to be braindead easy.
B: Then wear no gear and use 0-1 skill
A: that doesn't solve the problem - we've tried it
B: Yes it does
A: No it doesn't
B: This isn’t Dark Souls
A: We never said it was, but they’re has to be a better compromise between Beginner Zone difficulty vs Endgame.
B: If you want challenge then go play endgame
A: We aren't asking for endgame - we're asking that the story be made fun for people with above beginner skill level.
B: Story is for New Players!
A: Why? We are paying customers too - Why should the story's gameplay only appeal to new players?
B: Stop being an elitist!
A: Many of us play casually, that doesn't mean we want the questing experience to be braindead easy.
B: Oh so you don't play endgame - then this is really just about Rewards & Goodies without having to do endgame!
A: ......... 🤦Bad faith is a concept in negotiation theory whereby parties pretend to reason to reach settlement, but have no intention to do so, for example, one political party may pretend to negotiate, with no intention to compromise, for political effect.
There is no intent to understand or compromise on a solution.
"Our enjoyment matters more than your optional setting that has no effect on me"
and
"The only possible reason you have a different opinion is because you have a secret goal for loot... even if many people have said they don't care about the loot from story content"
The only reason it seems anyone is against this is because of either spite against some symbolic collective of "Elites" - even though many asking for this feature are casuals who just have the basic understanding of the game.
Or because of the idea that ZOS just cannot afford it and would not make something for only a "Minority" of players, even though they do that all the time.
eventually this fades as this cycle gets repeated with some variation again and again and again and again and again and again. etc. etc. etc.
Maybe one day ZOS will actually do something about what many consider to be a fatal flaw in the game...maybe then these threads will stop popping up
Have you considered the fatal flaw as you put it isn't with Zos but with what you want? This thread for one thing and past threads are never presented in a good light. Look at the topic title it's hyperbole, the exaggerations in many of these threads reaches incredulity quickly. Sorry I don't believe everything yahoo who says the soloed all world bosses. Most quests in this game are one and done. Once you do them you can't repeat them unless you plan on rolling many alts, is that the case. The problem here is deeper than you realize and it has to do with our human minds. One set of people find relaxation in doing no thinking because all day long they have been taxed at work/school. Another set of people find relaxation in solving hard things. In the gaming world we have separated ourselves with labels such as casual and hardcore. When it's actually how different people operate. These threads repeat the same tired tropes. I don't see a great need for this at all, overland story is meant to give you background not challenge, they do make challenging content that surprise has stories involved vet dungeons and yes trials. Oh and you get better rewards, so why would they sink more money into making a vet overland? Think about what you are asking and realize you are in the minority.
I guess you weren't around pre One-Tamriel? That had challenging questing. Doshia was HARD. You could go to more difficult zones or stay in easier zones, tailoring the difficulty you played. Then there were also Vet versions of the whole base game (Cadwells silver)
Over the years there have been so many suggestions how to make this work. Not that it would be our job to do so, I'm perfectly confident in ZOS' ability to develop something appropriate if only they acknowledged the demand.That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
But, what the heck. Let's go through this.Yes, a simple debuff like battle spirit would be the most sensible solution. Overworld mobs don't need special mechanics - they already have them. They are just easily ignored because they can be powered through. Doshia didn't have different mechanics back in the day, you just had to pay attention to them.Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?As said, mobs wouldn't have to change at all.Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
And don't worry how long I will be thrilled, I'll be just fine. Players of varying character level and ability have been playing together at least since One Tamriel, seeing someone stronger never bothered me one bit.No, logically you wouldn't. What logic? What's the premise here?Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.Which is why you shouldn't create different overland instances based on difficulty. It's too much effort for too little gain, and just separates people further.Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.It sounds more like you are arguing against your own assumptions than somebody else's suggestion.What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.Funny, but no.All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
ZOS just recently acknowledged again that many, many of their players are playing solo. So do I most of the time.
The problem is that outside of solo arenas, solo content in this game is so trivially easy that it makes all other game systems virtually superfluous. I'd love to hunt for gear, level my crafting skills and upgrade said gear, add better traits and enchantments, learn recipes, gain new skill lines, level my champion rank, deliberate good loadouts, etc. pp. But all of these progression systems are completely irrelevant when you can beat the new story boss with a few light attacks.
So, what we really ask for is for ZOS to improve the solo experience they acknowledge is a huge part of their players' preferd playstyle, by (optionally) elevating the difficulty from the level of a visual novel to something that incorporates other game systems, the way it used to do.There's always someone in these threads who considers it some kind of "Gotcha!" when people point out that higher difficulty comes with better/different rewards. It's not the "whole point", it's just one point to good game design.Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
There's no hidden conspiracy to leech a few more coins of gold out of ZOS. That's just how games work.
Yeah. Why wouldn't you want more rewards for higher difficulty? What would the point even be to running at a higher difficulty if you didn't get anything to show for it?
This was never a discussion about more challenge. It was always, and will always, be a dishonestly presented discussion about trying to finagle more shinies out of the devs, whether those shinies come in the form of gear or titles or being catered to despite being an insignificant minority of the playerbase.
SilverBride wrote: »I guess you weren't around pre One-Tamriel? That had challenging questing. Doshia was HARD. You could go to more difficult zones or stay in easier zones, tailoring the difficulty you played. Then there were also Vet versions of the whole base game (Cadwells silver)
I don't know if they were but I was. Once you finished your own faction's zones you moved on to another for Cadwell's Silver, but it was a harder version of those zones. Once those were complete you moved on to the last for Cadwell's Gold, which was even more difficult. You did not have the option to stay in easier zones if you wanted to progress.
Then they introduced Craglorn that pretty much required grouping to do anything. It did not go over well.
Players in general didn't enjoy the veteran zones or Craglorn and a lot of them, myself included, left because of it. One Tamriel is the best thing they ever did for player satisfaction.
ESO has a lot of casual players who would not be utilizing a more difficult overland. In my opinion the cost to implement a feature few would use isn't feasible.
Viewsfrom6ix wrote: »Viewsfrom6ix wrote: »Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Most people here want optional harder story or overland content like normal and bet for dungeons and trials. So relax, you won't be affected.
That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?
Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.
Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.
What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.
All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
Simple just like you said. Overland would have two instances. Anyone enabled vet would load into the vet overland instance and vice versa.
Yes, it would double the load on their servers but that is just a matter of money to solve.
Just like any other software challenges, throw more time, people and money at it and it will be completed.
Also I never said I wanted it. Just merely explaining what most people want from what I observed. I barely do any PvE nowadays.
The problem with that, though is that it was forced progression - needed to get your vet ranks - and on each character... I see no problem at all with providing more difficult overland as an option.
But nobody knows what the cost is - it could be trivial.. Adjustments to character strength are already in-place since 1T to scale characters for the content. It may be as simple as tweaking that one calculation based on a user setting - it maybe a lot harder. It isn't for us to know, and therefore not a good reason to base a personal decision on of whether or not you want certain content.
I am a software developer and get soo frustrated when users don't ask for things because they think they may be hard to do - when in reality it could be a half-hour job - while they are asking me to spend months on something else.. So lets just ask and let Zos decide what not to do when they determine the effort (of course feedback from them would be nice so we don't keep asking for the impossible stuff!)