kmontywrwb17_ESO wrote: »That ship has sailed my friend. ESO long ago went the easy route, and focuses on narrative more than combat. The community here as a rule like the game the way it is, and complain loudly if anything is too difficult or takes too much time. And fair enough, IMO. The pace of ESO is different to most other MMOs in that regard.
If you want difficulty and challenge in the core game, you are in the wrong MMO.
kmontywrwb17_ESO wrote: »That ship has sailed my friend. ESO long ago went the easy route, and focuses on narrative more than combat. The community here as a rule like the game the way it is, and complain loudly if anything is too difficult or takes too much time. And fair enough, IMO. The pace of ESO is different to most other MMOs in that regard.
If you want difficulty and challenge in the core game, you are in the wrong MMO.
can you suggest an MMO that isn't easy cause i haven't found one
kmontywrwb17_ESO wrote: »That ship has sailed my friend. ESO long ago went the easy route, and focuses on narrative more than combat. The community here as a rule like the game the way it is, and complain loudly if anything is too difficult or takes too much time. And fair enough, IMO. The pace of ESO is different to most other MMOs in that regard.
If you want difficulty and challenge in the core game, you are in the wrong MMO.
can you suggest an MMO that isn't easy cause i haven't found one
Ken_Koerperich wrote: »amm7sb14_ESO wrote: »Revitalizing old zones?
Really??
All I ever see while I play, when I do run across others in game is this:
Standing on Dolmen farming it in milliseconds....
Or speed past every mob to get to the "Quest" marker...
So how, when playing this way, would changing anything change the game?
Running past everything every time you play will still defeat making anything harder...
You're skipping at least 85% of it to begin with....
UGH!
Again, like we've all been saying. Want a challenge, take yourself on over to the Vet Dungeons, Trials, out to the PvPvE Zones and play there.
Those are harder...
Specially the PvPvE Zone, not only do you have to beat the mobs, you got to beat the yahoo's out to ruin your day....
Your examples prove the point of why we need a vet instance.
Experienced players skip past that content because it isn't worth our time, and when we do decide or need to kill mobs we gather as many as we can to nuke down at once, not because we want to show off, but because it isn't worth our time dealing with enemies one at a time like they're normally arranged.[removed quote]
then put on white gear and you get all that, that's like complaining normal dungeon mode needs to be harder because you steamroll it in gold optimized gear.Give mobs enough health so they don't get instantly killed by 2 uses of an aoe attack, enough damage to actually register as a threat, and reduce the cooldown on their abilities so they actually pose a threat while alive while removing skills that do nothing but waste their time. Think about conjurers who summon the bubbles that do nothing, or the healers who stand around doing nothing, or the archers who take 8s to fire a single shot, or the tanks that jump out of the map removing themselves from the battle. How are those challenging? Engaging? If they manage to do anything, it's to waste their own time.
People who do dungeons and trials don't want to be constantly told "go back to your corner", we want to explore the world, enjoy the story, engage in the biggest bit of content ZOS puts out, but we can't because that content puts us to sleep faster than the mobs could kill us if we were afk. Some of us want enemies that actually fight back.
since when is developer time free? also lol at less effort than adding companions, what you want is a revamp of EVERY overland content - are you aware how many zones that are? how many mobs you have to tune, check, retune, QA, and at the end of the day you a) either won't be satisfied because "wah zenimax you s*ck it's still too easy" or b) complain it's "too hard and tedious" now, and if not you someone else?As I mentioned earlier, creating a different rule set for a instance doesn't incur server strain (look at literally every dungeon having a normal and vet instance), nothing is being duplicated, just different rules being applied to a particular instance when it's made, similar to how cyrodiil and IC work. And since ZOS uses this tech everywhere, including overland where there are multiple instances of overland zones already, giving people the option to join an instance with a different rule set is something they already do. It would be a lot less effort than adding companions, who needed new systems, gear, actual voice over work (because someone mentioned how making a vet overland would need VO work which makes no sense), revitalizing old zones so long time players would actually visit them would be worth the effort.
not to burst your bubble, but that not how it works. we had a classic level progression for the first year of the game - and people quit in droves. and the one that didn't weren't suddenly all experts at the game; the amount of people who would profit from isn't worth it, and those who do don't need challenging quests to learn it in the first place. besides, how hard do you want questing to be? oneshots if you don't dodge the obviously telegraphed attack? people still die to that in vet dungeons and "don't stand in the fire" is as old as a tactic as MMOs are, but why do you think people are still repeating it?I think better rewards should be part of harder difficulty. It's how games work as you pointed out. That is why i mentioned it. It is a motivator for people to try harder content than they are currently doing. People doing harder overland means that some of them will get better at playing and thus be able to do even harder content that would otherwise be much for them if they didn't "work" up to it.
This is actually a current problem with dungeons. There are such big leaps between dungeon difficulties it is hard to improve at them, especially when their is constant pressure by toxic players and accelerated paces set by speed runners. It makes "getting better" in a dungeon setting difficult for many casual players.
ZOS needs to improve the content difficulty curve and make sure its a smooth ride from easy to very difficult and they don't do that. Its all cliffs and canyons. Overland is the easiest content in the game. Even the elite and bosses are easy to solo and taking on a half dozen normal mobs at a time is not that difficult for most people( assuming players with a few hundred CP and blue/purple gear).
Allowing players to choose a difficulty level and encouraging them to play at a higher difficulty would improve the game. The rewards don't even have to be that much better either. 10% more gold per difficulty level and a better chance at more rare gear or items in drops per difficulty level or some such is really all you need.
not to burst your bubble, but that not how it works. we had a classic level progression for the first year of the game - and people quit in droves. and the one that didn't weren't suddenly all experts at the game; the amount of people who would profit from isn't worth it, and those who do don't need challenging quests to learn it in the first place. besides, how hard do you want questing to be? oneshots if you don't dodge the obviously telegraphed attack? people still die to that in vet dungeons and "don't stand in the fire" is as old as a tactic as MMOs are, but why do you think people are still repeating it?I think better rewards should be part of harder difficulty. It's how games work as you pointed out. That is why i mentioned it. It is a motivator for people to try harder content than they are currently doing. People doing harder overland means that some of them will get better at playing and thus be able to do even harder content that would otherwise be much for them if they didn't "work" up to it.
This is actually a current problem with dungeons. There are such big leaps between dungeon difficulties it is hard to improve at them, especially when their is constant pressure by toxic players and accelerated paces set by speed runners. It makes "getting better" in a dungeon setting difficult for many casual players.
ZOS needs to improve the content difficulty curve and make sure its a smooth ride from easy to very difficult and they don't do that. Its all cliffs and canyons. Overland is the easiest content in the game. Even the elite and bosses are easy to solo and taking on a half dozen normal mobs at a time is not that difficult for most people( assuming players with a few hundred CP and blue/purple gear).
Allowing players to choose a difficulty level and encouraging them to play at a higher difficulty would improve the game. The rewards don't even have to be that much better either. 10% more gold per difficulty level and a better chance at more rare gear or items in drops per difficulty level or some such is really all you need.
it's also easy to ask for better rewards, but are you aware you're asking for (at least) two different difficulty curves at once? so you get better gear, which makes you stronger, which means mobs still need to be "challenging" to you. what about the next guy who maybe did 50/50 hard/normal content? 25/75? who runs around as tank with health instead of stamina/magicka and doesn't have the SP for extra sets of skill lines? sure, you don't need a tank for normal dungeons anyway, but there are still parts where you profit from it.
also good luck telling that guy to either buy blackwood for a companion or suck it up he will never get the better rewards unless he respecs constantly, for rewards which can only be better numerically, since you can't repeat quests. have fun explaining someone he just missed a crucial title or collectible because he didn't do it on a specific difficulty unless he rerolls or does it on another char again.
I get why people want "challenging" overland content, but I'don't think they understand what that actually means.
As for your last point, year 1 eso was rough, I was there through it all, and it wasn't the fact that you progressed through the zones linearly that made people quit, it was the bugs. Which night blade skills and passives actually worked throughout the first year, I wonder? That was why people left early on, not 'overland being too hard'.
alanmatillab16_ESO wrote: »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.
and exactly how would a difficulty slider where I can make the game more challenging but you can leave it on "relax" mode affect your gameplay?
Ken_Koerperich wrote: »Thechuckage wrote: »Ken_Koerperich wrote: »[removed quote]amm7sb14_ESO wrote: »Revitalizing old zones?
Really??
All I ever see while I play, when I do run across others in game is this:
Standing on Dolmen farming it in milliseconds....
Or speed past every mob to get to the "Quest" marker...
So how, when playing this way, would changing anything change the game?
Running past everything every time you play will still defeat making anything harder...
You're skipping at least 85% of it to begin with....
UGH!
Again, like we've all been saying. Want a challenge, take yourself on over to the Vet Dungeons, Trials, out to the PvPvE Zones and play there.
Those are harder...
Specially the PvPvE Zone, not only do you have to beat the mobs, you got to beat the yahoo's out to ruin your day....
[snip]
So someone has overleveled (near immediately) the story content they are enjoying, so they should move into group non-story content.[snip]
Then I guess you will hate AC:Valhalla, Kingdom of Amalur, and a multitude of other game. You can be OP before you're a quarter of the way into the game.
So yeah, guess you should move on if it's to "simple/easy" for you.
Enjoy finding a game that is a challenge.
Even GoT was easy before you were 1/4 of the way into the game..
alberichtano wrote: »Honestly I don't understand the problem. You want it harder? Well, remove your fancy armor and just use what plain white armor you can scavange. Still to easy? Just use the skin/fur/scales that the gods/moons/hist gave you. Still to easy? Do the same with voidsteel daggers. No enchants.
There, a challenge worthy of Ysgramor! ;-)
I literally beat the main story quest boss under 2-3 minutes (which was longer bc he had a stupid gamic of a mechanic that made him invulnerable so nothing engaging or intuitive) with only a helmet equipped, just weapons, a greatsword. I was level 13/15 with 0 CP points allocated.
SilverBride wrote: »I literally beat the main story quest boss under 2-3 minutes (which was longer bc he had a stupid gamic of a mechanic that made him invulnerable so nothing engaging or intuitive) with only a helmet equipped, just weapons, a greatsword. I was level 13/15 with 0 CP points allocated.
And this is bad why? You are talking about the base game and story, not the final boss in a veteran trial. It is not going to be challenging. This is why veteran dungeons and trials and arenas were developed. That is where the challenge is and that is where the challenge should remain.
ESO is perfectly fine for the majority of its players just as it is. If this suggestion were to actually be implemented, optional or otherwise, there would be a lot of players leaving, many of whom are subscribers.
SilverBride wrote: »I literally beat the main story quest boss under 2-3 minutes (which was longer bc he had a stupid gamic of a mechanic that made him invulnerable so nothing engaging or intuitive) with only a helmet equipped, just weapons, a greatsword. I was level 13/15 with 0 CP points allocated.
And this is bad why? You are talking about the base game and story, not the final boss in a veteran trial. It is not going to be challenging. This is why veteran dungeons and trials and arenas were developed. That is where the challenge is and that is where the challenge should remain.
ESO is perfectly fine for the majority of its players just as it is. If this suggestion were to actually be implemented, optional or otherwise, there would be a lot of players leaving, many of whom are subscribers.
SilverBride wrote: »There is no hype that the story boss needs to live up to because we are presented as the hero who is strong enough to beat them. The hype is for us. If we struggle with boss fights then we aren't living up to the hype.
I believe players would leave over an option that gives other players an unfair advantage, such as increased experience and/or rewards. And those are points that haven't been clearly defined in this proposal.
A few compromises have been presented throughout these threads. Below are some suggestions that would be fair to all.
- An optional veteran overland with more difficult mobs and boss fights - But the experience gained and the drops from mobs, quest bosses, world bosses and chests would remain the same in both instances.
- An optional scroll that the player could activate that would make the quest boss more challenging - But the quest boss would remain a one time fight per character as it is now, and reward the same drops.
- An option to scale mobs to the player's level, CP and gear. It could also take into account the player's experience, such as what achievements they have earned for veteran content. - But once again the experience and rewards would stay the same.
I believe these are reasonable suggestions that would be fair to all involved. What do you propose?
Your 3rd option doesn't make sense since currently the game scales players to the mobs level. This is how a level 5 can be in the same zone as a level 50...
I suggest a slider that adjusts this scaling on my character.
SilverBride wrote: »There is no hype that the story boss needs to live up to because we are presented as the hero who is strong enough to beat them. The hype is for us. If we struggle with boss fights then we aren't living up to the hype.
An optional scroll that the player could activate that would make the quest boss more challenging - But the quest boss would remain a one time fight per character as it is now, and reward the same drops.
There is hard content in the game.
Its called Trials, Arenas and Vet Dungeons.
kmontywrwb17_ESO wrote: »That ship has sailed my friend. ESO long ago went the easy route, and focuses on narrative more than combat. The community here as a rule like the game the way it is, and complain loudly if anything is too difficult or takes too much time. And fair enough, IMO. The pace of ESO is different to most other MMOs in that regard.
If you want difficulty and challenge in the core game, you are in the wrong MMO.
can you suggest an MMO that isn't easy cause i haven't found one
SilverBride wrote: »Your 3rd option doesn't make sense since currently the game scales players to the mobs level. This is how a level 5 can be in the same zone as a level 50...
I suggest a slider that adjusts this scaling on my character.
Then why do you need a slider to adjust the scaling? Also, does the current scaling takes into account CP, gear and experiences, or just the player's level?