zelaminator wrote: »martinhpb16_ESO wrote: »It's tiring to see over and over again some of the people who like it currently telling those people who want a challenge, that they are wrong or go and play some other form of content. Inverted elitists.
There is nothing wrong with choice, there is everything wrong with "don't like it - then move on because I am happy so your opinion doesn't count".
THIS.
Changing the game for everyone would be a bad idea, but giving the choice to make the game harder for some players would be perfect.
And if there is a boost of XP or slightly better gear for the "veteran overland/delves", it shouldn't matter to more casual players because those are rewards they would not have gotten anyway.
We who like it as is, are tired of the other group too.. both sides shout at the other, to find another game
SilverBride wrote: »The biggest issue I have with this debate is that for overland to be anything but what it currently is requires altering the very core structure of this game. That would turn this into a completely different game. If players no longer enjoy ESO, turning it into something else and taking the game others do still enjoy away from them isn't the answer.
Giving players a choice does not make ESO a completely different game - and the vast majority of people asking for an option aren’t seeking to take anything away from anyone.
It can still be easy, bit I need to feel like I'm actually in danger when I go into dangerous areas. Or when I fight a literal sword singer vampire lord the fight needs more powerful blows coming from him. He was just a "bullet sponge" if you ignored the side mechanic. Like a target dummy with a light amount of damage getting thrown your way.
SilverBride wrote: »If overland is altered it would change the game I love into something I would no longer be able to enjoy. People keep blaming overland enemies for being too easy when in actuality it's just that they have progressed to veteran level content, which is exactly where the challenges are and should stay.
SilverBride wrote: »If overland is altered it would change the game I love into something I would no longer be able to enjoy. People keep blaming overland enemies for being too easy when in actuality it's just that they have progressed to veteran level content, which is exactly where the challenges are and should stay.
The idea of having an instance with current overland difficulty and another instance with harder overland would not change the game for you, it would feel the same. It might even be better for you because the new/casual players would mostly play on the "easier" instance and all play together
Michaelkeir wrote: »To add to this, overland could be a tad more difficult, but my true gripe is that story boss’s are TOO WEAK. If anything let’s make boss’s (and mini boss’s) more powerful.
Especially the Big Bads at the end of a year long chapter. They should have some power added to them. And I’m not talking about artificial making the fight longer with the being invincible for short duration just to give you the illusion of a tougher fight. I mean add some meaningful mechanics to them, let them hit harder, let those npcs we helped during the quest lend a hand with certain mechanics, something.
I remember years ago when I first faced Molag Bal. I got my tail handed to me. I had to actually heal, dodge, and use most of my abilities just to stay alive. It was fun and exhilarating and worthy of a Daedric Prince.
zelaminator wrote: »As you say, impossible.. no one has proposed a suggestion that suits everyone yet
Yes there has - The game already puts players in separate instances without the player knowing it. So what people have asked is that they create an instance where Overland is harder.
Not just Nerf the Player but where the enemies are actually more dangerous and tougher. Where Elites and Story Bosses use more mechanics.
Let Beginning Players (as well as very casual players) have their instance that allows them to learn the game or enjoy it at a casual pace. Should they wish for a more challenging SOLO experience they can change the difficulty.
- Or Second Option -
Create separate difficulty instances for Delves, Public Dungeons, and Story Bosses (Main & Mini)
Both are solutions that would work. The main disagreement is “split the playerbase” when the game already does that and there is already very little reason to group up with other players besides World Bosses.
The only thing left to actually discuss is if it should reward the player more or not. - and at the end of the day that’s up to the developers not the players.
zelaminator wrote: »martinhpb16_ESO wrote: »It's tiring to see over and over again some of the people who like it currently telling those people who want a challenge, that they are wrong or go and play some other form of content. Inverted elitists.
There is nothing wrong with choice, there is everything wrong with "don't like it - then move on because I am happy so your opinion doesn't count".
THIS.
Changing the game for everyone would be a bad idea, but giving the choice to make the game harder for some players would be perfect.
And if there is a boost of XP or slightly better gear for the "veteran overland/delves", it shouldn't matter to more casual players because those are rewards they would not have gotten anyway.
We who like it as is, are tired of the other group too.. both sides shout at the other, to find another game
Um one side definitely doesn’t tell the people happy with how things are to play another game.
zelaminator wrote: »zelaminator wrote: »As you say, impossible.. no one has proposed a suggestion that suits everyone yet
Yes there has - The game already puts players in separate instances without the player knowing it. So what people have asked is that they create an instance where Overland is harder.
Not just Nerf the Player but where the enemies are actually more dangerous and tougher. Where Elites and Story Bosses use more mechanics.
Let Beginning Players (as well as very casual players) have their instance that allows them to learn the game or enjoy it at a casual pace. Should they wish for a more challenging SOLO experience they can change the difficulty.
- Or Second Option -
Create separate difficulty instances for Delves, Public Dungeons, and Story Bosses (Main & Mini)
Both are solutions that would work. The main disagreement is “split the playerbase” when the game already does that and there is already very little reason to group up with other players besides World Bosses.
The only thing left to actually discuss is if it should reward the player more or not. - and at the end of the day that’s up to the developers not the players.
And people would/will object against more instancing/separation of the playerbase.. so no, that option would not suit everyonezelaminator wrote: »martinhpb16_ESO wrote: »It's tiring to see over and over again some of the people who like it currently telling those people who want a challenge, that they are wrong or go and play some other form of content. Inverted elitists.
There is nothing wrong with choice, there is everything wrong with "don't like it - then move on because I am happy so your opinion doesn't count".
THIS.
Changing the game for everyone would be a bad idea, but giving the choice to make the game harder for some players would be perfect.
And if there is a boost of XP or slightly better gear for the "veteran overland/delves", it shouldn't matter to more casual players because those are rewards they would not have gotten anyway.
We who like it as is, are tired of the other group too.. both sides shout at the other, to find another game
Um one side definitely doesn’t tell the people happy with how things are to play another game.
So you want to tell me, that no one from the "I want it to be harder" side of the argument, has ever told another player to go find another game if they want it as it is now.?
SilverBride wrote: »SilverBride wrote: »If overland is altered it would change the game I love into something I would no longer be able to enjoy. People keep blaming overland enemies for being too easy when in actuality it's just that they have progressed to veteran level content, which is exactly where the challenges are and should stay.
The idea of having an instance with current overland difficulty and another instance with harder overland would not change the game for you, it would feel the same. It might even be better for you because the new/casual players would mostly play on the "easier" instance and all play together
It would affect everyone because it would divide the playerbase. New players need to interact with experienced players to learn more about the game. They also won't be able to take down World Bosses and Harrowstorms or Geysers without the help of stronger, more experienced players. So it would have a negative affect, particularly on new and low level players.
zelaminator wrote: »As you say, impossible.. no one has proposed a suggestion that suits everyone yet
Yes there has - The game already puts players in separate instances without the player knowing it. So what people have asked is that they create an instance where Overland is harder.
Not just Nerf the Player but where the enemies are actually more dangerous and tougher. Where Elites and Story Bosses use more mechanics.
Let Beginning Players (as well as very casual players) have their instance that allows them to learn the game or enjoy it at a casual pace. Should they wish for a more challenging SOLO experience they can change the difficulty.
- Or Second Option -
Create separate difficulty instances for Delves, Public Dungeons, and Story Bosses (Main & Mini)
Both are solutions that would work. The main disagreement is “split the playerbase” when the game already does that and there is already very little reason to group up with other players besides World Bosses.
The only thing left to actually discuss is if it should reward the player more or not. - and at the end of the day that’s up to the developers not the players.
Agenericname wrote: »zelaminator wrote: »zelaminator wrote: »As you say, impossible.. no one has proposed a suggestion that suits everyone yet
Yes there has - The game already puts players in separate instances without the player knowing it. So what people have asked is that they create an instance where Overland is harder.
Not just Nerf the Player but where the enemies are actually more dangerous and tougher. Where Elites and Story Bosses use more mechanics.
Let Beginning Players (as well as very casual players) have their instance that allows them to learn the game or enjoy it at a casual pace. Should they wish for a more challenging SOLO experience they can change the difficulty.
- Or Second Option -
Create separate difficulty instances for Delves, Public Dungeons, and Story Bosses (Main & Mini)
Both are solutions that would work. The main disagreement is “split the playerbase” when the game already does that and there is already very little reason to group up with other players besides World Bosses.
The only thing left to actually discuss is if it should reward the player more or not. - and at the end of the day that’s up to the developers not the players.
And people would/will object against more instancing/separation of the playerbase.. so no, that option would not suit everyonezelaminator wrote: »martinhpb16_ESO wrote: »It's tiring to see over and over again some of the people who like it currently telling those people who want a challenge, that they are wrong or go and play some other form of content. Inverted elitists.
There is nothing wrong with choice, there is everything wrong with "don't like it - then move on because I am happy so your opinion doesn't count".
THIS.
Changing the game for everyone would be a bad idea, but giving the choice to make the game harder for some players would be perfect.
And if there is a boost of XP or slightly better gear for the "veteran overland/delves", it shouldn't matter to more casual players because those are rewards they would not have gotten anyway.
We who like it as is, are tired of the other group too.. both sides shout at the other, to find another game
Um one side definitely doesn’t tell the people happy with how things are to play another game.
So you want to tell me, that no one from the "I want it to be harder" side of the argument, has ever told another player to go find another game if they want it as it is now.?
I'd imagine that people from camps have said that, but its decidedly more prevalent on one.
SilverBride wrote: »It all comes down to this. ESO is designed so all players regardless of experience or skill can successfully quest overland. This may not be to the liking of some players, but it is what ESO is.
There are 2 choices for those who don't find this to their liking. Either adapt to ESO, or find a game that fits their playstyle. But it is not reasonable to expect ESO to adapt its core game to fit an individual player's preference. That is comparable to someone going to a Mexican restaurant then insisting that they serve spaghetti because they prefer Italian food.
colossalvoids wrote: »Well, the game already changed once because it's community. No question they'll do that again if critical mass would be vocal enough.
SilverBride wrote: »colossalvoids wrote: »Well, the game already changed once because it's community. No question they'll do that again if critical mass would be vocal enough.
It changed because a lot of players were leaving. They realized that players didn't like being separated from the other 2/3 of the playerbase, or struggling through veteran zones, or being forced to group in Craglorn. And players still don't want those things.
Parasaurolophus wrote: »You are saying that the players did not like the division of the player base. And at the same time you say that the players don't like when they have to group.
SilverBride wrote: »colossalvoids wrote: »Well, the game already changed once because it's community. No question they'll do that again if critical mass would be vocal enough.
It changed because a lot of players were leaving. They realized that players didn't like being separated from the other 2/3 of the playerbase, or struggling through veteran zones, or being forced to group in Craglorn. And players still don't want those things.
SilverBride wrote: »Parasaurolophus wrote: »You are saying that the players did not like the division of the player base. And at the same time you say that the players don't like when they have to group.
I said being forced to group in Craglorn. You couldn't even quest there without grouping.
colossalvoids wrote: »Not that we're in the best ESO time now. Anyway, player minds tend to change with time, some liked one thing years ago that they utterly dislike nowadays, it's normal. I liked OneTam difficulty back at the days, but enough time passed for something new to come, player skill and mindset changing. No one likes stagnation and boredom, so if there's enough of a playerbase interested in another type of instance they would absolutely do that.
colossalvoids wrote: »SilverBride wrote: »colossalvoids wrote: »Well, the game already changed once because it's community. No question they'll do that again if critical mass would be vocal enough.
It changed because a lot of players were leaving. They realized that players didn't like being separated from the other 2/3 of the playerbase, or struggling through veteran zones, or being forced to group in Craglorn. And players still don't want those things.
Not that we're in the best ESO time now. Anyway, player minds tend to change with time, some liked one thing years ago that they utterly dislike nowadays, it's normal. I liked OneTam difficulty back at the days, but enough time passed for something new to come, player skill and mindset changing. No one likes stagnation and boredom, so if there's enough of a playerbase interested in another type of instance they would absolutely do that.
SWTOR has separated areas, designed for 2 or 4 players. While doing them in group is easy, soloing them is hard. World bosses can be compared to 2 player content, but there is not much for 4 players in ESO.
SWTOR has separated areas, designed for 2 or 4 players. While doing them in group is easy, soloing them is hard. World bosses can be compared to 2 player content, but there is not much for 4 players in ESO.
The heroic areas are fairly small compared to the zones themselves and I think they only have one quest. Zenimax could copy such a thing with new zones, but again it would be a very small area.
The two-man heroics are very easy a single player is equivalent to two players as the companions are more helpful in SWTOR than our new companions in ESO. Same with doing a 4-man with two players.
SilverBride wrote: »colossalvoids wrote: »Not that we're in the best ESO time now. Anyway, player minds tend to change with time, some liked one thing years ago that they utterly dislike nowadays, it's normal. I liked OneTam difficulty back at the days, but enough time passed for something new to come, player skill and mindset changing. No one likes stagnation and boredom, so if there's enough of a playerbase interested in another type of instance they would absolutely do that.
Stagnation and boredom can happen even in the best of games. Players get burned out and take breaks or try other games.
ESO attracts a lot of casual players, and the addition of Companions shows that ZoS is aware of this, and knows their playerbase.
colossalvoids wrote: »Doesn't mean that the other part of the community shouldn't have an ability to do story quests or delves, at the very least, having something more than just a visual novel before them.
SWTOR has separated areas, designed for 2 or 4 players. While doing them in group is easy, soloing them is hard. World bosses can be compared to 2 player content, but there is not much for 4 players in ESO.
The heroic areas are fairly small compared to the zones themselves and I think they only have one quest. Zenimax could copy such a thing with new zones, but again it would be a very small area.
The two-man heroics are very easy a single player is equivalent to two players as the companions are more helpful in SWTOR than our new companions in ESO. Same with doing a 4-man with two players.
SWTOR PVE was designed with companions in mind, as they were available from start. Solo pve areas by difficulty (with companion) are harder than public dungeons solo. 2-player areas are barely possible solo (with companion), 4 player areas are impossible.
Elvenheart wrote: »Just a thought to consider in regards to players choosing some way to debuff themselves so public dungeons can be more challenging, suppose Player A takes the debuffing food/slides the slider to the left and is having a wonderful time slowly working their way through Bad Man’s Hallows, when along comes Player B, a level 50 with 1,000+ Champion Points farming the Pale Order Ring lead who hasn’t changed the difficulty and starts running through the Hallows at top speed on a farming circuit aoeing everything. Then Player C shows up doing the same thing….