SeaGtGruff wrote: »Dagoth_Rac wrote: »SeaGtGruff wrote: »It seems to me that if that scaling could be adjusted on a per-character basis, then individual players could make the content scale to be either more difficult or less difficult.
Content difficulty really only works if everyone playing side-by-side faces the same difficulty. Some may be better players. Some may have better gear. But they need to face the same thing. If Player X has themselves set to "veteran" and Player Y has themselves set to "normal", what happens when they both fight an enemy at same time? Can the normal player just stand there and facetank the boss, turning it into a glorified parse dummy for the veteran player? Or will the normal player come along and quickly burn down an enemy that the veteran player was expecting to be a long, mechanic-heavy, difficult fight? It could happen by accident, simply because those players are looking for different game experiences, or could happen on purpose, with people teaming up to de facto exploit the intended harder mode.
The player base would need to be split apart to match up people wanting similar challenges to make sure it stays at the intended difficulty level. If easy mode players are side by side with hard mode players, it is unavoidable that they will interfere with each other. ZOS will put time and money and resources and it will just get us right back where we are now: nobody, especially players looking for a stiff challenge, will be happy.
You either need separate, more difficult instances, which ZOS seem hesitant to implement. They have had difficult overland content in the past, it was largely empty and unpopular. Or you need clearly isolated and limited areas of increased difficulty, that can kind of act as "choke points", where those seeking higher difficulty will know where to congregate. Sort of like dragons. Generally only 1 up at a time, clearly marked on map, easy for players to find (or avoid).
But this idea of a toggle or slider, where players at different difficulties will fight side-by-side anywhere and everywhere, is just not practical. Neither group will be able to consistently and reliably get what they want.
Except I'm not sure whether that (the statement I bolded) is actually the case right now, due to scaling. And no, I don't really understand how the scaling works. I've read that everything is scaled to CP160, but I don't understand what that's saying. Are the enemies being scaled to CP160, or are the players being scaled to CP160? And what exactly is being scaled-- damage? or what? All I know is that I'm CP2022 and I can be fighting alongside a L10 player who is dishing out more damage per hit than I'm able to, and I assume that it's got something to do with whatever is being scaled and however it's being scaled.
Zos should implement a difficulty bar for the non dungeon/trial content. If you set it on difficult all will hit more and have more hp but your drop rare chance will be better.
If you set it on easy your life bar will increase and you will take less damage.
Problem solved.
Zos should implement a difficulty bar for the non dungeon/trial content. If you set it on difficult all will hit more and have more hp but your drop rare chance will be better.
If you set it on easy your life bar will increase and you will take less damage.
Problem solved.
Not really, people are dying to stupidity. You don't reward that. These bosses have simple mechanics. Learn the mechanics.
Zos should implement a difficulty bar for the non dungeon/trial content. If you set it on difficult all will hit more and have more hp but your drop rare chance will be better.
If you set it on easy your life bar will increase and you will take less damage.
Problem solved.
Not really, people are dying to stupidity. You don't reward that. These bosses have simple mechanics. Learn the mechanics.
Zos should implement a difficulty bar for the non dungeon/trial content. If you set it on difficult all will hit more and have more hp but your drop rare chance will be better.
If you set it on easy your life bar will increase and you will take less damage.
Problem solved.
Not really, people are dying to stupidity. You don't reward that. These bosses have simple mechanics. Learn the mechanics.
Is it worth learning the mechanics, though? Is this content that people are going to really repeat, or is it content that they just need to overcome a handful of times, or fewer, and then they never have to think about it again?
SilverBride wrote: »I just hope they look at the data and see how few players are running these World Bosses and do something to make them viable. The reason I am hearing time and again as to why others players aren't wanting to join is the difficulty and the length of the encounters.
today i randomly travel to Necrom ( since i am still doing older zone quest before i want to move on to Necrom )
But today i did out of the curiousity, and i stumble upon 2 WB along the way and i decided to gave it a try, and i am not sure why people here are saying that there aren't enough players to kill the WB?
Because when i join in, there were at least a dozen players engaged in the WB ( could be more ) but basically i got the kill as well and that's about it, i barely do anything, but it was complete for me. so i don't think it's that hard, unless you do it as a challenge for yourself and tried to solo it ( which i feel it's impossible )
Grizzbeorn wrote: »
Quite, which is the problem, this is an MMORPG not a single player game. That a "world boss" is just 15 seconds of faceroll for just 10 people in an MMO is absolutely laughable.
SilverBride wrote: »
WBs have a set difficulty - this statement doesn't even make sense. If your build comes up short, improve it. These WBs are a LONG SHOT away from being "end-game" activity
Data will show that people want harder overland, and that they have had a drop off of people doing those quests, because they find everything forgettable with how easy it has been.
Practice makes perfect is apparently a bad thing now adays
EU PC 2000+ CP professional mudballer and pie thrower"Sheggorath, you are the Skooma Cat, for what is crazier than a cat on skooma?" - Fadomai
Data will show that people want harder overland, and that they have had a drop off of people doing those quests, because they find everything forgettable with how easy it has been.
Don't make baseless assumptions. There's absolutely no way to say currently whether the majority of people wants that or not.Practice makes perfect is apparently a bad thing now adays
Ever thought about people who can't get better for whatever reasons, e.g. disabilities, age, etc? Those people play as well.
I can't talk for PC NA but for EU there are still enough people milling around to kill WBs. Logged in this morning and found some peeps to kill the Seeker and the Nightmare before Server Maintance and it was okay.
Every poll on here about overland had an overwhelming majority say the game is way too easy. And if people have no arms can win a street fighter tournament, everyone can practice and use the options available to them to improve.
My wife started playing the game a year ago, but got really burnt out because she said nothing was a challenge what so ever, so even new players are really not happy with how simple overland is. When she saw the new content and how things actually took some effort, she was turned on to the game again.
I still have PTSD from Craglorn. The wasps were nightmare fuel, equivalent to a boss fight. I just ran from the Welwas and I would panic if I saw Scaled Court trash mobs. Lol.SilverBride wrote: »This is reminding me of when Craglorn launched before One Tamriel. Everything there was this difficult. There was nothing for the average normal player and we were losing players in mass.
There are way more average players than meta and we deserve content at a level we can enjoy too.
Every poll on here about overland had an overwhelming majority say the game is way too easy. And if people have no arms can win a street fighter tournament, everyone can practice and use the options available to them to improve.
My wife started playing the game a year ago, but got really burnt out because she said nothing was a challenge what so ever, so even new players are really not happy with how simple overland is. When she saw the new content and how things actually took some effort, she was turned on to the game again.
They simply ignore this facts and try to frame it according to their personal liking, while pretending to lean on data which they refuse to publish.
Some people are apparently not interested in a positive solution for anyone except themselves.
Luckily zos is starting to listen to the real playerbase and is acting accordingly. We already see first steps in the right direction with Necrom and I'm quite sure more will follow.
Zos should implement a difficulty bar for the non dungeon/trial content. If you set it on difficult all will hit more and have more hp but your drop rare chance will be better.
If you set it on easy your life bar will increase and you will take less damage.
Problem solved.
Not really, people are dying to stupidity. You don't reward that. These bosses have simple mechanics. Learn the mechanics.
Is it worth learning the mechanics, though? Is this content that people are going to really repeat, or is it content that they just need to overcome a handful of times, or fewer, and then they never have to think about it again?
Nerfing content based on people not learning mechanics is not a good precedent to set in a game. It dumbs the game down to the point I could probably teach one of my cats to play it.
Whether they repeat it, or not, should not be the issue here. The fact people are calling for nerf because it is too difficult, due to the fact they won't learn mechanics, is the issue. Don't call for things to be nerfed because of a lack of observational skills and lateral thinking.
It is not as though they are even difficult mechanics. One of which is literally, stand on a circle.....
They simply ignore this facts and try to frame it according to their personal liking, while pretending to lean on data which they refuse to publish.
Some people are apparently not interested in a positive solution for anyone except themselves.
Luckily zos is starting to listen to the real playerbase and is acting accordingly. We already see first steps in the right direction with Necrom and I'm quite sure more will follow.
They simply ignore this facts and try to frame it according to their personal liking, while pretending to lean on data which they refuse to publish.
Some people are apparently not interested in a positive solution for anyone except themselves.
Luckily zos is starting to listen to the real playerbase and is acting accordingly. We already see first steps in the right direction with Necrom and I'm quite sure more will follow.
We'll see, won't we?
If ESO becomes too difficult for me in activities I enjoy like questing/story, I'll simply leave the game. Simple as that.
They simply ignore this facts and try to frame it according to their personal liking, while pretending to lean on data which they refuse to publish.
Some people are apparently not interested in a positive solution for anyone except themselves.
Luckily zos is starting to listen to the real playerbase and is acting accordingly. We already see first steps in the right direction with Necrom and I'm quite sure more will follow.
We'll see, won't we?
If ESO becomes too difficult for me in activities I enjoy like questing/story, I'll simply leave the game. Simple as that.
Zos should implement a difficulty bar for the non dungeon/trial content. If you set it on difficult all will hit more and have more hp but your drop rare chance will be better.
If you set it on easy your life bar will increase and you will take less damage.
Problem solved.
Not really, people are dying to stupidity. You don't reward that. These bosses have simple mechanics. Learn the mechanics.
Is it worth learning the mechanics, though? Is this content that people are going to really repeat, or is it content that they just need to overcome a handful of times, or fewer, and then they never have to think about it again?
Nerfing content based on people not learning mechanics is not a good precedent to set in a game. It dumbs the game down to the point I could probably teach one of my cats to play it.
Whether they repeat it, or not, should not be the issue here. The fact people are calling for nerf because it is too difficult, due to the fact they won't learn mechanics, is the issue. Don't call for things to be nerfed because of a lack of observational skills and lateral thinking.
It is not as though they are even difficult mechanics. One of which is literally, stand on a circle.....
If people are not repeating content, I do think that is an issue. Is it in the best interests of the game to leave it essentially abandoned for stretches of time? Is this just time spent by the development team that is largely wasted effort?
I am sure that ZOS keeps statistics about how long world bosses stand around before getting taken down, how long dolmens sit idle before someone comes along, and all that. Would be cool, and probably very disappointing, to see those numbers.
Nerfing content is easy for them. Drop the numbers and the engagement rates will go up as the difficulty matches what a larger number of players are looking for.
Adding incentive to learn mechanics is something that seems reserved for dungeons and trials, not world bosses. Certainly, they could do that. It is much more work, and impacts a larger part of the game than just world bosses.
Easy mode for ZOS is to just nerf and move on.
As for "stand on a circle"... in my experience, it is hard to get players to NOT stand in a circle. Telling them to stand in a circle seems like it should be default mode for many players.
They simply ignore this facts and try to frame it according to their personal liking, while pretending to lean on data which they refuse to publish.
Some people are apparently not interested in a positive solution for anyone except themselves.
Luckily zos is starting to listen to the real playerbase and is acting accordingly. We already see first steps in the right direction with Necrom and I'm quite sure more will follow.
We'll see, won't we?
If ESO becomes too difficult for me in activities I enjoy like questing/story, I'll simply leave the game. Simple as that.
If zos keeps the game at increased difficulty, my wife and I are more likely to pay and play more, some with most mmo players.
Look, this game is an MMO, and it should be balanced as that. They can see that numbers have consistantly gone down, and they can see that the majority of people think its too easy. The venn diagram of people leaving and the game being too easy is clear.Zos should implement a difficulty bar for the non dungeon/trial content. If you set it on difficult all will hit more and have more hp but your drop rare chance will be better.
If you set it on easy your life bar will increase and you will take less damage.
Problem solved.
Not really, people are dying to stupidity. You don't reward that. These bosses have simple mechanics. Learn the mechanics.
Is it worth learning the mechanics, though? Is this content that people are going to really repeat, or is it content that they just need to overcome a handful of times, or fewer, and then they never have to think about it again?
Nerfing content based on people not learning mechanics is not a good precedent to set in a game. It dumbs the game down to the point I could probably teach one of my cats to play it.
Whether they repeat it, or not, should not be the issue here. The fact people are calling for nerf because it is too difficult, due to the fact they won't learn mechanics, is the issue. Don't call for things to be nerfed because of a lack of observational skills and lateral thinking.
It is not as though they are even difficult mechanics. One of which is literally, stand on a circle.....
If people are not repeating content, I do think that is an issue. Is it in the best interests of the game to leave it essentially abandoned for stretches of time? Is this just time spent by the development team that is largely wasted effort?
I am sure that ZOS keeps statistics about how long world bosses stand around before getting taken down, how long dolmens sit idle before someone comes along, and all that. Would be cool, and probably very disappointing, to see those numbers.
Nerfing content is easy for them. Drop the numbers and the engagement rates will go up as the difficulty matches what a larger number of players are looking for.
Adding incentive to learn mechanics is something that seems reserved for dungeons and trials, not world bosses. Certainly, they could do that. It is much more work, and impacts a larger part of the game than just world bosses.
Easy mode for ZOS is to just nerf and move on.
As for "stand on a circle"... in my experience, it is hard to get players to NOT stand in a circle. Telling them to stand in a circle seems like it should be default mode for many players.
Lots of people have stopped doing world bosses for 2 reasons.
Too easy
Horrible Rewards
Make them more difficult like these, and increase quality of rewards, and players like the ones who say the game is too easy, will be more inclined to do that content.
They simply ignore this facts and try to frame it according to their personal liking, while pretending to lean on data which they refuse to publish.
Some people are apparently not interested in a positive solution for anyone except themselves.
Luckily zos is starting to listen to the real playerbase and is acting accordingly. We already see first steps in the right direction with Necrom and I'm quite sure more will follow.
We'll see, won't we?
If ESO becomes too difficult for me in activities I enjoy like questing/story, I'll simply leave the game. Simple as that.
If zos keeps the game at increased difficulty, my wife and I are more likely to pay and play more, some with most mmo players.
Look, this game is an MMO, and it should be balanced as that. They can see that numbers have consistantly gone down, and they can see that the majority of people think its too easy. The venn diagram of people leaving and the game being too easy is clear.Zos should implement a difficulty bar for the non dungeon/trial content. If you set it on difficult all will hit more and have more hp but your drop rare chance will be better.
If you set it on easy your life bar will increase and you will take less damage.
Problem solved.
Not really, people are dying to stupidity. You don't reward that. These bosses have simple mechanics. Learn the mechanics.
Is it worth learning the mechanics, though? Is this content that people are going to really repeat, or is it content that they just need to overcome a handful of times, or fewer, and then they never have to think about it again?
Nerfing content based on people not learning mechanics is not a good precedent to set in a game. It dumbs the game down to the point I could probably teach one of my cats to play it.
Whether they repeat it, or not, should not be the issue here. The fact people are calling for nerf because it is too difficult, due to the fact they won't learn mechanics, is the issue. Don't call for things to be nerfed because of a lack of observational skills and lateral thinking.
It is not as though they are even difficult mechanics. One of which is literally, stand on a circle.....
If people are not repeating content, I do think that is an issue. Is it in the best interests of the game to leave it essentially abandoned for stretches of time? Is this just time spent by the development team that is largely wasted effort?
I am sure that ZOS keeps statistics about how long world bosses stand around before getting taken down, how long dolmens sit idle before someone comes along, and all that. Would be cool, and probably very disappointing, to see those numbers.
Nerfing content is easy for them. Drop the numbers and the engagement rates will go up as the difficulty matches what a larger number of players are looking for.
Adding incentive to learn mechanics is something that seems reserved for dungeons and trials, not world bosses. Certainly, they could do that. It is much more work, and impacts a larger part of the game than just world bosses.
Easy mode for ZOS is to just nerf and move on.
As for "stand on a circle"... in my experience, it is hard to get players to NOT stand in a circle. Telling them to stand in a circle seems like it should be default mode for many players.
Lots of people have stopped doing world bosses for 2 reasons.
Too easy
Horrible Rewards
Make them more difficult like these, and increase quality of rewards, and players like the ones who say the game is too easy, will be more inclined to do that content.
I am one of those who think that "I want easy" so outnumbers "I want hard" that if everyone who wanted it easy left the game, this place would be shuttered before the end of the year.
Of course, ZOS is the only one who really knows, and that is not something they are willing to share, I am sure.
I will agree that rewards [snip]. ZOS is very stingy in this respect. We risk our lives daily, figuratively speaking, for a few gold coins and some crusty armor we don't care about.
SilverBride wrote: »The data will speak for itself. These World Bosses are not being encountered nearly as often as they have been in other new chapters. There must be a reason for this.