Totally agree with you. I posted something similar and I don’t see technically how it can be made to work? Perhaps Zos is saying from a technical perspective this is what’s deliverable in the game engine. Is this what you want community?
It is possible on PCEU - I play there too. Sure, if you're playing at the busiest times you'll find more players around. I think that's a good thing. I don't want to be in a MMORPG where I never see another soul, or my new characters can't get a bit of help from a stronger dd when they're training in delves/public dungeons.flyingparchment wrote: »literally not possible on PCEU. every delve boss has 2-3 people waiting for it to respawn to instantly kill it.
could they take turns? sure, i guess. but this is an MMORPG, not a single player game -- why should they be expected to do that?
Me, if I want a challenge, I go out and find it. DLC WB or Solo Dungeons of various levels for example. If I am bopping around a zone or running story content I dont want protracted fights, that would be annoying to me.
tomofhyrule wrote: »It’s hard not to notice the argument was originally “we want story bosses not to fall over” and has turned into “I want to solo WBs and not have anyone else come by!”
instance the "bad guys" in story mode and allow a hard mode flag there, while leaving delves, world bosses, and such, alone
The current plan for hard mode content is terrible. I say this as someone who wasn't only upset with the removal of vet overland content, but also the original vet difficulty nerf during the summer of 2014.
The "feature" is actually a debuff on the character. No one asked for that! We can basically already do that by sabotaging our stats to weaken our characters.
I want a dangerous area to explore where I need to be sharp and pay attention. I don't want to drink a poison that weakens me among other unweakened players while we play together. The idea of that is repulsive to me.
I don't care that hard mode difficulty instances would be less populated. I would see that as a feature because it would allow for a sort of hm community of like-minded players.
I don't think there needs to be multiple hard mode difficulties. Just one would be enough for me. It would be the restoration of a feature we lost in 2014.
I remember when you had to be vet level to even get into Craglorn. When I was Vet1 I would sneak around there in fear of the wasp nests lol. I do miss that. Then suddenly there were baby bots everywhere in Craglorn farming nirn
I also really liked that the overland difficulty ramped up zone to zone as you did the story line. If you tried to jump ahead you did so at your own peril.
And that the mats you harvested in areas were related to the difficulty level that your character was supposed to be going through there - I could farm all level of mats with one character by changing zones.
So much was changed to just make it all a level playing field but it lost a lot in the doing and got a bit more boring imo.
CalamityCat wrote: »It is possible on PCEU - I play there too. Sure, if you're playing at the busiest times you'll find more players around.flyingparchment wrote: »literally not possible on PCEU. every delve boss has 2-3 people waiting for it to respawn to instantly kill it.
As for why you should be expected to take turns, that's part and parcel of being in an open world area of an MMORPG. None of the spawn belongs to any given player, so a degree of sharing needs to take place.
tomofhyrule wrote: »But players have been asking for years for "more overland difficulty options" and "final story bosses shouldn't just fall over" and "the fights should make us have to pay attention."
You're getting that.
Now all of a sudden, it's "but but but what about those other people who are in my game! They need to go away because I want to solo this whole game!"
World Bosses was not the reason people were desiring harder overland. It was story bosses. And those are instanced.
Now, people are complaining about bosses and areas that are not instanced, but you don't get to complain that other people are in public spaces. This is an MMO, which means other people will be around, and they have the right to be around.
A long time ago we got story bosses with great mechanics and fitting difficulty - not just tediously high health (looking as an example to the summerset prologue wrath of crows) - people came to the forums to rage that it was too hard and ZOS nerfed it for them.
As much as I also don't like the way they are implementing this (and won't use it), I feel for the devs because here they are in a "damned if they do/damned if they don't" situation.
When players were asking for increased difficulty, I don't remember anyone asking for isolation to then solo all the bosses. Just because you did want that, doesn't mean that the game is broken. An MMO with people in shared areas at peak times is what players usually want to see. Even at peak times I've solo'd bosses as much as I feel I should be able to. Yeah, sometimes I have to come back and try another day. Yes, I have a life too. That life gives me the perspective to know that it's absolutely fine if a player joins in with a boss fight, because it doesn't really matter in the great scheme of things. I can try again later.flyingparchment wrote: »the reason more people play at peak times is that's the only time they can play, because they have a job, school, kids, life, whatever. you can't just tell people to play at off peak times. if the system doesn't work at the only time when most players can play the game, then the system doesn't work.
I think it's better that games are different and not all copying each other. I liked GW as I've enjoyed other MMOs, but they're all very different and I prefer that. ESO has group and solo content, we're getting solo dungeons soon. We have IA. I'm sure more will arrive that suits solo play. At most, maybe they can lock the difficulty based on whoever started the fight with a boss, but that's all I'd ask for. I don't want ESO to turn into a single player game.the only reason it "needs" to take place is that ZOS designed the game to need it. ZOS could design the game in different way (for example, separate players by difficulty) to ensure that it actually makes sense to kill bosses as a group and people do not need to take turns. other games have done this. (GW and GW2, for example; even FF14, a very single-player MMO, has group overland content.)
By taking turns I mean wait until the boss dies and everyone leaves, then when it respawns you try to solo it. But without getting upset if another player comes in and joins the fight.i have also never seen anyone "take turns" in overland content. the most you see is if several people are waiting for a delve boss, they'll all do a couple of light attacks to make sure everyone can tag it rather than immediately nuking it. if people are seriously suggesting Challenge Difficulty relies on people forming a queue to take turns on the boss, this system will be even more DOA than i thought.