The point being that, if you find certain content too easy, the problem isn't that the content should be more difficult, it's that YOU should move to the more difficult content. If you don't have the skills or the gear for that... that's what having easy content to gain the skill points, as well as the levels, is FOR.
SeaArcanist wrote: »if people want a challenge, people need to challenge themselves. thats whats wrong with the world nowadays. nobody challenges themselves!
if you want content to be harder, you have the ability to make it harder. remove all champ points, use lower leveled gear. etc
we all have that ability to make things a challenge.
Hallothiel wrote: »You are still ignoring the main thing - how is this going to be resourced by ZOS?
Why should they bother with the cost/resources of re-doing Overland just for a very small percentage of players?
If they thought it could be viable, do you not think they would have done it by now?
And Craglorn is relevant. As is what was planned originally for Murkmire. Harder overland areas that people did not like playing. Again, if ZOS thought it (financially) viable they would consider it.
Personally quite fine with Overland as it is.
But do think that having the end bosses of story quests in their own instance, and 2 modes, like dungeons, might help. A bit.
Hallothiel wrote: »You are still ignoring the main thing - how is this going to be resourced by ZOS?
Why should they bother with the cost/resources of re-doing Overland just for a very small percentage of players?
If they thought it could be viable, do you not think they would have done it by now?
And Craglorn is relevant. As is what was planned originally for Murkmire. Harder overland areas that people did not like playing. Again, if ZOS thought it (financially) viable they would consider it.
Personally quite fine with Overland as it is.
But do think that having the end bosses of story quests in their own instance, and 2 modes, like dungeons, might help. A bit.
Morgha_Kul wrote: »The thing is, they artificially enhance low level characters. I'm not sure exactly how they go about it, but it's a fact.
For example, I created a Bosmer Warden, and equipped him with a bow.
I also have a max level Breton Templar who uses a bow.
I decided to test them, because the Bosmer at around L7 was doing FAR more damage than the max level character, so I equipped them both identically, and used exactly the same skills. The CP were all assigned identically. The ONLY skills they had were their bow skills, and then, only the attacks (I used respecs to clear all the skills and attributes on them both).
The L7 Bosmer was using a heavy bow shot, and was routinely hitting foes for around 12k damage. Snipe would do as much as 17k damage.
The max level Breton heavy shots were doing around 3k damage, and snipe would do around 5k.
So, they're doing something to make low level characters artificially stronger. That's one problem.
The other is that high level characters are able to get so strong that there is no overland content that isn't trivial to them. Anything that wouldn't be is entirely beyond any more casual or lower level characters.
I feel that if they take away the artificial boost they're giving low levels, and if they put a J-curve of diminishing returns on effects that enhance your abilities, it will allow low levels to be more challenged and also allow high levels to be at least somewhat challenged.
This would also mean rebalancing most dungeons and trials and the like, but I think it's worth doing, especially in light of the many complaints about the lack of challenge in general.
sentientomega wrote: »Morgha_Kul wrote: »The thing is, they artificially enhance low level characters. I'm not sure exactly how they go about it, but it's a fact.
For example, I created a Bosmer Warden, and equipped him with a bow.
I also have a max level Breton Templar who uses a bow.
I decided to test them, because the Bosmer at around L7 was doing FAR more damage than the max level character, so I equipped them both identically, and used exactly the same skills. The CP were all assigned identically. The ONLY skills they had were their bow skills, and then, only the attacks (I used respecs to clear all the skills and attributes on them both).
The L7 Bosmer was using a heavy bow shot, and was routinely hitting foes for around 12k damage. Snipe would do as much as 17k damage.
The max level Breton heavy shots were doing around 3k damage, and snipe would do around 5k.
So, they're doing something to make low level characters artificially stronger. That's one problem.
The other is that high level characters are able to get so strong that there is no overland content that isn't trivial to them. Anything that wouldn't be is entirely beyond any more casual or lower level characters.
I feel that if they take away the artificial boost they're giving low levels, and if they put a J-curve of diminishing returns on effects that enhance your abilities, it will allow low levels to be more challenged and also allow high levels to be at least somewhat challenged.
This would also mean rebalancing most dungeons and trials and the like, but I think it's worth doing, especially in light of the many complaints about the lack of challenge in general.
I trust you mean in different versions of the zones? That way, those of us could continue to enjoy the battle levelling, while at least one other zone version for each of them could follow something like the original method, where there was no battle levelling, that could be a start, at least. I did not find the game easy when I first played, I'd feel loathe to ever experience anything like that again myself.
Owing to shards and other instances, the playerbase is already quite split, so shutting that stable door is fairly pointless, I would've thought.
Morgha_Kul wrote: »sentientomega wrote: »Morgha_Kul wrote: »The thing is, they artificially enhance low level characters. I'm not sure exactly how they go about it, but it's a fact.
For example, I created a Bosmer Warden, and equipped him with a bow.
I also have a max level Breton Templar who uses a bow.
I decided to test them, because the Bosmer at around L7 was doing FAR more damage than the max level character, so I equipped them both identically, and used exactly the same skills. The CP were all assigned identically. The ONLY skills they had were their bow skills, and then, only the attacks (I used respecs to clear all the skills and attributes on them both).
The L7 Bosmer was using a heavy bow shot, and was routinely hitting foes for around 12k damage. Snipe would do as much as 17k damage.
The max level Breton heavy shots were doing around 3k damage, and snipe would do around 5k.
So, they're doing something to make low level characters artificially stronger. That's one problem.
The other is that high level characters are able to get so strong that there is no overland content that isn't trivial to them. Anything that wouldn't be is entirely beyond any more casual or lower level characters.
I feel that if they take away the artificial boost they're giving low levels, and if they put a J-curve of diminishing returns on effects that enhance your abilities, it will allow low levels to be more challenged and also allow high levels to be at least somewhat challenged.
This would also mean rebalancing most dungeons and trials and the like, but I think it's worth doing, especially in light of the many complaints about the lack of challenge in general.
I trust you mean in different versions of the zones? That way, those of us could continue to enjoy the battle levelling, while at least one other zone version for each of them could follow something like the original method, where there was no battle levelling, that could be a start, at least. I did not find the game easy when I first played, I'd feel loathe to ever experience anything like that again myself.
Owing to shards and other instances, the playerbase is already quite split, so shutting that stable door is fairly pointless, I would've thought.
I think it would be preferable to NOT have different versions of the zones (with the exception of Cyrodiil, which I feel should have PvP and PvE versions).
There are a couple of ways they could do it.
First, they could cap the abilities of characters. My own characters are about as strong as I think ANY characters should be. I'm capable of doing any public dungeon unassisted, and I can even solo some of the group dungeons. I can solo many of the World Bosses, but not all of them. My dps is around 10k at its peak, but usually sits somewhere around 6-7k, depending on the foe. Characters stronger than that will find most overland content pretty trivial. I do myself, actually. If they capped dps (and relevant defensive numbers, whatever they are) at 10k, then players wouldn't be obliterating things all over. However, the downside of this is that once you reach that cap, there's nothing more to do with the build of your character, and for many that's the whole point of the game, to refine your build until it's as good as you can make it.
The alternative is to put diminishing returns on anything that buffs your abilities, so that by the time you're doing say... 7k dps, it will become MUCH harder to get to 7100, then even HARDER to get to 7200, and so on. The curve should start out fairly flat until you get to a reasonable level of damage and defense, then turn up vertically more and more sharply.
Kind of like this.
This would allow players to keep working to get that extra 0.1% boost at the top end, while keeping that top end low enough to make overland content relevant.
An addition to that is the abilities of the enemies. Easy enemies, like mudcrabs, wolves and other similar kinds of things, should be pretty simple to fight with. More powerful enemies need not be THAT much more powerful if they're more INTERESTING to fight. They should have more abilities, and use them more intelligently. This doesn't just mean tons of stuns and holds, those are annoying... but self heals, summons, teleports and so on would make foes more interesting to fight, and more dangerous besides.
Milli_Rabbit wrote: »The best solution is create a Veteran Overland. Heck, could even add Hard Mode for main quests. This allows new players and older players to enjoy the content. With the new CP and older players needing more content to get avoid grinding, allow them to redo the zones on Veteran difficulty with new mechanics. At the very least, add this to base game WBs and ALL main questlines.
Milli_Rabbit wrote: »The best solution is create a Veteran Overland. Heck, could even add Hard Mode for main quests. This allows new players and older players to enjoy the content. With the new CP and older players needing more content to get avoid grinding, allow them to redo the zones on Veteran difficulty with new mechanics. At the very least, add this to base game WBs and ALL main questlines.
Here are all the problems with that. (From an earlier post I wrote.)
This costs development and upkeep money.
Remember the people asking for “harder content” are not asking for npcs to have more hp and hit harder. They want them to have more abilities. So every mob, up to boss fights needs to be redone and rebalanced. Every encounter and npc interaction as well. So it’s not like zos can just turn a dial.
Zones are not actually that underpopulated they may appear that way due to shards.Splitting up players in already underpopulated zones means less people to group up with to fight such things as wb’s or geysers.
That is a good question in light of recent changes to CP System.What exactly is the difficulty level aimed to be for? 160 cp? 300? 1000?
I normally play a tank, and I don’t find the appeal in the “cater to the lowest common denominator“ argument. Or the idea that the game shouldn’t ask something of me.Tanks and healers have a hard enough time clearing content as it is. So the fraction of vet players that will use this mode seems small.
You are conflating difficulty and “engaging“.If the difficulty level is still too easy for some players, is a third difficulty level justified? A fourth?
sentientomega wrote: »
We don’t know the cost of what such an endeavor would entail but also keep in mind that ESO is a successfully running MMO that now has the backing of Microsoft.
ZOS_Adrikoth wrote: »
This is correct, viewers will need to watch for 1 hour and claim the Ouroboros Crown Crate reward for the Jester's Festival campaign mentioned at the bottom of this page.
Information on this, including a viewer's progress within a campaign, can be found at Twitch.tv/drops
Also, people on this thread keep coming up with numbers like “70% of the content is overland” or whatever.
Let’s pretend that is true, that means they would need about ...
70% more server space.
70% more maintenance on those servers.
70% more bandwidth to transfer that data.
BXR_Lonestar wrote: »Overland content is not endgame content.
Who can say what is endgame and what isn't? You might tthink that "Overland isn't endgame", but that is just your opinion. Your endgame might be PvP, another player might see dungeons and raids as the endgame, meanwhile a third player may find crafting and house decoration be their endgame.
That may be, but you'd figure that as you get your character stronger, the world would get stronger with you as well. Such as as you level the things scale with you. And you know, there is more to the game than just "Dungeons and Trials", and I find it to be very counter-productive and rather counter-to-the-point of the RPG game to see people effectively say "Don't make yourself more powerful if you don't want the rest of the game be too easy then"SilverBride wrote: »To paraphrase what another poster pointed out in another thread, for players who chose to develop their character to its fullest, and gear up with all the bis, etc., everything outside of veteran dungeons and trials is going to be too easy for them. But that was their choice. They geared up for veteran content and there is plenty of that to be had.
A veteran player complaining that overland is too easy is like someone with a doctorate degree complaining that their job at McDonald's isn't challenging enough for them. Do the the job you prepared for.
ZoS isn't going to use valuable time and resources to create a completely new world, then maintain it, just because a small minority of players don't want to play the content they developed their character for.
...you'd figure that as you get your character stronger, the world would get stronger with you as well.