In all MMO's I've played every questing content was really easy, specially at the designated level. The solution is really to get mobs a few level higher, I played the BETA and found myself getting ass kicked by mobs often. Doable, but very hard. Later I noticed they were 5 levels above.
Also, although I didn't try it, there are "elite" zones where mobs are much harder. You need a group for them or to be a much higher level to do it solo. That's cool.
So the difficulty part is easily adressed. In dungeons I notice that one single mistake and bosses just pummel you to death, thats good too.
My complaint is that this game is mostly just questing, you reach the higher levels and you keep on questing all over again. Feels too much like a single player game with a bit of co-op now and then.
If only they added the possibility of encountering enemy faction players outside of Cyrodiil for some pvp action, that would make the game much more interesting for me. For all the whiners who want to play a MMO for a single player experience, you could just toggle that PVP OFF. I know you can quest in Cyrodiil but that place looks completely empty compared to PVE zones. Lot's of room for improvement that won't make the launch.
Unfortunately they scrapped off that possibility of the megaserver filtering players with similar tastes.
Considering the amount of bugfixing they need to do, by the time they get their game in proper shape it might be already too late like it was with SWTOR, that's the problem with unfinished MMO launches. If people leave the game early on because its buggy, it leaves them little financial support to keep delivering content like they initially planned on.
I hope not, I hope Zenimax will show to be different from EA/Bioware. I really hate games that launch promising a lot of stuff for the future. It's either there or not. Promising stuff like SWTOR did all the time was just marketing to keep you paying monthly subs until you realized they would just delay content or scrap it off. Not cool at all!
I totally agree with Force. The most important thing he said that I also think needs adressing is the difficulty.
Its waaaaaay too easy.
My suggestion: let the player choose difficulty.
Easy: As it is now
Medium: Mobs hit harder and have higher HP, lootquality is increased by X%.
Hard: Mobs hit way harder and have much higher HP, lootquality is X% better than medium.
Same XP for all modes. Make different phases for difficulty. In order to play in group all must be in same difficulty.
I quickly solved the being to easy part by doing stuff two or three levels above me.... That was a total gamechanger for me
Meh this beta I was killing level 10s (or maybe 9s not sure) with a level 5 NB. Granted I needed to use my patented sneak-> go invis -> wind up two hander power attack and get massive sneak power attack move, or I died. Invis is much better than people realize when used for preparation and COMBINED with sneak.
But basically that move one shots everything in the lower levels below I guess level 8 with a starter greatsword.
Of course everything is pretty easy in an MMO especially in the first 1/3 of levels so whatever.
It's an ok video in my opinion. I have a hard time taking someone seriously who adds to his negative list that you can't got into a level 50 area and be competitive at level 5. Um... what? And it seems in the process he is trying to make a case for horizontal progression as opposed to vertical and makes it sound like the single player games are horizontal (especially Morrowind in his opinion) and ESO is more vertical. They are ALL vertical progression.
Originally posted by LisaFlexy22 It's an ok video in my opinion. I have a hard time taking someone seriously who adds to his negative list that you can't got into a level 50 area and be competitive at level 5. Um... what? And it seems in the process he is trying to make a case for horizontal progression as opposed to vertical and makes it sound like the single player games are horizontal (especially Morrowind in his opinion) and ESO is more vertical. They are ALL vertical progression.
He specifically said, this was comming from the part of him that loved Skyrim. And he said level 15, atleast thats what i understood.... He was talking about horizontal progression, something unknown to most mmorpg people.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Honestly? I never really look to MMOs for "hard" content. Hard in MMOs usually translates into time. People just over gear for hard content anyways I'm more about immersion.
Originally posted by Fendel84M Honestly? I never really look to MMOs for "hard" content. Hard in MMOs usually translates into time. People just over gear for hard content anyways I'm more about immersion.
Sure. But how immersive is it to faceroll over groups with mobs you level?
3-5 of them dies in about 4 seconds.
If they lived for 15-20 seconds then you would have to add some defensive skill to your hotbar, and use it. And balance your gear and attributes for a bit more survivability.
Agreed with everything he had to say. It's exactly how I feel about this game. And for me the positives he mentioned outweigh the negatives. I plan on enjoying this game but I fully expect to encounter bugs a plenty.
He did mention that while there are bugs, the PTS is substantially less buggy. That does at least support the idea that the total weight of people in an area was contributing to the bugginess. The overflow servers en route would tend to support some 'fix' in that case.
The thing that will make or break the launch is the bug from the last beta where more that one person near the quest marker/trigger would break the quest... if they fix it i think we can all move past a few broken quests.
If they don`t its AOC2 aka dead on arrival....
We`ll see how easy it is to fix, they did not spot it in closed beta because they had too few people so i`m betting it took them by surprise especially since they advertised the beta with words like "newest build" and so on in the mail...
I still have issues getting my CC down right, so I find the difficulty ok for my old-fartness. I can understand others wanting more of a challenge, but I would say that is what the PVP and Raid stuff is for. If they were going to adjust the difficulty... they should make the intended group stuff a little bit more difficult since Force was able to solo most of it. Also the reward should reflect any increased difficulty, IMO.
Maybe content gets easier as you level-up and round out your build but some of the early level solo dungeon stuff is anything but easy... Adlmeri Dominion... the final solo dungeon of the Heritance island you infiltrate while disguised... that was not easy at level 10 or 11.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Originally posted by Lord.Bachus Originally posted by MoLoK_I totally agree with Force. The most important thing he said that I also think needs adressing is the difficulty.Its waaaaaay too easy.My suggestion: let the player choose difficulty.Easy: As it is nowMedium: Mobs hit harder and have higher HP, lootquality is increased by X%.Hard: Mobs hit way harder and have much higher HP, lootquality is X% better than medium.Same XP for all modes. Make different phases for difficulty. In order to play in group all must be in same difficulty.
I quickly solved the being to easy part by doing stuff two or three levels above me.... That was a total gamechanger for me
hell yeah, i tried that and it was not easy. but i do see the issue with many mmo's being too easy overall.
seems you have to challenge yourself a lot but at least from what i have heard the VR's get a lot more difficult post VR6 or so as force pointed out.
Originally posted by Iselin Maybe content gets easier as you level-up and round out your build but some of the early level solo dungeon stuff is anything but easy... Adlmeri Dominion... the final solo dungeon of the Heritance island you infiltrate while disguised... that was not easy at level 10 or 11.
No, but it was doable and quite easy at 13 or 14 or even higher level. Level is a pretty important factor , when doing content a few levels above your own, it turns the game intoo a whole different ballgame..
Tough, i must say, i am pretty disgusted about the actuall combat in this video, this much AoE damage is way over the top.... unless he plays stuff 5 or more levels below his own level.
I am also wondering how he makes it to level 50 in 50 hours. I myself played two toons to level 15 and both where /played between 35 and 40 hours.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Originally posted by Iselin Maybe content gets easier as you level-up and round out your build but some of the early level solo dungeon stuff is anything but easy... Adlmeri Dominion... the final solo dungeon of the Heritance island you infiltrate while disguised... that was not easy at level 10 or 11.
No, but it was doable and quite easy at 13 or 14 or even higher level. Level is a pretty important factor , when doing content a few levels above your own, it turns the game intoo a whole different ballgame..
Yeah but it was a level 9 or 10 quest
All I'm saying is that there is some balancing to be done and there seems to be a distinct challenge difference between the solo instance difficulty and the open world mobs when they are at your own level.
This wasn't the only one in the 5-15 range that offered an extra challenge: Both the mage's and fighter's guild initial solo instances were of higher difficulty than open world content as was the first instance you go into with just the Queen as your companion. And then some other ones are very easy. Apparently I was one of the very few who got to complete Daughter of Giants this past weekend. I did it with my level 10 healing staff sorcerer I rolled just for that weekend and it was pretty easy at the appropriate level.
Yes, you can control the difficulty by doing areas over or under leveled. Also, some known OP AOE builds (like the fire staff + bugged battle standard DK) had a much easier handling groups of 3 or more than the more single-target oriented builds.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
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Elite: Dangerous - Space Exploration & Trading.
So what was his conclusion.
there are a lot problems, and much room for improvement, but who cares, as he is having lots of fun everytime he logs in..
however, one needs to make a note.... If you dont like quests, stories and lore.... PvE is not your cup of tea..
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I totally agree with Force. The most important thing he said that I also think needs adressing is the difficulty.
Its waaaaaay too easy.
My suggestion: let the player choose difficulty.
Easy: As it is now
Medium: Mobs hit harder and have higher HP, lootquality is increased by X%.
Hard: Mobs hit way harder and have much higher HP, lootquality is X% better than medium.
Same XP for all modes. Make different phases for difficulty. In order to play in group all must be in same difficulty.
I quickly solved the being to easy part by doing stuff two or three levels above me.... That was a total gamechanger for me
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
In all MMO's I've played every questing content was really easy, specially at the designated level. The solution is really to get mobs a few level higher, I played the BETA and found myself getting ass kicked by mobs often. Doable, but very hard. Later I noticed they were 5 levels above.
Also, although I didn't try it, there are "elite" zones where mobs are much harder. You need a group for them or to be a much higher level to do it solo. That's cool.
So the difficulty part is easily adressed. In dungeons I notice that one single mistake and bosses just pummel you to death, thats good too.
My complaint is that this game is mostly just questing, you reach the higher levels and you keep on questing all over again. Feels too much like a single player game with a bit of co-op now and then.
If only they added the possibility of encountering enemy faction players outside of Cyrodiil for some pvp action, that would make the game much more interesting for me. For all the whiners who want to play a MMO for a single player experience, you could just toggle that PVP OFF. I know you can quest in Cyrodiil but that place looks completely empty compared to PVE zones. Lot's of room for improvement that won't make the launch.
Unfortunately they scrapped off that possibility of the megaserver filtering players with similar tastes.
Considering the amount of bugfixing they need to do, by the time they get their game in proper shape it might be already too late like it was with SWTOR, that's the problem with unfinished MMO launches. If people leave the game early on because its buggy, it leaves them little financial support to keep delivering content like they initially planned on.
I hope not, I hope Zenimax will show to be different from EA/Bioware. I really hate games that launch promising a lot of stuff for the future. It's either there or not. Promising stuff like SWTOR did all the time was just marketing to keep you paying monthly subs until you realized they would just delay content or scrap it off. Not cool at all!
Meh this beta I was killing level 10s (or maybe 9s not sure) with a level 5 NB. Granted I needed to use my patented sneak-> go invis -> wind up two hander power attack and get massive sneak power attack move, or I died. Invis is much better than people realize when used for preparation and COMBINED with sneak.
But basically that move one shots everything in the lower levels below I guess level 8 with a starter greatsword.
Of course everything is pretty easy in an MMO especially in the first 1/3 of levels so whatever.
He specifically said, this was comming from the part of him that loved Skyrim. And he said level 15, atleast thats what i understood.... He was talking about horizontal progression, something unknown to most mmorpg people.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Sure. But how immersive is it to faceroll over groups with mobs you level?
3-5 of them dies in about 4 seconds.
If they lived for 15-20 seconds then you would have to add some defensive skill to your hotbar, and use it. And balance your gear and attributes for a bit more survivability.
I just went to higher level mobs at lower levels. Bumping the difficulty up a notch wouldn't hurt though.
Biggest thing in this video for me was the 'I love this game even with the X, Y, Z'
Can't wait to join.
He did mention that while there are bugs, the PTS is substantially less buggy. That does at least support the idea that the total weight of people in an area was contributing to the bugginess. The overflow servers en route would tend to support some 'fix' in that case.
We'll see.
The thing that will make or break the launch is the bug from the last beta where more that one person near the quest marker/trigger would break the quest... if they fix it i think we can all move past a few broken quests.
If they don`t its AOC2 aka dead on arrival....
We`ll see how easy it is to fix, they did not spot it in closed beta because they had too few people so i`m betting it took them by surprise especially since they advertised the beta with words like "newest build" and so on in the mail...
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
hell yeah, i tried that and it was not easy. but i do see the issue with many mmo's being too easy overall.
seems you have to challenge yourself a lot but at least from what i have heard the VR's get a lot more difficult post VR6 or so as force pointed out.
i would agree, he seems fair and isn't painful to listen to like many others.
No, but it was doable and quite easy at 13 or 14 or even higher level. Level is a pretty important factor , when doing content a few levels above your own, it turns the game intoo a whole different ballgame..
Tough, i must say, i am pretty disgusted about the actuall combat in this video, this much AoE damage is way over the top.... unless he plays stuff 5 or more levels below his own level.
I am also wondering how he makes it to level 50 in 50 hours. I myself played two toons to level 15 and both where /played between 35 and 40 hours.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Then you lose progression in that skill.
Yeah but it was a level 9 or 10 quest
All I'm saying is that there is some balancing to be done and there seems to be a distinct challenge difference between the solo instance difficulty and the open world mobs when they are at your own level.
This wasn't the only one in the 5-15 range that offered an extra challenge: Both the mage's and fighter's guild initial solo instances were of higher difficulty than open world content as was the first instance you go into with just the Queen as your companion. And then some other ones are very easy. Apparently I was one of the very few who got to complete Daughter of Giants this past weekend. I did it with my level 10 healing staff sorcerer I rolled just for that weekend and it was pretty easy at the appropriate level.
Yes, you can control the difficulty by doing areas over or under leveled. Also, some known OP AOE builds (like the fire staff + bugged battle standard DK) had a much easier handling groups of 3 or more than the more single-target oriented builds.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED