spartaxoxo wrote: »My concerns regarding the layering of overland is that it will not resolve the issues with highly-powered players interfering with new and low-powered player activities.
It does though, at least for some people. You're arguing against something that helps resolve your issue.
I like to quest and want to be able to enjoy the quests in this game. When I quest, I have no meaningful choice but to quickly kill everything around me. I don't want to kill mobs that quickly. And you have communicated that you don't want me to kill mobs that quickly. Allowing me to take more damage from mobs and deal less damage to mobs will stop me from killing mobs so quickly. I want a system that lets me go from a high powered player to a player that is being challenged. That way I can enjoy the same exact experience as the lower power player.
Not wanting to encourage vet players to use such a system is arguing against allowing vet players to lower their power level.
I am not arguing that part of the layer. What I don't want is for that layer to be on a toggle where those that do kill everything because the can will return to the base level to do just that in order to get resources whether is is a simple rune or leads. I think if a player chooses more challenging overland, they should stay there for a period rather than shift back and forth in second or even minutes. I have trouble understanding why they would want more challenging overland and want to return to base for easy farming too.
Put it on a cool down. Make it account wide and have options like the delete options. Require tokens which can be earned or purchased for gold or crown.
Hi all! Just wanted to follow up here. There will be a base game update for U48. It will be focused on bug fixes and minor adjustments, rather than bigger QoL features this patch. The team has added quite a bit of QoL features over the last several patches and working on some good ones that you will see roll out next year, including some from the top pain points list many of you contributed to earlier this year. So this quarter will be lighter in that area.
The focus for this patch will be rolling out The Writhing Wall Event, the Eastern Solstice zone and Vengeance tests as those are both pretty sizable tasks for the team.
spartaxoxo wrote: »The purpose of the difficulty toggle is to make questing more immersive to many players. They shouldn't be punished while doing unrelated activities. Rada al-Saran does 20% more damage and also slows down your crafting surveys does not make sense.
Player A getting a node first because they got there before Player B is fair, regardless if Player A is a stronger player.
All such a punishment would do is discourage people from ruining their game by turning it on and give an unfair advantage to player b against those who use it anyway.
ETA 2
Also, as someone who is not disabled but is not picture perfect health, I have good and bad days. Some days I am up to the challenge and some days I'm not. Not only would not being able to turn it off be unfair to vet players. It would also be extremely unfair to players with chronic illnesses or disabilities.
We are back to why do we need a more difficult overland if those players only want bosses to be challenging?
Erickson9610 wrote: »These skill styles should also complement the fuse between different skill lines. For example, pairing Warden and Necromancer would grant you the skeletal bear look.
I want a skeletal bear without being either a Necromancer or a Warden as my base class. That Skill Style just sounds cool — I'd Subclass into Animal Companions and Grave Lord while being a Templar and command a skeletal bear alongside other skeletal summons. I'd pay Crowns for that.
Sure, that works too! My point being is that ZOS needs to add more skill styles! They also also change the lighting and sound effects of the Templar to suit a more “death paladin” style.
SilverBride wrote: »It's not vindictive to not want players to have a free reign to change their difficulty choices multiple times a day to gain advantages. I suggested a token being required to change difficulty but a once a day cooldown would also help.
I can imagine a player seeing others fighting a world boss, so they crank up their difficulty and jump in to get the better rewards. Then they see another player gathering mats and they want to also gather mats, so they turn down their difficulty and start gathering mats faster. That is manipulating the system for advantages in my opinion and should be prevented.
SilverBride wrote: »As I stated above, I feel being able to turn difficulty on and off multiple times a day at will could lead to manipulating the system for advantage. This was the example I gave for what I could see happening:
"I can imagine a player seeing others fighting a world boss, so they crank up their difficulty and jump in to get the better rewards. Then they see another player gathering mats and they want to also gather mats, so they turn down their difficulty and start gathering mats faster. That is manipulating the system for advantages in my opinion and should be prevented."
This also negates the whole reason for wanting more difficulty in the first place, which was often stated as immersion and feeling the bosses weren't really a threat, and overland mobs weren't a threat, etc., so why turn it off?
@ZOS_GinaBruno Are there going to be any restrictions to how often players can change their difficulty, such as cooldowns, to prevent this type of action?
Passing Vengeance off as a test has always felt pretty disingenuous to me for this reason. Do the developers really think we're that stupid? (Don't answer that. Many of us are.) What began as a "can we even do this?" exercise in validating performance assumptions/hunches has clearly morphed into a "omg, it's working -- this is how we fulfill our OG vision for massive warfare in Cyrodiil!"
These "hard-coded" templates, loadouts, generic gear, morphless skills are NO REPLACEMENT for the depth of customization that ESO players have grown to expect with their characters over the past 10 years. Please stop pretending otherwise.
Sincerely,
A long-time Cyrodiil enjoyer and Vengeance hater
All I even hear is that they are working on "more" but that "more" will be later. One may think that they are working on every single possible thing that players ever requested and they listen to players feedback but whenever they are supposed to deliver they claim that they looked at the stats and that's not it. When I've heard on the stream that they will do survey to get players feedback.... I mean, forums for the past few years were not enough?
In the past, big future plans didn’t change the amount of content released, so this is weird to me. ZOS used to release one big patch after another.
I also can’t see this being good for the population issue. I can’t even imagine how low it’s going to get after this.