trackdemon5512 wrote: »WhyMustItBe wrote: »SilverBride wrote: »A player specifically asked for an option to give people the choice, to which Rich replied that it is not as simple as just flip a switch. Neither specifically used the word "toggle" but that is exactly what is being described.
So I listened to more of the stream and yes, someone did ask a follow up question. The original question was:
Jeulen: "Could we please get a vet mode for delves? and quests..."
Rich: "So, we had that, Jeulen, at launch. It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out and we put the challenge into world bosses and into solo arenas and into dungeons and trials."
But then a few questions later Jeulen asks the follow up I missed before:
Jeulen: "Would it be an option to give people a choice?"
Rich: "Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you're not going to get anything out of it why do it, you know? The satisfaction is there sure, but players are always going to do the thing that is the most efficient and is the least difficult thing for their time. So like I said, we went down that route. We built the game with difficulty in mind and 2/3 of the game was never played by players, so we changed it."
So, to be completely fair and honest, Rich says no to veteran only zones like they were before with Cadwell's Silver and Gold. Then when asked about an OPTION he doesn't explicitly say no, but rather sort of talks about how it would be a lot of work. Then he reiterates why they changed the original veteran only mode.
My interpretation of this is that they don't necessarily want to invest the time and effort to do it, but if the numbers start to show that a lot of people are asking for a difficulty slider they might consider it.
It’s becoming rather clear that you’re now cherry picking points in trying to thread the needle and that there is room for a toggle.
You completely skipped over the middle of what he said in between which I posted here before in full.
“People just did not like the extra difficulty in the story stuff. I get that there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
“And yes, go look at Craglorn. There’s not a lot of people in Craglorn and that’s not super difficult but it’s more hard than the regular overland.”
"Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you're not going to get anything out of it why do it, you know? The satisfaction is there sure, but players are always going to do the thing that is the most efficient and is the least difficult thing for their time. So like I said, we went down that route. We built the game with difficulty in mind and 2/3 of the game was never played by players, so we changed it.”
It’s extremely clear that a toggle and returning to an overland with increased difficulty are not in the cards. To this day Craglorn isn’t played by the population an amount anywhere close to the other zones. To this day people don’t want to do Imperial City or the Cyrodiil zone quests because of the artificial difficulty spike created by other players.
I’m sorry that you want to find a silver lining but it doesn’t exist. After 8 years, over 25 billion hours of live testing (several years of at least 1 million players playing regularly), millions of hours of pts and beta testing, and financial results both negative and positive, the ship has sailed.
Are we really the minority? Referring to the comments
https://www.youtube.com/channel/UCvPs3pT83N6EmNLlLrbwwMQ/community?lb=UgkxXkNL1oOYr-gSS06uk_HFsCpeTbT5sncZ
Franchise408 wrote: »I don't why some people are so defensive over the idea of an *optional* toggle, which will not impact your gameplay in the least bit.
Are we really the minority? Referring to the comments
https://www.youtube.com/channel/UCvPs3pT83N6EmNLlLrbwwMQ/community?lb=UgkxXkNL1oOYr-gSS06uk_HFsCpeTbT5sncZ
That poll tells us nothing. I do mean it tells us nothing since I merely see a poll with options. I do not see the "results." Even then it is far from showing worthy information since is not intended to try to get a good sample of the players.
Franchise408 wrote: »I don't why some people are so defensive over the idea of an *optional* toggle, which will not impact your gameplay in the least bit.
This is the biggest fallacy that comes up in these discussions.
Yes, in fact, it does impact the gameplay of players who do not want this.
The primary way this occurs is that dev time has to be allocated to implementing and maintaining this. Dev time that cannot be spent improving the game for the majority of the playerbase. That alone is enough for players to be concerned about this being implemented or even worked on.
Franchise408 wrote: »I don't why some people are so defensive over the idea of an *optional* toggle, which will not impact your gameplay in the least bit.
Franchise408 wrote: »Well, keep ignoring us and treating us this way, and eventually even the most loyal and die hard of TES fans are going to be driven away when you continue telling them they don't matter.
Franchise408 wrote: »I'm honestly not sure how much longer I'll have left with this game if I'm just supposed to stay in my cage of dungeons and trials and continue to be told that 80% of the game is not for me.
Franchise408 wrote: »I don't why some people are so defensive over the idea of an *optional* toggle, which will not impact your gameplay in the least bit.
This is the biggest fallacy that comes up in these discussions.
Yes, in fact, it does impact the gameplay of players who do not want this.
The primary way this occurs is that dev time has to be allocated to implementing and maintaining this. Dev time that cannot be spent improving the game for the majority of the playerbase. That alone is enough for players to be concerned about this being implemented or even worked on.
Seriously, this is why you don't want it? I'm pretty sure that the fact that ESO will eventually loss a lot of players and thereby income will affect you a lot more.
SilverBride wrote: »Franchise408 wrote: »I don't why some people are so defensive over the idea of an *optional* toggle, which will not impact your gameplay in the least bit.
I gave valid reasons why this is a bad idea earlier in this thread, but will reiterate:
- It would separate the playerbase
- It would give an unfair advantage to end game players IF there were increased rewards and drops
- It would turn overland into end game content, which has never been its intended purpose
- It would take time, manpower and cost that is better spent on issues that would benefit everyone
Franchise408 wrote: »Well, keep ignoring us and treating us this way, and eventually even the most loyal and die hard of TES fans are going to be driven away when you continue telling them they don't matter.
When I think of die hard TES fans I think of players who enjoy they story, and read all the quest dialogs, and surround themselves with the lore. I don't think of players who are only focused on difficult fights and better drops.Franchise408 wrote: »I'm honestly not sure how much longer I'll have left with this game if I'm just supposed to stay in my cage of dungeons and trials and continue to be told that 80% of the game is not for me.
Nothing is keeping any player from experiencing overland and the story. Easy questing zones with challenges in instanced dungeons and trials is pretty much the norm in MMO's. This is a formula that works. Why should it be any different here?
trackdemon5512 wrote: »Yes. The dev team has said no over and over again.
trackdemon5512 wrote: »They smooth it over so it doesn’t sound hard and you don’t quit but it’s a very hard no on all fronts.
SilverBride wrote: »Franchise408 wrote: »I don't why some people are so defensive over the idea of an *optional* toggle, which will not impact your gameplay in the least bit.
I gave valid reasons why this is a bad idea earlier in this thread, but will reiterate:
- It would separate the playerbase
- It would give an unfair advantage to end game players IF there were increased rewards and drops
- It would turn overland into end game content, which has never been its intended purpose
- It would take time, manpower and cost that is better spent on issues that would benefit everyone
It would be nice if dead horse topics like this would become against the TOS...[snip]
Franchise408 wrote: »1. The playerbase is already separated. Dungeons and trials are separated by normal and vet. Cyrodiil is separated into numerous campaigns for CP, No-CP, Under 50, etc. IC is separated. The overland zones are already separated into numerous instances. The playerbase is already separated, and separated playerbases will have no impact on overland, as grouping is actually detrimental in overland content. You don't need others, except for things like world bosses or dragons / harrowstorms / dolmen.
Franchise408 wrote: »It would not give any sort of unfair advantage for the gear drops. The gear drops would simply be purple instead of blue. That is a minimal upgrade at best, and one that is not unavailable to people who don't play the higher level content, as upgrading gear is very easily done at a crafting station.
Franchise408 wrote: »It would not turn overland into end game content
Franchise408 wrote: »Time, manpower, and costs are already being spent on issues that don't benefit everyone. I do not, and likely never will, have a companion. I think companions are a waste of content, and were a waste of time and resources. I have 0 interest in companions and will probably never get one. I would much prefer that time being spent on a vet overland instance.
No reason this would change anything. If according to the anti-option people in this thread the number wanting a veteran toggle for solo content is so small, the player drain from normal shards should be proportionally tiny, should it not? Besides, there is no reason friends couldn't still group. They could either toggle off veteran mode before grouping, or have a prompt to set group difficulty to that of the party leader. Simple.SilverBride wrote: »ESO uses a megaserver so there will be varying numbers of instances depending on how many are playing at the time. But you can easily group with a friend so you are both in the same instance, so you aren't really separated like you would be with specific separate overlands.
I think it is a pretty big stretch to call this difference "huge," even for a new player. Drops would still never come in gold which is the only tier that matters. As a new player on my 2nd account, I have hundreds/thousands of green/blue/purple improvement materials just from harvesting while casually leveling and doing quests. If you are in a guild (as any new player should be, up to 5), you can give those mats to a guild member and they will upgrade your stuff for free. Often they will straight craft better stuff than overland drops for you, with no charge using their mats up to purple. That's how much these rain down on you. The difference in blue vs. purple or green vs. blue quality drops is literally 10-20g selling to a vendor. Be still my heart!SilverBride wrote: »That is a huge difference to a new player who may not have the skill or resources to upgrade their gear. Besides being extremely unfair that high CP, well geared players can get better drops playing through the basic story on a customized level that most of the playerbase would struggle at.
Really? Who has stated in this thread that is their goal? I can't find one example of anyone asking for solo questing veteran mode being "end game" difficulty. On the contrary, people are mostly asking for an OPTIONAL toggle so they can play solo quest content on veteran difficulty (like it was at release, not some higher "end game" difficulty), strictly for their own personal enjoyment. It is much more fun (for some) making unique builds when the main content you face playing the game actually challenges you to have a strategy in doing so.SilverBride wrote: »This is the goal for some players who have expressed dissatisfaction with forming dungeon and trial groups, and want to find their challenging content in overland instead.
No matter what devs do some people will say they would rather they do something else, so "wasting dev time" is totally subjective and not relevant to the discussion. However, I would bet money that using existing sharding technology and pre-One Tamriel difficulty templates they already made to add a veteran mode option for solo questing content would take far less time/resources than designing the companion system from scratch, or scrying/antiquities, for example. Lots of people don't care for those either.SilverBride wrote: »Many players prefer having companions and have 0 interest in veteran overland. Companions actually have a purpose and benefit way more players than veteran overland would.
SilverBride wrote: »Franchise408 wrote: »1. The playerbase is already separated. Dungeons and trials are separated by normal and vet. Cyrodiil is separated into numerous campaigns for CP, No-CP, Under 50, etc. IC is separated. The overland zones are already separated into numerous instances. The playerbase is already separated, and separated playerbases will have no impact on overland, as grouping is actually detrimental in overland content. You don't need others, except for things like world bosses or dragons / harrowstorms / dolmen.
ESO uses a megaserver so there will be varying numbers of instances depending on how many are playing at the time. But you can easily group with a friend so you are both in the same instance, so you aren't really separated like you would be with specific separate overlands.
As far as dungeons and trials, these are for players seeking a challenge beyond the overland story and questing experience. They even have veteran options for the more experienced players. These have zero impact on overland.Franchise408 wrote: »It would not give any sort of unfair advantage for the gear drops. The gear drops would simply be purple instead of blue. That is a minimal upgrade at best, and one that is not unavailable to people who don't play the higher level content, as upgrading gear is very easily done at a crafting station.
That is a huge difference to a new player who may not have the skill or resources to upgrade their gear. Besides being extremely unfair that high CP, well geared players can get better drops playing through the basic story on a customized level that most of the playerbase would struggle at.Franchise408 wrote: »It would not turn overland into end game content
This is the goal for some players who have expressed dissatisfaction with forming dungeon and trial groups, and want to find their challenging content in overland instead.Franchise408 wrote: »Time, manpower, and costs are already being spent on issues that don't benefit everyone. I do not, and likely never will, have a companion. I think companions are a waste of content, and were a waste of time and resources. I have 0 interest in companions and will probably never get one. I would much prefer that time being spent on a vet overland instance.
Many players prefer having companions and have 0 interest in veteran overland. Companions actually have a purpose and benefit way more players than veteran overland would.
SilverBride wrote: »AlexanderDeLarge wrote: »New World has an incredibly challenging open world and it's refreshing to say the least after playing The Elder Scrolls Online for years where the hardest thing about most of these quest chains is walking to the objective.
The most logical course of action is very simple. Players who enjoy difficult and challenging overland should play games like New World. Those who enjoy a more relaxing overland story experience should play games like ESO. It is not logical to expect either type game to completely change their base game to adapt to individual players.
AlexanderDeLarge wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »New World has an incredibly challenging open world and it's refreshing to say the least after playing The Elder Scrolls Online for years where the hardest thing about most of these quest chains is walking to the objective.
The most logical course of action is very simple. Players who enjoy difficult and challenging overland should play games like New World. Those who enjoy a more relaxing overland story experience should play games like ESO.
[snip]
I've always advocated for choice in content difficulty. You're advocating to keep choice out of the game even though this has been the #1 request on the forums for years, with damn good reason. People are sick of reading it on the forums? Well that means it's been a persistent request and imagine how people sick of not having a modicum of difficulty in 99% of the game feel. One shotting enemies Dynasty Warriors style isn't fun, especially when the quest dialog is building ____ the merciless up to be super intimidating and then you spend 45 minutes on a quest chain leading up to him, left click once and he's dead.So let me get this straight, it's okay for them to significantly overhaul and "streamline" the game to make it easier and more accessible but I can't ask for an optional mode to add the difficulty back in? [snip]SilverBride wrote: »It is not logical to expect either type game to completely change their base game to adapt to individual players.
[edited for flaming]
WhyMustItBe wrote: »@trackdemon5512
What a total red herring argument. No one is talking about group content. People are not asking to force veteran zones on anyone. People are saying they would like an OPTION to do SOLO quest content in veteran mode by themselves. Yet you are calling them out as selfish, and citing group dungeons as a reason?
Then you resort to saying people who don't agree with you have a "god complex?"
Why can't you just accept that you have no say in what goes in the game, that other people have different opinions than you, and that it doesn't do you any harm for people to have an option to play the way they want?
Are we really the minority? Referring to the comments
https://www.youtube.com/channel/UCvPs3pT83N6EmNLlLrbwwMQ/community?lb=UgkxXkNL1oOYr-gSS06uk_HFsCpeTbT5sncZ
That poll tells us nothing. I do mean it tells us nothing since I merely see a poll with options. I do not see the "results." Even then it is far from showing worthy information since is not intended to try to get a good sample of the players.
im not talking about the poll im talkning about the players who are commenting. Players on this forum this keeps calling a small minority but just within this week i have seen the three biggest streamers and content creators indicating the there's just nothing for them I the overland content anymore including the new upcoming content. Would say that Deltia is stating his view as well in that poll.
it's like you don't realize that we are paying costumers as well and paying for the content you love. The competition from other MMO's will increase a lot the next few years and If ESO loses their biggest streamers and players like us i will affect you and the content they will be able to create for you even though we like different parts of the game.
SilverBride wrote: »@WhyMustItBe @Franchise408
We can debate the same points over and over or we can just look at the bottom line, which is what Rich Lambert had to say about it. We have already been given an answer to this request.