trackdemon5512 wrote: »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?
Except Overland isn’t Solo Content. It’s ALL Group Content. Except for extremely rare instances the server is coded to put other players with you. Too few players in this instance means merging into a single one. This isn’t other MMORPGS where you can somehow get a server all to yourself.
Those solo instances are self imposed: Dungeons and Arenas. Beyond that you’re in a zone with everyone else. You’re not special in that respect. And if you had a difficulty slider it means nothing if every other player comes in and ruins your solo crusade. You can’t do anything about that.
And the God Complex refers to a fact that in virtually all RPGs your skills, levels, gear, and attributes effectively render you a God in said world. There is no infinite challenge. You hit a wall, have nothing to do, and in single player games you usually end up quitting.
Chrono Trigger allows you to replay the same game over again, choose different options for different endings. There are still a finite amount of endings and your power never goes beyond a point, and the game never adjusts to match because it’s impossible.
Adding an OPTIONAL toggle for veteran solo questing content would be good for the longevity of the game with proportionally minimal investment. @WhyMustItBe
Why don’t you have the developers explain how much it cost for them to change the game from its original form to One Tamriel’s universal scaling? Now tell them to go back to that, but individually, on what essentially is an entirely new game since what it was several years ago.
https://www.ign.com/articles/eso2-zenimax-online-studio-head-talks-possibility-of-elder-scrolls-online-sequel-ign-unfiltered
- When asked whether ESO might one day become unable to be updated, forcing either a rebuilt version "from the ground up" or a sequel, Firor said, "We're obviously doing our job right if you haven't noticed, but we're tearing down the engine, one room at a time, all the time." Firor laughed. "So the engine right now is much different from when we launched. It could never have scaled to what we do now. So we're constantly, behind the scenes, making it better." -
New World is similar to how ESO originally was, all its doing is showing us there is a problem and the problem is never going to get fixed if we keep making excuses for it.
SilverBride wrote: »New World is similar to how ESO originally was, all its doing is showing us there is a problem and the problem is never going to get fixed if we keep making excuses for it.
ESO was failing which is what led to One Tamriel. ESO is now doing better than it ever has according to Rich Lambert. Why would they change this?
Franchise408 wrote: »trackdemon5512 wrote: »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?
Except Overland isn’t Solo Content. It’s ALL Group Content. Except for extremely rare instances the server is coded to put other players with you. Too few players in this instance means merging into a single one. This isn’t other MMORPGS where you can somehow get a server all to yourself.
Those solo instances are self imposed: Dungeons and Arenas. Beyond that you’re in a zone with everyone else. You’re not special in that respect. And if you had a difficulty slider it means nothing if every other player comes in and ruins your solo crusade. You can’t do anything about that.
And the God Complex refers to a fact that in virtually all RPGs your skills, levels, gear, and attributes effectively render you a God in said world. There is no infinite challenge. You hit a wall, have nothing to do, and in single player games you usually end up quitting.
Chrono Trigger allows you to replay the same game over again, choose different options for different endings. There are still a finite amount of endings and your power never goes beyond a point, and the game never adjusts to match because it’s impossible.
Adding an OPTIONAL toggle for veteran solo questing content would be good for the longevity of the game with proportionally minimal investment. @WhyMustItBe
Why don’t you have the developers explain how much it cost for them to change the game from its original form to One Tamriel’s universal scaling? Now tell them to go back to that, but individually, on what essentially is an entirely new game since what it was several years ago.
https://www.ign.com/articles/eso2-zenimax-online-studio-head-talks-possibility-of-elder-scrolls-online-sequel-ign-unfiltered
- When asked whether ESO might one day become unable to be updated, forcing either a rebuilt version "from the ground up" or a sequel, Firor said, "We're obviously doing our job right if you haven't noticed, but we're tearing down the engine, one room at a time, all the time." Firor laughed. "So the engine right now is much different from when we launched. It could never have scaled to what we do now. So we're constantly, behind the scenes, making it better." -
If overland is group content then... shouldn't it provide a challenge to encourage said grouping?
As it is, grouping is a detriment to overland content.
WhyMustItBe wrote: »Adding an OPTIONAL toggle for veteran solo questing content would be good for the longevity of the game with proportionally minimal investment. This seems like a no-brainer to me and I have no doubt that when the devs realize just how much increasing demand there is for this, and that it doesn't affect other players that don't want it in any way, they will consider this a worthwhile addition.
Mandragora wrote: »Maybe this is really just triggered defences and responses because of reasons stated here. But maybe it would be enough to lower it by making some valleys more dangerous (as someone stated here already). I cannot see any other option aswell, on the other hand a bit more dangerous place add some kind of spicy version of "horror danger" and NPCs would warn you about it - like it was in Morrowind, if it would be immersive - like it is in Craglorn now - valley of dangerous criminals, or nasty monsters with no quests, just maybe some overland quest and the rest would be as it is now (maybe with even lower amount of mobs) - for casuals, maybe that would be good compromise. I don't think that would be enough for them, but maybe it is better version for everyone because of variability?
SilverBride wrote: »New World is similar to how ESO originally was, all its doing is showing us there is a problem and the problem is never going to get fixed if we keep making excuses for it.
ESO was failing which is what led to One Tamriel. ESO is now doing better than it ever has according to Rich Lambert. Why would they change this?
Franchise408 wrote: »It used to be a staple of MMO's and gaming in general that new content was designed for the players that had been playing it. It was higher level content designed for the veterans of the game. Of course there was always content for newer players to keep interest in growing the base, but it was also interested in retention as well.
Sorry, but I can't agree with you as your suggestion is more like a manipulation. The reason why people (me included) ask for more difficult overland because far more diverse then dungeons and trials (as for me most of them are mind numbingly repetetive and bosses are overpowered with health which makes them more boring then challenging).trackdemon5512 wrote: »You want solo hard content? Go solo a dungeon. Then solo it on vet. Then get every achievement in solo arenas. Then add to that challenge by finding 3 others and getting every vet achievement in dungeons/arenas. Then finish it off with every achievement for vet trials. And if you somehow do that, before a new DLC is released, we’ll then you’re in the 99.9999% of ESO players doing things the developers don’t expect the vast majority of players to do. And there is nothing else to do for ya except to tell you to nerf yourself.
[snip]
The reason why people (me included) ask for more difficult overland because far more diverse then dungeons and trials (as for me most of them are mind numbingly repetetive and bosses are overpowered with health which makes them more boring then challenging).
More players leaving means less money for the content that you like. Our money actually maters for the content that you want if you haven't realized it.
Sorry, but I can't agree with you as your suggestion is more like a manipulation. The reason why people (me included) ask for more difficult overland because far more diverse then dungeons and trials (as for me most of them are mind numbingly repetetive and bosses are overpowered with health which makes them more boring then challenging).trackdemon5512 wrote: »You want solo hard content? Go solo a dungeon. Then solo it on vet. Then get every achievement in solo arenas. Then add to that challenge by finding 3 others and getting every vet achievement in dungeons/arenas. Then finish it off with every achievement for vet trials. And if you somehow do that, before a new DLC is released, we’ll then you’re in the 99.9999% of ESO players doing things the developers don’t expect the vast majority of players to do. And there is nothing else to do for ya except to tell you to nerf yourself.
It’s the everlasting god complex conundrum of RPGs.
"PvP needs immediate rework"
"Patch notes barely has one page of fixes and it will take about 6 hours?"
"please add PvP only servers"
"Stop Complaining or just simply leave"
"The future of this game become questionable"
"Make the game harder!"
"Whats the point of weapon swap when it does not work?"
"Why Wars soo laggyy these days?"
"Bots are stealing the iron ore"
"Better give us something for this downtime 6 HOURS NOW"
"Surely you could find a better time to patch than Australian prime time?"
"Please add a mini-map"
"Better Communication is Needed"
These are all threads in that new games forums. Also some talk about hoping ESO gets the lag fixed so they can come back. Turns out the PvP over there isn't what people expected. The big battles are mostly invite only and are scheduled so no just popping in when your schedule permits and getting into an epic battle. You sign up for the war in advance and then you hope that the leader doesn't kick you to allow members from his own company to fight instead. If you are not in a large company and an elite member of that company you may never get to participate in what is suppose to be the main feature of the game.
SilverBride wrote: »SilverBride wrote: »
Then why aren't veteran dungeons ghost towns?
I would be careful not to assume just because you aren't interested in veteran content that means no one else would be either. Just the mere frequency this topic comes up on here should be proof enough of that.
Veteran dungeons and overland are two completely different things. Veteran dungeons are there for experienced players who want a challenge. Overland is there for everyone, including players new to ESO, to quest and to tell the story. There is no direct comparison.
Just because this topic comes up on the forums a lot does not mean the majority of players want it. This is what we call a "vocal minority".
Perhaps part of the problem is that the difficulty is so uniform.
One game I played (Asheron's Call) had mobs that hit harder in certain areas so for instance if you needed to get from A to B you planned your route accordingly - the quick way over the mountain was deadly (mobs were more difficult the higher you went) - so you could go round and avoid them but it took longer. Equally mobs got harder the further away from town and roads you were.
Just make them hit really hard in the wilderness. It's a simple idea that would add colour to the overland without making it impossible to get around - you just have to be more careful. Of course high end players would walk it anyway but it would be a start.
[snip]
If you want to maintain and build upon your player base listen to the players and you will grow a good game into a better game that everyone enjoys 😉
SilverBride wrote: »
SilverBride wrote: »SilverBride wrote: »
Then why aren't veteran dungeons ghost towns?
I would be careful not to assume just because you aren't interested in veteran content that means no one else would be either. Just the mere frequency this topic comes up on here should be proof enough of that.
Veteran dungeons and overland are two completely different things. Veteran dungeons are there for experienced players who want a challenge. Overland is there for everyone, including players new to ESO, to quest and to tell the story. There is no direct comparison.
Just because this topic comes up on the forums a lot does not mean the majority of players want it. This is what we call a "vocal minority".
You're just ignoring the entirety of my argument to make an unrelated point.
I am talking about adding an OPTIONAL Veteran version of the overland zones for experienced players who want a challenge while questing. So yes, in that respect what I am describing is exactly the same as veteran dungeons. So by your own logic, if having content for experienced players who want a challenge means it will become a "ghost town" (as you were claiming) then veteran dungeons would indeed be Ghost Towns. But they aren't. So in a sense you are defeating your own argument here by admitting there are players out there who want more of a challenge and who are willing to do veteran content.
And I never said a "majority" of players want it either. You're simply putting words in my mouth. What I said is that by judging by how often this topic comes up, clearly a lot of players want this. And a lot of them do. Whether it is a majority or not wasn't the point nor does it really matter. A majority of players don't do PvP but they still have PvP activities for players to do. So if your point is a majority of players must want something before it should be included in the game I would say that's a very tenuous stance.
Honestly, why do you (or anyone else for that matter) even care if Veteran players who find the normal overland too easy get a veteran equivalent to play in? It will help them enjoy the game more and has no negative impact on you at all.
trackdemon5512 wrote: »SilverBride wrote: »SilverBride wrote: »
Then why aren't veteran dungeons ghost towns?
I would be careful not to assume just because you aren't interested in veteran content that means no one else would be either. Just the mere frequency this topic comes up on here should be proof enough of that.
Veteran dungeons and overland are two completely different things. Veteran dungeons are there for experienced players who want a challenge. Overland is there for everyone, including players new to ESO, to quest and to tell the story. There is no direct comparison.
Just because this topic comes up on the forums a lot does not mean the majority of players want it. This is what we call a "vocal minority".
You're just ignoring the entirety of my argument to make an unrelated point.
I am talking about adding an OPTIONAL Veteran version of the overland zones for experienced players who want a challenge while questing. So yes, in that respect what I am describing is exactly the same as veteran dungeons. So by your own logic, if having content for experienced players who want a challenge means it will become a "ghost town" (as you were claiming) then veteran dungeons would indeed be Ghost Towns. But they aren't. So in a sense you are defeating your own argument here by admitting there are players out there who want more of a challenge and who are willing to do veteran content.
And I never said a "majority" of players want it either. You're simply putting words in my mouth. What I said is that by judging by how often this topic comes up, clearly a lot of players want this. And a lot of them do. Whether it is a majority or not wasn't the point nor does it really matter. A majority of players don't do PvP but they still have PvP activities for players to do. So if your point is a majority of players must want something before it should be included in the game I would say that's a very tenuous stance.
Honestly, why do you (or anyone else for that matter) even care if Veteran players who find the normal overland too easy get a veteran equivalent to play in? It will help them enjoy the game more and has no negative impact on you at all.
We have simply been pointing out that:
1) We have had experience with a Veteran Overland system in which zones had different difficulties and more important players were of disparate power. It was terrible for a community experience
2) The game took a financial hit as a result of the difficulty and trouble of players actually getting together
3) That One Tamriel went a long way toward solving these issues
4) That subsequently released DLC zones that balanced difficulty and put all players on even footing were not only well received but improved profits significantly
5) That developer data, gleaned from not only overland content but player engagement for veteran content, has shown that the vast majority of players enjoy exploration and differentiation over difficulty
6) That the game has been rewritten and the content within tailored to be universally balanced and not subject to scaling
7) That the developers have repeatedly over the years said no and provided reasoning as to why personalized scaled difficulties or veteran overland isn’t coming back
And yet despite the data and 8 years of arguments/evidence against such y’all continue to posit this not only as an argument but something that the game needs. It’s like hearing “we need an AOE taunt” for the last several years in these forums despite the developers telling you over and over that combat has never been designed for you to need such and that asking for it amounts to nothing because it will never happen.
trackdemon5512 wrote: »SilverBride wrote: »SilverBride wrote: »
Then why aren't veteran dungeons ghost towns?
I would be careful not to assume just because you aren't interested in veteran content that means no one else would be either. Just the mere frequency this topic comes up on here should be proof enough of that.
Veteran dungeons and overland are two completely different things. Veteran dungeons are there for experienced players who want a challenge. Overland is there for everyone, including players new to ESO, to quest and to tell the story. There is no direct comparison.
Just because this topic comes up on the forums a lot does not mean the majority of players want it. This is what we call a "vocal minority".
You're just ignoring the entirety of my argument to make an unrelated point.
I am talking about adding an OPTIONAL Veteran version of the overland zones for experienced players who want a challenge while questing. So yes, in that respect what I am describing is exactly the same as veteran dungeons. So by your own logic, if having content for experienced players who want a challenge means it will become a "ghost town" (as you were claiming) then veteran dungeons would indeed be Ghost Towns. But they aren't. So in a sense you are defeating your own argument here by admitting there are players out there who want more of a challenge and who are willing to do veteran content.
And I never said a "majority" of players want it either. You're simply putting words in my mouth. What I said is that by judging by how often this topic comes up, clearly a lot of players want this. And a lot of them do. Whether it is a majority or not wasn't the point nor does it really matter. A majority of players don't do PvP but they still have PvP activities for players to do. So if your point is a majority of players must want something before it should be included in the game I would say that's a very tenuous stance.
Honestly, why do you (or anyone else for that matter) even care if Veteran players who find the normal overland too easy get a veteran equivalent to play in? It will help them enjoy the game more and has no negative impact on you at all.
We have simply been pointing out that:
1) We have had experience with a Veteran Overland system in which zones had different difficulties and more important players were of disparate power. It was terrible for a community experience
2) The game took a financial hit as a result of the difficulty and trouble of players actually getting together
3) That One Tamriel went a long way toward solving these issues
4) That subsequently released DLC zones that balanced difficulty and put all players on even footing were not only well received but improved profits significantly
5) That developer data, gleaned from not only overland content but player engagement for veteran content, has shown that the vast majority of players enjoy exploration and differentiation over difficulty
6) That the game has been rewritten and the content within tailored to be universally balanced and not subject to scaling
7) That the developers have repeatedly over the years said no and provided reasoning as to why personalized scaled difficulties or veteran overland isn’t coming back
And yet despite the data and 8 years of arguments/evidence against such y’all continue to posit this not only as an argument but something that the game needs. It’s like hearing “we need an AOE taunt” for the last several years in these forums despite the developers telling you over and over that combat has never been designed for you to need such and that asking for it amounts to nothing because it will never happen.
Again: your past examples are not applicable here because I am not suggesting they bring back the old Craglorn or Caldwell silver and gold. Those were flawed systems by design.
What I am asking for is for them do exactly what they have already done with Veteran Dungeons (which has been a success). You can still do your normal dungeons, and players who want more of a challenge can do Veteran dungeons. It's the same concept but for the overland, only without the tedious grind that was associated with veteran ranks or the limited scope of Craglorn.
What I am asking for is for them do exactly what they have already done with Veteran Dungeons (which has been a success). You can still do your normal dungeons, and players who want more of a challenge can do Veteran dungeons. It's the same concept but for the overland, but without the tedious grind that was associated with veteran ranks or the limited scope of Craglorn.