trackdemon5512 wrote: »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 you’re asking for is either:
Veteran Overland Content
- the developers have said this would split zones into instances unnecessarily and eventually you get zones where a lack of players are doing it. The players who wanted said zones are now upset because they can’t do the content. Craglorn is the live example of this failing hard.
A Difficulty Slider
- the developers say again this would split the population and not only is it not in the best interest of the game as a whole but that the programming of such a system is far more complicated than “just a toggle” as overland enemies aren’t designed for scalability but rather player grouping and cooperation. You can’t be solo instanced and that other players engaging in the shared content will without a doubt render your difficult slider adjustments moot. You may die but they’ll still kill the world boss/dolmen/delve boss/etc and you will gain nothing for it.
The data has been there, analyzed, and the developers have said NO. I would ask players here to stop pigeonholing the data to just that from pre One Tamriel. As we and the developers have said it’s the cumulative data from over 8 years that lets them know what works.
trackdemon5512 wrote: »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 you’re asking for is either:
Veteran Overland Content
- the developers have said this would split zones into instances unnecessarily and eventually you get zones where a lack of players are doing it. The players who wanted said zones are now upset because they can’t do the content. Craglorn is the live example of this failing hard.
A Difficulty Slider
- the developers say again this would split the population and not only is it not in the best interest of the game as a whole but that the programming of such a system is far more complicated than “just a toggle” as overland enemies aren’t designed for scalability but rather player grouping and cooperation. You can’t be solo instanced and that other players engaging in the shared content will without a doubt render your difficult slider adjustments moot. You may die but they’ll still kill the world boss/dolmen/delve boss/etc and you will gain nothing for it.
The data has been there, analyzed, and the developers have said NO. I would ask players here to stop pigeonholing the data to just that from pre One Tamriel. As we and the developers have said it’s the cumulative data from over 8 years that lets them know what works.
I am not asking for a difficulty slider. I don't even know how that could would be programmed on an MMORPG (I doubt it could).
What I am asking for is for them to do exactly what they have already did for dungeons. And that is a system that ha already been proven to work.
Past attempts at creating veteran overland content have been flawed like I told you, so the data associated with them is not relevant here because it's an entirely different process than what I am recommending. The closest system to what I am describing is - again - the current dungeon system that offers both a normal and veteran version of the same content with no strings attached, and it works fine and I don't see you or anyone else complaining about it.
And for what I hope is the last time: Craglorn is not a live example of what I am talking about. It has nothing to do with what I am talking about. As I already explained, it was always silly for them to expect everyone to go sit in one zone and repeat the same dailies over and over. You would have similar results if they were to release just a single Veteran Dungeon. So let's stop pretending Craglorn is an example of what I'm talking about. Please.
SilverBride wrote: »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.
It makes sense that there are levels of difficulty in dungeons and trials and arenas because they are there specifically to provide a challenge.
It does not make sense to put levels of challenge into overland because it isn't.
trackdemon5512 wrote: »trackdemon5512 wrote: »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 you’re asking for is either:
Veteran Overland Content
- the developers have said this would split zones into instances unnecessarily and eventually you get zones where a lack of players are doing it. The players who wanted said zones are now upset because they can’t do the content. Craglorn is the live example of this failing hard.
A Difficulty Slider
- the developers say again this would split the population and not only is it not in the best interest of the game as a whole but that the programming of such a system is far more complicated than “just a toggle” as overland enemies aren’t designed for scalability but rather player grouping and cooperation. You can’t be solo instanced and that other players engaging in the shared content will without a doubt render your difficult slider adjustments moot. You may die but they’ll still kill the world boss/dolmen/delve boss/etc and you will gain nothing for it.
The data has been there, analyzed, and the developers have said NO. I would ask players here to stop pigeonholing the data to just that from pre One Tamriel. As we and the developers have said it’s the cumulative data from over 8 years that lets them know what works.
I am not asking for a difficulty slider. I don't even know how that could would be programmed on an MMORPG (I doubt it could).
What I am asking for is for them to do exactly what they have already did for dungeons. And that is a system that ha already been proven to work.
Past attempts at creating veteran overland content have been flawed like I told you, so the data associated with them is not relevant here because it's an entirely different process than what I am recommending. The closest system to what I am describing is - again - the current dungeon system that offers both a normal and veteran version of the same content with no strings attached, and it works fine and I don't see you or anyone else complaining about it.
And for what I hope is the last time: Craglorn is not a live example of what I am talking about. It has nothing to do with what I am talking about. As I already explained, it was always silly for them to expect everyone to go sit in one zone and repeat the same dailies over and over. You would have similar results if they were to release just a single Veteran Dungeon. So let's stop pretending Craglorn is an example of what I'm talking about. Please.
Except the developers who have stated they are not instancing overland based on difficulty and that encounters aren’t even designed that way, to be scaled up or down. That has never been done. One Tamriel was a one time adjustment like CP 2.0.
If they did what you wanted not only would they instance the game again but you would instantly complain again when the rest of the game evened out playstyles with earlier content being easier than newer content. They aren’t going back to tweak all that again just for y’all.
The group finder system and Veteran Dungeons/Arenas/Trials does not work for overland.
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?
SilverBride wrote: »It makes sense that there are levels of difficulty in dungeons and trials and arenas because they are there specifically to provide a challenge.
It does not make sense to put levels of challenge into overland because it isn't.
Well I of course don't agree that the overland isn't designed to provide a challenge...
WhyMustItBe wrote: »...if you really think about it, all that work balancing overland mobs to the higher difficulty of pre-One Tamriel has already been done. That is work the devs put in already, which is essentially going to waste. Wouldn't it make sense to make that old existing higher difficulty data available as an OPTIONAL toggle so players could benefit from the best of both worlds?
...If you already have done the work for veteran AND normal mode, why not do the far lower amount of work to build a toggle so both are happy paying customers?
trackdemon5512 wrote: »trackdemon5512 wrote: »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 you’re asking for is either:
Veteran Overland Content
- the developers have said this would split zones into instances unnecessarily and eventually you get zones where a lack of players are doing it. The players who wanted said zones are now upset because they can’t do the content. Craglorn is the live example of this failing hard.
A Difficulty Slider
- the developers say again this would split the population and not only is it not in the best interest of the game as a whole but that the programming of such a system is far more complicated than “just a toggle” as overland enemies aren’t designed for scalability but rather player grouping and cooperation. You can’t be solo instanced and that other players engaging in the shared content will without a doubt render your difficult slider adjustments moot. You may die but they’ll still kill the world boss/dolmen/delve boss/etc and you will gain nothing for it.
The data has been there, analyzed, and the developers have said NO. I would ask players here to stop pigeonholing the data to just that from pre One Tamriel. As we and the developers have said it’s the cumulative data from over 8 years that lets them know what works.
I am not asking for a difficulty slider. I don't even know how that could would be programmed on an MMORPG (I doubt it could).
What I am asking for is for them to do exactly what they have already did for dungeons. And that is a system that ha already been proven to work.
Past attempts at creating veteran overland content have been flawed like I told you, so the data associated with them is not relevant here because it's an entirely different process than what I am recommending. The closest system to what I am describing is - again - the current dungeon system that offers both a normal and veteran version of the same content with no strings attached, and it works fine and I don't see you or anyone else complaining about it.
And for what I hope is the last time: Craglorn is not a live example of what I am talking about. It has nothing to do with what I am talking about. As I already explained, it was always silly for them to expect everyone to go sit in one zone and repeat the same dailies over and over. You would have similar results if they were to release just a single Veteran Dungeon. So let's stop pretending Craglorn is an example of what I'm talking about. Please.
Except the developers who have stated they are not instancing overland based on difficulty and that encounters aren’t even designed that way, to be scaled up or down. That has never been done. One Tamriel was a one time adjustment like CP 2.0.
If they did what you wanted not only would they instance the game again but you would instantly complain again when the rest of the game evened out playstyles with earlier content being easier than newer content. They aren’t going back to tweak all that again just for y’all.
The group finder system and Veteran Dungeons/Arenas/Trials does not work for overland.
It makes no sense to me to suggest zones that are already scaled aren't designed to be scaled. That is obviously false.
And this game is already instanced. So your second argument doesn't make any sense to me either. Why would players care that a game that is already instanced was instanced?
As far as what devs, the developers also said they were never going to abandon their subscription-only model. Now look at it. So let's stop treating what the developer's say as if they are written in stone. And I have said nothing about using the group finder for the overland, so that has nothing to do with anything I have said.
SilverBride wrote: »WhyMustItBe wrote: »...if you really think about it, all that work balancing overland mobs to the higher difficulty of pre-One Tamriel has already been done. That is work the devs put in already, which is essentially going to waste. Wouldn't it make sense to make that old existing higher difficulty data available as an OPTIONAL toggle so players could benefit from the best of both worlds?
...If you already have done the work for veteran AND normal mode, why not do the far lower amount of work to build a toggle so both are happy paying customers?
"Would it be an option just to give people the choice? 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 then why do it? 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." - Rich Lambert
trackdemon5512 wrote: »That’s never happening nor are privatized zone instances.
WhyMustItBe wrote: »SilverBride wrote: »WhyMustItBe wrote: »...if you really think about it, all that work balancing overland mobs to the higher difficulty of pre-One Tamriel has already been done. That is work the devs put in already, which is essentially going to waste. Wouldn't it make sense to make that old existing higher difficulty data available as an OPTIONAL toggle so players could benefit from the best of both worlds?
...If you already have done the work for veteran AND normal mode, why not do the far lower amount of work to build a toggle so both are happy paying customers?
"Would it be an option just to give people the choice? 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 then why do it? 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." - Rich Lambert
...uh-huh?trackdemon5512 wrote: »That’s never happening nor are privatized zone instances.
You have no more idea what will happen in the future than the people you keep talking down to. Nor any more say.
Seriously guys what is with all the "this can never happen, this is all too hard" talk?
WhyMustItBe wrote: »Seriously guys what is with all the "this can never happen, this is all too hard" talk?
SilverBride wrote: »SilverBride wrote: »It makes sense that there are levels of difficulty in dungeons and trials and arenas because they are there specifically to provide a challenge.
It does not make sense to put levels of challenge into overland because it isn't.
Well I of course don't agree that the overland isn't designed to provide a challenge...
"Can we get a vet mode for delves and quests? Uh, so we had that ... at launch. It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out. We put the challenge into World Bosses, and into solo Arenas, and into Dungeons and Trials." - Rich Lambert
ke.sardenb14_ESO wrote: »As a working adult, I understand there is a limit to what you can and can not put into a game, but the lack of content designed with endgame players in mind is slowly killing the trail and PvP community.
I don't think anyone is asking for overland to play like vMA or vVH(although I'd love it) but something akin to Craglorn. Something not that difficult, with options to challenge those interested in exploring.
WhyMustItBe wrote: »@trackdemon5512 , @SilverBride - What I don't understand is why you guys are so intent on speaking for the devs?
WhyMustItBe wrote: »I mean everyone knows your opinions on the matter by now. You don't want to give people the option to toggle overland to veteran mode. Like OK, duly note. That is your opinion and it is perfectly valid. So why do you care so much how other people interpret what Rich said in that stream? How does it effect you, and why do you think you are more qualified to tell people what the devs meant than anyone else?
WhyMustItBe wrote: »Because like it or not, he did NOT explicitly say no to an optional toggle the same way he did about forced veteran only mode, only that it would be a lot of work. Until Rich comes on this thread and says "yes, what I meant by 'it would be difficult' is 'no we will never do that, no way, no how, not ever' just to clarify" I consider the issue still very much in the realm of possibility.
WhyMustItBe wrote: »You don't need to keep telling people they are wrong for not reading his words the same way you did. We get it. You think something being a lot of work is the same as "no," and others disagree.
This attitude though that anyone who doesn't interpret things the same way as you is wrong is not helping your argument.
trackdemon5512 wrote: »ke.sardenb14_ESO wrote: »As a working adult, I understand there is a limit to what you can and can not put into a game, but the lack of content designed with endgame players in mind is slowly killing the trail and PvP community.
I don't think anyone is asking for overland to play like vMA or vVH(although I'd love it) but something akin to Craglorn. Something not that difficult, with options to challenge those interested in exploring.
Except that even today, several years after its introduction, Craglorn remains unplayed in a statistically significant way. It’s the least engaged zone by a wide margin outside of trials. Even though the content has been adjusted so that you don’t need groups players don’t do anything there despite incentives such as motifs. Players don’t even like hunting for skyshards there.
That says a lot. It says that difficult content is a turn off for the majority of players. They don’t just ignore it but avoid it. So it’s a waste of resources to develop a new functional difficulty standard that most players will avoid.
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.
ke.sardenb14_ESO wrote: »The content a game provides fosters the community that plays the game. When the game provides around 4-5 new hours of content that could be considered difficult a year, how likely is it for that game to retain players that value that that of content? And, if the game can't retain players that like more challenging content, how much engagement can be expected for the the challenging content already present? Now consider if a game provides 50-70 hours of simple content a year, how likely will the game be able to retain players that value that content?
WhyMustItBe wrote: »@trackdemon5512 , @SilverBride - What I don't understand is why you guys are so intent on speaking for the devs?
ke.sardenb14_ESO wrote: »trackdemon5512 wrote: »ke.sardenb14_ESO wrote: »As a working adult, I understand there is a limit to what you can and can not put into a game, but the lack of content designed with endgame players in mind is slowly killing the trail and PvP community.
I don't think anyone is asking for overland to play like vMA or vVH(although I'd love it) but something akin to Craglorn. Something not that difficult, with options to challenge those interested in exploring.
Except that even today, several years after its introduction, Craglorn remains unplayed in a statistically significant way. It’s the least engaged zone by a wide margin outside of trials. Even though the content has been adjusted so that you don’t need groups players don’t do anything there despite incentives such as motifs. Players don’t even like hunting for skyshards there.
That says a lot. It says that difficult content is a turn off for the majority of players. They don’t just ignore it but avoid it. So it’s a waste of resources to develop a new functional difficulty standard that most players will avoid.
The content a game provides fosters the community that plays the game. When the game provides around 4-5 new hours of content that could be considered difficult a year, how likely is it for that game to retain players that value that that of content? And, if the game can't retain players that like more challenging content, how much engagement can be expected for the the challenging content already present? Now consider if a game provides 50-70 hours of simple content a year, how likely will the game be able to retain players that value that content?
spartaxoxo wrote: »It's extremely obvious (to me) he is saying "no" for the time being, and laying out why that answer is "no". He certainly DOES leave the door open for the developers to change their minds, and even gives an insight as to how it could be changed (by addressing his concerns about low player participation, dev time, and rewards) for anyone who knows how to negotiate, but that is definitely a no for the time being.
I think people reading it as a "no, not ever," or "maybe..." are just picking the parts of what he's saying that they want to hear and not viewing the tone and overall content as a whole. It being indecisive doesn't mean it's not a "no" (for now), and it being a "no" (for now) is not the developers saying it could never happen. Just how I view things personally.
trackdemon5512 wrote: »ke.sardenb14_ESO wrote: »trackdemon5512 wrote: »ke.sardenb14_ESO wrote: »As a working adult, I understand there is a limit to what you can and can not put into a game, but the lack of content designed with endgame players in mind is slowly killing the trail and PvP community.
I don't think anyone is asking for overland to play like vMA or vVH(although I'd love it) but something akin to Craglorn. Something not that difficult, with options to challenge those interested in exploring.
Except that even today, several years after its introduction, Craglorn remains unplayed in a statistically significant way. It’s the least engaged zone by a wide margin outside of trials. Even though the content has been adjusted so that you don’t need groups players don’t do anything there despite incentives such as motifs. Players don’t even like hunting for skyshards there.
That says a lot. It says that difficult content is a turn off for the majority of players. They don’t just ignore it but avoid it. So it’s a waste of resources to develop a new functional difficulty standard that most players will avoid.
The content a game provides fosters the community that plays the game. When the game provides around 4-5 new hours of content that could be considered difficult a year, how likely is it for that game to retain players that value that that of content? And, if the game can't retain players that like more challenging content, how much engagement can be expected for the the challenging content already present? Now consider if a game provides 50-70 hours of simple content a year, how likely will the game be able to retain players that value that content?
Except you cant put a time value on hard content with ESO. If you were to play through the vet DLC dungeons each year AND you were very good you may experience 4 hours of playtime. But if you’re not a super apex player it’s much more time than that. And even if you are apex you have speed modes, no deaths, hard modes, trifectas. The multitudes of other small achievements.
And then there is the yearly trial. Vet trials aren’t done in one hour the first time, esp if you go in blind. And the same trifecta achievements? C’mon.
ESO provides more than 80 hours of story content alone per year between its two story DLCs. And veteran content has no time value. But if you’re able to do the hardest designed content in just 4-5 hours then what good is vet overland doing for you? It can’t be the same difficulty as a trial? That makes no sense.
An OPTIONAL Veteran Version of the Overland content would be nice for those who want one (like me). And there is no good argument against having one either.
SilverBride wrote: »spartaxoxo wrote: »It's extremely obvious (to me) he is saying "no" for the time being, and laying out why that answer is "no". He certainly DOES leave the door open for the developers to change their minds, and even gives an insight as to how it could be changed (by addressing his concerns about low player participation, dev time, and rewards) for anyone who knows how to negotiate, but that is definitely a no for the time being.
I think people reading it as a "no, not ever," or "maybe..." are just picking the parts of what he's saying that they want to hear and not viewing the tone and overall content as a whole. It being indecisive doesn't mean it's not a "no" (for now), and it being a "no" (for now) is not the developers saying it could never happen. Just how I view things personally.
“Would it be an option just to give people the choice? 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 then why do it? 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.
This is what makes me see it as a definite "no". There is no "If this or this or this happens then maybe", but rather "players are always going to do the thing that is the most efficient and is the least difficult thing for their time."
Absolute revisionism. Craglorn as an adventure zone (group mandatory) released at a time when grouping and phasing hardly worked. No wonder it failed when the basic premise it was built on (people grouping together) was miserable and broken.trackdemon5512 wrote: »
What you’re asking for is either:
Veteran Overland Content
- the developers have said this would split zones into instances unnecessarily and eventually you get zones where a lack of players are doing it. The players who wanted said zones are now upset because they can’t do the content. Craglorn is the live example of this failing hard.
spartaxoxo wrote: »SilverBride wrote: »“Would it be an option just to give people the choice? 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 then why do it? 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.
This is what makes me see it as a definite "no". There is no "If this or this or this happens then maybe", but rather "players are always going to do the thing that is the most efficient and is the least difficult thing for their time."
That's him discussing a incentive obstacle, not him saying that it will never be done. He is citing it as a problem he doesn't know how to resolve and saying why, and Vet Overland obviously isn't going to come without that obstacle being solved.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »It's extremely obvious (to me) he is saying "no" for the time being, and laying out why that answer is "no". He certainly DOES leave the door open for the developers to change their minds, and even gives an insight as to how it could be changed (by addressing his concerns about low player participation, dev time, and rewards) for anyone who knows how to negotiate, but that is definitely a no for the time being.
I think people reading it as a "no, not ever," or "maybe..." are just picking the parts of what he's saying that they want to hear and not viewing the tone and overall content as a whole. It being indecisive doesn't mean it's not a "no" (for now), and it being a "no" (for now) is not the developers saying it could never happen. Just how I view things personally.
“Would it be an option just to give people the choice? 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 then why do it? 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.
This is what makes me see it as a definite "no". There is no "If this or this or this happens then maybe", but rather "players are always going to do the thing that is the most efficient and is the least difficult thing for their time."
That's him discussing a incentive obstacle, not him saying that it will never be done. He is citing it as a problem he doesn't know how to resolve and saying why, and Vet Overland obviously isn't going to come without that obstacle being solved.