@Blood_again
The problem that is immediately going to come up his questions about incentive.
Sure, there are those who will do it for just the heck of it. But if we’re talking about adding some thing to overland that makes it harder then there needs to be a good enough justification for the developers to spend resources on it.
whenever they implement a new way to play the game, or a new activity, then they implement incentives to motivate players to participate. Lead Director himself said this.
Franchise408 wrote: »SilverBride wrote: »Franchise408 wrote: »SilverBride wrote: »There have been numerous threads on this topic and nothing has changed. If anything the opposition has only become stronger with less supporting the idea.
I know it is a disappointment to some, but the majority don't want this, and it is just not feasible. Waiting a week isn't going to change that.
It is plenty feasible.
The foundation of the game changed once already due to player feedback. Persistent games make changes all the time, even if devs do say something won't happen. These changes absolutely are feasible, and we will continue to speak out in favor of them for as long as it takes.
The foundation of this game changed once due very few playing 2/3 of the content. One Tamriel saved this game and it is doing better now than it ever has.
And as has been pointed out to you countless times, your take is revisionist history of what actually happened.
@Iccotak
Oop my bad, I meant 3%, forgot to move the decimal point.
0.03 x 19,000,000 = 570,000
SilverBride wrote: »Franchise408 wrote: »And as has been pointed out to you countless times, your take is revisionist history of what actually happened. I was around from beta and launch as well, and the game wasn't in bad shape because it was "hard", the game was in bad shape for a number of reasons. Among the biggest reasons why ESO was saved was because of dropping the mandatory subscription, combined with players no longer being restricted from each other due to alliances. NOT because it got easier.
The events that led to One Tamriel were from early ESO, but are relevent enough today that Rich Lambert used them as examples in a Twitch stream from a month ago to explain why we do not have veteran overland, optional or otherwise.
I came back to ESO after One Tamriel because it got easier. I could finally enjoy the story without constantly struggling. And I have always subscribed, whether it was mandatory or not, so that was never a factor for me, or the many other subscribers who are still playing.
Ravensilver wrote: »
Parasaurolophus wrote: »It's great that you like overland. But there are a large number of non-casual players who don't play beyond the crafting stations in Vivec.
Overland is so damn easy, that my grandma can beat it. i stopped questing in Eso since 3 years or somewhat, because i cant take it seriously when the endboss of a whole chapter dies in 3 sec.
Even with a new character and without any cp...its to easy. When i read about ppl that die at 1105 cp from 3 imps attacking him...thats embarrassing. My cp character regs more then this would dmg him and no he is not a tank.
Everyone that thinks Eso's overland is hard enough hasnt really played the game. Even as a casual player, this level of difficulty is a joke.
Ravensilver wrote: »Parasaurolophus wrote: »It's great that you like overland. But there are a large number of non-casual players who don't play beyond the crafting stations in Vivec.
"large number of non-casual players"
Define "large number". What are your sources? How many players? EU or NA?
"large number" is not something that a company, that wants to earn money with its product, can work with.
Ravensilver wrote: »Parasaurolophus wrote: »It's great that you like overland. But there are a large number of non-casual players who don't play beyond the crafting stations in Vivec.
"large number of non-casual players"
Define "large number". What are your sources? How many players? EU or NA?
"large number" is not something that a company, that wants to earn money with its product, can work with.
Parasaurolophus wrote: »Parasaurolophus wrote: »@kargen27Why? No worthy argument has ever been made against this. Yes, people are needed to kill WB or close the anchor. But the game is not focused only around wb and anchors, and the rest of the time people in overland do not cooperate.A separate instance in overland would not be good for the gameWhy? This already exists in dungeons and trials and no one minds. Why should players who only care about story care about rewards?Different rewards for different levels of difficulty would not be a good idea.Other games do this and are very popular. Jesus, the most popular games in the world are pvp games.The time needed to rework mechanics to make fights more compelling would be a poor investment given the likely returns
A worthy argument has been made. It would divide the player base and could make zones feel empty. Zones need to feel populated. A well populated zone goes a long ways in enticing new players to sticking around.
Trials and dungeons are things you do voluntarily. Overland is the very base of the game. We see players now that queue for vet dungeons when they really are not ready for them because of the rewards. This causes frustration for them in being unable to complete the content or frustration in the players that carry them. Sometimes both.
And about those rewards. How much better would they need to be to get people to move to the harder content? Exactly why would people that only want more engaging content need to be bribed into enjoying that harder content? Why would they care any more than people doing the story would care? If the rewards were say blue drops instead of green then probably nobody would care. But if that were the case why bother? If the rewards were much better then just like the dungeons and trials people not ready for the vet level would feel compelled to move to vet instead of missing out on the better rewards. Brings us back to all that frustration that isn't good for long term game play.
What other game reworked their entire base game to introduce whole new mechanics to the NPCs? How much did their player base increase after making the sweeping changes?
This has nothing at all to do with PvP. This is people asking for harder more compelling PvE content. Open world PvP is a whole different argument and also would not work in ESO.
These threads live for so long because several people just don't listen to each other's arguments and the whole conversation starts anew.
Locations are already divided by mirrors. When there are too many people in one location, the game creates another instance for the players to get into. Now imagine that we have a new dlc release and at the moment there are 4 instances of the location, filled with 200 players each (in fact, it is not known for certain how many players can fit one instance of the location in eso). Now let's imagine we have a version of vet. overlend for the new dlc. Some of the players are there now. Now we have 3 normal instances and 1 veteran, or 2/2. Does not matter. One mirror can only accommodate a limited number of players. You argue that a highpopulation location attracts new players, like all players are playing overland. But this is not so ... High-end players, having completed all the quests of the new dlc, as well as having received all the achievements (all this takes me no more than a week), then leave the location, returning their character back to Vivec for crafting dailys. Ta Daaam! The End! There is absolutely no point in returning to the location, there are no activities that would be attractive to the high-end player.
Why does ZoS give us all the motives for releasing a new dlc at once? Why do we have these boring events every month where there is nothing but 2x awards and new cosmetics? Because ZoS knows very well how quickly dlc`s spend their resource and it is necessary to somehow artificially keep the population.
Just like dungeons, we want an optional function of vet overland. I described above why this will not affect the player population. Please don't ignore this.
About what you said about the awards and the rework of old locations. I still think that there is no need to rework the old locations. They will also remain boring. No one wants to return to Deshaan or Auridon, because the mobs now are stronger there. No one needs it.
I believe that the ideal solution would be to create a new Adventure Zones like Craglorn, with many different activities with different rewards. Of course, with the normal and veteran version. When there was an event, many players wrote that the Craglorn experience was something new and fun for them. Especially players talk about Shada`s Tear, although in addition to this, there are several more similar instances in Craglorn.
And I cited pvp games as an example that the challenge in games does not interfere with their popularity and profitability in any way.
SilverBride wrote: »Ravensilver wrote: »Parasaurolophus wrote: »It's great that you like overland. But there are a large number of non-casual players who don't play beyond the crafting stations in Vivec.
"large number of non-casual players"
Define "large number". What are your sources? How many players? EU or NA?
"large number" is not something that a company, that wants to earn money with its product, can work with.
'People just did not like the extra difficulty in the story stuff. I get 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.' - Rich Lambert
Parasaurolophus wrote: »Ravensilver wrote: »
It's great that you like overland. But there are a large number of non-casual players who don't play beyond the crafting stations in Vivec.
spartaxoxo wrote: »Parasaurolophus wrote: »Ravensilver wrote: »
It's great that you like overland. But there are a large number of non-casual players who don't play beyond the crafting stations in Vivec.
The vast majority of players prefer and use the Overland. The people who want it harder in a small minority, straight from the devs mouths. People really need to understand this before making suggestions, as there seems to be a common misconception that the number of players who want this is large. It is not. The vast majority want the easy content.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Ravensilver wrote: »
It's great that you like overland. But there are a large number of non-casual players who don't play beyond the crafting stations in Vivec.
The vast majority of players prefer and use the Overland. The people who want it harder in a small minority, straight from the devs mouths. People really need to understand this before making suggestions, as there seems to be a common misconception that the number of players who want this is large. It is not. The vast majority want the easy content.
Or maybe just players who want gameplay just leave the game after completing two or three locations and realizing that it won't be any more fun? This is called survivorship bias. Sometimes I think I wouldn't be playing this game if it wasn't called the Elder Scrolls. I love this universe a lot, but the visual novel genre is not mine at all.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Ravensilver wrote: »
It's great that you like overland. But there are a large number of non-casual players who don't play beyond the crafting stations in Vivec.
The vast majority of players prefer and use the Overland. The people who want it harder in a small minority, straight from the devs mouths. People really need to understand this before making suggestions, as there seems to be a common misconception that the number of players who want this is large. It is not. The vast majority want the easy content.
Or maybe just players who want gameplay just leave the game after completing two or three locations and realizing that it won't be any more fun? This is called survivorship bias. Sometimes I think I wouldn't be playing this game if it wasn't called the Elder Scrolls. I love this universe a lot, but the visual novel genre is not mine at all.
It's a bad idea to sacrifice the vast majority of your playerbase to chase after players that don't like your game and already left.
Parasaurolophus wrote: »I also watched Slashlurk streams. However, I have heard some things that are not written here. And worth it. I can't give a proof right now, but Rich said that players play for an average of six weeks.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Ravensilver wrote: »
It's great that you like overland. But there are a large number of non-casual players who don't play beyond the crafting stations in Vivec.
The vast majority of players prefer and use the Overland. The people who want it harder in a small minority, straight from the devs mouths. People really need to understand this before making suggestions, as there seems to be a common misconception that the number of players who want this is large. It is not. The vast majority want the easy content.
Or maybe just players who want gameplay just leave the game after completing two or three locations and realizing that it won't be any more fun? This is called survivorship bias. Sometimes I think I wouldn't be playing this game if it wasn't called the Elder Scrolls. I love this universe a lot, but the visual novel genre is not mine at all.
It's a bad idea to sacrifice the vast majority of your playerbase to chase after players that don't like your game and already left.
No sacrifice needed ... We're asking for an option. And we are asking for more than just stranger mobs. We say that Overland lacks content and different activities. Are you against that too? I understand that people have different opinions on this matter, someone is talking about a slider, someone is about food, someone is about a separate instance. easy to get confused. But it is not important. The important thing is that we want to show how absurd the gameplay is in overland.
SilverBride wrote: »Parasaurolophus wrote: »I also watched Slashlurk streams. However, I have heard some things that are not written here. And worth it. I can't give a proof right now, but Rich said that players play for an average of six weeks.
This game wouldn't survive and be thriving as it is now if players only played an average of six weeks. Please try to find the source for that.
SilverBride wrote: »Parasaurolophus wrote: »I also watched Slashlurk streams. However, I have heard some things that are not written here. And worth it. I can't give a proof right now, but Rich said that players play for an average of six weeks.
This game wouldn't survive and be thriving as it is now if players only played an average of six weeks. Please try to find the source for that.
Parasaurolophus wrote: »I meant that most of the players, on average, do not stay in the game for more than a few weeks. This is basically the reality of the game industry today. But you shouldn't think that the game won't survive. In the end, these players spend some money. And most likely the profit comes at the expense of the mass scale. I will definitely find a proof when I have time.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Ravensilver wrote: »
It's great that you like overland. But there are a large number of non-casual players who don't play beyond the crafting stations in Vivec.
The vast majority of players prefer and use the Overland. The people who want it harder in a small minority, straight from the devs mouths. People really need to understand this before making suggestions, as there seems to be a common misconception that the number of players who want this is large. It is not. The vast majority want the easy content.
Or maybe just players who want gameplay just leave the game after completing two or three locations and realizing that it won't be any more fun? This is called survivorship bias. Sometimes I think I wouldn't be playing this game if it wasn't called the Elder Scrolls. I love this universe a lot, but the visual novel genre is not mine at all.
It's a bad idea to sacrifice the vast majority of your playerbase to chase after players that don't like your game and already left.
No sacrifice needed ... We're asking for an option. And we are asking for more than just stranger mobs. We say that Overland lacks content and different activities. Are you against that too? I understand that people have different opinions on this matter, someone is talking about a slider, someone is about food, someone is about a separate instance. easy to get confused. But it is not important. The important thing is that we want to show how absurd the gameplay is in overland.
What is wrong with wearing all white gear? No proc sets and or no armor with only a white weapon. (Costume on please if nude..lol) .
If you want a harder overland. Plenty of ways to gimp yourself.
What is wrong with wearing all white gear? No proc sets and or no armor with only a white weapon. (Costume on please if nude..lol) .
If you want a harder overland. Plenty of ways to gimp yourself.
Because that is NOT what people wanting greater difficulty actually want. People do not, in fact, like having their bells and whistles removed, whether by dev action (nerfing a thing in-game) or by voluntary action (choosing to wear inferior gear). What these players are asking for is content that is more difficult for them WITH ALL THEIR BELLS AND WHISTLES.
And my answer is: go solo some dungeons then. There is already "harder" content in the game, there is no point in making the deliberately easy content harder (even optionally) and sharding the playerbase even further than it already is.
Overland *is* a thing that one should be able to blow through, with ease, especially once one has actually levelled up: it is in fact extremely frustrating that the game gets tougher with the player. You want things with mechanics? Dungeons exist, and solo arenas exist. Go there.
trackdemon5512 wrote: »What is wrong with wearing all white gear? No proc sets and or no armor with only a white weapon. (Costume on please if nude..lol) .
If you want a harder overland. Plenty of ways to gimp yourself.
Because that is NOT what people wanting greater difficulty actually want. People do not, in fact, like having their bells and whistles removed, whether by dev action (nerfing a thing in-game) or by voluntary action (choosing to wear inferior gear). What these players are asking for is content that is more difficult for them WITH ALL THEIR BELLS AND WHISTLES.
And my answer is: go solo some dungeons then. There is already "harder" content in the game, there is no point in making the deliberately easy content harder (even optionally) and sharding the playerbase even further than it already is.
Overland *is* a thing that one should be able to blow through, with ease, especially once one has actually levelled up: it is in fact extremely frustrating that the game gets tougher with the player. You want things with mechanics? Dungeons exist, and solo arenas exist. Go there.
And the funny thing is the developers will not waste time creating a vet overland where there are additional mechanics. There are a hundred reasons why doing so is completely impractical.
So the only way to increase difficulty is to nerf players output and resistances. And yet the method to do so is already in the game [snip]
The easiest way to make overland harder is to nerf yourself. If you can’t put in the effort to do that then why should the developers put in effort for a system they know most players won’t use