It doesn't matter if I go out with no gear and only punch mobs to death, the fact that the enemy doesn't change from me doing this, and they remain so basic and underwhelming to fight, that still makes the fight dull and forgettable no matter how long I drag the fight out for.
SilverBride wrote: »It doesn't matter if I go out with no gear and only punch mobs to death, the fact that the enemy doesn't change from me doing this, and they remain so basic and underwhelming to fight, that still makes the fight dull and forgettable no matter how long I drag the fight out for.
That's because they are basic mobs that are part of the base game, not veteran trial bosses.
Franchise408 wrote: »SilverBride wrote: »I would recommend picking up this conversation next week when things have cooled down.
Because either side aggressively telling each other “You’re Wrong“ isn’t going to go anywhere.
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.
1. If it was a different instance there wouldn't be "kill stealing" nor would people not wanting extra mechanics see them. Look at literally every dungeon and trial, different instances have different rule sets, there isn't a case where one random player was looking to do a normal banished cells run getting thrown into a vet instance. Since even zones are already broken into separate shards (not everyone whose on the server in reapers march are in the same version of it), a "vet instance" would simply be a shard of the zone where like-minded players would face similar challenges, no impact on others and no magic 'server hit' since a zone instance is a zone instance, separate rules or no. So no, not a personal slider, just a different version of the zone.
2. Money and resources went into the companions system. VO for all their comments in the world, the ability to unlock and set up skills for them, their own unique type of gear. How many players are using that system? What was its end goal? Just as much weight can be thrown either way for or against companions being implemented as a vet overland. Some people would love either, some couldn't care less, some would use either for a short time and others would swear by them. Equally unnecessarily and both valid to be added to the game.
3. I want to enjoy questing again. When wrothgar came out I had done every side quest throughout the zone before hitting the main one and liked my time getting used to the area. Now though, I tried to do the western skyrim quest and when the pompous vampire stood on the cliff and said "You can ask me a question and I will ask you one in return" my first thought was "how many arrows can fit in your face."
The enemies have plot armor, they need to for the quest to work, but there isn't even the illusion of a threat anymore, so when each quest is filled with fights against inept opponents and the parts between fights are full of npcs harping on how doomed we all are, when I know that if I were to fight the big bad then and there it would all be over, the story loses what weight it could otherwise have and leaves me feeling like I'm just wasting my time cleaning up trash npcs couldn't be bothered to deal with.
4. As for Rich's comment, he was talking in regards to old gold and silver zones. These zones, and old craglorn, both were more challenging by health and damage alone, which can be replicated by gimping yourself but doesn't result in fights being more interesting. Combine that with the fact that silver zones were locked until you do one massive quest chain and gold requires the silver main quest to be done and it's no wonder those zones were quiet.
With the ability to go anywhere with One Tamriel combined with fights actually worth taking part in, a vet overland could encourage some people who only log in once a week for trials to log in more and actually enjoy the world rather than be bored by it.
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.
trackdemon5512 wrote: »1. If it was a different instance there wouldn't be "kill stealing" nor would people not wanting extra mechanics see them. Look at literally every dungeon and trial, different instances have different rule sets, there isn't a case where one random player was looking to do a normal banished cells run getting thrown into a vet instance. Since even zones are already broken into separate shards (not everyone whose on the server in reapers march are in the same version of it), a "vet instance" would simply be a shard of the zone where like-minded players would face similar challenges, no impact on others and no magic 'server hit' since a zone instance is a zone instance, separate rules or no. So no, not a personal slider, just a different version of the zone.
2. Money and resources went into the companions system. VO for all their comments in the world, the ability to unlock and set up skills for them, their own unique type of gear. How many players are using that system? What was its end goal? Just as much weight can be thrown either way for or against companions being implemented as a vet overland. Some people would love either, some couldn't care less, some would use either for a short time and others would swear by them. Equally unnecessarily and both valid to be added to the game.
3. I want to enjoy questing again. When wrothgar came out I had done every side quest throughout the zone before hitting the main one and liked my time getting used to the area. Now though, I tried to do the western skyrim quest and when the pompous vampire stood on the cliff and said "You can ask me a question and I will ask you one in return" my first thought was "how many arrows can fit in your face."
The enemies have plot armor, they need to for the quest to work, but there isn't even the illusion of a threat anymore, so when each quest is filled with fights against inept opponents and the parts between fights are full of npcs harping on how doomed we all are, when I know that if I were to fight the big bad then and there it would all be over, the story loses what weight it could otherwise have and leaves me feeling like I'm just wasting my time cleaning up trash npcs couldn't be bothered to deal with.
4. As for Rich's comment, he was talking in regards to old gold and silver zones. These zones, and old craglorn, both were more challenging by health and damage alone, which can be replicated by gimping yourself but doesn't result in fights being more interesting. Combine that with the fact that silver zones were locked until you do one massive quest chain and gold requires the silver main quest to be done and it's no wonder those zones were quiet.
With the ability to go anywhere with One Tamriel combined with fights actually worth taking part in, a vet overland could encourage some people who only log in once a week for trials to log in more and actually enjoy the world rather than be bored by it.
1 ) You are NEVER getting separate overworld instances. That has NEVER been a thing and never will. [snip]
2) Are you endgame? Companions aren’t made for you. They’re designed for casuals. Designed for players to do overworld content without assistance from other players. Made to help solo world bosses and delves. Made to help players who roll as tanks and healers more quickly get overworld done instead of taking forever. Made to fill slots in normal dungeons. They are not for the hardcore player.
3) The story quests may seen thin (that’s your personal opinion) but due to the nature of the game it’s impossible to be made incredibly detailed or difficult. There’s essentially a rule in place that all overworld content needs to be able to be completed by all players with any build they make. Furthermore lore/immersion is priority and not combat. Adding things like hard mode banners is only for veteran dungeon and trials.
4) No. Rich’s comment was in response (and explicitly noted as such) to the fact that he and the rest of the development team are constantly asked about increased overland difficulty and have been for the last several years. It comes up, they examine it, and every time it’s a no. Not just because of the technical aspect but because it’s not what the active game population wants.
I cannot stress how much in-game data the developers have. It goes beyond just tallied numbers to being able to identify trafficked areas versus the seldom visited. It goes on and on what they have and it continually informs choices. They know a vet overland won’t accomplish anything.
Companions didn't divide the population. A separate vet zone would and that isn't healthy for the game.
Companions didn't divide the population. A separate vet zone would and that isn't healthy for the game.
Yeah, population looks really low and ZOS would not want them to look more barren by dividing the zones into normal/vet.
Dividing the zone also alienates the new/super casual people that won't get help on harder overland contents like world bosses.
Best solution IMO is a food/mythic to nerf yourself like a reverse LFG buff from under 50 dungeons.
PS. Believe it or not there are 1k+ cp people that are super casual/disabled/old people and don't want to stress with builds so even the current overland is very hard for them (IMO they are many hence the popularity of easy sorcs, 1-bar builds, and stuff).
Companions didn't divide the population. A separate vet zone would and that isn't healthy for the game.
Yeah, population looks really low and ZOS would not want them to look more barren by dividing the zones into normal/vet.
Dividing the zone also alienates the new/super casual people that won't get help on harder overland contents like world bosses.
Best solution IMO is a food/mythic to nerf yourself like a reverse LFG buff from under 50 dungeons.
PS. Believe it or not there are 1k+ cp people that are super casual/disabled/old people and don't want to stress with builds so even the current overland is very hard for them (IMO they are many hence the popularity of easy sorcs, 1-bar builds, and stuff).
The population seems very robust. It is not low at all.
SilverBride wrote: »It doesn't matter if I go out with no gear and only punch mobs to death, the fact that the enemy doesn't change from me doing this, and they remain so basic and underwhelming to fight, that still makes the fight dull and forgettable no matter how long I drag the fight out for.
That's because they are basic mobs that are part of the base game, not veteran trial bosses.
[snip]
SilverBride wrote: »It doesn't matter if I go out with no gear and only punch mobs to death, the fact that the enemy doesn't change from me doing this, and they remain so basic and underwhelming to fight, that still makes the fight dull and forgettable no matter how long I drag the fight out for.
That's because they are basic mobs that are part of the base game, not veteran trial bosses.
Imagine taking all the action out of an action based MMO RPG
Hallothiel wrote: »You say you want the game to be good?
Define ‘good’ - as it seems you want the game to be what *you* think should be good.
And that would be very different for all players. I like the game as it is, I think overland is ‘good’ as it is - why does your version of ‘good’ take precedence over mine?
And those arguing for a vet overland have still not answered WHERE the dev time & resources & expenses will come from - it has been stated that it is not as simple as flicking a switch. But you seem to just ignore that.
Seriously, do you not think if this was a viable proposal, that would increase player numbers & engagement that they would have done it already?!
(Hint: they did; it was a disaster & led to One Tamriel)
SilverBride wrote: »SilverBride wrote: »It doesn't matter if I go out with no gear and only punch mobs to death, the fact that the enemy doesn't change from me doing this, and they remain so basic and underwhelming to fight, that still makes the fight dull and forgettable no matter how long I drag the fight out for.
That's because they are basic mobs that are part of the base game, not veteran trial bosses.
Imagine taking all the action out of an action based MMO RPG
Dungeons, trials and arenas are nothing but action so there is plenty of that to be had. Although I've always considered Elder Scrolls more story based.
And what about crafting and writs and housing and roleplaying? These activities aren't "action" but are part of a lot of MMORPG's, which by the way doesn't contain an A for action.
Hallothiel wrote: »But you do not appreciate that for a lot of players, they would struggle to play naked. [snip] And the demand for vet/harder overland is from a very very small minority of players.
SilverBride wrote: »I still don't understand why a player who has developed their character for veteran end game content wants to spend their game time in overland. That's like earning a PhD in astrophysics then taking a job at a fast food restaurant.
SilverBride wrote: »I still don't understand why a player who has developed their character for veteran end game content wants to spend their game time in overland. That's like earning a PhD in astrophysics then taking a job at a fast food restaurant.
I don't develop my character. If there was a way to record stats about my life, I would show you just how many characters I have deleted as soon as I reach max level with them. I delete SO many characters and restart them over. Same build, different approach to combat. I have deleted and restarted an unimaginable amount of times.
SilverBride wrote: »SilverBride wrote: »I still don't understand why a player who has developed their character for veteran end game content wants to spend their game time in overland. That's like earning a PhD in astrophysics then taking a job at a fast food restaurant.
I don't develop my character. If there was a way to record stats about my life, I would show you just how many characters I have deleted as soon as I reach max level with them. I delete SO many characters and restart them over. Same build, different approach to combat. I have deleted and restarted an unimaginable amount of times.
If you are only playing new characters up to max level (level 50 or CP3600?) and never experiencing any other content then of course it will become less exciting over time. Especially if you are using the same build, which by now you would be very adapt at.
SilverBride wrote: »SilverBride wrote: »I still don't understand why a player who has developed their character for veteran end game content wants to spend their game time in overland. That's like earning a PhD in astrophysics then taking a job at a fast food restaurant.
I don't develop my character. If there was a way to record stats about my life, I would show you just how many characters I have deleted as soon as I reach max level with them. I delete SO many characters and restart them over. Same build, different approach to combat. I have deleted and restarted an unimaginable amount of times.
If you are only playing new characters up to max level (level 50 or CP3600?) and never experiencing any other content then of course it will become less exciting over time. Especially if you are using the same build, which by now you would be very adapt at.
You don't get it. I have no problem with replaying the same exact build for the 10th million time. I played Trundle in LoL for 10 years and I still do. It's the only character I play. It's about the PvE.