SilverBride wrote: »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.
I do get it. You enjoy replaying overland only on new characters. Nothing wrong with that. But that is not how most play, and is not a reason to make such a drastic change to the game that most players do not want.
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. I have said it before in OLD af threads. People have given me flack for even mentioning it.
I have over 2000 hours of just deleting characters and restarting. It is my second most played game ever. First is LoL cause I started a really long time ago.
I basically play this game like a merchant. I just hunt for rare items and explore. Trash PvE just makes the whole game a slot machine.
trackdemon5512 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. I have said it before in OLD af threads. People have given me flack for even mentioning it.
I have over 2000 hours of just deleting characters and restarting. It is my second most played game ever. First is LoL cause I started a really long time ago.
I basically play this game like a merchant. I just hunt for rare items and explore. Trash PvE just makes the whole game a slot machine.
You’re the very definition of an outlier. Your playstyle is one that the vast vast vast majority of players, both casual and hardcore, neither subscribe to nor engage in.
The developers themselves have gone on record in Twitch streams that they don’t even make so many characters and that the notion of having 18 active toons is already so absurd that creating more spots is in addition to being hard on the database not practically worth it.
You’re essentially a PTS type player who wants the live game to match. And while time spent in a game is commendable it has clearly left you at a point where the experience you desire isn’t only impractical but far far from what other players will ever do.
It’s not a leap to say that the developers know this and that catering to such and extremely niche (and in your case arguably fickle about particulars) crowd isn’t just impractical but definitely not worth it. Because while there may be a few like it can in no way justify the cost.
When ESO first launched, every zone had 3 different instances. Bronze, for your base faction zones, silver for the next batch, and gold for the last. An AD character in Auridon would face low-level mobs, but an EP in Auridon would face mid-tier vet mobs.
ke.sardenb14_ESO wrote: »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.
So that is a bit of a disingenuous defense of the content. I guarantee to you a player with even a moderate amount of skill could complete all of the dungeons(dlc and base), before they could complete all of the factions, let alone the dlc zones. That is like telling someone a bathtub full of soup and a single apple are the equivalent amounts of food because you don't have teeth.
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.
trackdemon5512 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. I have said it before in OLD af threads. People have given me flack for even mentioning it.
I have over 2000 hours of just deleting characters and restarting. It is my second most played game ever. First is LoL cause I started a really long time ago.
I basically play this game like a merchant. I just hunt for rare items and explore. Trash PvE just makes the whole game a slot machine.
You’re the very definition of an outlier. Your playstyle is one that the vast vast vast majority of players, both casual and hardcore, neither subscribe to nor engage in.
The developers themselves have gone on record in Twitch streams that they don’t even make so many characters and that the notion of having 18 active toons is already so absurd that creating more spots is in addition to being hard on the database not practically worth it.
You’re essentially a PTS type player who wants the live game to match. And while time spent in a game is commendable it has clearly left you at a point where the experience you desire isn’t only impractical but far far from what other players will ever do.
It’s not a leap to say that the developers know this and that catering to such and extremely niche (and in your case arguably fickle about particulars) crowd isn’t just impractical but definitely not worth it. Because while there may be a few like it can in no way justify the cost.
Fighting mobs makes me an outlier? It's niche? What?
WHAT?
[snip]
[edited for baiting & discussing moderator action]
I feel baited by being told fighting mobs is niche. That's why I had to make this expressive reply.
The topic IS about combat vs mobs.
I will DIE and go to hell on this hill.
1. If it was a different instance there wouldn't be "kill stealing" nor would people not wanting extra mechanics see them.
kargen27, they had separate overland zones that had the same mobs but at different levels. In dungeons we see that ZOS can not only tweak a mobs level but also what skills they have and what those skills do. That means, combined, they can have a different overland rule set with mobs that have skills swapped out with others, allowing something like this to exist. Overland zones are just like dungeons and trials, only with a higher player cap.
Both for you and temerley, think of the population situation this way. You have 8 instances of Reapers, each one with 80 players (for keeping the math easy). If 10 players in each instance wanted a vet overland they would get pooled into one instance with 80 players, leaving the other 8 zones with 70 people each. If you're really particular, take 70 from one of those instances, spread them around the rest, and you end up with 8 zones with 80 people in them just like before, just with people who are interested in doing harder content together in that one zone not enforcing their version of the game onto others.
As for casual people not getting help on harder content, plenty of people also hate when a higher level player comes in and kills a boss from under them. It honestly shouldn't be expected for an experienced player to come in and 'carry' an encounter, plenty of people would still be in the regular instance, and you wouldn't be any less free to group up with them after such a change were implemented.
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.
Blood_again wrote: »When ESO first launched, every zone had 3 different instances. Bronze, for your base faction zones, silver for the next batch, and gold for the last. An AD character in Auridon would face low-level mobs, but an EP in Auridon would face mid-tier vet mobs.
Mmm, nope. EP got Auridon as the third zone. I played for DC as my main and had Auridon as Silver (the second one).
Looks like you didn't play this part of the game. So you can't remember, how empty those locations were.
There were almost nobody there. You had to find some guildmates to fight a WB, because zonechat was a desert.
I remember it well. Returning overland to that state would be the worst decision ever. I'm glad Rich Lambert said almost the same.
1. If it was a different instance there wouldn't be "kill stealing" nor would people not wanting extra mechanics see them.
Nice of you to totally ignore the very clearly stated point by ZOS they will not split the player base.
That means no instanced over world.
Yes it was instanced at launch. They changed that because it was not being used, and splitting up the player base.
It has been pointed out over and over again here, and in all the other "we want harder over world" threads, ZOS will not split the payer base.
So, no. Your toggle/slider will not work.
kargen27, they had separate overland zones that had the same mobs but at different levels. In dungeons we see that ZOS can not only tweak a mobs level but also what skills they have and what those skills do. That means, combined, they can have a different overland rule set with mobs that have skills swapped out with others, allowing something like this to exist. Overland zones are just like dungeons and trials, only with a higher player cap.
Both for you and temerley, think of the population situation this way. You have 8 instances of Reapers, each one with 80 players (for keeping the math easy). If 10 players in each instance wanted a vet overland they would get pooled into one instance with 80 players, leaving the other 8 zones with 70 people each. If you're really particular, take 70 from one of those instances, spread them around the rest, and you end up with 8 zones with 80 people in them just like before, just with people who are interested in doing harder content together in that one zone not enforcing their version of the game onto others.
As for casual people not getting help on harder content, plenty of people also hate when a higher level player comes in and kills a boss from under them. It honestly shouldn't be expected for an experienced player to come in and 'carry' an encounter, plenty of people would still be in the regular instance, and you wouldn't be any less free to group up with them after such a change were implemented.
Keeping the math easy and the numbers easy to manipulate. What happens to the zone that already has low population instead of eight full instances? Your scenario for eight full instances requires a perfect scenario. That and I personally highly doubt 12.5% of the population is going to want to be in a vet zone at any one time past maybe the first two weeks. At this point in the games life span it simply isn't worth the resources needed and wouldn't be good for the game. If the vet zone did become popular how long do you think queue times for DPS doing the random daily would become?
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.
Overland is an entire world. There are quest there, there are places to explore there. But for some players the quest become disengaging without enemies who actually play their role, and exploration becomes dull when even the most dangerous enemies roll out the red carpet for you.
Those locations were empty because to access silver zones you had to do your main faction's whole quest line, and to get to gold you had to do that twice.
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.
Overland is an entire world. There are quest there, there are places to explore there. But for some players the quest become disengaging without enemies who actually play their role, and exploration becomes dull when even the most dangerous enemies roll out the red carpet for you.Blood_again wrote: »When ESO first launched, every zone had 3 different instances. Bronze, for your base faction zones, silver for the next batch, and gold for the last. An AD character in Auridon would face low-level mobs, but an EP in Auridon would face mid-tier vet mobs.
Mmm, nope. EP got Auridon as the third zone. I played for DC as my main and had Auridon as Silver (the second one).
Looks like you didn't play this part of the game. So you can't remember, how empty those locations were.
There were almost nobody there. You had to find some guildmates to fight a WB, because zonechat was a desert.
I remember it well. Returning overland to that state would be the worst decision ever. I'm glad Rich Lambert said almost the same.
The enemies you faced in Auridon as an EP player were different from the ones you faced as a DC player. They were different levels, meaning that the same zone had different rules applied to the same enemies. Those locations were empty because to access silver zones you had to do your main faction's whole quest line, and to get to gold you had to do that twice. No one is asking for that.
@kargen27, and that's where we differ, and I can appreciate that. As long as these threads keep continuing there will be a call for ZOS to at least think about it, and as far as zone density goes, they're already divided between shards. There wouldn't be much of a change if some of these instances were made a different difficulty and players were just shuffled around.1. If it was a different instance there wouldn't be "kill stealing" nor would people not wanting extra mechanics see them.
Nice of you to totally ignore the very clearly stated point by ZOS they will not split the player base.
That means no instanced over world.
Yes it was instanced at launch. They changed that because it was not being used, and splitting up the player base.
It has been pointed out over and over again here, and in all the other "we want harder over world" threads, ZOS will not split the payer base.
So, no. Your toggle/slider will not work.
You're ignoring the fact I never mention, suggested, or encouraged a slider. A toggle to be put into a particular instance of a zone. Zones are already split like this. Not everyone whose logged in and in Wayrest are in the same version of Wayrest. Ever group with someone, head to where they are on the map, and they're invisible? That's because they're in a different instance of the same zone. This ins't some evil plan to divide the player base, and if a vet overland is so popular that it would divide the players so heavily, then clearly it would be something many players would want.kargen27, they had separate overland zones that had the same mobs but at different levels. In dungeons we see that ZOS can not only tweak a mobs level but also what skills they have and what those skills do. That means, combined, they can have a different overland rule set with mobs that have skills swapped out with others, allowing something like this to exist. Overland zones are just like dungeons and trials, only with a higher player cap.
Both for you and temerley, think of the population situation this way. You have 8 instances of Reapers, each one with 80 players (for keeping the math easy). If 10 players in each instance wanted a vet overland they would get pooled into one instance with 80 players, leaving the other 8 zones with 70 people each. If you're really particular, take 70 from one of those instances, spread them around the rest, and you end up with 8 zones with 80 people in them just like before, just with people who are interested in doing harder content together in that one zone not enforcing their version of the game onto others.
As for casual people not getting help on harder content, plenty of people also hate when a higher level player comes in and kills a boss from under them. It honestly shouldn't be expected for an experienced player to come in and 'carry' an encounter, plenty of people would still be in the regular instance, and you wouldn't be any less free to group up with them after such a change were implemented.
Keeping the math easy and the numbers easy to manipulate. What happens to the zone that already has low population instead of eight full instances? Your scenario for eight full instances requires a perfect scenario. That and I personally highly doubt 12.5% of the population is going to want to be in a vet zone at any one time past maybe the first two weeks. At this point in the games life span it simply isn't worth the resources needed and wouldn't be good for the game. If the vet zone did become popular how long do you think queue times for DPS doing the random daily would become?
How are queue times for DPS in random dungeons relevant to this? Queue times for DPS are long since support roles don't want to deal with the dungeon finder since many players using it aren't ready for vet content and tanks and healers don't want to deal with 2h dungeons. And if the zones are already low pop then how heavy is the impact from this sort of a change?
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.
Overland is an entire world. There are quest there, there are places to explore there. But for some players the quest become disengaging without enemies who actually play their role, and exploration becomes dull when even the most dangerous enemies roll out the red carpet for you.Blood_again wrote: »When ESO first launched, every zone had 3 different instances. Bronze, for your base faction zones, silver for the next batch, and gold for the last. An AD character in Auridon would face low-level mobs, but an EP in Auridon would face mid-tier vet mobs.
Mmm, nope. EP got Auridon as the third zone. I played for DC as my main and had Auridon as Silver (the second one).
Looks like you didn't play this part of the game. So you can't remember, how empty those locations were.
There were almost nobody there. You had to find some guildmates to fight a WB, because zonechat was a desert.
I remember it well. Returning overland to that state would be the worst decision ever. I'm glad Rich Lambert said almost the same.
The enemies you faced in Auridon as an EP player were different from the ones you faced as a DC player. They were different levels, meaning that the same zone had different rules applied to the same enemies. Those locations were empty because to access silver zones you had to do your main faction's whole quest line, and to get to gold you had to do that twice. No one is asking for that.
@kargen27, and that's where we differ, and I can appreciate that. As long as these threads keep continuing there will be a call for ZOS to at least think about it, and as far as zone density goes, they're already divided between shards. There wouldn't be much of a change if some of these instances were made a different difficulty and players were just shuffled around.1. If it was a different instance there wouldn't be "kill stealing" nor would people not wanting extra mechanics see them.
Nice of you to totally ignore the very clearly stated point by ZOS they will not split the player base.
That means no instanced over world.
Yes it was instanced at launch. They changed that because it was not being used, and splitting up the player base.
It has been pointed out over and over again here, and in all the other "we want harder over world" threads, ZOS will not split the payer base.
So, no. Your toggle/slider will not work.
You're ignoring the fact I never mention, suggested, or encouraged a slider. A toggle to be put into a particular instance of a zone. Zones are already split like this. Not everyone whose logged in and in Wayrest are in the same version of Wayrest. Ever group with someone, head to where they are on the map, and they're invisible? That's because they're in a different instance of the same zone. This ins't some evil plan to divide the player base, and if a vet overland is so popular that it would divide the players so heavily, then clearly it would be something many players would want.kargen27, they had separate overland zones that had the same mobs but at different levels. In dungeons we see that ZOS can not only tweak a mobs level but also what skills they have and what those skills do. That means, combined, they can have a different overland rule set with mobs that have skills swapped out with others, allowing something like this to exist. Overland zones are just like dungeons and trials, only with a higher player cap.
Both for you and temerley, think of the population situation this way. You have 8 instances of Reapers, each one with 80 players (for keeping the math easy). If 10 players in each instance wanted a vet overland they would get pooled into one instance with 80 players, leaving the other 8 zones with 70 people each. If you're really particular, take 70 from one of those instances, spread them around the rest, and you end up with 8 zones with 80 people in them just like before, just with people who are interested in doing harder content together in that one zone not enforcing their version of the game onto others.
As for casual people not getting help on harder content, plenty of people also hate when a higher level player comes in and kills a boss from under them. It honestly shouldn't be expected for an experienced player to come in and 'carry' an encounter, plenty of people would still be in the regular instance, and you wouldn't be any less free to group up with them after such a change were implemented.
Keeping the math easy and the numbers easy to manipulate. What happens to the zone that already has low population instead of eight full instances? Your scenario for eight full instances requires a perfect scenario. That and I personally highly doubt 12.5% of the population is going to want to be in a vet zone at any one time past maybe the first two weeks. At this point in the games life span it simply isn't worth the resources needed and wouldn't be good for the game. If the vet zone did become popular how long do you think queue times for DPS doing the random daily would become?
How are queue times for DPS in random dungeons relevant to this? Queue times for DPS are long since support roles don't want to deal with the dungeon finder since many players using it aren't ready for vet content and tanks and healers don't want to deal with 2h dungeons. And if the zones are already low pop then how heavy is the impact from this sort of a change?
Queue times are relevant because fewer players to potentially draw from of course means less people in the queue. Same as trying to get help with world bosses and all that fun stuff. If we take it all the way out eventually it means splitting population for dragons and Harrowstorms.
People can be in queue anywhere, and if people are doing other content because they enjoy it, what harm is there? Fix the actual issue of supports not wanting to queue to fix that. As for world bosses, how many 'elite' players do you think are just sitting around waiting to be called to help with things? If they would rather participate in content they enjoy, why shouldn't they be allowed to because other players may need them rather than working together themselves?
SilverBride wrote: »People can be in queue anywhere, and if people are doing other content because they enjoy it, what harm is there? Fix the actual issue of supports not wanting to queue to fix that. As for world bosses, how many 'elite' players do you think are just sitting around waiting to be called to help with things? If they would rather participate in content they enjoy, why shouldn't they be allowed to because other players may need them rather than working together themselves?
There are plenty of high CP players who are willing to help with World Bosses when someone calls out in zone. I have never once asked for help that others didn't come, so I do the same.
We were already given an answer to an optional veteran overland by Rich Lambert in the Twitch stream I linked previously in this thread, along with an explanation why. The link is buried somewhere in this thread, so If anyone would like to see it I will be glad to link it again.
In this case, the devs have not said it would not happen. They (Rich) has said it already happened players pretty much avoided the more challenging vet zones. This is the reason he gave for the game-changing before and seemed to indicate and he said the data, that the overwhelming number of players do not want to enjoy the story without struggle or difficulty. He specifically said the data does not lie.
AlexanderDeLarge wrote: »Using a seven year old anecdote about a game that is damn near unrecognizable is ridiculous.
SilverBride wrote: »AlexanderDeLarge wrote: »Using a seven year old anecdote about a game that is damn near unrecognizable is ridiculous.
Rich referred to how the game was early on to explain why it was changed with One Tamriel, and how it is now more successful than its ever been.
And again, if this vet overland is popular enough to draw too many experienced players away from helping others then clearly there is a large enough group of people who would want it, and if that's the case then why should the reason not to have it be because those players should instead be sitting in town waiting to be asked for?
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.
Overland is an entire world. There are quest there, there are places to explore there. But for some players the quest become disengaging without enemies who actually play their role, and exploration becomes dull when even the most dangerous enemies roll out the red carpet for you.Blood_again wrote: »When ESO first launched, every zone had 3 different instances. Bronze, for your base faction zones, silver for the next batch, and gold for the last. An AD character in Auridon would face low-level mobs, but an EP in Auridon would face mid-tier vet mobs.
Mmm, nope. EP got Auridon as the third zone. I played for DC as my main and had Auridon as Silver (the second one).
Looks like you didn't play this part of the game. So you can't remember, how empty those locations were.
There were almost nobody there. You had to find some guildmates to fight a WB, because zonechat was a desert.
I remember it well. Returning overland to that state would be the worst decision ever. I'm glad Rich Lambert said almost the same.
The enemies you faced in Auridon as an EP player were different from the ones you faced as a DC player. They were different levels, meaning that the same zone had different rules applied to the same enemies. Those locations were empty because to access silver zones you had to do your main faction's whole quest line, and to get to gold you had to do that twice. No one is asking for that.
@kargen27, and that's where we differ, and I can appreciate that. As long as these threads keep continuing there will be a call for ZOS to at least think about it, and as far as zone density goes, they're already divided between shards. There wouldn't be much of a change if some of these instances were made a different difficulty and players were just shuffled around.1. If it was a different instance there wouldn't be "kill stealing" nor would people not wanting extra mechanics see them.
Nice of you to totally ignore the very clearly stated point by ZOS they will not split the player base.
That means no instanced over world.
Yes it was instanced at launch. They changed that because it was not being used, and splitting up the player base.
It has been pointed out over and over again here, and in all the other "we want harder over world" threads, ZOS will not split the payer base.
So, no. Your toggle/slider will not work.
You're ignoring the fact I never mention, suggested, or encouraged a slider. A toggle to be put into a particular instance of a zone. Zones are already split like this. Not everyone whose logged in and in Wayrest are in the same version of Wayrest. Ever group with someone, head to where they are on the map, and they're invisible? That's because they're in a different instance of the same zone. This ins't some evil plan to divide the player base, and if a vet overland is so popular that it would divide the players so heavily, then clearly it would be something many players would want.kargen27, they had separate overland zones that had the same mobs but at different levels. In dungeons we see that ZOS can not only tweak a mobs level but also what skills they have and what those skills do. That means, combined, they can have a different overland rule set with mobs that have skills swapped out with others, allowing something like this to exist. Overland zones are just like dungeons and trials, only with a higher player cap.
Both for you and temerley, think of the population situation this way. You have 8 instances of Reapers, each one with 80 players (for keeping the math easy). If 10 players in each instance wanted a vet overland they would get pooled into one instance with 80 players, leaving the other 8 zones with 70 people each. If you're really particular, take 70 from one of those instances, spread them around the rest, and you end up with 8 zones with 80 people in them just like before, just with people who are interested in doing harder content together in that one zone not enforcing their version of the game onto others.
As for casual people not getting help on harder content, plenty of people also hate when a higher level player comes in and kills a boss from under them. It honestly shouldn't be expected for an experienced player to come in and 'carry' an encounter, plenty of people would still be in the regular instance, and you wouldn't be any less free to group up with them after such a change were implemented.
Keeping the math easy and the numbers easy to manipulate. What happens to the zone that already has low population instead of eight full instances? Your scenario for eight full instances requires a perfect scenario. That and I personally highly doubt 12.5% of the population is going to want to be in a vet zone at any one time past maybe the first two weeks. At this point in the games life span it simply isn't worth the resources needed and wouldn't be good for the game. If the vet zone did become popular how long do you think queue times for DPS doing the random daily would become?
How are queue times for DPS in random dungeons relevant to this? Queue times for DPS are long since support roles don't want to deal with the dungeon finder since many players using it aren't ready for vet content and tanks and healers don't want to deal with 2h dungeons. And if the zones are already low pop then how heavy is the impact from this sort of a change?
Queue times are relevant because fewer players to potentially draw from of course means less people in the queue. Same as trying to get help with world bosses and all that fun stuff. If we take it all the way out eventually it means splitting population for dragons and Harrowstorms.
People can be in queue anywhere, and if people are doing other content because they enjoy it, what harm is there? Fix the actual issue of supports not wanting to queue to fix that. As for world bosses, how many 'elite' players do you think are just sitting around waiting to be called to help with things? If they would rather participate in content they enjoy, why shouldn't they be allowed to because other players may need them rather than working together themselves?
We will soon have the armory system. Make an overland questing build without cp and poor gear. There you go, an optional harder overland.
Mobs will hit harder and appear to have more hp.
Doesn’t fix the problem- many of us have tried this solution and as we’ve pointed out; they still use basic bare minimum mechanics which they overly telegraph.
Even if you have green gear , with a mix match of random stuff, and no CP - if you know the basic gameplay it is a cakewalk.
Self Nerfing is not, nor will it ever be an effective solution.
AlexanderDeLarge wrote: »Elder Scrolls Online’s creative director says New World’s success will ‘shake things up’ and ‘get the creative juices flowing’
https://www.washingtonpost.com/video-games/2021/10/04/eso-deadlands-new-world/
New World succeeding is the best thing that could possibly happen to The Elder Scrolls Online and I'm very glad this quote was made because it's ridiculous to see people in this thread downplaying competition after downplaying the desire for overland difficulty for years.
Also just read through the past couple pages and it's hilarious seeing the same names disagreeing with the concept of a veteran overland across multiple threads months and months apart. Some of you guys seem awfully invested in something that wouldn't affect you in the slightest if it were to be implemented.In this case, the devs have not said it would not happen. They (Rich) has said it already happened players pretty much avoided the more challenging vet zones. This is the reason he gave for the game-changing before and seemed to indicate and he said the data, that the overwhelming number of players do not want to enjoy the story without struggle or difficulty. He specifically said the data does not lie.
As I've pointed out in this thread many, many times, that anecdote of his is ridiculous because
1.) The adventure zones were group-mandatory back when phasing and grouping itself were blatantly broken to the point where most players quit the game necessitating the One Tamriel "relaunch" in the first place.
2.) Hardly anyone was hitting Veteran Rank 16 because the progression system was tedious.
3.) Referring to Cadwell Silver/Gold exclusively, the base game's content sucked, the mechanics were broken and no one was really rushing out the door to play the Admeri Dominion quests... but more difficult
That content sucks. Frankly I'd rather play nothing than go through a veteran overland version of AD quests. Fortunately for everyone that plays the game, this is no longer the case. We have five chapters, the gold edition's DLCs including Orsinium and stuff like Clockwork City, Murkmire, Elsweyr and soon the Deadlands. This is all great content that I'd definitely play through in a veteran mode.
Using a seven year old anecdote about a game that is damn near unrecognizable is ridiculous.
AlexanderDeLarge wrote: »l
100% agree these people can't have it both ways. Either we're a vocal minority and no one actually wants veteran overland or it's implementation is so dangerous it would split the community and leave the normal overland empty because everyone would migrate over.
It can't be both.
TequilaFire wrote: »Let's see how adding things like roaming overland world bosses shake things up in the next update.