Girl_Number8 wrote: »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.
“Self Nerfing is not, nor will it ever be an effective solution”
[snip]
Start an alt account no help from you main or guilds.
Be a penniless vamp stage 4 with no passives or skills. Wear a costume and equip no gear. Be sure to not use any food or pots while playing. Don’t slot any healing skills or weapons skills.
Just use your fists and single target class abilities.... delete your character before level 27, rinse repeat. No Necros or Wardens.
I mean you’re not doing any challenging content that is ESO’ hardmode. If that was the case, there wouldn’t be the same few people harping on the dead horsey in identical threads.
Or just go play a game that is much harder with PvP in overland and use ESO to relax.
Changing overland has never been the number 1 request. The real number 1 request has been fixing the games performance....
Hallothiel wrote: »And again to everyone harping on how this would divide the player base too much.
1. Zones are already broken into shards, so you don't even see everyone whose in a zone unless it is a particularly dead one in which case this changes nothing.
2. If this choice would be so popular that this is an issue, then clearly it is something worth making.
There may be different instances, but the player base is still mixed. New players can call upon more experienced for help with stuff that they might find difficult (& please do understand that not all players are good at this game, but nonetheless enjoy playing). This is a good thing. A separate vet instance would change that, and the feel of the game.
And its not about it being so popular, it’s about time & money being spent on this which is then used by a very few players, who would not doubt still be complaining after they got used to it.
As I have said before, if this was a profitable thing to do, it would have been done by now.
AlexanderDeLarge wrote: »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.
SilverBride wrote: »AlexanderDeLarge wrote: »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.
When asked how it would hurt other players if there was an optional veteran overland we have explained that IF there was an optional overland and IF it were actually used by very many players THEN it would cause a split in the playerbase. That is not saying we believe that it will ever happen because it's a very small minority who want this, but just explains why it would be bad for the game IF it did.
But this will never be an issue because there is too small a number who want this to make it feasible in the first place.
If that's the case, then why bring it up as an issue unless it is something you were worried? That others may enjoy content that you have no interest in.
Someone linked the video in this thread and gave the time stamp for the discussion. I suggest scrolling back and watching his comments.
SilverBride wrote: »
But this will never be an issue because there is too small a number who want this to make it feasible in the first place.
Silver, for your quote to me about how this could "hurt" some players by allowing others to do content they enjoy seems selfish at best, and it would probably be useful to just admit that if this is a concern then it is basically saying "these players can't have x because they should be helping other players instead." These players who could enjoy this content either log out when not doing group content or just stand afk in town.
As for your quote from the twitch stream. Again notice, silver and gold zones plus old craglorn.
That doesn't solve the issue of mobs being uninteresting to fight
Silver, zones are already split depending on how many players are trying to enter them. Populated zones have several instances running, and dead zones are dead anyway. Reallocating which instance players are in isn't going to decimate the zone populations.
Rich's comment was made implying that he isn't addressing the real concern players have, since that comment implies he thinks players are asking for the old vet zones back, which isn't the case.
And if you find overland mobs fine, which is fine in and of itself, care to explain what the bubble some conjurers summon actually does? I shouldn't be asking what an attack does years into the game after letting it deliberately hit me. If enemies are going to have that little impact on a fight, they may as well not exist.
Rich's comment was made implying that he isn't addressing the real concern players have, since that comment implies he thinks players are asking for the old vet zones back, which isn't the case.
SilverBride wrote: »Silver, zones are already split depending on how many players are trying to enter them. Populated zones have several instances running, and dead zones are dead anyway. Reallocating which instance players are in isn't going to decimate the zone populations.
Rich's comment was made implying that he isn't addressing the real concern players have, since that comment implies he thinks players are asking for the old vet zones back, which isn't the case.
And if you find overland mobs fine, which is fine in and of itself, care to explain what the bubble some conjurers summon actually does? I shouldn't be asking what an attack does years into the game after letting it deliberately hit me. If enemies are going to have that little impact on a fight, they may as well not exist.
The separate instances are because it's a megaserver and is not the same thing at all to a completely separate veteran overland.
Rich never once said or implied that players are asking for the old vet zones back, but used them to show that a HUGE portion of the playerbase don't want difficult story.
I don't know what a conjurer's bubble has to do with any of this, but why any mob uses any mechanic has nothing to do with this topic.
Hallothiel wrote: »Because it would take time & resources to implement & maintain. Which would be better spent elsewhere in the game.
Do you have no concept of the cost of this? Or the coding involved? This is a business, run for profit, not to be ‘nice’.
SilverBride wrote: »I don't know what a conjurer's bubble has to do with any of this, but why any mob uses any mechanic has nothing to do with this topic.
That has everything to do with the topic. I can self nerf all I want, doesn't change the fact that worthless enemies are a waste of time to fight, and make quest feel anticlimactic since fights are handed out for free most of the time. And you missed the point about zone instancing. Since players are already split between instances, how 'dreadful' would the impact be if people who wanted a harder overland were grouped together while everyone else was left untouched with things remaining as is?
...and clearly by these threads continuing there is an interest in this content to exist.
SilverBride wrote: »AlexanderDeLarge wrote: »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.
When asked how it would hurt other players if there was an optional veteran overland we have explained that IF there was an optional overland and IF it were actually used by very many players THEN it would cause a split in the playerbase. That is not saying we believe that it will ever happen because it's a very small minority who want this, but just explains why it would be bad for the game IF it did.
But this will never be an issue because there is too small a number who want this to make it feasible in the first place.
One thing you keep on telling everyone in these threads is that we are "very small minority". I don't really think that you actually have any idea whether this is true or not. Just looking a recent poll it seems to be quite even on this forum and even if this is a specific selection of the playersbase "a very small minority" is probably not true after all.
SilverBride wrote: »SilverBride wrote: »I don't know what a conjurer's bubble has to do with any of this, but why any mob uses any mechanic has nothing to do with this topic.
That has everything to do with the topic. I can self nerf all I want, doesn't change the fact that worthless enemies are a waste of time to fight, and make quest feel anticlimactic since fights are handed out for free most of the time. And you missed the point about zone instancing. Since players are already split between instances, how 'dreadful' would the impact be if people who wanted a harder overland were grouped together while everyone else was left untouched with things remaining as is?
It is an opinion, not a fact, that overland enemies are worthless and a waste of time. And I already explained why splitting the playerbase is bad for the game....and clearly by these threads continuing there is an interest in this content to exist.
This is a case of a vocal minority repeatedly asking for something they want. There is some interesting information out there on vocal minority and silent majority that shed some light on this, particularly when it applies to gaming.
trackdemon5512 wrote: »SilverBride wrote: »SilverBride wrote: »I don't know what a conjurer's bubble has to do with any of this, but why any mob uses any mechanic has nothing to do with this topic.
That has everything to do with the topic. I can self nerf all I want, doesn't change the fact that worthless enemies are a waste of time to fight, and make quest feel anticlimactic since fights are handed out for free most of the time. And you missed the point about zone instancing. Since players are already split between instances, how 'dreadful' would the impact be if people who wanted a harder overland were grouped together while everyone else was left untouched with things remaining as is?
It is an opinion, not a fact, that overland enemies are worthless and a waste of time. And I already explained why splitting the playerbase is bad for the game....and clearly by these threads continuing there is an interest in this content to exist.
This is a case of a vocal minority repeatedly asking for something they want. There is some interesting information out there on vocal minority and silent majority that shed some light on this, particularly when it applies to gaming.
Indeed the case of the vocal minority. Despite this forum topic going on for 20+ pages many of the posts within are by the same people. And going back a few years it also becomes quite clear that many of the same people are the ones to bring up this topic over and over and over again.
One thing you keep on telling everyone in these threads is that we are "very small minority". I don't really think that you actually have any idea whether this is true or not.
SilverBride wrote: »One thing you keep on telling everyone in these threads is that we are "very small minority". I don't really think that you actually have any idea whether this is true or not.
"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
Doesn't change the fact that he clearly stated people didn't like "the old gold and silver zones" when that isn't the point.
SilverBride wrote: »"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
"A LOT"
And I explained too.It is an opinion, not a fact, that overland enemies are worthless and a waste of time. And I already explained why splitting the playerbase is bad for the game.
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.