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.
>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
1. The vet zones he spoke of did not require grouping. They were solo quests through the other two alliances that were designed very much like the quests in the character's home alliance. They were veteran difficulty. He is not talking about Craglorn.
2. These zones were for all vet ranks and vet 16 rank was irrelevant for most of the time these vet zone were available. V16 cap was not added to the game until ~18 months after the game was released.
3. I have not seen any mention of "broken mechanics" other than at launch (which was fixed early on). You are correct that people were not rushing out the door to do these additional quests and Rich explains this very well in that video.
As such his comments are far from ridiculous and very much appropriate. Someone linked the video in this thread and gave the time stamp for the discussion. I suggest scrolling back and watching his comments.
Adding to my comments. While Rich does suggest NW is successful, it is really hard to actually say it is at this time. One can only say it has sold a lot of copies with its launch. Consider how simplistic the design is from character creation to combat I would not even suggest it is good enough to be on the same level as a top-level game. It is many times the grind in every area compared to ESO. Yes, I have played it.
Parasaurolophus wrote: »Overland eso has never been difficult. The claim that OT has made locations more casual is a misconception. Mobs of your level have always been easy to kill, with perhaps a few exceptions. The main problem was that we couldn't explore the locations freely. We could only go along a given route, because the level of mobs increased as we moved along the location. But it was still the same boring overland as it is now. Silver and Gold finished so few people, then that many players did not find the overland interesting. Having passed the locations of their alliance, very few people wanted to complete twice more. You went one location after another, one after another ... And nothing changed. The level of mobs was growing, but it was pointless. And the quality of the vanilla locations in comparison with the numbered parts of the series was terrible. So there was no difficulty. The game was saved by the appearance of veteran dungeons and trials. High-end content has appeared in the game. Scaling content. Cancellation of the required subscription. Release of new dlc. New advertising campaign.
"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."
Right here, he references the silver and gold zones.
You know what other kinds of content some people don't want? Stories and worlds populated with enemies who can't be bothered to fight back, rendering the plot pointless and the exploration hollow.
What good is an end of the world threat if it can't even resist a player who is moderately competent at the game? What's the point of exploring a dangerous local when the locals are doing everything in their power to avoid inconveniencing you?
Why do tank mobs literally leave the fight, so their allies are defenseless, rather than staying to protect them? Why do archers waste 10s of their time charging a single shot when their basic attacks are more damaging and more of a threat?
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.
https://forums.elderscrollsonline.com/en/discussion/583436/what-type-of-overland-would-you-prefer/p1
“People just did not like the extra difficulty in the story stuff. I get that 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.”
The vast majority of our player base loves the exploration, loves the lore, loves the story side of things. So we focus a lot of our time and effort on that. Two of our four major updates every year are focused on story and exploration. The other two are focused on quality of life, are focused on group-oriented activities with the dungeons or adding new systems.
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.
https://forums.elderscrollsonline.com/en/discussion/583436/what-type-of-overland-would-you-prefer/p1
trackdemon5512 wrote: »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.
https://forums.elderscrollsonline.com/en/discussion/583436/what-type-of-overland-would-you-prefer/p1
I just looked at that poll. It’s a sample size of less than 300 players, all of whom are savvy/engaged enough that they’ve registered on the forums (which is a headache to even do).
That in no way can reflect all 19 million possible players that have set up an account and actually played. And whether it’s the players who log in daily or those who play only a few times a year it is the totality of all them that matters as they all will put down cash to play.
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’.
Took time and resources to make companions. Not everyone uses them. Was that a waste? I barely use mine, but I would say no. Trials take time and effort, and pvp'ers don't touch them. Are those a waste? No piece of content has to be for everyone, and clearly by these threads continuing there is an interest in this content to exist. And hey, if they did make it, all of their older content players never touched may actually get played.
Read that last line as "I've not bothered to play the skyrim story through since 2 quest in I already saw how it was going to end and was bored by the impending doom of the world."
You also see the same names keep bringing this topic up knowing it isn't going to happen. Many of us disagreeing here are not against the concept. We disagree with what so far has been suggested as a way to do it. Some of us do feel it will have an affect on us because we feel it will have a negative affect on the long term health of the game. I want a more difficult overland. I also know why it isn't feasible to give us one at this point in the games development.
AlexanderDeLarge wrote: »We keep bringing it up because it's been dismissed by the usual suspects and we actually have something to gain here. The naysayers are oddly invested in downplaying an extremely recurrent request, what they gain from doing so is ???
What you want OP and others, is literally the opposite of what ZOS decided was best for the game.
SilverBride wrote: »ZoS adds features and content that they feel is good for the game.
SilverBride wrote: »AlexanderDeLarge wrote: »We keep bringing it up because it's been dismissed by the usual suspects and we actually have something to gain here. The naysayers are oddly invested in downplaying an extremely recurrent request, what they gain from doing so is ???
I speak against this because the game was failing before One Tamriel, and is now more successful than its ever been. I love this game and do not want to see it harmed to appease a minority opinion.
AlexanderDeLarge wrote: »Why should I have a miserable overland experience just so a couple veteran players who spend their free time AFKing around world bosses waiting for newbies to start the WB encounter? That's an absolutely ridiculous mentality people seem to have in this thread.
SilverBride wrote: »AlexanderDeLarge wrote: »We keep bringing it up because it's been dismissed by the usual suspects and we actually have something to gain here. The naysayers are oddly invested in downplaying an extremely recurrent request, what they gain from doing so is ???
I speak against this because the game was failing before One Tamriel, and is now more successful than its ever been. I love this game and do not want to see it harmed to appease a minority opinion.
spartaxoxo wrote: »The vet players aren't waiting around for Zone Chat SOS. They are playing Overland at the same time as the casuals and newbies, and then happen to see the request. You can't expect the entire game to cater to your interest and skill level. Some stuff is for the casuals, who make up the VAST majority of the game. It's needed for the health of the game for there to be interaction points between newbies and vets outside of guilds.
This is how that's done in this game. [
AlexanderDeLarge wrote: »spartaxoxo wrote: »The vet players aren't waiting around for Zone Chat SOS. They are playing Overland at the same time as the casuals and newbies, and then happen to see the request. You can't expect the entire game to cater to your interest and skill level. Some stuff is for the casuals, who make up the VAST majority of the game. It's needed for the health of the game for there to be interaction points between newbies and vets outside of guilds.
This is how that's done in this game. [
I can only speak for myself and I'm not. I'm not even logging in because I along with presumably many others have stopped playing almost entirely because we're sick of a 45 minute quest chain building up the 'big bad' to be intimidating only to one shot them with a left click. The hardest thing about overland at this point is the travel times between you and your quest markers. It's tedious, it's boring and it's the antithesis of fun.
I can't expect a modicum of difficulty or fun in the overwhelming majority of this MMO's content? Well that says a lot about the systemic problems this game has thanks to years of power creep.
spartaxoxo wrote: »AlexanderDeLarge wrote: »spartaxoxo wrote: »The vet players aren't waiting around for Zone Chat SOS. They are playing Overland at the same time as the casuals and newbies, and then happen to see the request. You can't expect the entire game to cater to your interest and skill level. Some stuff is for the casuals, who make up the VAST majority of the game. It's needed for the health of the game for there to be interaction points between newbies and vets outside of guilds.
This is how that's done in this game. [
I can only speak for myself and I'm not. I'm not even logging in because I along with presumably many others have stopped playing almost entirely because we're sick of a 45 minute quest chain building up the 'big bad' to be intimidating only to one shot them with a left click. The hardest thing about overland at this point is the travel times between you and your quest markers. It's tedious, it's boring and it's the antithesis of fun.
I can't expect a modicum of difficulty or fun in the overwhelming majority of this MMO's content? Well that says a lot about the systemic problems this game has thanks to years of power creep.
You can, but you have to think about bow to frame your request into something actually actionable instead of only what is ideal. Right now you guys are letting perfect be the enemy of good, by focusing on the request that the devs said wouldn't be impossible.
So ask yourselves what else can devs do to make things more of a challenge? More stuff like the roaming bosses? Debuff food? Etc.
Something I'd like to see for example is challenge banners added to the big bad story bosses. That's much more limited in scope and since it's already instanced content, there's no impact at all on casuals.
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.
Parasaurolophus wrote: »>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
1. The vet zones he spoke of did not require grouping. They were solo quests through the other two alliances that were designed very much like the quests in the character's home alliance. They were veteran difficulty. He is not talking about Craglorn.
2. These zones were for all vet ranks and vet 16 rank was irrelevant for most of the time these vet zone were available. V16 cap was not added to the game until ~18 months after the game was released.
3. I have not seen any mention of "broken mechanics" other than at launch (which was fixed early on). You are correct that people were not rushing out the door to do these additional quests and Rich explains this very well in that video.
As such his comments are far from ridiculous and very much appropriate. Someone linked the video in this thread and gave the time stamp for the discussion. I suggest scrolling back and watching his comments.
Adding to my comments. While Rich does suggest NW is successful, it is really hard to actually say it is at this time. One can only say it has sold a lot of copies with its launch. Consider how simplistic the design is from character creation to combat I would not even suggest it is good enough to be on the same level as a top-level game. It is many times the grind in every area compared to ESO. Yes, I have played it.Parasaurolophus wrote: »Overland eso has never been difficult. The claim that OT has made locations more casual is a misconception. Mobs of your level have always been easy to kill, with perhaps a few exceptions. The main problem was that we couldn't explore the locations freely. We could only go along a given route, because the level of mobs increased as we moved along the location. But it was still the same boring overland as it is now. Silver and Gold finished so few people, then that many players did not find the overland interesting. Having passed the locations of their alliance, very few people wanted to complete twice more. You went one location after another, one after another ... And nothing changed. The level of mobs was growing, but it was pointless. And the quality of the vanilla locations in comparison with the numbered parts of the series was terrible. So there was no difficulty. The game was saved by the appearance of veteran dungeons and trials. High-end content has appeared in the game. Scaling content. Cancellation of the required subscription. Release of new dlc. New advertising campaign.
[Quoted Posts Removed]
Because it's not worth commenting on. How is instanced group dungeon content relevant to the discussion at hand? Maybe I don't like running dungeons and raids. Not saying I do or don't but I'm not going to post a screenshot of my collections to prove it either way. What do you propose? People who want a modicum of difficulty to stay in instances 24/7/365 or to AFK around world bosses?[Quoted Post Removed]
AlexanderDeLarge wrote: »Because it's not worth commenting on. How is instanced group dungeon content relevant to the discussion at hand? Maybe I don't like running dungeons and raids. Not saying I do or don't but I'm not going to post a screenshot of my collections to prove it either way. What do you propose? People who want a modicum of difficulty to stay in instances 24/7/365 or to AFK around world bosses?[Quoted Post Removed]
The fact of the matter is the majority of the content being sold to us every single year is overland quests and the experience for us doing those quests is riding on a horse for five minutes to one shot enemies through dozens of quests in a chain culminating in a final horse ride to the waypoint where I one shot the boss all the NPCs were talking up as some intimidating foe. The overwhelming majority of the game's content is not enjoyable past an extremely early point in the endgame experience. It sucks and it warrants discussion and should be addressed with a veteran overland update.
AlexanderDeLarge wrote: »Because it's not worth commenting on. How is instanced group dungeon content relevant to the discussion at hand? Maybe I don't like running dungeons and raids. Not saying I do or don't but I'm not going to post a screenshot of my collections to prove it either way. What do you propose? People who want a modicum of difficulty to stay in instances 24/7/365 or to AFK around world bosses?[Quoted Post Removed]
The fact of the matter is the majority of the content being sold to us every single year is overland quests and the experience for us doing those quests is riding on a horse for five minutes to one shot enemies through dozens of quests in a chain culminating in a final horse ride to the waypoint where I one shot the boss all the NPCs were talking up as some intimidating foe. The overwhelming majority of the game's content is not enjoyable past an extremely early point in the endgame experience. It sucks and it warrants discussion and should be addressed with a veteran overland update.