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.
While we don't know the exact numbers - the fact that it's such a widespread trend over many different MMO's gives a good indication that the # of ppl who post & visit this forum are in the 5-25% of active players range. Especially when the other MMO's are all of a similar nature to ESO.Sylvermynx wrote: »Er.... well.... ZOS hasn't posted anything like that sort of percentage - so I don't think it's really reasonable to assume that this particular game forum follows blindly the percentages posted by other game publishers.
It might be more. Or it might be less. We don't know, as ZOS doesn't provide metrics.
The problem with open world events, bosses etc. is that they really lack incentive. The rewards you get from doing writs, play normal random dungeons and in general just easy content is way better than the rewards you get from hard open world content. When players have limited time especially on weekdays they find them selves busy farming these currencies because they are important if you want to stay competitive. In my opinion this is ruining the game because you end up logging in just the do boring stuff. On week days i normally don't have the time to find groups for Vet content, so I would love just to go out questing a bit but I just can't but find it engaging anymore. I really envy you guys for who the questing and exploration experience is still magical it was the reason i started playing in the first place as well.
Blood_again wrote: »The problem with open world events, bosses etc. is that they really lack incentive. The rewards you get from doing writs, play normal random dungeons and in general just easy content is way better than the rewards you get from hard open world content. When players have limited time especially on weekdays they find them selves busy farming these currencies because they are important if you want to stay competitive. In my opinion this is ruining the game because you end up logging in just the do boring stuff. On week days i normally don't have the time to find groups for Vet content, so I would love just to go out questing a bit but I just can't but find it engaging anymore. I really envy you guys for who the questing and exploration experience is still magical it was the reason i started playing in the first place as well.
So you focus on "stay competitive". Therefore you spend your time on farming routines. After that your vet-ready character burns an overland in seconds.
Did I get right, that some competitive people are bored by routine they choose themselves, so they want more difficulty and rewards from overland to make it another one boring competitive routine?
What about not focusing on "staying competitive"? Isn't it a root of the problem?
[snip]
trackdemon5512 wrote: »HARROWSTORMS.
People don’t seem to remember but when Harrowstorms debuted they were widely complained about. Excessively hard for overworld. Unfair with mechanics like the Wraith of Crow attacks.
They gave Harrowstorms several world boss level enemies that rotated in cycles and had plenty of telegraphed attacks.
You go into Western Skyrim now and what do you find? No one is doing Harrowstorms. The same storm sits in the same place for hours. Head down into Blackreach and it’s the same thing.
And this has a domino effect. Players don’t come in to do the world bosses or delves.
Next to Craglorn, Western Skyrim and Blackreach are the deadest zones. And both just reinforced the fact that the demand for harder overland is just shallow. Players give it up and easily move on.
Or, players who even aren't aiming to be competitive but do end game content, realize just how simple overland is and want to do something other than run the same trials ad nauseam and could potentially enjoy an entire world to explore and quest in, if only they weren't bored stiff by it.
Blood_again wrote: »Or, players who even aren't aiming to be competitive but do end game content, realize just how simple overland is and want to do something other than run the same trials ad nauseam and could potentially enjoy an entire world to explore and quest in, if only they weren't bored stiff by it.
There was a question before: what can motivate players to do a difficult overland? In other words, how can ZoS sell it to many people?
It is a question for you - people who eager to see the overland high difficulty. Answer it please. What are your ideas about it?
It will work for you goal better that trying to persuade other players, that everybody need it.
No reason to persuade players. Persuade ZoS.
colossalvoids wrote: »trackdemon5512 wrote: »HARROWSTORMS.
People don’t seem to remember but when Harrowstorms debuted they were widely complained about. Excessively hard for overworld. Unfair with mechanics like the Wraith of Crow attacks.
They gave Harrowstorms several world boss level enemies that rotated in cycles and had plenty of telegraphed attacks.
You go into Western Skyrim now and what do you find? No one is doing Harrowstorms. The same storm sits in the same place for hours. Head down into Blackreach and it’s the same thing.
And this has a domino effect. Players don’t come in to do the world bosses or delves.
Next to Craglorn, Western Skyrim and Blackreach are the deadest zones. And both just reinforced the fact that the demand for harder overland is just shallow. Players give it up and easily move on.
Harrowstorm event is a content that people are feed up with after initial grind they had, then start of a motif drop and after that an events on top to kill any interest doing it again. It's also a victim of zos trying to engage everyone in a semi-veteran activity which is either zerged down or ignored as a single map point of difficult content isn't really making map interesting or engaging, especially after zos dragged main playerbase through couple of grind phases already. Been there done that so to say, soloing it after release was kind of interesting but it's getting old extremely fast as it's just a mini event in a zone that failed on top of that.
Having this much in-game events doesn't helps, we're always will be chasing something new plus new zone releases so people who actually stays in those zones should love the current design of braindead overland and challenging dots scattered around and I've met none. (Also quest writing, zone design etc.) People either enjoy it the way it is or just ignore it and go instanced content that is actually replayable.
Won't even comment on blackreach which is a navigation hell for most people I've talked to. Add to that underwhelming design, lack of interesting places to visit, no real player hub to be an actual zone and a couple clicks buried in already not popular map.
Putting Craglorn even close to that that isn't really fair, it's never been as empty as for example Greenshade or Reaper's March even before the antiquities and now it's pretty full even in general overland as people doing events regularly for leads not talking instanced content which is constantly done and people roaming around virtually everywhere, not even taking farmers in consideration. It's also a very different design from any new zone so it's not really something to compare directly.
colossalvoids wrote: »trackdemon5512 wrote: »HARROWSTORMS.
People don’t seem to remember but when Harrowstorms debuted they were widely complained about. Excessively hard for overworld. Unfair with mechanics like the Wraith of Crow attacks.
They gave Harrowstorms several world boss level enemies that rotated in cycles and had plenty of telegraphed attacks.
You go into Western Skyrim now and what do you find? No one is doing Harrowstorms. The same storm sits in the same place for hours. Head down into Blackreach and it’s the same thing.
And this has a domino effect. Players don’t come in to do the world bosses or delves.
Next to Craglorn, Western Skyrim and Blackreach are the deadest zones. And both just reinforced the fact that the demand for harder overland is just shallow. Players give it up and easily move on.
Harrowstorm event is a content that people are feed up with after initial grind they had, then start of a motif drop and after that an events on top to kill any interest doing it again. It's also a victim of zos trying to engage everyone in a semi-veteran activity which is either zerged down or ignored as a single map point of difficult content isn't really making map interesting or engaging, especially after zos dragged main playerbase through couple of grind phases already. Been there done that so to say, soloing it after release was kind of interesting but it's getting old extremely fast as it's just a mini event in a zone that failed on top of that.
Having this much in-game events doesn't helps, we're always will be chasing something new plus new zone releases so people who actually stays in those zones should love the current design of braindead overland and challenging dots scattered around and I've met none. (Also quest writing, zone design etc.) People either enjoy it the way it is or just ignore it and go instanced content that is actually replayable.
Won't even comment on blackreach which is a navigation hell for most people I've talked to. Add to that underwhelming design, lack of interesting places to visit, no real player hub to be an actual zone and a couple clicks buried in already not popular map.
Putting Craglorn even close to that that isn't really fair, it's never been as empty as for example Greenshade or Reaper's March even before the antiquities and now it's pretty full even in general overland as people doing events regularly for leads not talking instanced content which is constantly done and people roaming around virtually everywhere, not even taking farmers in consideration. It's also a very different design from any new zone so it's not really something to compare directly.
Craglorn was a dead zone before they nerfed the difficulty to attract casual players.
As has been said many times, rewards should become worth trying. Currently they are underwhelming even for an easy overland. When I save the king or even a whole kingdom, there must be something more than a set piece or 147 gold. I suggest more gold (5-50k as quest chain goes to it's climax), houseguest/companion (character who took a participation in the story), coffer with rare materials (not 10 ancestral silk like it was in my bounties of BW cascade coffer). If there would be a reputation system (with a city mangement or something like that) I would suggest a decent amount of RP.Blood_again wrote: »Or, players who even aren't aiming to be competitive but do end game content, realize just how simple overland is and want to do something other than run the same trials ad nauseam and could potentially enjoy an entire world to explore and quest in, if only they weren't bored stiff by it.
There was a question before: what can motivate players to do a difficult overland? In other words, how can ZoS sell it to many people?
It is a question for you - people who eager to see the overland high difficulty. Answer it please. What are your ideas about it?
It will work for you goal better that trying to persuade other players, that everybody need it.
No reason to persuade players. Persuade ZoS.
Hallothiel wrote: »@Blood_again
Apparently it would just be for the joy of doing harder stuff & making overland more ‘meaningful’ but I would bet good money that after an extremely short while there would be demands for better rewards…..😉
Blood_again wrote: »There was a question before: what can motivate players to do a difficult overland? In other words, how can ZoS sell it to many people?
[skipped]
No reason to persuade players. Persuade ZoS.
I used to love questing. I used to do it all the time. Between that and exploring overland, I could spend countless hours in game. Now though any encounter with enemies feels like a chore. Quest are forgettable as the main thing stringing them together fails to be engaging, and climatic moments built up over the course of a year fall flat. I can't quest for more than a half hour, if that, before it becomes apparent that the only thing I'm accomplishing is getting to the next 'npc complains about an easily solvable problem that can't be solved until we collect all 27 McGuffin Muffins.' Exploring is even worse, since any thrill that exist when venturing into a dangerous location is ruined when you realize the denizens of the Deadlands are less aggressive than the oversized shrimp that camp outside Wayrest north gate.
Why quest when I know in advance how the plot will go and there will be no memorable moments along the way. Why explore when I know that aside from nice views, there won't be any sense of meaning in my time spent. I've spent some time recently playing Dragon's Dogma, in short an old action rpg, and I get more thrill walking down the road at night, straining my eyes against the dark looking for threats looming beyond my lantern's view, than I do diving head first into a keep full of vampires keen on ending the world. Enemies who don't bother fighting back render both the quest and exploration tedious for some players, that's the issue, I'm looking for moments that are worth remembering.
My post a little earlier has a rather text heavy spoiler if you are interested in specifics.
As has been said many times, rewards should become worth trying. Currently they are underwhelming even for an easy overland. When I save the king or even a whole kingdom, there must be something more than a set piece or 147 gold. I suggest more gold (5-50k as quest chain goes to it's climax), houseguest/companion (character who took a participation in the story), coffer with rare materials (not 10 ancestral silk like it was in my bounties of BW cascade coffer). If there would be a reputation system (with a city mangement or something like that) I would suggest a decent amount of RP.
The problem with open world events, bosses etc. is that they really lack incentive. The rewards you get from doing writs, play normal random dungeons and in general just easy content is way better than the rewards you get from hard open world content. When players have limited time especially on weekdays they find them selves busy farming these currencies because they are important if you want to stay competitive. In my opinion this is ruining the game because you end up logging in just the do boring stuff. On week days i normally don't have the time to find groups for Vet content, so I would love just to go out questing a bit but I just can't but find it engaging anymore. I really envy you guys for who the questing and exploration experience is still magical it was the reason i started playing in the first place as well.
This thread has got 22 pages, this topic cames back to the forum every month.
I think that is a clear sign to ZOS to do something about it.
1. There are many players who like the current state of overland - let them have it the way it is.
2. There are many players who think that the current state of overland is too easy which makes it boring to play - give them something to make it playable for them again.
I don't feel like the second group is a minority that shouldn't be adressed. Also I don't agree that there is nothing that can be done about it. There were many good ideas here, that ZOS can work with.
You say that they arent going to do anything because there is no profit in it? A huge company is getting response from its clients that there is a flaw in their product, and they just keep producing new content with the same flaw? The more satisfied customers ZOS has, the more money they make. Also think about all those players who don't buy the newest chapter, because there is nothing in it for them.
To be clear I'm not an end game player, I dont even consider myself a good eso player but for me overland is too easy to the point that it brakes the game. I remember how fun it was to play the story, when I was a low level char, with no expierience. Now I feel something is wrong, when the bosses live is shorter than his recorded speech line.
Blood_again wrote: »The problem with open world events, bosses etc. is that they really lack incentive. The rewards you get from doing writs, play normal random dungeons and in general just easy content is way better than the rewards you get from hard open world content. When players have limited time especially on weekdays they find them selves busy farming these currencies because they are important if you want to stay competitive. In my opinion this is ruining the game because you end up logging in just the do boring stuff. On week days i normally don't have the time to find groups for Vet content, so I would love just to go out questing a bit but I just can't but find it engaging anymore. I really envy you guys for who the questing and exploration experience is still magical it was the reason i started playing in the first place as well.
So you focus on "stay competitive". Therefore you spend your time on farming routines. After that your vet-ready character burns an overland in seconds.
Did I get right, that some competitive people are bored by routine they choose themselves, so they want more difficulty and rewards from overland to make it another one boring competitive routine?
What about not focusing on "staying competitive"? Isn't it a root of the problem?
[snip]
No you didn't it right. I loved doing overland content and especially questing but I also like to progress. Im not an elite player but I like to do vet DLC and trials when i got the time. The problem is that a casual but skilled player ends up having nothing to do because 90% of the content gives you nothing because you progressed to a certain level.
This thread has got 22 pages, this topic cames back to the forum every month.
I think that is a clear sign to ZOS to do something about it.
1. There are many players who like the current state of overland - let them have it the way it is.
2. There are many players who think that the current state of overland is too easy which makes it boring to play - give them something to make it playable for them again.
I don't feel like the second group is a minority that shouldn't be adressed. Also I don't agree that there is nothing that can be done about it. There were many good ideas here, that ZOS can work with.
You say that they arent going to do anything because there is no profit in it? A huge company is getting response from its clients that there is a flaw in their product, and they just keep producing new content with the same flaw? The more satisfied customers ZOS has, the more money they make. Also think about all those players who don't buy the newest chapter, because there is nothing in it for them.
SilverBride wrote: »What I take away from these threads is that some players are burned out, and think that more difficult overland will fix that. And some of these players think that if veteran overland had better drops it would make everyone else want it too, because better loot. Neither is correct.
Rich has made it pretty clear that the overland difficulty was discussed within the studio. That means it is not a "flaw in their product", but a deliberate design.This thread has got 22 pages, this topic cames back to the forum every month.
I think that is a clear sign to ZOS to do something about it.
1. There are many players who like the current state of overland - let them have it the way it is.
2. There are many players who think that the current state of overland is too easy which makes it boring to play - give them something to make it playable for them again.
I don't feel like the second group is a minority that shouldn't be adressed. Also I don't agree that there is nothing that can be done about it. There were many good ideas here, that ZOS can work with.
You say that they arent going to do anything because there is no profit in it? A huge company is getting response from its clients that there is a flaw in their product, and they just keep producing new content with the same flaw? The more satisfied customers ZOS has, the more money they make. Also think about all those players who don't buy the newest chapter, because there is nothing in it for them.
colossalvoids wrote: »No harm in pushing for something not really affecting other part of a playerbase or brainstorming how to make it possible so the feedback could be actually usable and maybe even considered for the future.
I'm glad to hear an appreciation There are two reasons why self-febuff is far more worst idea then toggle:Blood_again wrote: »As has been said many times, rewards should become worth trying. Currently they are underwhelming even for an easy overland. When I save the king or even a whole kingdom, there must be something more than a set piece or 147 gold. I suggest more gold (5-50k as quest chain goes to it's climax), houseguest/companion (character who took a participation in the story), coffer with rare materials (not 10 ancestral silk like it was in my bounties of BW cascade coffer). If there would be a reputation system (with a city mangement or something like that) I would suggest a decent amount of RP.
Great! Thank you for the ideas. That the thing which ZoS at least could work.
You told about the quest rewards. So you see the vet overland like totally changed locations in a separate layer. Can it be implemented with the buff/toggle without separation? What do you think?