AlexanderDeLarge wrote: »It's the same few players bringing it up time and again. A really small percentage even if we just go by regular forum posters
The same could be said for the other side of the argument. Not gonna get into that whole can of worms but lets just say that one side of the argument regularly gets out of hand to the point where this is the longest a thread about this has gone without getting locked in a very long time.
spartaxoxo wrote: »AlexanderDeLarge wrote: »Numbers? Am I supposed to fire up some pie charts or something?
Yes. You are. [snip] Show us. What proof do you have that it's a lie that the vast majority of players enjoy the story content?
Here is a fact. If you were all really that important and in majority you would have got what you wanted by now. The writing is on the wall and only one side refuse to see it.
AlexanderDeLarge wrote: »Here is a fact. If you were all really that important and in majority you would have got what you wanted by now. The writing is on the wall and only one side refuse to see it.
There are a million and one things the game would improve the game that we don't have yet. This is a bad argument.
AlexanderDeLarge wrote: »You're creating a strawman argument that I'm not even arguing.
AlexanderDeLarge wrote: »[snip] We've been gaslit for the last five years being told that only a vocal minority wants this
seriously after we've been told we're a fringe minority and that our opinions shouldn't influence the game, that we should stay in instanced content and shut up, take what we're given by ZOS or stop playing the game because the game has moved past us for five years?
People have been requesting spears and spellcrafting for even longer and we still don't have those.Is it? Since according to you this one of the most requested feature by the so called "majority" which keeps on coming up again and again on forums I thought it would be their priority number one.
The amount of people that would take time out of their day to complain about it on a forum that is a PITA to join? Small but if ZOS took a poll among 300+CP players in game and asked them if the game is too easy Y/N I'd bet good money that it'd be overwhelmingly yes.
Trolling or Baiting:
The act of trolling is defined as something that is created for the intent to provoke conflict, shock others, or to elicit a strong negative or emotional reaction. It’s okay and very normal to disagree with others, and even to debate, but provoking conflict, baiting, inciting, mocking, etc. is never acceptable in the official The Elder Scrolls Online community. If you do not have something constructive or meaningful to add to a discussion, we strongly recommend you refrain from posting in that thread, and find another discussion to participate in instead. It is also not constructive or helpful to publicly call out others and accuse them of trolling, or call them a troll—please refrain from doing so. If you genuinely believe someone is trolling, please report the post or thread to the ESO Team, and leave it at that.
spartaxoxo wrote: »At this point I want to reiterate what was said by Rich.
On Vet Overland:
“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.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
On a Toggle:
"Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you're not going to get anything out of it why do it, you know? The satisfaction is there sure, but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.So like I said, we went down that route. We built the game with difficulty in mind and 2/3 of the game was never played by players, so we changed it.”
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that."
On what content players want to do
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.
When we argue that the vast majority of players are happy with Overland, when we say a separate instance isn't gonna happen because they look at what happened with Craglorn and don't want to repeat that, when we say that they won't split the playerbase and that how much work it will take has to be taken into account....those statements are NOT trolling, gaslighting, etc. They are the objective facts as stated to us by Zenimax
spartaxoxo wrote: »At this point I want to reiterate what was said by Rich.
On Vet Overland:
“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.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
On a Toggle:
"Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you're not going to get anything out of it why do it, you know? The satisfaction is there sure, but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.So like I said, we went down that route. We built the game with difficulty in mind and 2/3 of the game was never played by players, so we changed it.”
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that."
On what content players want to do
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.
When we argue that the vast majority of players are happy with Overland, when we say a separate instance isn't gonna happen because they look at what happened with Craglorn and don't want to repeat that, when we say that they won't split the playerbase and that how much work it will take has to be taken into account....those statements are NOT trolling, gaslighting, etc. They are the objective facts as stated to us by Zenimax
I would like to add that one person suggested people did not reach V16 because it was such a grind. I hear from my guildmates that is not the case and v16 did not come until much later. Also that the vet zones started at V1.
Also, that Rich specifically spoke to players that finished their home alliance were not continuing on to the more challenging content which very much puts those vet zones into context and I am confident a great many player manged to reach level 50 to be V1.
This also brings back that to have a chance to convince Zenimax that we need to actually demonstrate that the casual players have shrunk in numbers and more serious players make up a sizable portion of the player base. Not sure how that would be done since the game has been very successful since Zenimax adopted the current design.
spartaxoxo wrote: »At this point I want to reiterate what was said by Rich.
On Vet Overland:
“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.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
On a Toggle:
"Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you're not going to get anything out of it why do it, you know? The satisfaction is there sure, but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.So like I said, we went down that route. We built the game with difficulty in mind and 2/3 of the game was never played by players, so we changed it.”
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that."
On what content players want to do
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.
When we argue that the vast majority of players are happy with Overland, when we say a separate instance isn't gonna happen because they look at what happened with Craglorn and don't want to repeat that, when we say that they won't split the playerbase and that how much work it will take has to be taken into account....those statements are NOT trolling, gaslighting, etc. They are the objective facts as stated to us by Zenimax
I would like to add that one person suggested people did not reach V16 because it was such a grind. I hear from my guildmates that is not the case and v16 did not come until much later. Also that the vet zones started at V1.
Also, that Rich specifically spoke to players that finished their home alliance were not continuing on to the more challenging content which very much puts those vet zones into context and I am confident a great many player manged to reach level 50 to be V1.
This also brings back that to have a chance to convince Zenimax that we need to actually demonstrate that the casual players have shrunk in numbers and more serious players make up a sizable portion of the player base. Not sure how that would be done since the game has been very successful since Zenimax adopted the current design.
Originally VR10 was the cap. It increased bit by bit through updates to VR16.
The grind was really rough, and it wasn’t fun to slowly kill a kagouti to find a farmer’s lost sheep. A very sizable portion of the player base hit a wall in the early VRs.
spartaxoxo wrote: »At this point I want to reiterate what was said by Rich.
On Vet Overland:
"So, we had that, Jeulen, at launch. It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out and we put the challenge into world bosses and into solo arenas and into dungeons and trials."
“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.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
“And yes, go look at Craglorn. There’s not a lot of people in Craglorn and that’s not super difficult but it’s more hard than the regular overland.”
On a Toggle:
"Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you're not going to get anything out of it why do it, you know? The satisfaction is there sure, but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.So like I said, we went down that route. We built the game with difficulty in mind and 2/3 of the game was never played by players, so we changed it.”
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that."
On what content players want to do
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.
When we argue that the vast majority of players are happy with Overland, when we say a separate instance isn't gonna happen because they look at what happened with Craglorn and don't want to repeat that, when we say that they won't split the playerbase and that how much work it will take has to be taken into account....those statements are NOT trolling, gaslighting, etc. They are the current official stance of Zenimax.
AlexanderDeLarge wrote: »It's the same few players bringing it up time and again. A really small percentage even if we just go by regular forum posters
The same could be said for the other side of the argument. Not gonna get into that whole can of worms but lets just say that one side of the argument regularly gets out of hand to the point where this is the longest a thread about this has gone without getting locked in a very long time.
Before this escalates:Trolling or Baiting:
The act of trolling is defined as something that is created for the intent to provoke conflict, shock others, or to elicit a strong negative or emotional reaction. It’s okay and very normal to disagree with others, and even to debate, but provoking conflict, baiting, inciting, mocking, etc. is never acceptable in the official The Elder Scrolls Online community. If you do not have something constructive or meaningful to add to a discussion, we strongly recommend you refrain from posting in that thread, and find another discussion to participate in instead. It is also not constructive or helpful to publicly call out others and accuse them of trolling, or call them a troll—please refrain from doing so. If you genuinely believe someone is trolling, please report the post or thread to the ESO Team, and leave it at that.
spartaxoxo wrote: »
Yes. It is so.
If you have 4 normal instances and then 1 vet instance. Then let's say zos wants more people interacting. They can combine the 4 normals into 1 normal instance. But they cannot change the vet instance into a normal instance. They can no longer have 1 instance if that's what is needed. They must always have at least 2.
The more parts you separate a group into, the greater the division. Simple as that.
You're better off arguing that the divison doesn't matter like cp5 than denying it would exist at all. That's obviously false.
Discussion results so far...
let me fix this:
Players who want vet overland: We want vet overland.
Players who don't want vet overland: We do not want vet overland.
Players who want vet overland: Then we want a toggle to vet overland.
For all No, it will split the community.
Players who want vet overland: Community has already been splitted so the toggle won't change anything.
For all No, it will take extra resources from devs to rehash every game zone.
Players who want vet overland: Then at least we want more smart and tough enemies, not everywhere but a bunch of them.
a few more world bosses would not hurt.
its a mmorpg, we share a world and like it or not the majority does not want to have to plow through tough sheep and bugs to get to a destination (we can alt for that)
Discussion results so far...
Players who want vet overland: We want vet overland.
Players who don't want vet overland: No, most of the playerbase are casuals.
Players who want vet overland: Then we want a toggle to vet overland.
Players who don't want vet overland: No, it will split the community.
Players who want vet overland: Community has already been splitted so the toggle won't change anything.
Players who don't want vet overland: No, it will take extra resources from devs to rehash every game zone.
Players who want vet overland: Then at least we want more smart and tough enemies, not everywhere but a bunch of them.
Players who don't want vet overland: No. Just no. Never. Forget about it. You are minority. Nooooooo!
Now I did not find Cadwell's Silver and Gold very hard then I did it back at launch, now it might have been nerfed a bit before I reached it as I took my time doing the zones but don't think I used much over an month reaching silver and believe it was complains silver and gold was to hard by people going there fast.spartaxoxo wrote: »At this point I want to reiterate what was said by Rich.
On Vet Overland:
"So, we had that, Jeulen, at launch. It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out and we put the challenge into world bosses and into solo arenas and into dungeons and trials."
“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.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
“And yes, go look at Craglorn. There’s not a lot of people in Craglorn and that’s not super difficult but it’s more hard than the regular overland.”
spartaxoxo wrote: »
Yes. It is so.
If you have 4 normal instances and then 1 vet instance. Then let's say zos wants more people interacting. They can combine the 4 normals into 1 normal instance. But they cannot change the vet instance into a normal instance. They can no longer have 1 instance if that's what is needed. They must always have at least 2.
The more parts you separate a group into, the greater the division. Simple as that.
You're better off arguing that the divison doesn't matter like cp5 than denying it would exist at all. That's obviously false.
That's not how it works. 4 normal instances wouldn't just merge into 1, the point of having different instances is to prevent a single zone from surpassing a particular population cap.
spartaxoxo wrote: »spartaxoxo wrote: »
Yes. It is so.
If you have 4 normal instances and then 1 vet instance. Then let's say zos wants more people interacting. They can combine the 4 normals into 1 normal instance. But they cannot change the vet instance into a normal instance. They can no longer have 1 instance if that's what is needed. They must always have at least 2.
The more parts you separate a group into, the greater the division. Simple as that.
You're better off arguing that the divison doesn't matter like cp5 than denying it would exist at all. That's obviously false.
That's not how it works. 4 normal instances wouldn't just merge into 1, the point of having different instances is to prevent a single zone from surpassing a particular population cap.
That's exactly how it works. Those instances are used to prevent Overflow at peak and then closed when they are not needed. This is to keep the playerbase unified and interacting.
But they cannot do that for ones with different difficulty settings.
spartaxoxo wrote: »
Yes. It is so.
If you have 4 normal instances and then 1 vet instance. Then let's say zos wants more people interacting. They can combine the 4 normals into 1 normal instance. But they cannot change the vet instance into a normal instance. They can no longer have 1 instance if that's what is needed. They must always have at least 2.
The more parts you separate a group into, the greater the division. Simple as that.
You're better off arguing that the divison doesn't matter like cp5 than denying it would exist at all. That's obviously false.
That's not how it works. 4 normal instances wouldn't just merge into 1, the point of having different instances is to prevent a single zone from surpassing a particular population cap.
This also brings back that to have a chance to convince Zenimax that we need to actually demonstrate that the casual players have shrunk in numbers and more serious players make up a sizable portion of the player base. Not sure how that would be done since the game has been very successful since Zenimax adopted the current design.
colossalvoids wrote: »Then you should re-read (but not really, there's a almost 30 pages already) a bunch of replies with same proposals as a middle ground that were stomped upon with semi-relied to the topic quotes or assumptions about how things are working.
spartaxoxo wrote: »At this point I want to reiterate what was said by Rich.
On Vet Overland:
“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.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
On a Toggle:
"Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you're not going to get anything out of it why do it, you know? The satisfaction is there sure, but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.So like I said, we went down that route. We built the game with difficulty in mind and 2/3 of the game was never played by players, so we changed it.”
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that."
On what content players want to do
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.
When we argue that the vast majority of players are happy with Overland, when we say a separate instance isn't gonna happen because they look at what happened with Craglorn and don't want to repeat that, when we say that they won't split the playerbase and that how much work it will take has to be taken into account....those statements are NOT trolling, gaslighting, etc. They are the objective facts as stated to us by Zenimax
I would like to add that one person suggested people did not reach V16 because it was such a grind. I hear from my guildmates that is not the case and v16 did not come until much later. Also that the vet zones started at V1.
Also, that Rich specifically spoke to players that finished their home alliance were not continuing on to the more challenging content which very much puts those vet zones into context and I am confident a great many player manged to reach level 50 to be V1.
This also brings back that to have a chance to convince Zenimax that we need to actually demonstrate that the casual players have shrunk in numbers and more serious players make up a sizable portion of the player base. Not sure how that would be done since the game has been very successful since Zenimax adopted the current design.
Originally VR10 was the cap. It increased bit by bit through updates to VR16.
The grind was really rough, and it wasn’t fun to slowly kill a kagouti to find a farmer’s lost sheep. A very sizable portion of the player base hit a wall in the early VRs.
trackdemon5512 wrote: »Let’s say that you had a Vet Overland, created by making a second permanent instance of every zone (why would one would need a vet overland of the starter zones idk but to each their own). What problems would you face?
1) Population - how do you address it? If there are too many people in a vet zone chilling, like say the way they just idle around and PvP battle in capitals, do you then make multiple instances of a vet zone for no reason? Many zones are instanced like such not because of questing but just players hanging about and trading, showing off, battling each other, crafting.
It would seem to me the only times instancing is needed for questing and PVE battling is during an event. Outside of that players are naturally in an area just to chill. How many instances of Deshaan are because of questing and how many are due to the fact that it’s just a major quest/craft hub? How many instances of the Alikr are around because of questing and how many just because players are cheesing dolmens for XP?
To me it seems a waste of server resources to split and further instance a zone for PVE combat if no one is engaging in PVE combat. And let’s be honest, players are lazy and will not switch to normal and back for questing. They want it to seamlessly flow.
2) Communication - well does zone and voice chat now carry over the two difficulties? Can someone in the vet instance request help from the normal instance and vice-versa? Will someone in a vet instance spam chat with items to sell and no one to buy? Will someone in one instance post offensive things in text chat all the time and when asked to stop, knowing ZOS won’t do anything, just tell them “If you don’t like it you can go to the normal instance”?
3. Farming Would creating separate permanent instances break the economy via farming? If no one is in a vet instance you can easily argue that it’s easier to farm for mat nodes and treasure chests there instead of the normal one. And don’t try and use an argument that the harder mobs make such a thing more difficult. There are TONS of farming builds that specialize in minimizing enemy engagement via pets (bot farmers) or by taking paths that evade such.
How many of y’all have done chest runs and knowing where the chests spawn completely ignore enemies for the goods? Let’s also be honest that item set color drop matters in no way outside of jewelry for vet players. Asking for purple or such to only drop in said instances as a reward for going is giving those players control of purple mats in the market. All they will decon is purple gear. It’s exactly what happens when those players farm vet dungeons. They decon purple gear that’s unneeded and reap the rewards. It’ll be even easier to do on a vet overland with no one there.
These are just 3 issues that pop up. I’m sure there are dozens more and the developers know them which is why Vet Overland can never be a thing.
1) Population - how do you address it? If there are too many people in a vet zone chilling, like say the way they just idle around and PvP battle in capitals, do you then make multiple instances of a vet zone for no reason? Many zones are instanced like such not because of questing but just players hanging about and trading, showing off, battling each other, crafting.
It would seem to me the only times instancing is needed for questing and PVE battling is during an event. Outside of that players are naturally in an area just to chill. How many instances of Deshaan are because of questing and how many are due to the fact that it’s just a major quest/craft hub? How many instances of the Alikr are around because of questing and how many just because players are cheesing dolmens for XP?
To me it seems a waste of server resources to split and further instance a zone for PVE combat if no one is engaging in PVE combat. And let’s be honest, players are lazy and will not switch to normal and back for questing. They want it to seamlessly flow.
2) Communication - well does zone and voice chat now carry over the two difficulties? Can someone in the vet instance request help from the normal instance and vice-versa? Will someone in a vet instance spam chat with items to sell and no one to buy? Will someone in one instance post offensive things in text chat all the time and when asked to stop, knowing ZOS won’t do anything, just tell them “If you don’t like it you can go to the normal instance”?
3. Farming Would creating separate permanent instances break the economy via farming? If no one is in a vet instance you can easily argue that it’s easier to farm for mat nodes and treasure chests there instead of the normal one. And don’t try and use an argument that the harder mobs make such a thing more difficult. There are TONS of farming builds that specialize in minimizing enemy engagement via pets (bot farmers) or by taking paths that evade such.
Parasaurolophus wrote: »Locations are already divided into mirrors! And yes, it greatly interferes with communication, group formation and trade. Sometimes, even when it seems that there are not many people at the location. With my raid I often find myself in different mirrors on Vvardenfell when we restart vCR + 3 at night. It seems that one mirror can hold no more than 50 or 70 people. Of course I want to know the exact number.