29 pages of vet instances for overland? For real? xd
ZOS, just make craftable set with bonuses like:
(2 items) enemies inflict 50% more damage
(3 items) player deal 50% less damage
(4 items) increase damage bonuses to 75%
(5 items) increase damage bonuses to 100%
Overland enemies will start hit player with this set pretty much like vMA mobs. Vet players happy, new players happy (PC-EU server perfomance happy!). No more vet overland threads.
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.
Lots of people would like to know that number. We don't know whether this number changes, how often it may change, or if it is even the same for every zone. Best guess, so far, is that each channel/layer (what you call "mirror") holds hundreds of people, not dozens.
The thing about how ESO divides players now is that it is entirely based on the demands being placed on the server. This means that the server has the flexibility to move players between layers upon request, and we can do that with the Travel To Player feature. This resolves most, if not all, grouping problems. It does not resolve limitations with zone chat, as there is no way to be in a zone and zone chat with everyone in the zone, which could be thousands of people. At the start of the Blackwood event, there could have been tens of thousands of people, or even more than a hundred thousand, in the Blackwood zone concurrently. Zone chat at that scale would be useless. It would move too fast.
That is another number I would like to know, by the way. Max concurrent players in a single zone.
This sort of division is much different from what is being suggested as a byproduct of veteran zones. In the veteran zone scenario, there is no way for two players to sync up unless both players can access the zone. Now, this might seem like something that isn't a problem, as people might assume that it will always be two or more veteran players, but this game also has non-veteran players. Today, those two would be able to group up in overland. With veteran zones, they should not be able to.
Or another option could be to just make mobs tougher overall and do more damage to everyone and offer a buff for those that want to make it easier for lower levels. As some people really are no interested in the combat and just want to read dialogue, you could offer them a buff potion that makes them immune to being killed or makes it so mobs wont attack you. That way it wouldnt matter how tough the overland mobs are made.
This one thinks that perhaps giving the mobs champion points and skill trees would be very interesting.
Let the cunning ones hide..and grow in power..
o.0
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.
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.
SilverBride wrote: »Or another option could be to just make mobs tougher overall and do more damage to everyone and offer a buff for those that want to make it easier for lower levels. As some people really are no interested in the combat and just want to read dialogue, you could offer them a buff potion that makes them immune to being killed or makes it so mobs wont attack you. That way it wouldnt matter how tough the overland mobs are made.
So players who are perfectly happy with overland quests and mobs should be buffed to make them invincible so they won't complain when overland difficulty is increased to please a small minority of the playerbase? Where is our engaging combat then?
Franchise408 wrote: »SilverBride wrote: »Or another option could be to just make mobs tougher overall and do more damage to everyone and offer a buff for those that want to make it easier for lower levels. As some people really are no interested in the combat and just want to read dialogue, you could offer them a buff potion that makes them immune to being killed or makes it so mobs wont attack you. That way it wouldnt matter how tough the overland mobs are made.
So players who are perfectly happy with overland quests and mobs should be buffed to make them invincible so they won't complain when overland difficulty is increased to please a small minority of the playerbase? Where is our engaging combat then?
You don't want engaging combat. You've already stated that you don't. The fact that you're happy with overland content because - in your own words - it's your relaxing time where you don't want a challenge, is the proof that you're not interested in engaging combat. It will make it even more relaxing and less challenging for you, so it should make overland content even more enjoyable for you.
Franchise408 wrote: »You don't want engaging combat. You've already stated that you don't. The fact that you're happy with overland content because - in your own words - it's your relaxing time where you don't want a challenge, is the proof that you're not interested in engaging combat. It will make it even more relaxing and less challenging for you, so it should make overland content even more enjoyable for you.
[Quoted post has been removed.]
[Quoted post has been removed.]
29 pages of vet instances for overland? For real? xd
ZOS, just make craftable set with bonuses like:
(2 items) enemies inflict 50% more damage
(3 items) player deal 50% less damage
(4 items) increase damage bonuses to 75%
(5 items) increase damage bonuses to 100%
Overland enemies will start hit player with this set pretty much like vMA mobs. Vet players happy, new players happy (PC-EU server perfomance happy!). No more vet overland threads.
trackdemon5512 wrote: »This one thinks that perhaps giving the mobs champion points and skill trees would be very interesting.
Let the cunning ones hide..and grow in power..
o.0
All mobs have CP. They're set to CP160. Only their health, resistances, etc vary. Everything in this game is set to CP160. That’s why when you go to under 50 or no CP Cyrodiil/Imperial City enemies seem so much tougher. They haven’t gotten stronger, you just got a lot weaker.
Take out all of your CP and overland will feel more like No CP Imperial City. And a lot of players already don’t find that fun. The ones in there are dedicated farmers.
trackdemon5512 wrote: »This one thinks that perhaps giving the mobs champion points and skill trees would be very interesting.
Let the cunning ones hide..and grow in power..
o.0
All mobs have CP. They're set to CP160. Only their health, resistances, etc vary. Everything in this game is set to CP160. That’s why when you go to under 50 or no CP Cyrodiil/Imperial City enemies seem so much tougher. They haven’t gotten stronger, you just got a lot weaker.
Take out all of your CP and overland will feel more like No CP Imperial City. And a lot of players already don’t find that fun. The ones in there are dedicated farmers.
Ah, this one sees that Khajiit was not explaining properly.
This one meant that all mobs should have the same potential champion points and skills as players do, all the way.
Then use a randomized system to assign levels and skills.
This one suspects that regular combat would suddenly become a lot more diverse, interesting, and challenging.
SilverBride wrote: »Or another option could be to just make mobs tougher overall and do more damage to everyone and offer a buff for those that want to make it easier for lower levels. As some people really are no interested in the combat and just want to read dialogue, you could offer them a buff potion that makes them immune to being killed or makes it so mobs wont attack you. That way it wouldnt matter how tough the overland mobs are made.
So players who are perfectly happy with overland quests and mobs should be buffed to make them invincible so they won't complain when overland difficulty is increased to please a small minority of the playerbase? Where is our engaging combat then?
The mistake ZOS made from One Tam, is they stripped the Progression from the game. It got boring after that. Its as simple as that. If I don't need to care about something then it forgettable and not worth my time. And all of ESO content is most certainly NOT like that ... but there is a notable lack of progression in ESO.
SilverBride wrote: »Or another option could be to just make mobs tougher overall and do more damage to everyone and offer a buff for those that want to make it easier for lower levels. As some people really are no interested in the combat and just want to read dialogue, you could offer them a buff potion that makes them immune to being killed or makes it so mobs wont attack you. That way it wouldnt matter how tough the overland mobs are made.
So players who are perfectly happy with overland quests and mobs should be buffed to make them invincible so they won't complain when overland difficulty is increased to please a small minority of the playerbase? Where is our engaging combat then?
So. Getting back to this. After spending some time in New World, (which by the way I have to make this short cause I need to get back soon) I'm understanding like... alot. Its really helped me in the way in which I look at MMOs.
However. I don't think anyone wants invincible mobs. C'mon now.
What do we want.. is *PROGRESSION*
Ok. -Progression- Your skills should matter, the choices you make should matter. Granted, there are mobs in New World, like Wolves, that are hard as hell in the beginning yet, over time, they become a cake walk to take down and then those mobs level with you as you travel to other areas.
The mistake ZOS made from One Tam, is they stripped the Progression from the game. It got boring after that. Its as simple as that. If I don't need to care about something then it forgettable and not worth my time. And all of ESO content is most certainly NOT like that ... but there is a notable lack of progression in ESO.
One interesting note though, its so interesting how certain ppl in ESO Cyrodiil PvP were always making demands for ppl they don't like to leave the server, because that was 'their' home. Like they owned the server. This happened frequently on Blackreach. So many times I was advised to change my faction or leave 'their' server. In New World it's totally different. We need everyone and we just don't have this problem and it feels so good. Especially since there is also no Dark Convergence or bombers in New World to speak of. It's just great.
Anyways my Faction needs me... time to get back. Peace
ZOS overreacted with the change they made to overland mobs by making them all scale with the player and/or vise verse (because I know someone will point out it's the other way around even though it doesn't matter).
They jumped from one end of the spectrum to the other very drastically and basically relaunched the game with One TaSilverBride wrote: »Or another option could be to just make mobs tougher overall and do more damage to everyone and offer a buff for those that want to make it easier for lower levels. As some people really are no interested in the combat and just want to read dialogue, you could offer them a buff potion that makes them immune to being killed or makes it so mobs wont attack you. That way it wouldnt matter how tough the overland mobs are made.
So players who are perfectly happy with overland quests and mobs should be buffed to make them invincible so they won't complain when overland difficulty is increased to please a small minority of the playerbase? Where is our engaging combat then?
So. Getting back to this. After spending some time in New World, (which by the way I have to make this short cause I need to get back soon) I'm understanding like... alot. Its really helped me in the way in which I look at MMOs.
However. I don't think anyone wants invincible mobs. C'mon now.
What do we want.. is *PROGRESSION*
Ok. -Progression- Your skills should matter, the choices you make should matter. Granted, there are mobs in New World, like Wolves, that are hard as hell in the beginning yet, over time, they become a cake walk to take down and then those mobs level with you as you travel to other areas.
The mistake ZOS made from One Tam, is they stripped the Progression from the game. It got boring after that. Its as simple as that. If I don't need to care about something then it forgettable and not worth my time. And all of ESO content is most certainly NOT like that ... but there is a notable lack of progression in ESO.
One interesting note though, its so interesting how certain ppl in ESO Cyrodiil PvP were always making demands for ppl they don't like to leave the server, because that was 'their' home. Like they owned the server. This happened frequently on Blackreach. So many times I was advised to change my faction or leave 'their' server. In New World it's totally different. We need everyone and we just don't have this problem and it feels so good. Especially since there is also no Dark Convergence or bombers in New World to speak of. It's just great.
Anyways my Faction needs me... time to get back. Peace
Sounds like you want what I'm proposing. Overland PvP flagging that debuffs players vs mobs if they're flagged.
ZOS overreacted with the change they made to overland mobs by making them all scale with the player and/or vise verse (because I know someone will point out it's the other way around even though it doesn't matter).
They jumped from one end of the spectrum to the other very drastically and basically relaunched the game with One TaSilverBride wrote: »Or another option could be to just make mobs tougher overall and do more damage to everyone and offer a buff for those that want to make it easier for lower levels. As some people really are no interested in the combat and just want to read dialogue, you could offer them a buff potion that makes them immune to being killed or makes it so mobs wont attack you. That way it wouldnt matter how tough the overland mobs are made.
So players who are perfectly happy with overland quests and mobs should be buffed to make them invincible so they won't complain when overland difficulty is increased to please a small minority of the playerbase? Where is our engaging combat then?
So. Getting back to this. After spending some time in New World, (which by the way I have to make this short cause I need to get back soon) I'm understanding like... alot. Its really helped me in the way in which I look at MMOs.
However. I don't think anyone wants invincible mobs. C'mon now.
What do we want.. is *PROGRESSION*
Ok. -Progression- Your skills should matter, the choices you make should matter. Granted, there are mobs in New World, like Wolves, that are hard as hell in the beginning yet, over time, they become a cake walk to take down and then those mobs level with you as you travel to other areas.
The mistake ZOS made from One Tam, is they stripped the Progression from the game. It got boring after that. Its as simple as that. If I don't need to care about something then it forgettable and not worth my time. And all of ESO content is most certainly NOT like that ... but there is a notable lack of progression in ESO.
One interesting note though, its so interesting how certain ppl in ESO Cyrodiil PvP were always making demands for ppl they don't like to leave the server, because that was 'their' home. Like they owned the server. This happened frequently on Blackreach. So many times I was advised to change my faction or leave 'their' server. In New World it's totally different. We need everyone and we just don't have this problem and it feels so good. Especially since there is also no Dark Convergence or bombers in New World to speak of. It's just great.
Anyways my Faction needs me... time to get back. Peace
Sounds like you want what I'm proposing. Overland PvP flagging that debuffs players vs mobs if they're flagged.
trackdemon5512 wrote: »
If, as the people against this request have repeatedly mentioned and even devs suggested, the number of people who want this is really so tiny, then it follows that it CAN'T affect the normal shard population in any significant way.
You can't argue that the number of grains of sand is tiny so it isn't worth adding to the sandbox, while at the same time arguing that adding them would overflow the sandbox.
The two arguments are logical contradictions.
SilverBride wrote: »The mistake ZOS made from One Tam, is they stripped the Progression from the game. It got boring after that. Its as simple as that. If I don't need to care about something then it forgettable and not worth my time. And all of ESO content is most certainly NOT like that ... but there is a notable lack of progression in ESO.
I feel like I've progressed when I can easily take down enemies that used to take me down. I find it exciting and not boring at all. That is progression to me.
ZOS overreacted with the change they made to overland mobs by making them all scale with the player and/or vise verse (because I know someone will point out it's the other way around even though it doesn't matter).
They jumped from one end of the spectrum to the other very drastically and basically relaunched the game with One TaSilverBride wrote: »Or another option could be to just make mobs tougher overall and do more damage to everyone and offer a buff for those that want to make it easier for lower levels. As some people really are no interested in the combat and just want to read dialogue, you could offer them a buff potion that makes them immune to being killed or makes it so mobs wont attack you. That way it wouldnt matter how tough the overland mobs are made.
So players who are perfectly happy with overland quests and mobs should be buffed to make them invincible so they won't complain when overland difficulty is increased to please a small minority of the playerbase? Where is our engaging combat then?
So. Getting back to this. After spending some time in New World, (which by the way I have to make this short cause I need to get back soon) I'm understanding like... alot. Its really helped me in the way in which I look at MMOs.
However. I don't think anyone wants invincible mobs. C'mon now.
What do we want.. is *PROGRESSION*
Ok. -Progression- Your skills should matter, the choices you make should matter. Granted, there are mobs in New World, like Wolves, that are hard as hell in the beginning yet, over time, they become a cake walk to take down and then those mobs level with you as you travel to other areas.
The mistake ZOS made from One Tam, is they stripped the Progression from the game. It got boring after that. Its as simple as that. If I don't need to care about something then it forgettable and not worth my time. And all of ESO content is most certainly NOT like that ... but there is a notable lack of progression in ESO.
One interesting note though, its so interesting how certain ppl in ESO Cyrodiil PvP were always making demands for ppl they don't like to leave the server, because that was 'their' home. Like they owned the server. This happened frequently on Blackreach. So many times I was advised to change my faction or leave 'their' server. In New World it's totally different. We need everyone and we just don't have this problem and it feels so good. Especially since there is also no Dark Convergence or bombers in New World to speak of. It's just great.
Anyways my Faction needs me... time to get back. Peace
Sounds like you want what I'm proposing. Overland PvP flagging that debuffs players vs mobs if they're flagged.
This is very much unlikely to happen. Even Rich stated that it was a very conscious decision they made in the early planning of ESO that there would be no PvP in the open world. It is why they created Cyrodiil. Probably a wise decision since even New World went from hardcore full-time PvP and made it optional and softened it up heavily to entice the larger Pve crowns and because they could not find a way to cease the PvP griefing.
ZOS overreacted with the change they made to overland mobs by making them all scale with the player and/or vise verse (because I know someone will point out it's the other way around even though it doesn't matter).
They jumped from one end of the spectrum to the other very drastically and basically relaunched the game with One TaSilverBride wrote: »Or another option could be to just make mobs tougher overall and do more damage to everyone and offer a buff for those that want to make it easier for lower levels. As some people really are no interested in the combat and just want to read dialogue, you could offer them a buff potion that makes them immune to being killed or makes it so mobs wont attack you. That way it wouldnt matter how tough the overland mobs are made.
So players who are perfectly happy with overland quests and mobs should be buffed to make them invincible so they won't complain when overland difficulty is increased to please a small minority of the playerbase? Where is our engaging combat then?
So. Getting back to this. After spending some time in New World, (which by the way I have to make this short cause I need to get back soon) I'm understanding like... alot. Its really helped me in the way in which I look at MMOs.
However. I don't think anyone wants invincible mobs. C'mon now.
What do we want.. is *PROGRESSION*
Ok. -Progression- Your skills should matter, the choices you make should matter. Granted, there are mobs in New World, like Wolves, that are hard as hell in the beginning yet, over time, they become a cake walk to take down and then those mobs level with you as you travel to other areas.
The mistake ZOS made from One Tam, is they stripped the Progression from the game. It got boring after that. Its as simple as that. If I don't need to care about something then it forgettable and not worth my time. And all of ESO content is most certainly NOT like that ... but there is a notable lack of progression in ESO.
One interesting note though, its so interesting how certain ppl in ESO Cyrodiil PvP were always making demands for ppl they don't like to leave the server, because that was 'their' home. Like they owned the server. This happened frequently on Blackreach. So many times I was advised to change my faction or leave 'their' server. In New World it's totally different. We need everyone and we just don't have this problem and it feels so good. Especially since there is also no Dark Convergence or bombers in New World to speak of. It's just great.
Anyways my Faction needs me... time to get back. Peace
Sounds like you want what I'm proposing. Overland PvP flagging that debuffs players vs mobs if they're flagged.
That is two bad ideas wrapped into one. Overland PvP won't work because the zones were not designed for it. No choke points and no areas of interest to draw players for PvP. Debuffing characters (something I was suggesting through consumption of food and potion for a long time) doesn't really make the fights harder just longer.
ZOS overreacted with the change they made to overland mobs by making them all scale with the player and/or vise verse (because I know someone will point out it's the other way around even though it doesn't matter).
They jumped from one end of the spectrum to the other very drastically and basically relaunched the game with One TaSilverBride wrote: »Or another option could be to just make mobs tougher overall and do more damage to everyone and offer a buff for those that want to make it easier for lower levels. As some people really are no interested in the combat and just want to read dialogue, you could offer them a buff potion that makes them immune to being killed or makes it so mobs wont attack you. That way it wouldnt matter how tough the overland mobs are made.
So players who are perfectly happy with overland quests and mobs should be buffed to make them invincible so they won't complain when overland difficulty is increased to please a small minority of the playerbase? Where is our engaging combat then?
So. Getting back to this. After spending some time in New World, (which by the way I have to make this short cause I need to get back soon) I'm understanding like... alot. Its really helped me in the way in which I look at MMOs.
However. I don't think anyone wants invincible mobs. C'mon now.
What do we want.. is *PROGRESSION*
Ok. -Progression- Your skills should matter, the choices you make should matter. Granted, there are mobs in New World, like Wolves, that are hard as hell in the beginning yet, over time, they become a cake walk to take down and then those mobs level with you as you travel to other areas.
The mistake ZOS made from One Tam, is they stripped the Progression from the game. It got boring after that. Its as simple as that. If I don't need to care about something then it forgettable and not worth my time. And all of ESO content is most certainly NOT like that ... but there is a notable lack of progression in ESO.
One interesting note though, its so interesting how certain ppl in ESO Cyrodiil PvP were always making demands for ppl they don't like to leave the server, because that was 'their' home. Like they owned the server. This happened frequently on Blackreach. So many times I was advised to change my faction or leave 'their' server. In New World it's totally different. We need everyone and we just don't have this problem and it feels so good. Especially since there is also no Dark Convergence or bombers in New World to speak of. It's just great.
Anyways my Faction needs me... time to get back. Peace
Sounds like you want what I'm proposing. Overland PvP flagging that debuffs players vs mobs if they're flagged.
This is very much unlikely to happen. Even Rich stated that it was a very conscious decision they made in the early planning of ESO that there would be no PvP in the open world. It is why they created Cyrodiil. Probably a wise decision since even New World went from hardcore full-time PvP and made it optional and softened it up heavily to entice the larger Pve crowns and because they could not find a way to cease the PvP griefing.
Seems to be working in the other action MMORPG. If you're flagged for PvP, expect people to attack you at any given point, meaning that PvP "griefing" doesn't exist. I do not get this argument because you voluntarily flagged for PvP.
The mistake ZOS made from One Tam, is they stripped the Progression from the game. It got boring after that. Its as simple as that. If I don't need to care about something then it forgettable and not worth my time. And all of ESO content is most certainly NOT like that ... but there is a notable lack of progression in ESO.