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https://forums.elderscrollsonline.com/en/discussion/668104/

800k people don't seem to mind difficult overworld

  • summ0004
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    mocap wrote: »
    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.

    Or alternatively another option is to scale the mobs better to deal with power creep so they scale beyond 160 CP.

    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.

    Just throwing options out there.
    Edited by summ0004 on 12 October 2021 15:53
  • trackdemon5512
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    Elsonso 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. :smile:

    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.

    Continuing on with this, the system must be ridiculously streamlined. When you enter a delve/public dungeon you are very quickly moved between instances. The game places you into one that is least populated or perhaps populated with people you know. That’s easy for a delve but when re-entering the overworld that’s likely a lot trickier.

    There are soooooo many issues here that for just the 3/4 points I mentioned that have hundreds of things that need to be accounted for. This goes well beyond rewards and incentivizing. Creating a vet overland that is functional, universally acceptable, seamless, and does not divide the ESO population in a way that discourages play (the fewer people seen in a zone the less likely players are to remain around) is if not impossible then an insane amount of work.

    Those advocating that this or a slider for difficulty adjustment is an easy fix need to sit down and think as the developers have to.
  • SilverBride
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    summ0004 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?
    Edited by SilverBride on 12 October 2021 16:04
    PCNA
  • Sinlar
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    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
  • trackdemon5512
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    Sinlar 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.
  • Franchise408
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    mickeyx wrote: »
    mickeyx 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.

    ZOS hasn't fixed performance in Cyrodiil.

    ZOS hasn't fixed the weapon surfboards.

    Battlegrounds are currently Deathmatch only for a "test"

    Bugs and issues that are reported en masse on PTS get ignored and pushed to live.

    Vampire has been further nerfed because someone used it successfully in vRG.

    ZOS ignores a lot of things that are very outspoken about, so the fact that they are ignoring vet overland (or choosing to do nothing about it) says nothing about whether it's a needed or highly requested fix. ZOS makes plenty of bad or unpopular choices regardless of what the voices speak out for.
  • Franchise408
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    summ0004 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.
  • spartaxoxo
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    summ0004 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.

    I mean wanting combat that is easy isn't the same as wanting no combat at all. One is an easy mmo, the other is a walking sim. Having no combat changes the feel of games so much, it's considered an entirely different genre of game.

    She is a casual player that finds a little challenge in some of the Overland stuff, but most of it is easy and relaxing. She is not completely unengaged.
    Edited by spartaxoxo on 12 October 2021 16:55
  • SilverBride
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    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.

    I never said that. My exact wording was "I am not denying that overland is easy. I am denying that most players want that changed. Overland is my relax and relieve stress game time and others have said the same."

    Nowhere does it say I'm not interested in engaging combat and don't want a challenge. I've even said more than once that sometimes I do want more of a challenge so I do World Bosses and solo dungeons and arenas.

    But saying I like to relax in overland doesn't mean I don't find overland mobs engaging, because I do.
    PCNA
  • ZOS_FalcoYamaoka
    Greetings,

    We have removed some posts due to personal arguments. Please remember to keep your posts productive and refer to our community rules: https://beth.games/2QQbN5r
    Staff Post
  • summ0004
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    [Quoted post has been removed.]

    I understand you want easy mobs but would you not enjoy using a few abilities to take them down rather than just light/heavy attacking. Would not using a few abilities that you have leveled up in the skill trees make it more fun?

    I understand your concerns about having a split overland and I now sort of agree with you that it would be difficult to do wth it potentially splitting player bases and requiring extra servers etc.

    Thats why I proposed the idea of just buffing overland to give better AI, a tad more health and enemies hitting a bit harder(prob about the level pre-tamriel), and if you give the option of overland buff food for those that want it then you keep both playerbases happy on the same server.

    Its just an idea and its possible this may not be the best solution either and may have issues i have not yet though through. But even it this isnt possible, then at the very least I would like to see harder instance quest bosses as another compromise.

    But what is apparent is there is obviously an issue with the game that requires some sort of rethink. There are more players that would prefer overland and quest bosses to stay exactly as it it now I agree, but there are more a significant minority who think it is a problem.

    If the game can cater for more players then that is in the interest of the developers, especially when there is rising competiion in the MMO market through the likes of FFIV, new world, and upcoming releases such as ashes of creation.
    Edited by ZOS_GregoryV on 12 October 2021 19:18
  • spartaxoxo
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    [Quoted post has been removed.]

    I really would like to see the instance bosses to be better. I really really want a challenge banner for them. It would be a way to add some difficulty without harming the casual experience.

    You know now that mention buff food that only works in Overland, I think that's also a more workable suggestion. They could make the overland quest bosses going forward harder (maybe something on par with something like group event boss in the Blackwood public dungeons) but offer buff food for those that need help.

    Also, sidenote can I say I just appreciate your willingness to be open minded and brainstorm alternative solutions? Even if I don't agree with all of them, I appreciate the good faith posts.
    Edited by ZOS_GregoryV on 12 October 2021 19:18
  • kargen27
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    mocap wrote: »
    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.

    Except they will not be happy because this isn't about enemies hitting harder but about enemies having better mechanics.
    and then the parrot said, "must be the water mines green too."
  • Sinlar
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    Sinlar 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.
  • trackdemon5512
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    Sinlar wrote: »
    Sinlar 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.

    The problem with this is it conflicts with the battle leveling system in place currently.

    The way said system works is that it scales up the player’s individual character to function as if they were CP160. Gear and weapons as well as some other stats aren’t included in the adjustment but it allows level 4 players to play cooperatively with functional CP160 and above players. It also means that the entire game, encounters, and mechanics have been designed for CP160 and nothing else.

    Scaling the enemies down is currently the only thing possible as there is no above CP160 system. But doing so would mean that players under CP160 could be insanely powerful in a broken way against them because the stat system doesn’t dynamically scale. I mean doing so would involve so many server checks for no reason that you would end up getting Cyrodiil levels of lag just fighting mobs.

    Furthermore that would just break immersion. I mean a level 5 could eradicate an entire mob while a CP160 has to work at it due to the clashing of the two systems.

    There are so many coded enemies in every zone, that while similar are very different, that programming retroactive individual changes would take years. And then for what? So a player could feel good about enemies they’ve killed thousands of times before?

    It’s like spending taxpayer money on programs to make you feel good about that car you already bought instead of encouraging innovation or getting you to buy a new car/content. (Props to the movie “Dave” for that reference)
  • Vhozek
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    There is no other option.
    Add PvP to the overland, players who flag for PvP take significantly more damage from mobs.
    Players who want to PvP in overland but don't wanna deal with op mobs can just use companions.
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Nagastani
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    summ0004 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 :/
    Edited by Nagastani on 13 October 2021 02:48
  • SilverBride
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    Nagastani 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.
    PCNA
  • Vhozek
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    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 Ta
    Nagastani wrote: »
    summ0004 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.
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Amottica
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    Vhozek wrote: »
    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 Ta
    Nagastani wrote: »
    summ0004 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.


  • kargen27
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    Vhozek wrote: »
    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 Ta
    Nagastani wrote: »
    summ0004 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.
    and then the parrot said, "must be the water mines green too."
  • peacenote
    peacenote
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    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.

    I'm not so sure about this. Yes, in populated areas it might not matter.. But if I'm fighting a world boss in Greenshade, the difference between one other person being there vs. no one because the other is on the "difficult" shard is huge for the impression that there are others out in the world.

    There aren't enough people who would want this to make the effort profitable, but even if a few people per zone took the option it could impact whether you see anyone at all in many cases. Two completely different numbers to make an impact on each situation.
    Edited by peacenote on 13 October 2021 12:59
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • Vhozek
    Vhozek
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    I would like people to propose ideas that could work out for everyone. Even if you disagree but you understand people might want to get kicked around by overland mobs.
    I'm sure a collective set of ideas
    Nagastani 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.

    The problem is that they never used to take me down. Ever.
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Vhozek
    Vhozek
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    Amottica wrote: »
    Vhozek wrote: »
    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 Ta
    Nagastani wrote: »
    summ0004 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.
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Vhozek
    Vhozek
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    kargen27 wrote: »
    Vhozek wrote: »
    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 Ta
    Nagastani wrote: »
    summ0004 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.

    You don't need choke points or areas of interest. Just let the difficulty increase because the other dangers in the open world are other players. How much more difficult could it get than that? Debuffing players vs mobs is a great idea because it's not like you're adding more HP to mobs. It will make fights longer, sure, but because they're harder not because they're dragged out because the enemy is a damage sponge. The result would be the same as NW except with a much bigger world because of ESOs expansions, and actual voice acted lore and quests. It's almost as if it would be better than NW minus the cool tree chopping.
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Vhozek
    Vhozek
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    • Product 1 has been an established product and has 10 features
    • Product 2 comes out with 5 features, one of them being something product 1 doesn't have
    • Product 1 adds that feature
    • Product 1 is now like Product 2 but with 6 more features
    • Product 1 is better
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Vhozek
    Vhozek
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    accidentally replied
    Edited by Vhozek on 13 October 2021 13:20
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • NagualV
    NagualV
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    Vhozek wrote: »
    Amottica wrote: »
    Vhozek wrote: »
    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 Ta
    Nagastani wrote: »
    summ0004 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.

    At this point, I would tell you to not even bring up the other game anymore....I and others are enjoying it a lot, but its absolutely pointless to bring it up.

    Open world pvp isnt happening in this game. People would not flag, period. Increased difficulty isnt happening either, it's just the way it is.
  • Elsonso
    Elsonso
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    Nagastani 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 think I am going to disagree. What ZOS did is move "progression" out of the traditional MMO model where you always need to move on to a new area. In ESO, the progression is spread out across the whole game and is a mix of player development and character development. The progression goes from overland up to trials with the point that the player, and character, get better with practice and advance to the next thing when they feel ready.

    There are always going to be players that hit the ceiling when it comes to progression. The traditional MMO just slaps new zone content at the end and increases the level cap. The problem with this is that it turns the game into an Ikea with monsters. :smile: New players have to chase progression through the whole game to get to the end. Sometimes, the game offers a short cut in the form of a level boost. I see this as the future for New World, which is why it is very important to get into the game and level up now.

    ZOS cannot just slap a new zone on the end and increase the level cap. They actually have to make the content harder independent of the zone players are in, which means dungeons and trials with veteran and hard mode settings.

    As for the comment about PVP and Cyrodiil and being friendly and all that. ESO is a 7 year old game. As I recall, it was like that in the early days when people were learning. Give New World a chance. It is still too new for the players to be rude and salty. :smile:

    On a side note, I do notice that open world PVP is almost non-existent on my New World server. In my 25 hours in-game since launch, I have not seen anyone engage in open-world PVP. I saw it when I played pre-launch, though. This lack of PVP is probably because most players are not flagged for PVP.w



    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • SilverBride
    SilverBride
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    The bottom line is that most players are fine with overland story and bosses as they are. It is not feasible to develop features that will rarely be used.

    https://forums.elderscrollsonline.com/en/discussion/588806/were-you-generally-engaged-as-a-player-in-the-main-story-quest-lines-of-chapters-dlc-content/p1
    PCNA
This discussion has been closed.