SilverBride wrote: »First, if the difficulty is optional, which is a point I think all proposals tend to agree with, "going to be impossible for some low level new player" isn't an issue. If they opt in, find it too difficult, they can opt out, or challenge themselves to overcome the challenge.
"Would it be an option just to give people the choice? 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? The satisfaction's 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." - Rich Lambert
Silver, I know you love that quote, I was half watching his stream and when I heard him talking on it, I knew people here would be loving it. But seriously, every single dungeon uses instancing to provide different levels of difficulty, all areas of pvp do this as well to a greater extent. When the game first launched, zones did this as well. Yes, it would take effort, I've never denied that, but just like companions it would be something some people would enjoy and others wouldn't care for.
Or should ESO have never changed to begin with, since trying to improve the game now is apparently such a bad thing? Should the old gold and silver zones remained as was, and players who were dissatisfied be told off to do things like "go back to starter zones if you want easier content" or any other version of the counterarguments being thrown around now.
ZOS has completely changed the game several times over, and acting like them doing it again is a dooms day situation is just preparing yourself for stress later. In the beginning, zones had different difficulty instances and dungeons were all set to one difficulty. That changed, and could again, and clearly there is a demand for it since every time this topic comes around more people join in on both sides, though one side seems to not even want the other to have the chance.
Right. And the 'story mobs' do absolutely nothing to add to the story. They may as well write the story without them as they contribute -0- overall.
spartaxoxo wrote: »Right. And the 'story mobs' do absolutely nothing to add to the story. They may as well write the story without them as they contribute -0- overall.
This is why I support a challenge banner for story bosses, and also upping the difficulty of the Overland quest bosses to maybe around the difficulty of the public dungeon bosses rather than like delve bosses.
If the minions were fodder but the story bosses were better, I think it would help with that a lot.
trackdemon5512 wrote: »spartaxoxo wrote: »Right. And the 'story mobs' do absolutely nothing to add to the story. They may as well write the story without them as they contribute -0- overall.
This is why I support a challenge banner for story bosses, and also upping the difficulty of the Overland quest bosses to maybe around the difficulty of the public dungeon bosses rather than like delve bosses.
If the minions were fodder but the story bosses were better, I think it would help with that a lot.
Yeah but then considering that players can run through a story boss once per character and there is no way to incentivize a reason for doing so it’ll never happen.
I mean you have to agree, adding optional mechanics and stats for a battle that 99% of the player base will actually ignore and for that 1% to do but only once? It’s not like they will learn anything from it either. Any mechanics will go to waste because the boss can never be fought again. Such is the nature of story content.
SilverBride wrote: »Turns out if the gameplay is boring or not fun, then people have a less favorable view of the story.
This is an action rpg. If gameplay is truly irrelevant to the story then you might as well just put on a movie.
Boring is an opinion. I personally do not find overland the least bit boring. The gameplay in overland is just what it should be for what overland is... the base game and story for all players of all skill levels and experience.
So why should an inexperienced newcomer or casual players enjoyment of the story come at the expense of the enjoyment of more experienced players?
Sure, it’s doable by everyone - but is it Fun?
No one here is saying the content cannot be done. What they’re saying is that the gameplay of that content is boring.
Back in 2014 you found the gameplay not fun - that was your subjective take on the experience as well as many others. They made changes to make it more accessible.
Now it’s more fun for you in your subjective opinion.
You and others are satisfied with Story Bosses / Overland so therefore everyone else should be satisfied?
What makes your subjective fun more important than mine?
My 2 cents. I think overland is fine as it is. But then, I'm a terrible player with 1400+ CP; been playing since console launch. I've never done a trial or a vet dungeon. I'm just not that good. I've done nMA exactly once. Never attempted VMA. So there's a lot of content that is simply beyond my puny capabilities. I don't like that fact, but I live with it and don't expect it to change. If ZOS wants to implement a veteran overland, that's fine, but I won't be there.
Edit: I did complete Calwell's Silver and Gold on multiple characters. I enjoyed it because it was almost like playing a single-player TES game.
SilverBride wrote: »Silver, I know you love that quote, I was half watching his stream and when I heard him talking on it, I knew people here would be loving it.
Yes, I do because it gives me confidence that Rich sees what is best for the game... a game that I love and don't want to see set on a path to ruin because some players find overland boring.ZOS has completely changed the game several times over, and acting like them doing it again is a dooms day situation is just preparing yourself for stress later. In the beginning, zones had different difficulty instances and dungeons were all set to one difficulty. That changed, and could again, and clearly there is a demand for it since every time this topic comes around more people join in on both sides, though one side seems to not even want the other to have the chance.
Actually they only completely changed the game once when they introduced One Tamriel. Everything else are tweaks to enhance the experience.
Things you like = good changes to a game you love.
Things you don't like = path of ruin.
If the game hadn't changed to make overland more approachable, you likely would have never came back. Don't you think, that maybe, just maybe, some people are in the opposite boat and want engaging gameplay in their game, and to not be told to "go back to vet content if you want more challenging gameplay" every time they raise their concerns?
Arguments to 'just go back to vet content' would be the same as telling past you to just 'go back to starter zones'.
Arguments to 'just self nerf' would be the same as saying 'just slot meta skills and use a more meta defined build'.
Claims that giving people the option to engage in a difficulty they want would divide the community are applicable both ways, but as is the community divide that comes from an overly simplistic overland being the only option is that many players don't bother logging in. But we can't give them a place to explore the world and feel engaged, else who will come to the aid of the other players begging for help.
Rich explicitly commented on Gold, Silver, and Old Craglorn, a dated version of difficulty people generally don't care for. Padding the stats on incompetent mobs isn't what people want, and since that is what he referenced, I just feel he doesn't know what people are actually asking for.
BroughBreaux wrote: »All they need to do is add mechanics to NPCs, not increase their damage or health. The reason the overland is boring is because they just stand there and let you kill them, take 5 seconds visually telegraphing any kind of attack that would do any significant amount of damage, and they don't try to avoid your AOEs or strategize a good way to attack in groups.
spartaxoxo wrote: »Right. And the 'story mobs' do absolutely nothing to add to the story. They may as well write the story without them as they contribute -0- overall.
This is why I support a challenge banner for story bosses, and also upping the difficulty of the Overland quest bosses to maybe around the difficulty of the public dungeon bosses rather than like delve bosses.
If the minions were fodder but the story bosses were better, I think it would help with that a lot.
WhyMustItBe wrote: »SantieClaws wrote: »SilverBride wrote: »
Also, additional character slots will not be coming out either at any point in the near future. The developers find that managing 18 characters is extreme for players. Few in the player base actually do it. And that in terms of managing the actual database with account data the system can’t even handle it as of now.
Ah terribly sad news for this one.
So many little Claws now that can never be ...
Yours with paws
Santie Claws
This isn't "news," Santie, it is just that some people seem to enjoy going around telling people what the devs think on their behalf. I will believe what the devs intend to do when the actual devs post and tell me so. Until then I take "armchair devs" with a grain of salt (or moonsugar as you prefer).
Does anyone truly believe ZOS will never add new character slots? Data is only as good as one's interpretation of it. Does anyone honestly believe that ZOS thinks alts are irrelevant to long-term stability and player retention? WoW gives you 50. 50 characters, compared to 18. Why does WoW give you so many more? Because WoW has data for more than TWICE the lifespan of ESO that tells them rolling alts is the primary source of long-term player retention.
There is no way a company like ZOS would not realize this.
[Snip]
EDIT: Reasons.
[Edited for bait]
The concept of "difficult" is not something that we can judge, and the issue may not even be difficulty, but simply that it breaks things. We may not be aware of all of things that might break.
SilverBride wrote: »Silver, I know you love that quote, I was half watching his stream and when I heard him talking on it, I knew people here would be loving it.
Yes, I do because it gives me confidence that Rich sees what is best for the game... a game that I love and don't want to see set on a path to ruin because some players find overland boring.ZOS has completely changed the game several times over, and acting like them doing it again is a dooms day situation is just preparing yourself for stress later. In the beginning, zones had different difficulty instances and dungeons were all set to one difficulty. That changed, and could again, and clearly there is a demand for it since every time this topic comes around more people join in on both sides, though one side seems to not even want the other to have the chance.
Actually they only completely changed the game once when they introduced One Tamriel. Everything else are tweaks to enhance the experience.
Things you like = good changes to a game you love.
Things you don't like = path of ruin.
If the game hadn't changed to make overland more approachable, you likely would have never came back. Don't you think, that maybe, just maybe, some people are in the opposite boat and want engaging gameplay in their game, and to not be told to "go back to vet content if you want more challenging gameplay" every time they raise their concerns?
Arguments to 'just go back to vet content' would be the same as telling past you to just 'go back to starter zones'.
Arguments to 'just self nerf' would be the same as saying 'just slot meta skills and use a more meta defined build'.
Claims that giving people the option to engage in a difficulty they want would divide the community are applicable both ways, but as is the community divide that comes from an overly simplistic overland being the only option is that many players don't bother logging in. But we can't give them a place to explore the world and feel engaged, else who will come to the aid of the other players begging for help.
Rich explicitly commented on Gold, Silver, and Old Craglorn, a dated version of difficulty people generally don't care for. Padding the stats on incompetent mobs isn't what people want, and since that is what he referenced, I just feel he doesn't know what people are actually asking for.
I can understand your feelings, but you should never lose hope, do you hear me, comrade!? ✊ It seems to me like an effect of the forum itself: you suggest something and at least want to hear either promise or denial, but if someone disagree with you, doesn't mean nothing will change. Continue to convince more people, because those who call you a minority just because "forum doesn't represent the whole community" are also a part of the forum so they are also a part of minority. No negative to anyone here, I'm just saying how it is.Here is my conclusion after this long thread.
I'm not welcome in this game and it is not for me.
I give up giving it a try. All you have done is discouraged me from wanting to make this a better experience for me and other people who think like me.
Nobody should be begging for this many years to enjoy a product they spent money on and continuing to do so is an incredible lack of self respect on my part.
You're far from the first and far from the last but I do appreciate you voicing it because there's likely a good portion of the veteran population that feels exactly the way you do. Probably more than anyone suspects, myself included. There's a reason this subject pops up everywhere TESO is discussed. I have several IRL and guild friends who used to login daily and now don't even follow what ZOS is up to expansion-wise besides a couple "spears or spellcrafting yet?" jokes. It's a damn shame it's gotten to this point.Here is my conclusion after this long thread.
I'm not welcome in this game and it is not for me.
I give up giving it a try. All you have done is discouraged me from wanting to make this a better experience for me and other people who think like me.
Nobody should be begging for this many years to enjoy a product they spent money on and continuing to do so is an incredible lack of self respect on my part.
SilverBride wrote: »First, if the difficulty is optional, which is a point I think all proposals tend to agree with, "going to be impossible for some low level new player" isn't an issue. If they opt in, find it too difficult, they can opt out, or challenge themselves to overcome the challenge.
"Would it be an option just to give people the choice? 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? The satisfaction's 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." - Rich Lambert
Silver, I know you love that quote, I was half watching his stream and when I heard him talking on it, I knew people here would be loving it. But seriously, every single dungeon uses instancing to provide different levels of difficulty, all areas of pvp do this as well to a greater extent. When the game first launched, zones did this as well. Yes, it would take effort, I've never denied that, but just like companions it would be something some people would enjoy and others wouldn't care for.
Or should ESO have never changed to begin with, since trying to improve the game now is apparently such a bad thing? Should the old gold and silver zones remained as was, and players who were dissatisfied be told off to do things like "go back to starter zones if you want easier content" or any other version of the counterarguments being thrown around now.
ZOS has completely changed the game several times over, and acting like them doing it again is a dooms day situation is just preparing yourself for stress later. In the beginning, zones had different difficulty instances and dungeons were all set to one difficulty. That changed, and could again, and clearly there is a demand for it since every time this topic comes around more people join in on both sides, though one side seems to not even want the other to have the chance.
You keep trying to equate trials and dungeons to overland. They are different. It's like saying we should peel apples because banana peels taste bad. PvP has the exact same NPCs in every instance. So that isn't what you are looking for in relation to overland. Early on zones did also but not because of different mechanics. It was because the zones were not scaled to players as they are now. That is what changed. They didn't go in and remove a bunch of mechanics they can put back.
Companions didn't change existing content and didn't divide the player base. They were part of new content. Your asking for old content to be changed. ZoS has changed the game, they are still changing it. They are tweaking an armor set that is wreaking havoc in Cyrodiil as we speak. Other than One Tamriel they aren't doing a complete rework of old content. You have already said just making the encounters harder through harder hits and more health on the mobs isn't what you want. Well that is what the zoned levels were before One Tamriel. You want different mechanics and that was not in the game for overland zones.
spartaxoxo wrote: »Got the impression people generally did Dolmens for fast experience and leveling and gold because they cant be bothered to grind through the quest lines again, thats certainly the experience ive seen in Alkir desert.
Sure. That's probably part of it. But if there was this large amount of people who really wanted to do hard overland content, you'd think the Dragons and Harrowstorms would be more popular than they are. That crowd in particular often praises the dragons and bit my head off when I suggested they should scale in difficulty based on usage.
But, this is basically always the case for the dragons. People only want to do them if there are big rewards, otherwise they are largely abandoned.
Most of the people who like difficult content in my observation just want to use Overland to build some character up quickly, and then go use their uber builds in trials and dungeons. They like the Dragons and such in theory, they even go there once and in a blue moon just for the fun. But they don't actually spend any real time battling the dragons.
And most of the people who really want to use Overland for more than just a "one and done" thing seem to enjoy it as a relaxing, casual environment. And one who's ease allows them to experiment and have fun with a lot of really dumb builds they have fun with that they wouldn't use in harder content. The hard content they do on their mains, and mostly instanced.
"I really don't feel like we're asking for much here, it can be done with existing phasing tech and a flat modifier Warframe Steel Path-style."
You are asking for a complete overhaul of NPCs in every zone and a separate instance created for each zone beyond those created for population overflow. Or that is what most who want a separate vet instance are asking for. They are saying just cranking up health and hits won't cut it. That is actually asking for a massive undertaking. One that I still think isn't worth their time and resources. If it is just about more health and harder hits better to nerf characters and keep us in the same zone than create new zone and buff creatures.
How hard are they going to need to make the content for you to return to each zone? Why will you be going there? Just the main story then gone? Main story and all sides then gone? Gathering resources and roaming around in general just for fun? If you just want to run about killing things the dungeons offer all kinds of different levels you can try.
If the zones have no interest for you now how will better fights increase your interest beyond just doing the story then leaving?
It makes no sense as a business or for the health of the game to devote a large amount of resources to create a harder instance that will in a very short time be empty. There is plenty of harder content to occupy our time. They could maybe give us another solo arena sometime soon and give two difficulty levels for solo instances going forward. Not much point doing it for content that already exists. How many of us are going to create a new character to run through those stories just for a little bit better fight. They can't bump it up a ton.
...
It makes no sense as a business or for the health of the game to devote a large amount of resources to create a harder instance that will in a very short time be empty. There is plenty of harder content to occupy our time. They could maybe give us another solo arena sometime soon and give two difficulty levels for solo instances going forward. Not much point doing it for content that already exists. How many of us are going to create a new character to run through those stories just for a little bit better fight. They can't bump it up a ton.
Hallothiel wrote: »
1. It makes no sense as a business or for the health of the game to devote a large amount of resources to fill a demand in the player base, and is instead better to let players become dissatisfied with the game and leave?
So if they did this for you, gave you your vet overland, how long before you get bored? What then? Demand even harder overland? Or what?
Players will come & go throughout the lifetime of the game. Some stay, some go, some come back, some find enjoyment in different / new parts of the game. But a company will ruin themselves if they try to be all things to all people.
Hallothiel wrote: »
1. It makes no sense as a business or for the health of the game to devote a large amount of resources to fill a demand in the player base, and is instead better to let players become dissatisfied with the game and leave?
So if they did this for you, gave you your vet overland, how long before you get bored? What then? Demand even harder overland? Or what?
Players will come & go throughout the lifetime of the game. Some stay, some go, some come back, some find enjoyment in different / new parts of the game. But a company will ruin themselves if they try to be all things to all people.
Or, like I alluded to earlier, maybe One Tamriel was a mistake and ZOS shouldn't have tried to change their game to be more open to players. Just let the players who don't like it go, let big issues remain because fixing them takes effort. It isn't like ZOS adds a major update or system to every major dlc and most of the smaller zone dlc's.
spartaxoxo wrote: »Or, like I alluded to earlier, maybe One Tamriel was a mistake and ZOS shouldn't have tried to change their game to be more open to players. Just let the players who don't like it go, let big issues remain because fixing them takes effort. It isn't like ZOS adds a major update or system to every major dlc and most of the smaller zone dlc's.
There would likely be no game without One Tamriel. It was a massive success that saved the game.
spartaxoxo wrote: »Or, like I alluded to earlier, maybe One Tamriel was a mistake and ZOS shouldn't have tried to change their game to be more open to players. Just let the players who don't like it go, let big issues remain because fixing them takes effort. It isn't like ZOS adds a major update or system to every major dlc and most of the smaller zone dlc's.
There would likely be no game without One Tamriel. It was a massive success that saved the game.
And, a change like this allowing more players to enjoy the content ZOS puts the vast majority of their effort into wouldn't help the game going forward? Give people a reason to go back and do the older content, not just the newest?
1. It makes no sense as a business or for the health of the game to devote a large amount of resources to fill a demand in the player base, and is instead better to let players become dissatisfied with the game and leave?
2. "There is plenty of harder content to occupy our time"
Here is my conclusion after this long thread.
I'm not welcome in this game and it is not for me.
I give up giving it a try. All you have done is discouraged me from wanting to make this a better experience for me and other people who think like me.
Nobody should be begging for this many years to enjoy a product they spent money on and continuing to do so is an incredible lack of self respect on my part.