I have to wonder, for everyone defending the current state of Overland, over and over, day after day, week after week, month after month, year after year in the forums, how much time are they actually spending playing it?
- I have to wonder, for everyone defending the current state of Overland, over and over, day after day, week after week, month after month, year after year in the forums, how much time are they actually spending playing it? Or, is the reality of it that they too, maybe even unconsciously, are just as bored of things as everyone else? Why else would all of this time be spent HERE instead of in the beloved 90% of the game, where one can freely pick flowers and read books without being hassled by video game mechanics WITHIN A VIDEOGAME? I don't know, I could be wrong. Perhaps, day-after-day one just tabs in and out of the Overland's mostly pressure-free harvesting and reading simulator to militantly defend the joy of it all in the forums.
"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.
AlexanderDeLarge wrote: »"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.
No I'm not. Do you even know what Steel Path is? Someone suggested optional banners for delves and bosses(I think?) but I'm arguing a flat modifier to enemy HP and resistance values would at least make them live long enough for us to see their mechanics. The game is too big for a manual rebalance. You need to automate it somehow and a flat modifier should definitely work within their codebase. I would expect a flat modifier to XP gain, gold and enhanced gear and resource drop rates as well as an incentive for this content just as we have incentives for doing veteran dungeons/trials/arenas. Very little manual fine tuning is needed if you do it Steel Path-style.
https://warframe.fandom.com/wiki/The_Steel_Path
As for the phasing, it is necessary because if you just make it a debuff toggle in the standard world, you'll have level 1s steamrolling through content while we're taking longer and working harder to complete. Blending difficulty levels between standard/veteran doesn't work. Maybe if ZOS wanted to go further with it and come up with some sort of difficulty slider mechanism like LOTRO's landscape difficulty you could have that, but that would be amongst veteran players.
https://lotro-wiki.com/index.php/Landscape_Difficulty
I don't think anyone that agrees with me is suggesting manually fine tuning every single encounter in the game. Suggesting otherwise seems to be coming entirely from people trying to concoct some crazy ridiculous overhaul that is obviously infeasible because the game is too big as justification to tell us no we can't have it.
- I have to wonder, for everyone defending the current state of Overland, over and over, day after day, week after week, month after month, year after year in the forums, how much time are they actually spending playing it? Or, is the reality of it that they too, maybe even unconsciously, are just as bored of things as everyone else? Why else would all of this time be spent HERE instead of in the beloved 90% of the game, where one can freely pick flowers and read books without being hassled by video game mechanics WITHIN A VIDEOGAME? I don't know, I could be wrong. Perhaps, day-after-day one just tabs in and out of the Overland's mostly pressure-free harvesting and reading simulator to militantly defend the joy of it all in the forums.
Honestly, I do not think they will, and equally honestly, it won't hurt the game if they don't. They seem pretty clear that their primary customer base isn't interested, at least right now, in harder overland content. They have created an alternative in dungeons, trials, and arenas, for those who want harder content, and that should hold things for a very long time.I am watching Zenimax incrementally improve upon the systems in this game and would like to remain hopeful they will take a very hard look at how to make Overland more realistically engaging for more people. I just hope its not too late. If it is too late, then so be it. Everything has a beginning and an ending. Maybe the next Bethesda-oriented MMO will be the evolution we want and anticipate it to be.
- I have to wonder, for everyone defending the current state of Overland, over and over, day after day, week after week, month after month, year after year in the forums, how much time are they actually spending playing it? Or, is the reality of it that they too, maybe even unconsciously, are just as bored of things as everyone else? Why else would all of this time be spent HERE instead of in the beloved 90% of the game, where one can freely pick flowers and read books without being hassled by video game mechanics WITHIN A VIDEOGAME? I don't know, I could be wrong. Perhaps, day-after-day one just tabs in and out of the Overland's mostly pressure-free harvesting and reading simulator to militantly defend the joy of it all in the forums.
To speak personally on that, I have a job which takes up 8 hours of every weekday. A job where I cannot play video games during but I can browse the forums and comment on threads here and there. That doesn't mean I am not playing the game. And in fact play daily, for multiple hours a day and even more on the weekends. So much so that I've completed all overland content in the game. Why would I want the content I've already completed to be more difficult. Its overland, it's mean to be weak.
I remember when they changed the mechanics of Clanfears and made them leap and stun. Single most annoying minor change they've made to the game imo. Easy to avoid, hardly a real problem. But just one extra step of needing to block some overland trash mob to avoid a stun when all I want to do is loot the treasure chest I saw.
AlexanderDeLarge wrote: »No I'm not. Do you even know what Steel Path is? Someone suggested optional banners for delves and bosses(I think?) but I'm arguing a flat modifier to enemy HP and resistance values would at least make them live long enough for us to see their mechanics.
AlexanderDeLarge wrote: »I don't think anyone that agrees with me is suggesting manually fine tuning every single encounter in the game. Suggesting otherwise seems to be coming entirely from people trying to concoct some crazy ridiculous overhaul that is obviously infeasible because the game is too big as justification to tell us no we can't have it.
Except they will not be happy because this isn't about enemies hitting harder but about enemies having better mechanics.
They still used the same boring mechanics, overall not interesting.
and to be clear I am not entirely saying to overhaul the mechanics of all old bosses and current NPCs.
but let's not pretend that stats would fix the issue when we can point to Pre-OneTam to show that is not the case.
Many enemies are plagued by this, so you don't need to overhaul the AI, just give the AI useful abilities and buff the ones that could be useful and that alone would go a long way to making the content more engaging.
It doesn't matter if I go out with no gear and only punch mobs to death, the fact that the enemy doesn't change from me doing this, and they remain so basic and underwhelming to fight, that still makes the fight dull and forgettable no matter how long I drag the fight out for.
- I have to wonder, for everyone defending the current state of Overland, over and over, day after day, week after week, month after month, year after year in the forums, how much time are they actually spending playing it? Or, is the reality of it that they too, maybe even unconsciously, are just as bored of things as everyone else? Why else would all of this time be spent HERE instead of in the beloved 90% of the game, where one can freely pick flowers and read books without being hassled by video game mechanics WITHIN A VIDEOGAME? I don't know, I could be wrong. Perhaps, day-after-day one just tabs in and out of the Overland's mostly pressure-free harvesting and reading simulator to militantly defend the joy of it all in the forums.
- No matter what anyone believes regarding the "popularity" of a mostly unengaging combat experience while questing, its something that by the very nature of innovation within the existing MMO paradigm is NOT a permanent fixture but, instead, in flux, and I predict the downward shift in this perceived "popularity" is visible on the horizon. It's obvious to anyone who is paying attention that the current trend in up-and-coming MMOs is the creation of a compelling and engaging non-instanced and highly replayable Overland. Game makers are looking at the intriguing levels of lengthy engagement and enjoyment within idolized and treasured Open-world Single Player games and asking themselves, how can we translate the memorability and adventuresome replayability of this experience effectively and addictively into multiplayer games? Also, how can we take what we LOVE about previous MMOs and HATE about previous MMOs and improve upon them? Newer games are notably making a lot of headway in this regard. Evolving and degrading player-governed Nodes or Territories, optional PVE Invasions, optional PVP Wars, Zones and future Zones explicitly designed for higher challenge and greater rewards once the learning curves in the beginner Zones are achieved, harvesting in every Zone remaining relevant forever, questing areas with basic SOLO content directly butting up against questing areas with significantly more challenging (but optional) SOLO content. Class-free or Class-expanding skillsets. Somewhat rare, sought-after resources and items within instance-free and challenging boss encounters inside caves. Higher aggro range and longer leashes for Overland mobs. The list goes on. What was POPULAR or even doable a few years ago has been and will be greatly improved upon. It is up to Zenimax to decide whether or not they want to keep up and increase engagement or mostly just reskin nostalgia-governed gameplay systems for what will inevitably be a smaller and smaller participating audience.
- I absolutely love the Elder Scrolls Universe. The single player games were the innovations that CHANGED EVERYTHING we thought games could give us. I also LOVE Elder Scrolls Online. Even today, the aesthetics are above and beyond what other games are achieving. I love the textured and uncartoonish realism of it all (granted, I use an ENB to colorize everything, but the fundamentals are in the game). I believe that realism and whatever gameplay mechanics that most mimic realism are both the present and future of gaming. Before you know it, your MMOs will be an ultra realistic, nearly akin to real life experience, except with other people, fighting, looting, interacting with one another and exploring unknown vistas, the very things we fail to get around to doing in our every day lives.
- I am watching Zenimax incrementally improve upon the systems in this game and would like to remain hopeful they will take a very hard look at how to make Overland more realistically engaging for more people. I just hope its not too late. If it is too late, then so be it. Everything has a beginning and an ending. Maybe the next Bethesda-oriented MMO will be the evolution we want and anticipate it to be.
spartaxoxo wrote: »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?
Nope. Perhaps the quest bosses but what they would have to sacrifice in terms of cost, impact to the new player experience, and new stuff for everyone is simply not worth something that massive.
I do support smaller changes but the scale of what's being asked with Vet Overland is huge. It's like you're asking for the moon and adamant that stars aren't good enough.
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?
Right. The goal is not to get every dollar that they can from every possible customer. The goal is to maximize the return on investment. Generally, this means finding the least expensive thing that provides the greatest amount of revenue. I am sure you can find examples so I don't have to say it and get banned.2. "There is plenty of harder content to occupy our time"
To this end, I do have a question. I know that there is a lot of hard content in ESO, and I know that the completion rate for the achievements related to them have not been earned by a lot of players. Are you a player that has completed all of these, including the speed run no death, like Planesbreaker?
Nope, you guys aren't worth it. Is that what you're saying? It would "Impact the new player experience," how, dare say, would an option do that? vSS didn't ruin new players experience of Northern Elsweyr, how would an opt-in difficulty, whichever form has been mentioned, intrude on that?
AlexanderDeLarge wrote: »
[snip]
It's time for ZOS to throw the veteran players who have been lining their pockets a bone. 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.
Ravensilver wrote: »Or ZOS can look at its data and see which content the players are playing.
spartaxoxo wrote: »Nope, you guys aren't worth it. Is that what you're saying? It would "Impact the new player experience," how, dare say, would an option do that? vSS didn't ruin new players experience of Northern Elsweyr, how would an opt-in difficulty, whichever form has been mentioned, intrude on that?
Bringing "worth" into it or not is a bit strange. It's not about the worthiness of the players but the size of the population who want this. There has to be enough people that want it to justify the cost, and Zeni doesn't see that based off the current amount of people using the difficult content that's already in the game.
And it disrupts new player experience because the unified playerbase allows new players to come in and meet people organically when they get help with various things and form friendships and guilds, and learn from all different kinds of experienced players. That unified experience is part of their success and different instances are a detriment to that.
The "unified player base" argument again?
spartaxoxo wrote: »The "unified player base" argument again?
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that." --Rich Lambert
AlexanderDeLarge wrote: »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.
Far too much emphasis has been placed on the 'casual player experience' but I really want to ask everyone in this thread... It's been seven years with 15+ chapters and zone DLCs. Even if the casual player only played half of the chapter releases (let's say Morrowind, Greymoor, & Elsweyr) in any meaningful capacity, surely they'd have a character around CP200-300 assuming they're not hopping on alts the second they hit level 50?
If that's the case, why is this being downplayed as much as it is if pretty much everyone that has shown TESO loyalty over the years is approaching or past that point in progression where the game's struggles with power creep and lack of difficulty become extremely apparent? If you disagree, play devil's advocate for a moment. I mean it. Go in the overland and watch a CP300's combat encounter. The enemies aren't lasting long enough to perform whatever scripted actions they have. That's representative of the majority of the content in the game and the majority of the content being sold every year at retail.
It's time for ZOS to throw the veteran players who have been lining their pockets a bone. 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.
trackdemon5512 wrote: »AlexanderDeLarge wrote: »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.
Far too much emphasis has been placed on the 'casual player experience' but I really want to ask everyone in this thread... It's been seven years with 15+ chapters and zone DLCs. Even if the casual player only played half of the chapter releases (let's say Morrowind, Greymoor, & Elsweyr) in any meaningful capacity, surely they'd have a character around CP200-300 assuming they're not hopping on alts the second they hit level 50?
If that's the case, why is this being downplayed as much as it is if pretty much everyone that has shown TESO loyalty over the years is approaching or past that point in progression where the game's struggles with power creep and lack of difficulty become extremely apparent? If you disagree, play devil's advocate for a moment. I mean it. Go in the overland and watch a CP300's combat encounter. The enemies aren't lasting long enough to perform whatever scripted actions they have. That's representative of the majority of the content in the game and the majority of the content being sold every year at retail.
It's time for ZOS to throw the veteran players who have been lining their pockets a bone. 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.
What “veteran”/challenge seeking players currently get:
- vet instances of dungeons, arenas, trials
- Hard mode challenges of bosses in all dungeons
- Hard mode challenges of several sub-bosses in newer dungeons, the most recent having challenges for all main sub-bosses
- Optional side bosses (Black Drake Villa has an optional final boss with limited tries and harder difficulty based on how you challenged yourself on previous bosses)
- Hard Mode Challenges for two trials that are very difficult and highly customizable (VCR and VAS)
- A Highly Customized Solo Arena with optional bosses, optional buffs, optional paths, and a difficult final boss
- Hard Mode Sub-Bosses on all trials after Elsweyr (VSS, VKA, VRG)
- Optional additional Sub-Bosses in Rockgrove
- Skins, titles, dyes, mounts, body markings, personalities, style pages, emotes, Perfected Gear with improved stats, and furnishings for those that complete said content
I mean that’s a lot. Not only that but the number of challenges and rewards have steadily increased with each update for those players. The developers clearly have moved in a direction advantageous to veteran players demands and thus throwing them a bone.
But the veteran players who want to rerun old story content are clearly a fairly small subset of the vet player crowd. So much so that throwing them a vet overland or slider is too much for too little.
Parasaurolophus wrote: »spartaxoxo wrote: »The "unified player base" argument again?
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that." --Rich Lambert
It's fun to play together. But the players each play alone in the overland.
Parasaurolophus wrote: »spartaxoxo wrote: »The "unified player base" argument again?
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that." --Rich Lambert
It's fun to play together. But the players each play alone in the overland.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »The "unified player base" argument again?
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that." --Rich Lambert
It's fun to play together. But the players each play alone in the overland.
They play alone, together. They aren't in a group for the most part, but they run into random strangers and give and receive help. They may also socialize a bit with those strangers. And sometimes that socializing leads to joining guilds and making friends.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »The "unified player base" argument again?
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that." --Rich Lambert
It's fun to play together. But the players each play alone in the overland.
They play alone, together. They aren't in a group for the most part, but they run into random strangers and give and receive help. They may also socialize a bit with those strangers. And sometimes that socializing leads to joining guilds and making friends.
If this is the case, it is very rare. Just because the game doesn't require it.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »The "unified player base" argument again?
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that." --Rich Lambert
It's fun to play together. But the players each play alone in the overland.
They play alone, together. They aren't in a group for the most part, but they run into random strangers and give and receive help. They may also socialize a bit with those strangers. And sometimes that socializing leads to joining guilds and making friends.
If this is the case, it is very rare. Just because the game doesn't require it.
It's actually not rare at all. It's like one of the main ways new players end up making friends/joining guilds. And would be one of the main reasons devs would care about a unified experience.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »The "unified player base" argument again?
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that." --Rich Lambert
It's fun to play together. But the players each play alone in the overland.
They play alone, together. They aren't in a group for the most part, but they run into random strangers and give and receive help. They may also socialize a bit with those strangers. And sometimes that socializing leads to joining guilds and making friends.
If this is the case, it is very rare. Just because the game doesn't require it.
It's actually not rare at all. It's like one of the main ways new players end up making friends/joining guilds. And would be one of the main reasons devs would care about a unified experience.
And that's great. But this hardly applies to people who want a more fun overland.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »The "unified player base" argument again?
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that." --Rich Lambert
It's fun to play together. But the players each play alone in the overland.
They play alone, together. They aren't in a group for the most part, but they run into random strangers and give and receive help. They may also socialize a bit with those strangers. And sometimes that socializing leads to joining guilds and making friends.
If this is the case, it is very rare. Just because the game doesn't require it.
It's actually not rare at all. It's like one of the main ways new players end up making friends/joining guilds. And would be one of the main reasons devs would care about a unified experience.
And that's great. But this hardly applies to people who want a more fun overland.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »The "unified player base" argument again?
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that." --Rich Lambert
It's fun to play together. But the players each play alone in the overland.
They play alone, together. They aren't in a group for the most part, but they run into random strangers and give and receive help. They may also socialize a bit with those strangers. And sometimes that socializing leads to joining guilds and making friends.
If this is the case, it is very rare. Just because the game doesn't require it.
It's actually not rare at all. It's like one of the main ways new players end up making friends/joining guilds. And would be one of the main reasons devs would care about a unified experience.
And that's great. But this hardly applies to people who want a more fun overland.
It does.
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that." --Rich Lambert
Any suggestion you make should not involve a separate instance because they don't want to split people up like that.
- I have to wonder, for everyone defending the current state of Overland, over and over, day after day, week after week, month after month, year after year in the forums, how much time are they actually spending playing it?