Parasaurolophus wrote: »I was looking, really looking for that piece from the Slashlurk stream, but I can't find it. There are quite a few streams for several hours each. And in almost every one he is asked about the vet. overland, sometimes several times. [snip] I actually heard Rich say that the average duration of a game in eso is six weeks. In addition, in 2016, Matt Firor gave an interview, where he said that the largest population of the game occurs at the time of the release of new content. This is mostly due to returning players. Therefore, we see, and they have been talking about this for a long time, that the main audience that eso is aimed at is completely different from the people who are called casuals on the forum. I believe that all the people on this forum are involved players. It doesn't matter if you do houseing, take a long time to complete quests, or you are a high-end player with all the achievements. You are an involved player who plays a lot. And I love these players equally, really. But the main part of playes of the game is those who play a little. These are the players who buy the game, play it for several weeks, maybe spend some more money. And then, perhaps, return to the next dlc and play for a while. It seems absurd, but this is the state of the entire gaming industry today, alas. It's like mobile gaming. It seems that any person looking at mobile games will think - why play this when there is pc gaming and console gaming, why else donate to it. But this is a colossal huge business. It is these players who make the very statistics that they like to talk about here. This is why we have year-long stories, because it is easier to retain the that players this way. That is why we have events every two weeks, which seems just crazy. We all feel great loss of ping and reduced performance during these events. But ZoS continues to do this because it is profitable.
Now I want to draw your attention to a few points and ask a few questions:
1. Why, if the main problem of Craglorn was the high difficult content, then ZoS just did not reduce it, continuing to release a new Adventure Zone. Look at Craglorn - 3 different types of anchors, 5 each. Several small dungeons such as Skyrich or Shada's Tear with their own daily quests. Where is all this in future content? Many players during the one year event wrote that Craglorn was an interesting new experience for them with the amount of content it offers.
2. Why aren't the developers doing long side quest lines anymore like they did on Vvardenfell? Remember those wonderful and deep stories of Sun-in-Shadow and Veya Releth? Why did ZoS abandon them so quickly? Everyone liked them. They are still remembered as examples of great quests and interesting stories. So why isn't ZoS doing it anymore? Why are the locations again filled with dozens of short, unrelated quests that are not remembered later?
3. Why is even the crown store so rarely updated with new items? Why are 99% of new products only in crown ctrates?
4. Why are quests in a story-focused game so linear? Why do we almost never have a choice? Why do we almost never have different options for completing quests? We ask for this a lot because variability is good for our roleplaying.
5. Why doesn't this story-focused game have the dungeon / trial story mod we've all been asking for?
I think the answer is very simple - most of the players just do not have time to complete most of the content. This is why less new content is being made. That is why the overland is not only easy, but also does not have various interesting content, because most of the players will never get to it. The same was most likely shown by the statistics regarding the long quest lines on Vvardenfell. And it's much easier to just return old items to the store for a new wave of players. Just leave the loot boxes to the "whales". Rather than building a large, stable and loyal player base, ZoS has opted to rely on a large number of fickle players.
Parasaurolophus wrote: »I was looking, really looking for that piece from the Slashlurk stream, but I can't find it...
I actually heard Rich say that the average duration of a game in eso is six weeks.
Parasaurolophus wrote: »In addition, in 2016, Matt Firor gave an interview, where he said that the largest population of the game occurs at the time of the release of new content. This is mostly due to returning players. Therefore, we see, and they have been talking about this for a long time, that the main audience that eso is aimed at is completely different from the people who are called casuals in the forum.
Parasaurolophus wrote: »I believe that all the people on this forum are involved players.
Hallothiel wrote: »Parasaurolophus wrote: »I was looking, really looking for that piece from the Slashlurk stream, but I can't find it. There are quite a few streams for several hours each. And in almost every one he is asked about the vet. overland, sometimes several times. But it makes no sense for me to lie to you @SilverBride. I actually heard Rich say that the average duration of a game in eso is six weeks. In addition, in 2016, Matt Firor gave an interview, where he said that the largest population of the game occurs at the time of the release of new content. This is mostly due to returning players. Therefore, we see, and they have been talking about this for a long time, that the main audience that eso is aimed at is completely different from the people who are called casuals on the forum. I believe that all the people on this forum are involved players. It doesn't matter if you do houseing, take a long time to complete quests, or you are a high-end player with all the achievements. You are an involved player who plays a lot. And I love these players equally, really. But the main part of playes of the game is those who play a little. These are the players who buy the game, play it for several weeks, maybe spend some more money. And then, perhaps, return to the next dlc and play for a while. It seems absurd, but this is the state of the entire gaming industry today, alas. It's like mobile gaming. It seems that any person looking at mobile games will think - why play this when there is pc gaming and console gaming, why else donate to it. But this is a colossal huge business. It is these players who make the very statistics that they like to talk about here. This is why we have year-long stories, because it is easier to retain the that players this way. That is why we have events every two weeks, which seems just crazy. We all feel great loss of ping and reduced performance during these events. But ZoS continues to do this because it is profitable.
Now I want to draw your attention to a few points and ask a few questions:
1. Why, if the main problem of Craglorn was the high difficult content, then ZoS just did not reduce it, continuing to release a new Adventure Zone. Look at Craglorn - 3 different types of anchors, 5 each. Several small dungeons such as Skyrich or Shada's Tear with their own daily quests. Where is all this in future content? Many players during the one year event wrote that Craglorn was an interesting new experience for them with the amount of content it offers.
2. Why aren't the developers doing long side quest lines anymore like they did on Vvardenfell? Remember those wonderful and deep stories of Sun-in-Shadow and Veya Releth? Why did ZoS abandon them so quickly? Everyone liked them. They are still remembered as examples of great quests and interesting stories. So why isn't ZoS doing it anymore? Why are the locations again filled with dozens of short, unrelated quests that are not remembered later?
3. Why is even the crown store so rarely updated with new items? Why are 99% of new products only in crown ctrates?
4. Why are quests in a story-focused game so linear? Why do we almost never have a choice? Why do we almost never have different options for completing quests? We ask for this a lot because variability is good for our roleplaying.
5. Why doesn't this story-focused game have the dungeon / trial story mod we've all been asking for?
I think the answer is very simple - most of the players just do not have time to complete most of the content. This is why less new content is being made. That is why the overland is not only easy, but also does not have various interesting content, because most of the players will never get to it. The same was most likely shown by the statistics regarding the long quest lines on Vvardenfell. And it's much easier to just return old items to the store for a new wave of players. Just leave the loot boxes to the "whales". Rather than building a large, stable and loyal player base, ZoS has opted to rely on a large number of fickle players.
1) Not quite sure what you are saying.
2) Obviously not everyone liked them - they can see how many actually completed them. Frankly I thought the Sun-in-Shadow one unnecessarily drawn out with a lot of go here, pick up this & go there. Did it once on main & have missed it out on other run throughs on other chars.
3) That is down to Marketing, not game devs.
4) It’s an mmo. You can’t have meaningful choices really (like single player games) as that would be too difficult to manage. Obviously.
5) Join a guild & organise a story run.
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
Franchise408 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
The level of ease in overland is counter-intuitive to inclusive zones, because overland being so tediously easy means there is no need for grouping.
0 overland quests need grouping. 0 delves need grouping. Public dungeons, including the "group events", can be solo'd. Most world bosses can be solo'd. Dolmens can be solo'd. The only thing that can't be done solo in overland are geysers, dragons, harrowstorms, and a percentage of the DLC world bosses. At this point, even a lot of Craglorn stuff can be done solo. And for most of this stuff, you don't even have to be any sort of "elite" to solo it.
The only thing that actually needs grouping is... the harder level stuff.
So if the goal is actually to -unify- the playerbase, then the content should be made more difficult to actually encourage those players playing together.
But the fact is, the people who are against overland difficulty aren't the ones grouping. They are the ones who want to be on their own and not be bothered by bad guys while they are picking flowers. The argument about player unity mandates content that requires players to unite together. That requires more difficult content.
I haven't grouped up for non-dungeon / non-trial content in, I can't remember how long. I think I naively grouped up with 1 person in 1 delve when I first returned during Elsweyr, and didn't know any better that content was so easy. Now I know, and with no reason to group up with anyone, I haven't grouped up with anyone in ages.
In fact, seeing other people in a delve or public dungeon is a detriment to me, because they are making an already tediously easy piece of content even easier by mowing down all the mobs and bosses before I get to them, making me wait for respawn timers. If content is going to be as mundane as it is, then honestly, I'd rather have emptier zone instances so I don't have people coming through taking my kills.
Franchise408 wrote: »0 overland quests need grouping. 0 delves need grouping. Public dungeons, including the "group events", can be solo'd. Most world bosses can be solo'd. Dolmens can be solo'd. The only thing that can't be done solo in overland are geysers, dragons, harrowstorms, and a percentage of the DLC world bosses. At this point, even a lot of Craglorn stuff can be done solo. And for most of this stuff, you don't even have to be any sort of "elite" to solo it.
The only thing that actually needs grouping is... the harder level stuff.
Franchise408 wrote: »The level of ease in overland is counter-intuitive to inclusive zones, because overland being so tediously easy means there is no need for grouping.
Hallothiel wrote: »I don't know who these unicorn players are that have played multiple releases and somehow not reached that point in progression where the majority of the content becomes trivialized but is the only argument against it that it's not worth doing because there's no outcry yet? Because believe me it's inevitable and it's up to ZOS to decide whether or not to be proactive or reactive on the subject and I'm not quite sure how it makes sense to disregard loyal, paying customers to such a degree.
Unicorn players? Lol most players more like!
AlexanderDeLarge wrote: »Hallothiel wrote: »I don't know who these unicorn players are that have played multiple releases and somehow not reached that point in progression where the majority of the content becomes trivialized but is the only argument against it that it's not worth doing because there's no outcry yet? Because believe me it's inevitable and it's up to ZOS to decide whether or not to be proactive or reactive on the subject and I'm not quite sure how it makes sense to disregard loyal, paying customers to such a degree.
Unicorn players? Lol most players more like!
Who is buying all these chapters year-by-year and not reaching CP300? Even if I only played through a small portion of the base game and two or three chapters I'd be approaching that point in progression. Especially after Champion Point 2.0 lowering the amount of XP needed. So are you suggesting that the majority of the players are tourists that come in and play for a couple hours, quit, only to buy the next chapter a year later? Those types get enough attention from the studio. If you believe that and I don't believe you do, is ZOS really supposed to ignore the inevitable point of progression that the game becomes a chore to play just because they have millions of casuals that haven't reached it yet?
spartaxoxo wrote: »Franchise408 wrote: »The level of ease in overland is counter-intuitive to inclusive zones, because overland being so tediously easy means there is no need for grouping.
Nope. Because one gets people playing and the other does not. You don't need to be in a group to want to run into and work with other players. People do it all the time.
Most people don't want to be forced into groups for every little thing. Just having people nearby if they need help is good. Many, many people enjoy single player content in MMOs and I can't actually think of an MMO I have played that didn't have at least a little content you could do on your own while other people nearby did their thing too.
Franchise408 wrote: »spartaxoxo wrote: »Franchise408 wrote: »The level of ease in overland is counter-intuitive to inclusive zones, because overland being so tediously easy means there is no need for grouping.
Nope. Because one gets people playing and the other does not. You don't need to be in a group to want to run into and work with other players. People do it all the time.
Most people don't want to be forced into groups for every little thing. Just having people nearby if they need help is good. Many, many people enjoy single player content in MMOs and I can't actually think of an MMO I have played that didn't have at least a little content you could do on your own while other people nearby did their thing too.
I have never once needed help for anything that wasn't group required content, i.e. dungeons, trials, dragons, harrowstorms, etc.
I have never once wanted help for anything that wasn't group required content.
The content is tedious enough as it is. Why would I want to make it even more tedious by grouping with people and having mobs die before I can even make an attack on it
What is funny about the premise of this thread, New World is not difficult. Sure, if you are level 20 and attack a lvl 40 NPC it just might kill you because you are not prepared. I have noticed so many high-level players staying in the low-level areas so they are not really up for the challenge. Even then, combat is much more simplistic than ESO and the NPCs are even more predictable so it is not the challenge people are trying to make it out to be.
What is funny about the premise of this thread, New World is not difficult. Sure, if you are level 20 and attack a lvl 40 NPC it just might kill you because you are not prepared. I have noticed so many high-level players staying in the low-level areas so they are not really up for the challenge. Even then, combat is much more simplistic than ESO and the NPCs are even more predictable so it is not the challenge people are trying to make it out to be.
spartaxoxo wrote: »Franchise408 wrote: »spartaxoxo wrote: »Franchise408 wrote: »The level of ease in overland is counter-intuitive to inclusive zones, because overland being so tediously easy means there is no need for grouping.
Nope. Because one gets people playing and the other does not. You don't need to be in a group to want to run into and work with other players. People do it all the time.
Most people don't want to be forced into groups for every little thing. Just having people nearby if they need help is good. Many, many people enjoy single player content in MMOs and I can't actually think of an MMO I have played that didn't have at least a little content you could do on your own while other people nearby did their thing too.
I have never once needed help for anything that wasn't group required content, i.e. dungeons, trials, dragons, harrowstorms, etc.
I have never once wanted help for anything that wasn't group required content.
The content is tedious enough as it is. Why would I want to make it even more tedious by grouping with people and having mobs die before I can even make an attack on it
Your anecdote doesn't outweigh the developers player driven data across the playerbase. Glad you were skilled enough to never need help with a world boss even at level 10, but that's not most people's experience whatsoever. Most people are using Overland the way it was designed and that's why devs aren't changing it. It's as simple as that.
One Tamriel scaled the monsters in all zones to level 50 and CP 160. Before One Tamriel, the monsters in most zones were set to a much lower level. They were all scaled upward. So anyone who doesn't think they scaled the monsters on this game must be relatively new, and must not have played this game prior to One Tamriel.
As to your second point: they already have multiple instances of every zone. So it would not require a substantial increase in the sever hardware. They used to have Veteran Zones, and that was years ago, and one would assume their server infrastructure has increased since then. So it's illogical to think they don't have the resources to do something they have already done before. The problem was they accompanied them with veteran ranks which turned into a tedious grind. It also didn't help that you had to clear a lot of quests before you could access them.
Parasaurolophus wrote: »I was looking, really looking for that piece from the Slashlurk stream, but I can't find it. There are quite a few streams for several hours each. And in almost every one he is asked about the vet. overland, sometimes several times. [snip] I actually heard Rich say that the average duration of a game in eso is six weeks. In addition, in 2016, Matt Firor gave an interview, where he said that the largest population of the game occurs at the time of the release of new content. This is mostly due to returning players. Therefore, we see, and they have been talking about this for a long time, that the main audience that eso is aimed at is completely different from the people who are called casuals on the forum. I believe that all the people on this forum are involved players. It doesn't matter if you do houseing, take a long time to complete quests, or you are a high-end player with all the achievements. You are an involved player who plays a lot. And I love these players equally, really. But the main part of playes of the game is those who play a little. These are the players who buy the game, play it for several weeks, maybe spend some more money. And then, perhaps, return to the next dlc and play for a while. It seems absurd, but this is the state of the entire gaming industry today, alas. It's like mobile gaming. It seems that any person looking at mobile games will think - why play this when there is pc gaming and console gaming, why else donate to it. But this is a colossal huge business. It is these players who make the very statistics that they like to talk about here. This is why we have year-long stories, because it is easier to retain the that players this way. That is why we have events every two weeks, which seems just crazy. We all feel great loss of ping and reduced performance during these events. But ZoS continues to do this because it is profitable.
Now I want to draw your attention to a few points and ask a few questions:
1. Why, if the main problem of Craglorn was the high difficult content, then ZoS just did not reduce it, continuing to release a new Adventure Zone. Look at Craglorn - 3 different types of anchors, 5 each. Several small dungeons such as Skyrich or Shada's Tear with their own daily quests. Where is all this in future content? Many players during the one year event wrote that Craglorn was an interesting new experience for them with the amount of content it offers.
2. Why aren't the developers doing long side quest lines anymore like they did on Vvardenfell? Remember those wonderful and deep stories of Sun-in-Shadow and Veya Releth? Why did ZoS abandon them so quickly? Everyone liked them. They are still remembered as examples of great quests and interesting stories. So why isn't ZoS doing it anymore? Why are the locations again filled with dozens of short, unrelated quests that are not remembered later?
3. Why is even the crown store so rarely updated with new items? Why are 99% of new products only in crown ctrates?
4. Why are quests in a story-focused game so linear? Why do we almost never have a choice? Why do we almost never have different options for completing quests? We ask for this a lot because variability is good for our roleplaying.
5. Why doesn't this story-focused game have the dungeon / trial story mod we've all been asking for?
I think the answer is very simple - most of the players just do not have time to complete most of the content. This is why less new content is being made. That is why the overland is not only easy, but also does not have various interesting content, because most of the players will never get to it. The same was most likely shown by the statistics regarding the long quest lines on Vvardenfell. And it's much easier to just return old items to the store for a new wave of players. Just leave the loot boxes to the "whales". Rather than building a large, stable and loyal player base, ZoS has opted to rely on a large number of fickle players.
[edited for baiting]
Franchise408 wrote: »What is funny about the premise of this thread, New World is not difficult. Sure, if you are level 20 and attack a lvl 40 NPC it just might kill you because you are not prepared. I have noticed so many high-level players staying in the low-level areas so they are not really up for the challenge. Even then, combat is much more simplistic than ESO and the NPCs are even more predictable so it is not the challenge people are trying to make it out to be.
Maybe it's because compared to ESO, the threat that it's actually possible to die is such a vast improvement.
I am in New World. It seems okay. It doesn't seem to do anything special. On the whole, I'd probably rank ESO above it to this point - albeit I'm not very deep into New World.
But overland content is far more engaging than ESO. If I am not smart and pull too many mobs, I could actually die.
That's not possible in ESO.
1, When Rich spoke of players not doing the vet zones he was speaking of Silver and Gold. And they did make it easier which is what we have now. Craglorn was a different issue as it was a zone designed for forced grouping. Beyond that, Each DLC zone added has had its own thing, well, many of them.
3. Hallothiel is correct that the devs do not run the crown store, it is the business side.
Hallothiel wrote: »I don't know who these unicorn players are that have played multiple releases and somehow not reached that point in progression where the majority of the content becomes trivialized but is the only argument against it that it's not worth doing because there's no outcry yet? Because believe me it's inevitable and it's up to ZOS to decide whether or not to be proactive or reactive on the subject and I'm not quite sure how it makes sense to disregard loyal, paying customers to such a degree.
Unicorn players? Lol most players more like!
Can you not see that a majority of players LIKE overland as it is? They don’t want to have ridiculously epic battles as they move about, doing surveys & maps & farming, or just trolloping around Tamriel?
I appreciate that you personally would like harder content, but you have admitted to not actually playing the game much anymore. So not so much of a loyal paying customer.
Again, this is not about people here on the forums being nasty & thwarting you dreams, its people reporting what the developers themselves have said, plus looking at the practicalities. You may think it is easy to implement a toggle or vet instance - but it isn’t. So no matter how much you wish for it, unless it becomes financially viable, it won’t happen.
🦄
A toggle would be difficult to implement since this is an MMO. But a veteran instance would not be. They already do it with dungeons. I used to program games, and I can tell you from some experience it would not be hard to do. A small alteration to the code to scale the monsters to a different level is all it would take. All the hard work has already been done. The zones have already been developed. The enemies have already been designed. The mechanisms for scaling those enemies have already been put in place. They have no problems putting out a veteran version of each new dungeon they release. They could do that just as easily with their landscape zones.
"I was surprised to hear that some players play a few weeks, quit, come back for a few weeks, quit again etc.. I don't see what this has to do with overland, though."
Alternate accounts could explain some of this. I have a 2nd account I am doing the story on in the order I did with my first character. I go for a while without jumping over there then will go back for a bit and do a zone.
A friend has 10 accounts. At first it was so he could have his own guild and he started storing particular sets on particular characters. He would name the character based on what set they were holding. Those accounts might go unused for a good long time but if someone in guild was looking for a set piece there was a good chance he had it and would go get it. Eventually he started playing those accounts though. This is the only game he plays. He plays on PC and Play Station both US and EU server and enjoys starting new characters. I think he has eight master fishers now but it could be more. I know he is working on more. Again some accounts might be left alone for weeks at a time. When an event with tickets comes up he tries to get the tickets on every account.
He plays all the time and spends quite a bit of that time in overland content so yeah how much someone plays really doesn't have any bearing on whether or not people are in overland or doing something else.
JJOtterBear wrote: »Give them a separate server with their own pvp/vet instances, all they have to do is clone the game to a new server and just up the difficulty on everything. That way, they can get what they need without it affecting everyone else who likes the game as is. and if it needs to be financially viable, make it sub only. there, everyone wins.
- people get their vet content
- ZOS gets money
- everyone who likes the game as is, gets to continue enjoying it that way unaffected
- Gankers/pvpers would have to make due with their own community instead of negatively interacting with pve'ers
- it would have its own balancing as to not negatively impact everything else
- the only downside would be as a new server, you would have to start a new toon unless they allowed one time server transfers.
not that it matters since game companies won't take player ideas due to legal issues anyway. so really this debate is mostly a pointless exercise.
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.
spartaxoxo wrote: »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.
I mean I'm not in favor of Vet Overland either but most of that is just the same content being listed different ways.
Like it's Vet Dungeons, Arenas, and Trials and their hardmodes. The "customization" is just different achievements for the same instance.
I play through all the main quests. I enjoy at least a week of unleashed criminal behavior per release. I gravitate towards the Overland group activities that contain a likelihood of failure without effort and numbers: Harrowstorms and Dragons. I always find pleasure in obtaining new furnishing recipes and wardrobe items through gameplay. I play all of the dungeons for skill points and gearsets. I have 2 fully leveled companions. I obsess over housing stuff and spend quite a lot time there, too, even though I may never create anything worthy of showing off.I do agree with the comments Rich has made on the subject. He makes the best case as to why the current state should not change and is based on the real data on player behavior as well as the incredible success they have seen with the game when they changed to the current overland model.
- 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?
The data on me undoubtly screams satisfied customer, buys nearly everything on the Crown store, plays through most of the content, but is that data accurate? How satisfied am I really? Does my last post seem like someone who is satisfied with their gaming experience?
I have a feeling the data on others might similarly tell a story that isn't as accurate as you would think.
AlexanderDeLarge wrote: »trackdemon5512 wrote: »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.
You're misrepresenting the argument. We don't want to simply 'rerun old story content'. This is for all past, current and future content that we're not going to bother experiencing because it's trivialized beyond enjoyment due to the power creep that has been discussed ad-nauseam. Who wants to go through an entire campaign of riding a horse between destinations and one-shotting enemies for thirty or so hours?
Speaking for myself, I certainly don't and can't bother bringing myself to play through them unless I'm on a completely new character and due to the aforementioned power creep I have fifty levels of fun before it becomes miserable again.
1.) I'm running out of character slots to do this on.
2.) It's objectively the majority of the content in the game.
3.) It's the majority of what we're paying for every year.
I don't see how the existence of veteran dungeons, trials and arenas invalidates the fact that we're being told that the majority of the content wasn't designed for us even though that's what we're buying twice a year. A single chapter can get you up to the level 40 range so if you account for the base game, a chapter and a DLC or two, a small fraction of the available content will get you to that gets you to the point in progression (CP300) when the majority of the game's content becomes trivialized.
I don't know who these unicorn players are that have played multiple releases and somehow not reached that point in progression where the majority of the content becomes trivialized but is the only argument against it that it's not worth doing because there's no outcry yet? Because believe me it's inevitable and it's up to ZOS to decide whether or not to be proactive or reactive on the subject and I'm not quite sure how it makes sense to disregard loyal, paying customers to such a degree.