Hallothiel wrote: »SilverBride wrote: »SilverBride wrote: »SilverBride wrote: »The reason it's mentioned in these threads is to show how many players did not like the veteran overland zones and how little they were played. But no one outside these forums is speaking of it that I've seen.
They didn't like stupid mobs with senseless health and damage buffs. Making enemies not worthless in a fight isn't the same as padding those enemies who do nothing but run from fights or blow bubbles. Does that make sense?
That wasn't it at all. They didn't like difficult things in the story.
Some people don't like difficulty in their stories, other people, as clearly shown in this thread, aren't like you. Some people like it when an end of the world threat is able to fight their way out of a wet paper bag. Do you not understand that other people can seek enjoyment from things you don't personally enjoy?
And vice versa. But it all comes down to what the majority wants and what is feasible.
The majority don't use companions, yet they exist. Not every thing added to the game needs to be for everyone.
Don’t know what you play on, but companions are everywhere on PS4.
Hallothiel wrote: »SilverBride wrote: »SilverBride wrote: »SilverBride wrote: »The reason it's mentioned in these threads is to show how many players did not like the veteran overland zones and how little they were played. But no one outside these forums is speaking of it that I've seen.
They didn't like stupid mobs with senseless health and damage buffs. Making enemies not worthless in a fight isn't the same as padding those enemies who do nothing but run from fights or blow bubbles. Does that make sense?
That wasn't it at all. They didn't like difficult things in the story.
Some people don't like difficulty in their stories, other people, as clearly shown in this thread, aren't like you. Some people like it when an end of the world threat is able to fight their way out of a wet paper bag. Do you not understand that other people can seek enjoyment from things you don't personally enjoy?
And vice versa. But it all comes down to what the majority wants and what is feasible.
The majority don't use companions, yet they exist. Not every thing added to the game needs to be for everyone.
Don’t know what you play on, but companions are everywhere on PS4.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »No that's not true. The zone simply demanded a higher level each time. But at your level, the mobs were always pretty easy.
It is true. The mobs were at a different level than you and that made them harder. So a lot of people didn't bother.
You have no idea how much more difficult it is. The mobs at the other end of the location were invincible. This literally prevented us from exploring the location. The very design of the questing put us on the rails from which we could not get off. Progress affected us too much. But that's not the point. I say that the zones of silver and gold were fundamentally no different from the locations of your alliance.
But it made it harder. And there was plenty of feedback then of people enjoying or not enjoying the increased challenge they represented. But in the end, as stated by ZOS most didn't like it and didn't bother. The mechs may not have different but that's not the only way to have increased difficulty.
I expected you to say so. But you are wrong. We did not like that they literally limit even within one location, making traveling to another location or to the other end of the current location not only difficult, but impossible. You just seem to have a bad idea of what this game was really like before OT. We just had a hugely increasing modifier for mobs. And as many wrote here, this is not at all what players who ask for a wet overland want.
But again ... We talked about whether the silver and gold were more difficult than the locations of your alliance. I just said that Rich's statement was very strange. After all, he also said that most people were completing the questline of their alliance.
So people weren't saying things like this after things changed?
or this (both images same person)
or here is someone who actually enjoyed the challenge and was sad to see it go. They had the same complaint that you do now.
I don't think I have a poor understanding of what happened there at all. It used to be harder and the devs changed things.
I completed all alliances without any difficulty. I played without sets, without knowledge of mechanics, even without healing skills. I tried to heal only with potions. I just have no idea what difficulties could be? Maybe the person did not have the appropriate rank?
Parasaurolophus wrote: »SilverBride wrote: »Parasaurolophus wrote: »I just said that Rich's statement was very strange. After all, he also said that most people were completing the questline of their alliance.
Rich was responding to someone who said the reason no one did Silver and Gold was because they had to go through their own alliance first. He said that wasn't actually true and that a ton of people completed their own alliance storylines to get to Silver and Gold but they just did not like extra difficulty in the story.
https://www.twitch.tv/videos/1133028256?t=1h48m0s 1:48:00 through 1:51:11
There were no additional difficulties. I will repeat once again that the zones of silver and gold were no different from the zones of their alliance.
Not only were the mobs different level ranges, but each instance type restricted who could enter based on faction. Not hard to imagine them being able to tweak other things between instances, like they do everywhere else.I see you keep saying this - but can you prove it? Do you have access to internal game metrics which show how many active players are using companions and how many are not?The majority don't use companions, yet they exist. Not every thing added to the game needs to be for everyone.
Answer: No you don't. You can only judge by what you see when you're playing, if you're even looking.
My rebuttal to you: In the past week I've been to many different places throughout the game. The vast majority of ppl I see playing have a companion out and active while they are questing, doing dolmens, etc.
Who's correct? Neither of us have access to actual game metrics, but the viewpoint of companion use is absolutely opposite of each other.
As to the premise of this thread: What it really boils down to is this is a business, and any business is going to try and maximize it's profit by catering to the majority, while throwing bones to the minority. This is exactly what we see in ESO - Overland & quest's are easy, while you do have more difficult content in HM dungeons, overland boss/group fights, etc.
Another thing to consider is every business has a limited budget to do things - so eSO only has a set budget of money & man-hours they can dedicate to something. If they were to dedicate time into making a vet overland toggle/instance/server... where would they get the man-hours from, and who would lose out?
- Vet Dungeons? The community that loves these already complains the few dungeons they get a year isn't enough I believe. They will be peeved if they suddenly find that for a year they'll get either only 1 or no new dungeons
- PvP? The PvP community is already in decline due to years of now effort and manpower spent on it, with a myriad of issues and problems. Having what few ppl are working on it taken off it... would kill the Cyrodil scene, and hugely negatively effect the BG scene
- Crafting / housing / etc? People like looking forward to new houses, new systems in place. ZOS has shown a willingness to try different things. How would everyone feel if suddenly that wasn't going to happen for a year due to Vet Overland?
- Questing? Take a look at how negative ppl are to the current questing. Questing quality has deteriorated, and if it gets shortchanged any further... ZOS might find the majority of the playerbase starting to leave & not come back if what they come for gets even worse.
So I ask you again: What aspect of the game & the associated players would you like to cripple for the 6-12? months it would take to implement what you're after? What aspects of the game would you not care if it didn't change, get improved or added on in a 6-12 month period? What part of the player base do you want to annoy/turn-away to get what you want?
First, your points about things being skipped. Did companion development cause ZOS to cut the dungeons from this years rotation? Did the CP overhaul? Did the item set collection stop them from adding more sets? This is a utility slot in their content rotation, dungeons are a part of it, zones, with all their questing and home furnishings are a part of that. None of the additional features, not the necromancer, jewelry crafting, or the like, have gotten in the way of that.
ZOS adds additional things like this to content all the time, between new classes, the CP overhaul, they set aside time outside those pain points you're so worried about them skipping to add new things, not just the bare minimum. Ignore that if you like, but just like the CP overhaul, or the old zone delve update ZOS did years ago, they can do this over time if need be, but them putting effort into this openly would only serve to provoke those in this thread who are aggressively against the idea.
Parasaurolophus wrote: »_adhyffbjjjf12 wrote: »Parasaurolophus wrote: »I see you keep saying this - but can you prove it? Do you have access to internal game metrics which show how many active players are using companions and how many are not?The majority don't use companions, yet they exist. Not every thing added to the game needs to be for everyone.
Answer: No you don't. You can only judge by what you see when you're playing, if you're even looking.
My rebuttal to you: In the past week I've been to many different places throughout the game. The vast majority of ppl I see playing have a companion out and active while they are questing, doing dolmens, etc.
Who's correct? Neither of us have access to actual game metrics, but the viewpoint of companion use is absolutely opposite of each other.
As to the premise of this thread: What it really boils down to is this is a business, and any business is going to try and maximize it's profit by catering to the majority, while throwing bones to the minority. This is exactly what we see in ESO - Overland & quest's are easy, while you do have more difficult content in HM dungeons, overland boss/group fights, etc.
Another thing to consider is every business has a limited budget to do things - so eSO only has a set budget of money & man-hours they can dedicate to something. If they were to dedicate time into making a vet overland toggle/instance/server... where would they get the man-hours from, and who would lose out?
- Vet Dungeons? The community that loves these already complains the few dungeons they get a year isn't enough I believe. They will be peeved if they suddenly find that for a year they'll get either only 1 or no new dungeons
- PvP? The PvP community is already in decline due to years of now effort and manpower spent on it, with a myriad of issues and problems. Having what few ppl are working on it taken off it... would kill the Cyrodil scene, and hugely negatively effect the BG scene
- Crafting / housing / etc? People like looking forward to new houses, new systems in place. ZOS has shown a willingness to try different things. How would everyone feel if suddenly that wasn't going to happen for a year due to Vet Overland?
- Questing? Take a look at how negative ppl are to the current questing. Questing quality has deteriorated, and if it gets shortchanged any further... ZOS might find the majority of the playerbase starting to leave & not come back if what they come for gets even worse.
So I ask you again: What aspect of the game & the associated players would you like to cripple for the 6-12? months it would take to implement what you're after? What aspects of the game would you not care if it didn't change, get improved or added on in a 6-12 month period? What part of the player base do you want to annoy/turn-away to get what you want?
It's hard for me to explain why counting money as ZoS is a bad idea. But any new developments and systems naturally require money, and we have no idea how much it actually costs. But you say that ZoS is some kind of small indie studio, where the same people are responsible for the houses and for the combat content.
What he is saying is that everything has an opportunity cost. We know roughly the volume of content that ESO delivers in a year, so the cost/benefit of some other content needs to be evaluated against the loss of some of this yearly output. For me, making bugs and pirates hard in overland has practically no value.
But this, alas, does not fix the problem. As well as explaining that the number of furniture slots is limited does not technically fix the problem of large empty houses, which ZoS continues to do. Overland doesn't get any more fun for anyone from these explanations.
I don't understand why these conversations turn into a discussion of costs for the company, when no one has the slightest idea how much a particular development costs.
Constantly asking who is the minority and who is the majority? There are many examples of successful and popular games where the difficulty for 90% of the content is not absurdly trivial. There are many MMOs where pve and pvp are perfectly combined. But some players argue that for some mystical reasons, eso will only be a successful game if it looks like a visual novel with completely dead pvp.
The main purpose of these threads is to state that the overland is terribly boring. And most counterarguments just bombard us with costs. Well ... Okay. If ZoS really can't create interesting overland content, where a good population without events would be maintained, because it's expensive and players don't appreciate the gameplay, then this is very bad. This is really very bad. the game has alienated most people who like to enjoy primarily interesting gameplay. The game pushed them away even before OT. Mandatory level progression system = / = difficulty. The Overland was just as tiresome.
Parasaurolophus wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Here are a few things that have made the game more popular:
Cancellation of a mandatory subscription.
Cancellation of division of alliances.
Free exploration of the world without levels.
DLC`s quality was much higher than vanilla.
Excellent and completely replayable High-End content.
And easy overland as confirmed by player metrics of the entire playerbase
Which has always been so. I wrote about this in the post you quoted. The only nerfed location is Craglorn.
@Parasaurolophus Silver and Gold were nerfed. That is what they are speaking to and something Rich has stated.
No ... Of course it was weakened in order to even out all of the overall complexity. But these zones differed simply by increased requirements for the character's rank. The difficulty didn't start to skyrocket when reaching VR. It grew as gradually as in the zones of your alliance.
trackdemon5512 wrote: »Craglorn remains to this day the least engaged in zone for story content just because of that difficulty bump caused by those increased resistances and damage output.
aurelius_fx wrote: »it sucks when you bring someone to try the game out and then 30 minutes in they realize that it's impossible for them to die doing traditional rpg questing content... immersion breaking for the big bad boss of a cavern to die without a threat and mind numb boring for anyone with any prior knowledge of gaming is definitely not a good first impression for someone expecting an action oriented rpg game similar from past iterations...
you don't have to implement all those intricate sliders or mechanics, just make it so mobs aren't brainless stools made out of wet cardboard, increase aggro range but decrease how often they show, make them ambush you by stealth or walking around the corner once players are detected in X place, anything! you can literally stand without doing anything and not get a dent in your health bar, so called "dangerous" roads are merely inconvenient at worst to travel by
aurelius_fx wrote: »it sucks when you bring someone to try the game out and then 30 minutes in they realize that it's impossible for them to die doing traditional rpg questing content... immersion breaking for the big bad boss of a cavern to die without a threat and mind numb boring for anyone with any prior knowledge of gaming is definitely not a good first impression for someone expecting an action oriented rpg game similar from past iterations...
you don't have to implement all those intricate sliders or mechanics, just make it so mobs aren't brainless stools made out of wet cardboard, increase aggro range but decrease how often they show, make them ambush you by stealth or walking around the corner once players are detected in X place, anything! you can literally stand without doing anything and not get a dent in your health bar, so called "dangerous" roads are merely inconvenient at worst to travel by
But if you give the enemies the ability to do things in combat to warrant being a threat, that would break the server, apparently. Truth be told, once the fact that most enemies are designed to waste their own time comes to a player, that's when they decide if it is something they want to deal with, and there are definitely many people who feel the same way you do.
spartaxoxo wrote: »trackdemon5512 wrote: »Craglorn remains to this day the least engaged in zone for story content just because of that difficulty bump caused by those increased resistances and damage output.
Yup. Even during the Year One event, people preferred to get their event ticket from Wrothgar.
So many of my guild mates were shocked to learn about the daily quest "Taken Alive" in Craglorn that's easier and faster than even the Wrothgar delve. It's because hardly anyone does Craglorn.
colossalvoids wrote: »spartaxoxo wrote: »trackdemon5512 wrote: »Craglorn remains to this day the least engaged in zone for story content just because of that difficulty bump caused by those increased resistances and damage output.
Yup. Even during the Year One event, people preferred to get their event ticket from Wrothgar.
So many of my guild mates were shocked to learn about the daily quest "Taken Alive" in Craglorn that's easier and faster than even the Wrothgar delve. It's because hardly anyone does Craglorn.
Guess because of that pceu Crag was flooded as hell and much more laggy than Wrothgar at that time. Day and night people were spamming chat with "how to find a daily" requests so it's anecdotal to assume Craglorn is more dead then any other place. Just visit some popular Craglorn zones and then Reapers, Malabar or any other not so popular zone and the difference is pretty apparent. Zos would anyway draw people away from literally any zone with their event spam.
Anyway current Craglorn have almost nothing to do with anything people are asking for, it's long lost thing since one tam times.
trackdemon5512 wrote: »aurelius_fx wrote: »it sucks when you bring someone to try the game out and then 30 minutes in they realize that it's impossible for them to die doing traditional rpg questing content... immersion breaking for the big bad boss of a cavern to die without a threat and mind numb boring for anyone with any prior knowledge of gaming is definitely not a good first impression for someone expecting an action oriented rpg game similar from past iterations...
you don't have to implement all those intricate sliders or mechanics, just make it so mobs aren't brainless stools made out of wet cardboard, increase aggro range but decrease how often they show, make them ambush you by stealth or walking around the corner once players are detected in X place, anything! you can literally stand without doing anything and not get a dent in your health bar, so called "dangerous" roads are merely inconvenient at worst to travel by
But if you give the enemies the ability to do things in combat to warrant being a threat, that would break the server, apparently. Truth be told, once the fact that most enemies are designed to waste their own time comes to a player, that's when they decide if it is something they want to deal with, and there are definitely many people who feel the same way you do.
You and others here need to watch Matt Firor for IGN’s Unfiltered hour long 2021 interview on the game. In it he notes that with the original game has a myriad of issues that while rooted in traditional rpg/mmorpg mechanics it made the game extremely inaccessible.
- players unable to quest with other players due to different places in the story
- Players unable to return to older areas because enemies were so easy and they got no experience
- guild members unable to play with other guild members
And so One Tamriel came out and the game mechanics became more adventure Zelda like. New players were able to get on and adventure equally as well as they’re CP500 counterparts. Like playing GTA Online, level didn’t matter so much as player competency and knowledge of the game. CP provides an incentive bonus to level but not one that in all cases except vet dungeons and trials mattered.
And so ESO became a rare mmorpg-esque game that succeeded on console. And console became a key component of the player base. ZOS now develops the game for everyone on all three platforms, new and old players, so that they can stay together. That’s the money makers.
And with the console came limitations. Not everyone has a high end top of the line PC to run their game. So every patch and update has to be designed with it running on console, namely base PS4 and base XBOX One.
Does anyone remember Dragonguard? That DLC basically broke the game on console. Memory issues abounded. The developers couldn’t add new animations, moves, mechanics, etc because they just wouldn’t work on console. And so the focus of the developers since has been making the game more performant so that it can be expanded and they’ve made strides as the game in its current state couldn’t possibly run on those base consoles without optimizations.
Now ZOS is not abandoning the console crowd which amounts to 2/3rds or more of its base. It’s not going back on a winning formula that made the game accessible. And it’s highly likely that if they tried it would literally break the game. That the game can’t handle more instances and systems of a certain complexity.
Getting more mechanics for overland enemies or difficulty sliders just aren’t happening. Not only is there not enough of a desire for such but the consequences of splitting the game population AND possibly just straight breaking the game aren’t worth it.
Parasaurolophus wrote: »trackdemon5512 wrote: »aurelius_fx wrote: »it sucks when you bring someone to try the game out and then 30 minutes in they realize that it's impossible for them to die doing traditional rpg questing content... immersion breaking for the big bad boss of a cavern to die without a threat and mind numb boring for anyone with any prior knowledge of gaming is definitely not a good first impression for someone expecting an action oriented rpg game similar from past iterations...
you don't have to implement all those intricate sliders or mechanics, just make it so mobs aren't brainless stools made out of wet cardboard, increase aggro range but decrease how often they show, make them ambush you by stealth or walking around the corner once players are detected in X place, anything! you can literally stand without doing anything and not get a dent in your health bar, so called "dangerous" roads are merely inconvenient at worst to travel by
But if you give the enemies the ability to do things in combat to warrant being a threat, that would break the server, apparently. Truth be told, once the fact that most enemies are designed to waste their own time comes to a player, that's when they decide if it is something they want to deal with, and there are definitely many people who feel the same way you do.
You and others here need to watch Matt Firor for IGN’s Unfiltered hour long 2021 interview on the game. In it he notes that with the original game has a myriad of issues that while rooted in traditional rpg/mmorpg mechanics it made the game extremely inaccessible.
- players unable to quest with other players due to different places in the story
- Players unable to return to older areas because enemies were so easy and they got no experience
- guild members unable to play with other guild members
And so One Tamriel came out and the game mechanics became more adventure Zelda like. New players were able to get on and adventure equally as well as they’re CP500 counterparts. Like playing GTA Online, level didn’t matter so much as player competency and knowledge of the game. CP provides an incentive bonus to level but not one that in all cases except vet dungeons and trials mattered.
And so ESO became a rare mmorpg-esque game that succeeded on console. And console became a key component of the player base. ZOS now develops the game for everyone on all three platforms, new and old players, so that they can stay together. That’s the money makers.
And with the console came limitations. Not everyone has a high end top of the line PC to run their game. So every patch and update has to be designed with it running on console, namely base PS4 and base XBOX One.
Does anyone remember Dragonguard? That DLC basically broke the game on console. Memory issues abounded. The developers couldn’t add new animations, moves, mechanics, etc because they just wouldn’t work on console. And so the focus of the developers since has been making the game more performant so that it can be expanded and they’ve made strides as the game in its current state couldn’t possibly run on those base consoles without optimizations.
Now ZOS is not abandoning the console crowd which amounts to 2/3rds or more of its base. It’s not going back on a winning formula that made the game accessible. And it’s highly likely that if they tried it would literally break the game. That the game can’t handle more instances and systems of a certain complexity.
Getting more mechanics for overland enemies or difficulty sliders just aren’t happening. Not only is there not enough of a desire for such but the consequences of splitting the game population AND possibly just straight breaking the game aren’t worth it.
Note that Matt says nothing about difficulty. He says the players were unnecessarily divided. Friends could not play with each other because they were separated by an alliance, different levels, different quest phases. If you brought your friend into the game, then you could not complete quests with him. To start playing with a friend, I created a new character. However, it is strange that the ZoS did not give us the opportunity to replay the quests. I just can't imagine a situation like one player in a party doing quests, and another just standing by?
I don't know what the situation is on consoles, but you literally draw me a sunny country of ponies and butterflies, where 10lvl players and 2000+ cp players have the same fun in overland on dolmens and ... world bosses ... what else is there in overland?
In my experience, I'll say it again, the quests in the new chapter end in 4 days. "Anchors" do not have a worthy reward, are designed for a group and are very tightly tightened. Experienced players simply complete all achievements, complete quests and never return to the zone.
If everything was as good as you say, ZoS would not have to inflate the population of the location with the delayed release of new motives and too frequent events.
Also, why do you think that console players are 2/3 of the base? Can I see the data somewhere?
And I also wanted to say that adding new instances is a server business, not a console.
trackdemon5512 wrote: »Now this was 11 million registered players ago but there has been no sign that one platform has thrived while the others died. In fact there have been acknowledgements that the populations remain strong and continually present the development teams with managing said accounts across the board. It’s only reasonable from this evidence, and that ESO is promoting full next gen versions of its game, that the populations are roughly the same.
spartaxoxo wrote: »trackdemon5512 wrote: »colossalvoids wrote: »trackdemon5512 wrote: »The results of ZOS’ recent BG test are in. They pretty much confirm what we’ve been saying about listening to the forum minorities:
*snip*
And before anyone gets and tries to use her freedom of choice point as an argument in favor of vet overland, understand that you have never had a choice. There was never an option between regular and vet overland. The game just had zones at different levels.
And since One Tamriel came about, with zones all the same level, the game and its population have only gotten bigger and stronger. The evidence is against vet overland.
That's probably the most bizarre piece of "analysis" I've read in this thread, congratulations.
How about:
- Forum group yells for years about bad BGs. Says they should be Deathmatch only. Points to players treating all BG modes as Deathmatches as proof
- ZOS gives in under the guise of a test. Only Deathmatch BGs. Said group is ecstatic
- Several weeks later the conclusion is reached that such a change was a failure.
- Not only did casual BG players dislike the change and not participate, but the numbers of those who argued for said change amounted to a poor number. Many didn’t stay around long after testing was implemented and the BG population was worse than before.
See any parallels with the harder overland difficulty crowd? Or that such changes result in a butterfly effect, driving away more at the cost of appeasing a few.
Most people wanted a DM only queue not the total removal of all other forms of BGs. And that's exactly the outcome of this test.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »No that's not true. The zone simply demanded a higher level each time. But at your level, the mobs were always pretty easy.
It is true. The mobs were at a different level than you and that made them harder. So a lot of people didn't bother.
You have no idea how much more difficult it is. The mobs at the other end of the location were invincible. This literally prevented us from exploring the location. The very design of the questing put us on the rails from which we could not get off. Progress affected us too much. But that's not the point. I say that the zones of silver and gold were fundamentally no different from the locations of your alliance.
But it made it harder. And there was plenty of feedback then of people enjoying or not enjoying the increased challenge they represented. But in the end, as stated by ZOS most didn't like it and didn't bother. The mechs may not have different but that's not the only way to have increased difficulty.
I expected you to say so. But you are wrong. We did not like that they literally limit even within one location, making traveling to another location or to the other end of the current location not only difficult, but impossible. You just seem to have a bad idea of what this game was really like before OT. We just had a hugely increasing modifier for mobs. And as many wrote here, this is not at all what players who ask for a wet overland want.
But again ... We talked about whether the silver and gold were more difficult than the locations of your alliance. I just said that Rich's statement was very strange. After all, he also said that most people were completing the questline of their alliance.
Seminolegirl1992 wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »No that's not true. The zone simply demanded a higher level each time. But at your level, the mobs were always pretty easy.
It is true. The mobs were at a different level than you and that made them harder. So a lot of people didn't bother.
You have no idea how much more difficult it is. The mobs at the other end of the location were invincible. This literally prevented us from exploring the location. The very design of the questing put us on the rails from which we could not get off. Progress affected us too much. But that's not the point. I say that the zones of silver and gold were fundamentally no different from the locations of your alliance.
But it made it harder. And there was plenty of feedback then of people enjoying or not enjoying the increased challenge they represented. But in the end, as stated by ZOS most didn't like it and didn't bother. The mechs may not have different but that's not the only way to have increased difficulty.
I expected you to say so. But you are wrong. We did not like that they literally limit even within one location, making traveling to another location or to the other end of the current location not only difficult, but impossible. You just seem to have a bad idea of what this game was really like before OT. We just had a hugely increasing modifier for mobs. And as many wrote here, this is not at all what players who ask for a wet overland want.
But again ... We talked about whether the silver and gold were more difficult than the locations of your alliance. I just said that Rich's statement was very strange. After all, he also said that most people were completing the questline of their alliance.
^ Base game overland is annoying largely because there's enemies every two feet. It's bad design. I love the newer zones where things seem more reasonably spaced. And add to para's point that most folks just wanted to complete their alliance questline, and boom- you have little participation in cadwell's silver and gold. Again, tedious and engaging are two different things. A lot of folks here want more engaging content going forward, especially since the newer content is much more refined and interesting. I don't think they have a clear idea of whether people would enjoy more veteran content because of data from before 1T. Old quests from base game zones especially after main story is completed is not a good means of determining whether people want harder story bosses.
""Freedom of choice" applies to literally all dungeons and trials, and ZOS used exactly the same tech in overland."
A trial is a very small miniscule thing compared to a zone that is limited to 12 players in one instance. It has what maybe 10 unique mobs and four or five bosses. One zone has mud crabs, skeevers, Ogres, ghosts, skeletons, zombies, and one or two other things I am forgetting. They would need to go back and design mechanics for all those mobs. And they couldn't be cookie cutter mechanics either or that would get complaints.
Trials were created to be run several times with a narrow scope about what takes place inside. A good part of overland is the story and the stories are once and done. Going back and creating harder content for once and done doesn't make sense. Overland is also where players go to harvest, find skyshards, do antiquities and a few other things. harder content isn't going to interest someone looking for Columbine. It isn't a popular idea and it isn't a practical idea. Trying to tie it to something completely unrelated isn't going to change that.
spartaxoxo wrote: »trackdemon5512 wrote: »Now this was 11 million registered players ago but there has been no sign that one platform has thrived while the others died. In fact there have been acknowledgements that the populations remain strong and continually present the development teams with managing said accounts across the board. It’s only reasonable from this evidence, and that ESO is promoting full next gen versions of its game, that the populations are roughly the same.
I actually wouldn't be surprised if currently there was slighlty more console players than PC players. It seems a chunk of players left the PC version for New World. Probably not a ton, but maybe a little.
Parasaurolophus wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Here are a few things that have made the game more popular:
Cancellation of a mandatory subscription.
Cancellation of division of alliances.
Free exploration of the world without levels.
DLC`s quality was much higher than vanilla.
Excellent and completely replayable High-End content.
And easy overland as confirmed by player metrics of the entire playerbase
Which has always been so. I wrote about this in the post you quoted. The only nerfed location is Craglorn.
@Parasaurolophus Silver and Gold were nerfed. That is what they are speaking to and something Rich has stated.
No ... Of course it was weakened in order to even out all of the overall complexity. But these zones differed simply by increased requirements for the character's rank. The difficulty didn't start to skyrocket when reaching VR. It grew as gradually as in the zones of your alliance.
trackdemon5512 wrote: »Parasaurolophus wrote: »trackdemon5512 wrote: »aurelius_fx wrote: »it sucks when you bring someone to try the game out and then 30 minutes in they realize that it's impossible for them to die doing traditional rpg questing content... immersion breaking for the big bad boss of a cavern to die without a threat and mind numb boring for anyone with any prior knowledge of gaming is definitely not a good first impression for someone expecting an action oriented rpg game similar from past iterations...
you don't have to implement all those intricate sliders or mechanics, just make it so mobs aren't brainless stools made out of wet cardboard, increase aggro range but decrease how often they show, make them ambush you by stealth or walking around the corner once players are detected in X place, anything! you can literally stand without doing anything and not get a dent in your health bar, so called "dangerous" roads are merely inconvenient at worst to travel by
But if you give the enemies the ability to do things in combat to warrant being a threat, that would break the server, apparently. Truth be told, once the fact that most enemies are designed to waste their own time comes to a player, that's when they decide if it is something they want to deal with, and there are definitely many people who feel the same way you do.
You and others here need to watch Matt Firor for IGN’s Unfiltered hour long 2021 interview on the game. In it he notes that with the original game has a myriad of issues that while rooted in traditional rpg/mmorpg mechanics it made the game extremely inaccessible.
- players unable to quest with other players due to different places in the story
- Players unable to return to older areas because enemies were so easy and they got no experience
- guild members unable to play with other guild members
And so One Tamriel came out and the game mechanics became more adventure Zelda like. New players were able to get on and adventure equally as well as they’re CP500 counterparts. Like playing GTA Online, level didn’t matter so much as player competency and knowledge of the game. CP provides an incentive bonus to level but not one that in all cases except vet dungeons and trials mattered.
And so ESO became a rare mmorpg-esque game that succeeded on console. And console became a key component of the player base. ZOS now develops the game for everyone on all three platforms, new and old players, so that they can stay together. That’s the money makers.
And with the console came limitations. Not everyone has a high end top of the line PC to run their game. So every patch and update has to be designed with it running on console, namely base PS4 and base XBOX One.
Does anyone remember Dragonguard? That DLC basically broke the game on console. Memory issues abounded. The developers couldn’t add new animations, moves, mechanics, etc because they just wouldn’t work on console. And so the focus of the developers since has been making the game more performant so that it can be expanded and they’ve made strides as the game in its current state couldn’t possibly run on those base consoles without optimizations.
Now ZOS is not abandoning the console crowd which amounts to 2/3rds or more of its base. It’s not going back on a winning formula that made the game accessible. And it’s highly likely that if they tried it would literally break the game. That the game can’t handle more instances and systems of a certain complexity.
Getting more mechanics for overland enemies or difficulty sliders just aren’t happening. Not only is there not enough of a desire for such but the consequences of splitting the game population AND possibly just straight breaking the game aren’t worth it.
Note that Matt says nothing about difficulty. He says the players were unnecessarily divided. Friends could not play with each other because they were separated by an alliance, different levels, different quest phases. If you brought your friend into the game, then you could not complete quests with him. To start playing with a friend, I created a new character. However, it is strange that the ZoS did not give us the opportunity to replay the quests. I just can't imagine a situation like one player in a party doing quests, and another just standing by?
I don't know what the situation is on consoles, but you literally draw me a sunny country of ponies and butterflies, where 10lvl players and 2000+ cp players have the same fun in overland on dolmens and ... world bosses ... what else is there in overland?
In my experience, I'll say it again, the quests in the new chapter end in 4 days. "Anchors" do not have a worthy reward, are designed for a group and are very tightly tightened. Experienced players simply complete all achievements, complete quests and never return to the zone.
If everything was as good as you say, ZoS would not have to inflate the population of the location with the delayed release of new motives and too frequent events.
Also, why do you think that console players are 2/3 of the base? Can I see the data somewhere?
And I also wanted to say that adding new instances is a server business, not a console.
Adding new instances is a server business. But EVERYTHING runs off the Group Finder. The Group Finder has explicit pairing which you find for BGs, Dungeons, Cyrodiil, Trials. The Group Finder also performs the backbone work for the hidden pairings, namely putting players into zones with friends, changing instances, merging instances, checking on other players to see what zone they’re in at all times, etc.
Yes the servers need to handle all of that but at the same time those checks and background processes take up a portion of memory. It has been noticed on all platforms, such as by no longer showing where your guildmembers are at all times performance on your system improved. That’s localized, not generalized.
As for 2/3rds of them base Matt himself stated in 2016 that the active player population was split evenly amongst the three platforms: https://www.mmorpg.com/news/matt-firor-85-million-eso-players-right-now-based-on-sales-2000092780
Now this was 11 million registered players ago but there has been no sign that one platform has thrived while the others died. In fact there have been acknowledgements that the populations remain strong and continually present the development teams with managing said accounts across the board. It’s only reasonable from this evidence, and that ESO is promoting full next gen versions of its game, that the populations are roughly the same.
And Matt does mention difficulty. The fact that back then returning to original zones, with lower leveled players and enemies, was not rewarding to the veteran players. As such they tended not to go back. It created another divide. You have new players in one area, old players in another, and they never really meet. That was unhealthy for long term growth they found. Both groups of individuals found themselves isolated and so they moved from traditional MMORPG roots (to which Matt acknowledges he still gets pushback on to this day both internally and externally) to general adventure. And that change is why ESO has been successful.
As a player who did both WS and BW main quests I can confirm that there was no improvements which would suddenly make questing more enjoyable and engaging. It is same boring chore as it was 4 years ago.
As a player who did both WS and BW main quests I can confirm that there was no improvements which would suddenly make questing more enjoyable and engaging. It is same boring chore as it was 4 years ago.
spartaxoxo wrote: »As a player who did both WS and BW main quests I can confirm that there was no improvements which would suddenly make questing more enjoyable and engaging. It is same boring chore as it was 4 years ago.
There was mechanics that you actually had to follow because the bosses had immunity phases that allowed them to live long to talk their trash. They definitely increased the difficulty of them. So they definitely did try to make them more interesting.
Like here's Summerset. Barely any real mechs just dust a mob quick. (Not my videoes)
And this is the end boss in Markarth and the main villain of that year long story.
[snip] There is clearly effort there. But it's still tuned to low levels. Because the story is for everyone.
[Edited for Baiting]
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