SilverBride wrote: »WhyMustItBe wrote: »No one is asking to go back to veteran zones. What people are asking for is an OPTION to play them that way, and people here are basically saying "no, I don't want to allow you to play the way you like even though it doesn't effect me in any way."
I am not against anyone playing the way they like as long as it remains within the confines of what is good for the game. Optional veteran levels would affect everyone as I will reiterate below.
- It would separate the playerbase
- It would give an unfair advantage to end game players IF there were increased rewards and drops
- It would turn overland into end game content, which has never been its intended purpose
- It would take time, manpower and cost that is better spent on issues that would benefit everyone
Rich Lambert recently discussed veteran levels in a Twitch stream that I linked in a previous post, and basically said no to the request.
Imagine a newbie, got anxiety don’t want to play with others. He/she wants pale order for solo content, goes to a wb for lead. All sweaties in vet overland so 1 week in still no help, quits the game cause it looks dead.
SilverBride wrote: »WhyMustItBe wrote: »No one is asking to go back to veteran zones. What people are asking for is an OPTION to play them that way, and people here are basically saying "no, I don't want to allow you to play the way you like even though it doesn't effect me in any way."
I am not against anyone playing the way they like as long as it remains within the confines of what is good for the game. Optional veteran levels would affect everyone as I will reiterate below.
- It would separate the playerbase
- It would give an unfair advantage to end game players IF there were increased rewards and drops
- It would turn overland into end game content, which has never been its intended purpose
- It would take time, manpower and cost that is better spent on issues that would benefit everyone
Rich Lambert recently discussed veteran levels in a Twitch stream that I linked in a previous post, and basically said no to the request.
If it will have better rewards, good players will move to vet overland.
Imagine a newbie, got anxiety don’t want to play with others. He/she wants pale order for solo content, goes to a wb for lead. All sweaties in vet overland so 1 week in still no help, quits the game cause it looks dead.
SilverBride wrote: »WhyMustItBe wrote: »No one is asking to go back to veteran zones. What people are asking for is an OPTION to play them that way, and people here are basically saying "no, I don't want to allow you to play the way you like even though it doesn't effect me in any way."
I am not against anyone playing the way they like as long as it remains within the confines of what is good for the game. Optional veteran levels would affect everyone as I will reiterate below.
- It would separate the playerbase
- It would give an unfair advantage to end game players IF there were increased rewards and drops
- It would turn overland into end game content, which has never been its intended purpose
- It would take time, manpower and cost that is better spent on issues that would benefit everyone
Rich Lambert recently discussed veteran levels in a Twitch stream that I linked in a previous post, and basically said no to the request.
If it will have better rewards, good players will move to vet overland.
Imagine a newbie, got anxiety don’t want to play with others. He/she wants pale order for solo content, goes to a wb for lead. All sweaties in vet overland so 1 week in still no help, quits the game cause it looks dead.
WhyMustItBe wrote: »trackdemon5512 wrote: »The developers of this game [...] have already stated that creating such a slider ZOS not easy on an individual level as the game scales to you.
Source? As a programmer this would be incredibly easy. The level scaling is just a health/damage multiplier. All you would have to do to adjust this for different difficulty shards is add another multiplier to that. It is literally a single multiplication operation which requires no noticeable server resources nor programming effort. Like typing 1*0.3 vs. 1*0.3*1.2.trackdemon5512 wrote: »In an MMORPG say you slid the slider to make the game easier for you rather than more difficult. Are you effectively gaming the system to cheese content?
Not at all because 1) the quality/frequency of drops/rewards and XP gained can be scaled based on the level of difficulty you are willing to face (again with an extremely simple multiplier operation) and 2) the only thing an easier difficulty in PVE overworld really buys you is convenience.
Besides for the easiest mode it would basically be unchanged from how it is now. You could even have just two modes for overworld to keep it simple: Normal (how it is now) and Veteran (increased difficulty, XP, rewards). That would be in keeping with the way they have set up dungeons, and the way it used to be with the old Veteran zones before One Tamriel, only as a universal OPTION. There is nothing bad about giving people options, especially when it WOULD be very easy to implement programmatically.trackdemon5512 wrote: »What about other players joining you?
Much like War Mode in World of Warcraft, being invited to a group with someone on a different setting would inform you "the person inviting you is in X mode and you are in Y. Do you wish to join the group and be synced to their mode?" The person inviting in other words would determine the mode the group would be set to, and everyone in the group would be at the same level.trackdemon5512 wrote: »Changing individual difficulty is a selfish decision that has ramifications in a universal overworld, esp one in which you cannot control instances or switch to isolated servers.
It actually doesn't need to have ANY impact on the larger world if you understand how server sharding/instancing already works (which I explain in a previous post). Long story short, you CAN control instances and isolate servers: It is called sharding and it is already built into the game.
And keep in mind even people accustomed to Normal mode would benefit from the added DPS/skill of people who normally play on Veteran carrying some of their lower level/damage which would make getting invited to a veteran group, IF you accepted that invite, a lot less noticeable than you might imagine.
This is honestly a change that would really only benefit solo play by adding more options for people of different skill/gear/level/experience to enjoy, which is good for the longevity of the game while taking NOTHING from people who continue to play as it currently is.
Win win.
That is tremendously disappointing. Thanks for linking this.SilverBride wrote: »You can watch his entire reply, including his answer to an optional vet mode, from 1:48:00 through 1:51:11 on the link below.
https://www.twitch.tv/videos/1133028256?t=1h48m0s[/b]
New World's Overland can be terrifying, though, so it will be a fun leveling experience. Due to the limitations on fast travel, death feels meaningful, making encounters generally more exciting. Not sure what it will be like at max level, but during the leveling experience, you're always fairly close to things that could end you if you're not careful.
I think we should sit back and take a second look at this game's overworld to make it more interesting and exciting. Bumping up the mob difficulty seems to be a good start. I really doubt many people would complain. The only issue is that it can't just be done as a lone update but rather paired up with a sort of re-launch or massive event advertising the game. What do you think? What else could be implemented to make leveling exciting and not just a delay to end-game content? Because that's basically what it is, it's just a delay not even a challenging obstacle.
I personally agree on you. It makes little business sense to spend the money (on dev's, dev time, dev time off other things, etc) to develop something for a small fraction of the playerbase - especially when everything you've been doing since OT is trying to keep the playerbase playing together,.... the last thing you'd want to do is then split the playerbase up.However as I've said every time I've responded to one of these threads. If those pushing this instead pushed Zenimax to offer alternate server's / instances for players where mobs had better ai, better skillsets, etc to make the game more difficult and challenging for them while leaving the rest of the playerbase to be in the 'not difficult' normal gameplay that the majority likes... I'd 100% back that.
Now that Microsoft owns Zenimax, maybe those who seek more difficult overland could start asking them to spend some money on ESO server equipment so new instances/server's could be implemented that has a harder overland for those who like it. I'd say that you'll probably have more luck now that previously when Zenimax wasn't owned by Microsoft.
ZOS is never going to do this. No business justification. The development, operations, and support are not matched by expected customer demand for the product. That is what I draw from all the statements that have been made on this subject, and ones like it.
Being owned by Microsoft does not change anything. Microsoft knows cloud, but ESO is not a cloud game. It is very much a game that is rooted in traditional datacenters. We can see the mess that the largest cloud provider in the world made of a cloud MMORPG that tried to scale up to ESO.
trackdemon5512 wrote: »Yeah Harrowstorms are really challenging with a difficulty slider and potentially an entire zone fighting it at once.
ZOS realized 8 years ago that the only way you can keep content challenging for a few is instancing. And that’s why every delve and interior quest for Craglorn is instanced for 4 players only.
Ooooooooo how often are people replaying Craglorn quests? How often do I get requests “Please help with Shada’s Tear”?
It doesn’t work and ZOS isn’t going to instance an entire zone for people to challenge themselves solo because it’s a complete waste. And if those same people banded together they just make content easier for themselves and it’s still a complete waste. There is no solution for this in this game.
wtlonewolf20 wrote: »WhyMustItBe wrote: »trackdemon5512 wrote: »The developers of this game [...] have already stated that creating such a slider ZOS not easy on an individual level as the game scales to you.
Source? As a programmer this would be incredibly easy. The level scaling is just a health/damage multiplier. All you would have to do to adjust this for different difficulty shards is add another multiplier to that. It is literally a single multiplication operation which requires no noticeable server resources nor programming effort. Like typing 1*0.3 vs. 1*0.3*1.2.trackdemon5512 wrote: »In an MMORPG say you slid the slider to make the game easier for you rather than more difficult. Are you effectively gaming the system to cheese content?
Not at all because 1) the quality/frequency of drops/rewards and XP gained can be scaled based on the level of difficulty you are willing to face (again with an extremely simple multiplier operation) and 2) the only thing an easier difficulty in PVE overworld really buys you is convenience.
Besides for the easiest mode it would basically be unchanged from how it is now. You could even have just two modes for overworld to keep it simple: Normal (how it is now) and Veteran (increased difficulty, XP, rewards). That would be in keeping with the way they have set up dungeons, and the way it used to be with the old Veteran zones before One Tamriel, only as a universal OPTION. There is nothing bad about giving people options, especially when it WOULD be very easy to implement programmatically.trackdemon5512 wrote: »What about other players joining you?
Much like War Mode in World of Warcraft, being invited to a group with someone on a different setting would inform you "the person inviting you is in X mode and you are in Y. Do you wish to join the group and be synced to their mode?" The person inviting in other words would determine the mode the group would be set to, and everyone in the group would be at the same level.trackdemon5512 wrote: »Changing individual difficulty is a selfish decision that has ramifications in a universal overworld, esp one in which you cannot control instances or switch to isolated servers.
It actually doesn't need to have ANY impact on the larger world if you understand how server sharding/instancing already works (which I explain in a previous post). Long story short, you CAN control instances and isolate servers: It is called sharding and it is already built into the game.
And keep in mind even people accustomed to Normal mode would benefit from the added DPS/skill of people who normally play on Veteran carrying some of their lower level/damage which would make getting invited to a veteran group, IF you accepted that invite, a lot less noticeable than you might imagine.
This is honestly a change that would really only benefit solo play by adding more options for people of different skill/gear/level/experience to enjoy, which is good for the longevity of the game while taking NOTHING from people who continue to play as it currently is.
Win win.
To be honest I think that this would actually work. One feature I like in NW is that you can flag for pvp in zones, and honestly I think this might have value to some players. Make Tamriel more involved. But give players the ability to opt out of it as well. I also think that there should be an option for players to opt out of the leveling scaling that occurs maybe in exchange for a small experience boost?
All that does is make fights last longer. It doesn't make them more difficult or more interesting. Just longer. If scaling is all that were required ZoS could just give us foods and drinks that gimp our build in a variety of ways.
WhyMustItBe wrote: »trackdemon5512 wrote: »Yeah Harrowstorms are really challenging with a difficulty slider and potentially an entire zone fighting it at once.
ZOS realized 8 years ago that the only way you can keep content challenging for a few is instancing. And that’s why every delve and interior quest for Craglorn is instanced for 4 players only.
Ooooooooo how often are people replaying Craglorn quests? How often do I get requests “Please help with Shada’s Tear”?
It doesn’t work and ZOS isn’t going to instance an entire zone for people to challenge themselves solo because it’s a complete waste. And if those same people banded together they just make content easier for themselves and it’s still a complete waste. There is no solution for this in this game.
You don't know this. You aren't Rich Lambert. You don't work at ZOS. You don't have access to any data about what people do or don't like. You only know what YOU like. Yet you keep speaking as if you have some special knowledge about what everyone else who plays the game likes and take it upon yourself to speak for them.
No one should take any of this as anything other than one anonymous forum person's opinion. Certainly not the devs.
[snip]
trackdemon5512 wrote: »
WhyMustItBe wrote: »trackdemon5512 wrote: »
If you are basing your entire argument on this one comment taken out of context which was in reference to creating specifically veteran only content like pre-One Tamriel, I think you are confused about what people are asking for in this thread.
People in that stream weren't asking Rich about a toggle for veteran/normal mode, they were asking for more content like pre-One Tamriel where you had zones that were veteran ONLY. This is a whole other conversation people have talked about on the forums, where many want that sense of progression like WoW had pre-scaling where zones have level ranges and you can over level or under level a zone. That sort of thing I agree, will never be added to ESO again.
However what I specifically would like to see is a TOGGLE, so you can play the overworld as it is now, or at the difficulty of old veteran versions of these zones, since all the work has already been done from before One Tamriel went live, and could easilly be copy-pasted to create versions for the modern zones.
I think this would satisfy both sides, and as I mentioned before it is a shame to just throw all that work away.
trackdemon5512 wrote: »[/i]WhyMustItBe wrote: »trackdemon5512 wrote: »
If you are basing your entire argument on this one comment taken out of context which was in reference to creating specifically veteran only content like pre-One Tamriel, I think you are confused about what people are asking for in this thread.
People in that stream weren't asking Rich about a toggle for veteran/normal mode, they were asking for more content like pre-One Tamriel where you had zones that were veteran ONLY. This is a whole other conversation people have talked about on the forums, where many want that sense of progression like WoW had pre-scaling where zones have level ranges and you can over level or under level a zone. That sort of thing I agree, will never be added to ESO again.
However what I specifically would like to see is a TOGGLE, so you can play the overworld as it is now, or at the difficulty of old veteran versions of these zones, since all the work has already been done from before One Tamriel went live, and could easilly be copy-pasted to create versions for the modern zones.
I think this would satisfy both sides, and as I mentioned before it is a shame to just throw all that work away.
“People just did not like the extra difficulty in the story stuff. I get that there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
“And yes, go look at Craglorn. There’s not a lot of people in Craglorn and that’s not super difficult but it’s more hard than the regular overland.”
“Would it be an option just to give people the choice? It is not as simple as just flip a switch and make things more difficult. There is a TON of work and then as Lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you’re not going to get anything out of it then why do it? The satisfaction is there sure but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.
So, like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it.”
- Rich Lambert
How can you take this out of context? Yes it starts with pre-One Tamriel but it clearly carries over to present day content. Rich is being excessively clear that it’s not wanted by the majority of players nor were they doing it.
And as he stated about the players it can be said just the same for developers “Just making something more difficult for no reason, if you’re not going to get anything out of it then why do it?”. Why should they spend the time developing an additional system for challenges that involves a TON of work and most of their customers will ignore it or won’t do it?
There is no point in satisfying both sides because one side, the one pushing for harder difficulty toggles, has lost this battle. They were found to be in the minority and catering to them was a waste of time and resources. It’s not as if half the game wants a toggle and the other half doesn’t care. The data has clearly shown that’s not the case and that said content isn’t even attempted let alone repeated.
trackdemon5512 wrote: »[/i]WhyMustItBe wrote: »trackdemon5512 wrote: »
If you are basing your entire argument on this one comment taken out of context which was in reference to creating specifically veteran only content like pre-One Tamriel, I think you are confused about what people are asking for in this thread.
People in that stream weren't asking Rich about a toggle for veteran/normal mode, they were asking for more content like pre-One Tamriel where you had zones that were veteran ONLY. This is a whole other conversation people have talked about on the forums, where many want that sense of progression like WoW had pre-scaling where zones have level ranges and you can over level or under level a zone. That sort of thing I agree, will never be added to ESO again.
However what I specifically would like to see is a TOGGLE, so you can play the overworld as it is now, or at the difficulty of old veteran versions of these zones, since all the work has already been done from before One Tamriel went live, and could easilly be copy-pasted to create versions for the modern zones.
I think this would satisfy both sides, and as I mentioned before it is a shame to just throw all that work away.
“People just did not like the extra difficulty in the story stuff. I get that there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
“And yes, go look at Craglorn. There’s not a lot of people in Craglorn and that’s not super difficult but it’s more hard than the regular overland.”
“Would it be an option just to give people the choice? It is not as simple as just flip a switch and make things more difficult. There is a TON of work and then as Lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you’re not going to get anything out of it then why do it? The satisfaction is there sure but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.
So, like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it.”
- Rich Lambert
How can you take this out of context? Yes it starts with pre-One Tamriel but it clearly carries over to present day content. Rich is being excessively clear that it’s not wanted by the majority of players nor were they doing it.
And as he stated about the players it can be said just the same for developers “Just making something more difficult for no reason, if you’re not going to get anything out of it then why do it?”. Why should they spend the time developing an additional system for challenges that involves a TON of work and most of their customers will ignore it or won’t do it?
There is no point in satisfying both sides because one side, the one pushing for harder difficulty toggles, has lost this battle. They were found to be in the minority and catering to them was a waste of time and resources. It’s not as if half the game wants a toggle and the other half doesn’t care. The data has clearly shown that’s not the case and that said content isn’t even attempted let alone repeated.
But if challenging content has no place in this game and isn’t profitable why are we getting 2 dlcs every year dedicated solely to veteran players and featuring mechanic heavy challenging fights? Developing and marketing dungeons require a lot of resources. Most casuals will ignore them, yet there is clearly a lot of people who buy and enjoy them.
But if challenging content has no place in this game and isn’t profitable why are we getting 2 dlcs every year dedicated solely to veteran players and featuring mechanic heavy challenging fights? Developing and marketing dungeons require a lot of resources. Most casuals will ignore them, yet there is clearly a lot of people who buy and enjoy them.
trackdemon5512 wrote: »trackdemon5512 wrote: »[/i]WhyMustItBe wrote: »trackdemon5512 wrote: »
If you are basing your entire argument on this one comment taken out of context which was in reference to creating specifically veteran only content like pre-One Tamriel, I think you are confused about what people are asking for in this thread.
People in that stream weren't asking Rich about a toggle for veteran/normal mode, they were asking for more content like pre-One Tamriel where you had zones that were veteran ONLY. This is a whole other conversation people have talked about on the forums, where many want that sense of progression like WoW had pre-scaling where zones have level ranges and you can over level or under level a zone. That sort of thing I agree, will never be added to ESO again.
However what I specifically would like to see is a TOGGLE, so you can play the overworld as it is now, or at the difficulty of old veteran versions of these zones, since all the work has already been done from before One Tamriel went live, and could easilly be copy-pasted to create versions for the modern zones.
I think this would satisfy both sides, and as I mentioned before it is a shame to just throw all that work away.
“People just did not like the extra difficulty in the story stuff. I get that there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
“And yes, go look at Craglorn. There’s not a lot of people in Craglorn and that’s not super difficult but it’s more hard than the regular overland.”
“Would it be an option just to give people the choice? It is not as simple as just flip a switch and make things more difficult. There is a TON of work and then as Lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you’re not going to get anything out of it then why do it? The satisfaction is there sure but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.
So, like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it.”
- Rich Lambert
How can you take this out of context? Yes it starts with pre-One Tamriel but it clearly carries over to present day content. Rich is being excessively clear that it’s not wanted by the majority of players nor were they doing it.
And as he stated about the players it can be said just the same for developers “Just making something more difficult for no reason, if you’re not going to get anything out of it then why do it?”. Why should they spend the time developing an additional system for challenges that involves a TON of work and most of their customers will ignore it or won’t do it?
There is no point in satisfying both sides because one side, the one pushing for harder difficulty toggles, has lost this battle. They were found to be in the minority and catering to them was a waste of time and resources. It’s not as if half the game wants a toggle and the other half doesn’t care. The data has clearly shown that’s not the case and that said content isn’t even attempted let alone repeated.
But if challenging content has no place in this game and isn’t profitable why are we getting 2 dlcs every year dedicated solely to veteran players and featuring mechanic heavy challenging fights? Developing and marketing dungeons require a lot of resources. Most casuals will ignore them, yet there is clearly a lot of people who buy and enjoy them.
Go into the clip and continue to watch. Yes there is content to be made for limited instances and the challenges were thrown specifically to arenas, dungeons, and trials. But when it comes to overland content the ship has long sailed. Developing it isn’t worth it because the vast amount of the player base just will not engage with it that way.
This is why arenas, dungeons, and trials all have relatively easy normal modes and optional vet modes with hard modes and extra bosses. That is the limit to which they will make content difficult. Beyond that are achievements which isn’t the developer putting constraints on players but rather players doing it to themselves and the system taking notice.
You can’t do that for story content because story content can’t be repeated on the same toon. It’s one and done. And it doesn’t matter if you make overland harder as you’ll just negate that challenge by grouping.
trackdemon5512 wrote: »trackdemon5512 wrote: »[/i]WhyMustItBe wrote: »trackdemon5512 wrote: »
If you are basing your entire argument on this one comment taken out of context which was in reference to creating specifically veteran only content like pre-One Tamriel, I think you are confused about what people are asking for in this thread.
People in that stream weren't asking Rich about a toggle for veteran/normal mode, they were asking for more content like pre-One Tamriel where you had zones that were veteran ONLY. This is a whole other conversation people have talked about on the forums, where many want that sense of progression like WoW had pre-scaling where zones have level ranges and you can over level or under level a zone. That sort of thing I agree, will never be added to ESO again.
However what I specifically would like to see is a TOGGLE, so you can play the overworld as it is now, or at the difficulty of old veteran versions of these zones, since all the work has already been done from before One Tamriel went live, and could easilly be copy-pasted to create versions for the modern zones.
I think this would satisfy both sides, and as I mentioned before it is a shame to just throw all that work away.
“People just did not like the extra difficulty in the story stuff. I get that there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
“And yes, go look at Craglorn. There’s not a lot of people in Craglorn and that’s not super difficult but it’s more hard than the regular overland.”
“Would it be an option just to give people the choice? It is not as simple as just flip a switch and make things more difficult. There is a TON of work and then as Lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you’re not going to get anything out of it then why do it? The satisfaction is there sure but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.
So, like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it.”
- Rich Lambert
How can you take this out of context? Yes it starts with pre-One Tamriel but it clearly carries over to present day content. Rich is being excessively clear that it’s not wanted by the majority of players nor were they doing it.
And as he stated about the players it can be said just the same for developers “Just making something more difficult for no reason, if you’re not going to get anything out of it then why do it?”. Why should they spend the time developing an additional system for challenges that involves a TON of work and most of their customers will ignore it or won’t do it?
There is no point in satisfying both sides because one side, the one pushing for harder difficulty toggles, has lost this battle. They were found to be in the minority and catering to them was a waste of time and resources. It’s not as if half the game wants a toggle and the other half doesn’t care. The data has clearly shown that’s not the case and that said content isn’t even attempted let alone repeated.
But if challenging content has no place in this game and isn’t profitable why are we getting 2 dlcs every year dedicated solely to veteran players and featuring mechanic heavy challenging fights? Developing and marketing dungeons require a lot of resources. Most casuals will ignore them, yet there is clearly a lot of people who buy and enjoy them.
Go into the clip and continue to watch. Yes there is content to be made for limited instances and the challenges were thrown specifically to arenas, dungeons, and trials. But when it comes to overland content the ship has long sailed. Developing it isn’t worth it because the vast amount of the player base just will not engage with it that way.
This is why arenas, dungeons, and trials all have relatively easy normal modes and optional vet modes with hard modes and extra bosses. That is the limit to which they will make content difficult. Beyond that are achievements which isn’t the developer putting constraints on players but rather players doing it to themselves and the system taking notice.
You can’t do that for story content because story content can’t be repeated on the same toon. It’s one and done. And it doesn’t matter if you make overland harder as you’ll just negate that challenge by grouping.
Sorry but decades old data just isn't good enough justification why there should not be any changes or adjustments to existing and new content. Moreover, development cost and potential popularity is your personal opinion we both have no idea how much it is really cost or how popular it would be. But as long as half of released dlcs continue to cater to one group and another half to another there would always be complaints how one part is inaccessible and another trivially easy.
SilverBride wrote: »But if challenging content has no place in this game and isn’t profitable why are we getting 2 dlcs every year dedicated solely to veteran players and featuring mechanic heavy challenging fights? Developing and marketing dungeons require a lot of resources. Most casuals will ignore them, yet there is clearly a lot of people who buy and enjoy them.
I have never heard anyone say that challenging content has no place in this game. But players need to find their challenges in the content that was developed specifically for this purpose, such as arenas, dungeons and trials, which is where Rich Lambert stated they are.
A lot of casual players like myself also enjoy challenges. I frequently fight World Bosses and run normal dungeons, and just recently have been testing myself in arenas. I have no interest in the moment in veteran versions of these but who knows, some day I may. But I do not want a challenge in every single thing I do, and when I do I know where to find them.
Running 4 man content requires 4 like-minded individuals online and often have to be scheduled in advance...
...If major part of the game isn’t playable or enjoyable by anyone who even remotely invested in this game I see it as design flaw.
trackdemon5512 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »[/i]WhyMustItBe wrote: »trackdemon5512 wrote: »
If you are basing your entire argument on this one comment taken out of context which was in reference to creating specifically veteran only content like pre-One Tamriel, I think you are confused about what people are asking for in this thread.
People in that stream weren't asking Rich about a toggle for veteran/normal mode, they were asking for more content like pre-One Tamriel where you had zones that were veteran ONLY. This is a whole other conversation people have talked about on the forums, where many want that sense of progression like WoW had pre-scaling where zones have level ranges and you can over level or under level a zone. That sort of thing I agree, will never be added to ESO again.
However what I specifically would like to see is a TOGGLE, so you can play the overworld as it is now, or at the difficulty of old veteran versions of these zones, since all the work has already been done from before One Tamriel went live, and could easilly be copy-pasted to create versions for the modern zones.
I think this would satisfy both sides, and as I mentioned before it is a shame to just throw all that work away.
“People just did not like the extra difficulty in the story stuff. I get that there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things.”
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
“And yes, go look at Craglorn. There’s not a lot of people in Craglorn and that’s not super difficult but it’s more hard than the regular overland.”
“Would it be an option just to give people the choice? It is not as simple as just flip a switch and make things more difficult. There is a TON of work and then as Lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you’re not going to get anything out of it then why do it? The satisfaction is there sure but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.
So, like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it.”
- Rich Lambert
How can you take this out of context? Yes it starts with pre-One Tamriel but it clearly carries over to present day content. Rich is being excessively clear that it’s not wanted by the majority of players nor were they doing it.
And as he stated about the players it can be said just the same for developers “Just making something more difficult for no reason, if you’re not going to get anything out of it then why do it?”. Why should they spend the time developing an additional system for challenges that involves a TON of work and most of their customers will ignore it or won’t do it?
There is no point in satisfying both sides because one side, the one pushing for harder difficulty toggles, has lost this battle. They were found to be in the minority and catering to them was a waste of time and resources. It’s not as if half the game wants a toggle and the other half doesn’t care. The data has clearly shown that’s not the case and that said content isn’t even attempted let alone repeated.
But if challenging content has no place in this game and isn’t profitable why are we getting 2 dlcs every year dedicated solely to veteran players and featuring mechanic heavy challenging fights? Developing and marketing dungeons require a lot of resources. Most casuals will ignore them, yet there is clearly a lot of people who buy and enjoy them.
Go into the clip and continue to watch. Yes there is content to be made for limited instances and the challenges were thrown specifically to arenas, dungeons, and trials. But when it comes to overland content the ship has long sailed. Developing it isn’t worth it because the vast amount of the player base just will not engage with it that way.
This is why arenas, dungeons, and trials all have relatively easy normal modes and optional vet modes with hard modes and extra bosses. That is the limit to which they will make content difficult. Beyond that are achievements which isn’t the developer putting constraints on players but rather players doing it to themselves and the system taking notice.
You can’t do that for story content because story content can’t be repeated on the same toon. It’s one and done. And it doesn’t matter if you make overland harder as you’ll just negate that challenge by grouping.
Sorry but decades old data just isn't good enough justification why there should not be any changes or adjustments to existing and new content. Moreover, development cost and potential popularity is your personal opinion we both have no idea how much it is really cost or how popular it would be. But as long as half of released dlcs continue to cater to one group and another half to another there would always be complaints how one part is inaccessible and another trivially easy.
Frankly this comes across as rather ignorant of what Rich stated. The development teams knows the costs. They know the popularity. They know the statistics of what achievements are gotten, how many players have completed content, etc. That data is fed into tweaking builds, nerfing/buffing content, and it goes on.
They know exactly what’s going on in their game and are the authority on such, not the forum posters. Not only is the data they’re going off of not even a decade old but it’s live. It’s constantly fed into and clear trends are extrapolated. And amongst those trends I can tell you two things are very clear. One, hard overland content desire is so niche that it’s never going to happen again. And two, no one wants to play battlegrounds and the population has suffered significantly.
But if we ignore the data and listen to ppl in the forums we get situations like the present, where all BGs are now Deathmatches and while a small few are happy the rest of the population refuses to engage.
SilverBride wrote: »