This isn't the right way to put it. Our expectation is just that a wide variety of players should be able to play the lion's share of the game's content (overland PVE and delves) with the immersion and customizability that has always been definitive of the TES series. For many, many of us, that means (and has always meant in every TES game) high-quality worldbuilding and exploration, great lore, memorable characters, and a combat experience that we can tune to our preferences. It has always been that way in every TES game, at least since Morrowind when I started playing. Of course multiplayer TES isn't going to be like single-player TES in every aspect. But to blame players for asking for things we have always counted on in other TES games to be reflected in some way in ESO is to misplace blame IMO.Quoted post has been removed.
SilverBride wrote: »Parasaurolophus wrote: »SilverBride wrote: »Some people think if we are not happy with current visual novel difficulty, we must be asking for dark souls difficulty.
We don't know what to think because there is no clear or agreed upon difficulty suggested, or which parts of overland would be affected.
If they make a completely separate veteran overland where even trash mobs are veteran level then some will say we only wanted delve and world bosses and quest bosses to be more difficult. But if they do it that way the ones wanting everything more difficult won't be happy. And whichever way they do it there will be some who want it even more difficult and some who want it less.
I'd be very cautious asking for any major change without spelling it out in detail. Remember account wide achievements...
You again throws from one extreme to another. There are many options for how to reach a consensus.
There has been no consensus presented.
Some agree to debuffs and challenge banners, some only want a completely separate veteran instance, some want instanced delves, some want overland more difficult for everyone, and just how difficult is still up in the air.
If no consensus is reached this debate will never be resolved, because even if they implement any of these suggestions some players will still not be satisfied.
[edited to elaborate]
SilverBride wrote: »For every player who doesn't keep going or spend money on ESO there are many more who still do and who would stop if overland was made more difficult.
spartaxoxo wrote: »SilverBride wrote: »For every player who doesn't keep going or spend money on ESO there are many more who still do and who would stop if overland was made more difficult.
Nobody would quit if it was optional.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »For every player who doesn't keep going or spend money on ESO there are many more who still do and who would stop if overland was made more difficult.
Nobody would quit if it was optional.
They might because of the negative impact of the split player base. Then there is also the increased elitism that would spring from this.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »For every player who doesn't keep going or spend money on ESO there are many more who still do and who would stop if overland was made more difficult.
Nobody would quit if it was optional.
They might because of the negative impact of the split player base. Then there is also the increased elitism that would spring from this.
spartaxoxo wrote: »They could use debuff slider ala LOTRO to ensure players aren't split, for example.
Need more incentive to NOT use wayshrine and walk around the map dev worked to make other than POI or ressource farming, more random event as example, make the area more than just a place to have hostile mob or the occasional merchant walking down the same road
spartaxoxo wrote: »Need more incentive to NOT use wayshrine and walk around the map dev worked to make other than POI or ressource farming, more random event as example, make the area more than just a place to have hostile mob or the occasional merchant walking down the same road
I wish we could turn off all UI elements, even the compass. It wouldn't just make exploration more interesting and puzzle-y, it would let you actually use emotes during screenshots too.
There's also a plugin "Ultimate UI Hider" to toggle all UI elements, which I use whenever screen-dumping. It's for non-console platform, of course.Parasaurolophus wrote: »spartaxoxo wrote: »Need more incentive to NOT use wayshrine and walk around the map dev worked to make other than POI or ressource farming, more random event as example, make the area more than just a place to have hostile mob or the occasional merchant walking down the same road
I wish we could turn off all UI elements, even the compass. It wouldn't just make exploration more interesting and puzzle-y, it would let you actually use emotes during screenshots too.
You can. Find the option to hide UI in the control settings.
Parasaurolophus wrote: »spartaxoxo wrote: »Need more incentive to NOT use wayshrine and walk around the map dev worked to make other than POI or ressource farming, more random event as example, make the area more than just a place to have hostile mob or the occasional merchant walking down the same road
I wish we could turn off all UI elements, even the compass. It wouldn't just make exploration more interesting and puzzle-y, it would let you actually use emotes during screenshots too.
You can. Find the option to hide UI in the control settings.
Quoted post has been removed.
Franchise408 wrote: ».Never got my exit survey from ZOS of course. But it is what it is. I won't be buying High Isle. I also made the mistake of buying Blackwood so I could have Rockgrove access. But a single trial is not worth $40.
There's an important point here that's worth dwelling on: when you're new the game is harder. That's a big part of what pulled many of us into the game! An enormous Tamriel full of challenge and adventure! But it turns out that the challenge is not meant to stay. That newbie sense of difficulty Rich is noticing is a good feature of the game that is stripped out as you progress.Rich wrote:We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points.
The better experience is the incentive. Don't get stuck in marketing-brain, this doesn't have to be complicated. We're not asking for a new way to get gear or anything, we just want an experience that is (to us) more immersive.Rich wrote:Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms.
I hear what Rich is saying and it's an important point. But I think it's worth asking how directly we can draw lessons about this from a time before the massive levels of power creep that we have today existed. Nobody had 1000CP back before 1T and the most powerful set was Law of Julianos.Rich wrote:I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it.
VaranisArano wrote: »Bit of an update in Rich Lambert's interview here: https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
"...we don't have any major changes planned for the Overland difficulty."
SilverBride wrote: »VaranisArano wrote: »What I take away from this is that before One Tamriel players didn't like Cadwell's Silver and Cadwell's Gold because it was too hard for them, and nobody did it. He also clearly states that they don't have any major changes planned for the overland difficulty and mentions that incentivising it opens up a whole huge can of worms.
No, it's not... The difficulty has progressed linearly.
./end-thread (finally )VaranisArano wrote: »Bit of an update in Rich Lambert's interview here: https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
A: ", but we don't have any major changes planned for the Overland difficulty."
VaranisArano wrote: »Bit of an update in Rich Lambert's interview here: https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
Q: The final question is kind of a pet peeve of mine. I love the questing in The Elder Scrolls Online and I've often compared it even to single player RPGs for its quality, but there is a downside that lots of players have been discussing on Reddit and other forums. That's the difficulty level of questing, story, and Overland content; it's just too low even if you are not fully decked in Trial gear. So my question is, did you consider adding an optional Veteran-like mode for those who'd like to play, for example, the storylines or even Overland content with a greater level of challenge?
A: "That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it. So it's a challenging subject and a difficult question to answer. All I can really say is we're definitely looking at it, but we don't have any major changes planned for the Overland difficulty."
Q: I did see that there is a pinned Overland content topic on the official forums where you are gathering feedback, right?
A: "Yeah. It comes up pretty often. It is definitely a hot topic right now."
Q: Okay. Well, I do hope there will eventually be an optional harder difficulty level for those who'd like that kind of challenge even while questing.
A: "Noted!"
spartaxoxo wrote: »VaranisArano wrote: »Bit of an update in Rich Lambert's interview here: https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
Q: The final question is kind of a pet peeve of mine. I love the questing in The Elder Scrolls Online and I've often compared it even to single player RPGs for its quality, but there is a downside that lots of players have been discussing on Reddit and other forums. That's the difficulty level of questing, story, and Overland content; it's just too low even if you are not fully decked in Trial gear. So my question is, did you consider adding an optional Veteran-like mode for those who'd like to play, for example, the storylines or even Overland content with a greater level of challenge?
A: "That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it. So it's a challenging subject and a difficult question to answer. All I can really say is we're definitely looking at it, but we don't have any major changes planned for the Overland difficulty."
Q: I did see that there is a pinned Overland content topic on the official forums where you are gathering feedback, right?
A: "Yeah. It comes up pretty often. It is definitely a hot topic right now."
Q: Okay. Well, I do hope there will eventually be an optional harder difficulty level for those who'd like that kind of challenge even while questing.
A: "Noted!"
Thanks so much for posting this. It shouldn't have taken a game journalist advocating on our behalf to get a response that we were promised onto this thread, especially since that response can essentially be summed up as nothing new for now. None of this is new information.
I feel so defeated right now, but at least nobody can tell me that I didn't put up with a lot to advocate for an increase in overland's difficulty in the way I personally felt was best of the game, myself, and the players I play with.
I hope if nothing else they take this as a lesson not to pin topics they have no intention of responding to directly. You want to know why ZOS has a reputation for poor communication? Take this thread as exhibit A. It wasn't even posted by ZOS, it was posted by someone who wasn't even actively participating (although probably did lurk) in the thread. Like to finally get a real response, as was promised to us months ago, some random game journalist had to ask and then it just had to have happened to be read by someone on here? That's is so far from acceptable communication that it's picking up rocks on Mars.
If they do end up making changes, it's going to take some time to figure out exactly what to do and how to implement it, especially given the fact that they've been toying with doing something like this in the past but couldn't quite land on the best way to go about it. I'm not sure where people got the impression that someone was going to come into this thread and instruct them on some kind of decision. ZOS keeps everything very close to the chest. I very much doubt we will know about what they intend to do, if anything, until some future Chapter or DLC. I would simply use this thread as a place to put forth your passionate ideas about what things you believe would bring you a better experience. As Rich seemingly hasn't committed to a plan yet, why not help them brainstorm?[snip]
I'm not sure where people got the impression that someone was going to come into this thread and instruct them on some kind of decision.
Thanks for tagging me, SilverBride.
Several of us have been keeping tabs on and reading this forum post over the last several weeks since starting it up. We will be going through this thread to build out a report specifically on this topic and sharing that with the team at large for their consideration in the future. We think this thread will be helpful to get to the root of player concern on various sides of this conversation of overland difficulty. So thank you all of the time put into having lively discourse around the topic.
Beyond that, nothing to report now, but we will be working toward having a more detailed answer regarding overland content in the future.