Cadwell's Silver and Gold was terrible NOT because it was too hard, but because it was too empty.
Sylvermynx wrote: »Well, when you're creeping up on 80-ish, your reflexes are shot, and you're playing over satellite with massive ping, I imagine you'll finally understand.
IKYMI: Rich's Quote on Overland Content
"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."
Cadwell's Silver and Gold was terrible NOT because it was too hard, but because it was too empty.
Hi All, as many of you have noted already from Rich's interview, there are no current plans for changing the structure of overland content. It is something we will continue to look at, so constructive feedback is always appreciated.
The purpose of this thread is to collect constructive feedback so if there is an opportunity to make changes, we have feedback from players to possibly incorporate. However, if the conversation continues to be users arguing with each other, we will lock this thread. We understand not everyone will agree with the statement. However, you can disagree and voice it without pushing the buttons of other forum users.
As always, please follow the community guidelines.
IKYMI: Rich's Quote on Overland Content
"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."
SilverBride wrote: »Cadwell's Silver and Gold was terrible NOT because it was too hard, but because it was too empty.
It was terrible for me because it was too hard. I died a lot just fighting random mobs that were in my way as I was travelling to my quest location and it got very old very fast. This is why I only did it once on one character, and ended up leaving the game when Craglorn (which was like veteran overland on steroids) was introduced.
Struggling is not fun for a lot of players.
But we're not talking about enforced Cadwell's Silver or Gold. We're talking about the idea of an OPTIONAL difficulty slider. Something for people who feel no challenge in Overland content, and want to make it harder. Short of unslotting all my Champion Points and wearing random (non-set) white pieces of armour, currently there is no way to add any challenge back to the game.
That statement infuriates me so much, I am having trouble not to curse here.IKYMI: Rich's Quote on Overland Content
"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."
Obviously the devs can see it, though, given how Rich said the majority of people find the content challenging. They have access to statistics and numbers that we players can't see. It's completely valid if people think overland is too easy, but it's another thing to claim it's broken entirely and the devs are unaware.Apologies, it's a trap I fell in myself. I should have given my opinion (which I did) and stop there, I still think overland is broken and the opposite of fun and nothing will change that, it's sad that the developers themselves can't see it.Hi All, as many of you have noted already from Rich's interview, there are no current plans for changing the structure of overland content. It is something we will continue to look at, so constructive feedback is always appreciated.
The purpose of this thread is to collect constructive feedback so if there is an opportunity to make changes, we have feedback from players to possibly incorporate. However, if the conversation continues to be users arguing with each other, we will lock this thread. We understand not everyone will agree with the statement. However, you can disagree and voice it without pushing the buttons of other forum users.
p.s. there should be an option to unsubscribe from a thread you've participated in. (aware of the current option, but it's too general) just an idea, that would help some people from getting drawn into pointless conversations.
He said "a large portion", he did not say "the majority".
"Balance is obviously a tricky thing. What is too easy for one player is impossible for another," he tells us. "We try to balance so that the average player can have a good experience, especially with the main story content. That's our critical path.
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 you know, the data doesn’t lie. And we have never been more successful than we are today. And a lot of that has to do with just how much freedom players have to go and experience story
The vast majority of our player base loves the exploration, loves the lore, loves the story side of things. So we focus a lot of our time and effort on that. Two of our four major updates every year are focused on story and exploration. The other two are focused on quality of life, are focused on group-oriented activities with the dungeons or adding new systems.
alberichtano wrote: »ESO_Nightingale wrote: »enemies die so fast it's just boring now. Questing is no-where near as fun as it could be because every enemy just dies nearly instantly, it doesn't feel like there's real stakes to anything. I wish there was a way for me to increase the difficulty without ruining my build but at the same time, without ruining the fun of other players who don't want harder difficulty
And long, meaningless fights with random mobs all over the maps is not boring?
Eldenring, TES: oblivion, skyrim, morrowind, gothic 1-3 and the majority of singleplayer games with normal not braindead eso overland difficulty are boring?
Imagine those games on eso overland difficulty. They would flop without exception.
Parasaurolophus wrote: »alberichtano wrote: »ESO_Nightingale wrote: »enemies die so fast it's just boring now. Questing is no-where near as fun as it could be because every enemy just dies nearly instantly, it doesn't feel like there's real stakes to anything. I wish there was a way for me to increase the difficulty without ruining my build but at the same time, without ruining the fun of other players who don't want harder difficulty
And long, meaningless fights with random mobs all over the maps is not boring?
Who said they have to be long and boring?
alberichtano wrote: »Parasaurolophus wrote: »alberichtano wrote: »ESO_Nightingale wrote: »enemies die so fast it's just boring now. Questing is no-where near as fun as it could be because every enemy just dies nearly instantly, it doesn't feel like there's real stakes to anything. I wish there was a way for me to increase the difficulty without ruining my build but at the same time, without ruining the fun of other players who don't want harder difficulty
And long, meaningless fights with random mobs all over the maps is not boring?
Who said they have to be long and boring?
You people! You complain that it is too easy. And the only way to make it harder is to boost NPC damage and/or health, meaning longer, more tedious fights.
SilverBride wrote: »...Not everyone remain new player for long. We learn and improve to overcome harder challenges but we can’t experience them in majority of released content because it’s essentially starter areas.
Every zone is set up so that even new characters and players new to ESO can succeed in them. This is by design and has been a very successful formula.Dungeon and trials can be experienced in both settings, why is it such strange concept for some naysayers that same could be done with zones?
Dungeons and Trials are designed to give players a challenge beyond overland so it makes sense that they offer multiple difficulty levels. Technically the same could be done with overland but that doesn't mean it should be.
"has been a very successful formula" - so long as you ignore all the people who leave because they find it boring, disengaging, or otherwise a waste of time. You and your friend group enjoy it as is, and that is a good thing, everyone here benefits from more players enjoying the game, but if you aren't willing to listen to those outside your social group you won't understand that your enjoyment isn't applicable to everyone.
"that doesn't mean it should be" - but if anyone has a vested interest in playing ESO for the long term, then the long term health of the game should matter. Issues causing people to leave should matter. Such issues should be addressed, not ignored. If someone cares for this game to last as long as it can, addressing the issues and concerns of other players should be a priority, regardless of if they play the game differently. For myself, I came to ESO because I was already invested in the world, but now that very world is so off-putting to experience that I avoid it entirely.SilverBride wrote: »Its not about how my actions effect others.
If creating a separate veteran overland splits the player base and gives out better rewards and takes time and resources that could have been used for things that benefit all players then it does negatively affect others.Nowadays you dont need anyone for overland content, doesnt matter you gear or cp. Its simply not needed...
That is one of the positive changes that One Tamriel brought. Players can now play their own way at their own pace and not be dependent on others to do simple quests and enjoy the story. But they do still group for the more challenging overland content such as World Bosses and Harrowstorms and Dragons. I group with others for these things every day because I want to, not because I have to.
"Splits the player base" which, as has been mentioned already happens, between different overland instances, players going to trials or dungeons, or players flat out leaving. What difference does it make if people are either in a dungeon or trial, offline or in a separate overland instance?
"Gives out better rewards" which is compensation for the increased time that it takes to clear the content, a concept applicable to every single piece of pve content in the game already.
"Takes time and resources" despite the fact that ZOS is making a card game. I don't know the numbers, but I would guess that the number of people who would participate in some version of harder overland, whatever form it may take, is more than those who are interested and will actively entertain the card game. There are entire years of content in zones I have skipped, if this were done I could go back and do all of it, while enjoying it, and I'm probably not alone in that.
Sylvermynx wrote: »Well, when you're creeping up on 80-ish, your reflexes are shot, and you're playing over satellite with massive ping, I imagine you'll finally understand.
What does 80-ish think about you creeping up on them?IKYMI: Rich's Quote on Overland Content
"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."
Thanks for the quote. Indeed, I did miss it and was just about to search this thread for that information.
I agree with Rich on this subject, but I do stand by three thoughts on the subject that he does not mention...
1) While overland content should not be significantly harder, across the board, I think that Devs could apply some form of what they did in Deadlands (roving bosses) to base game. Not necessarily roaming around, but something new on the map that is challenging, but isn't one of the already-present world bosses.
2) There is a gap.. maybe cliff face is more applicable... that players have to overcome on the way to harder content. Base game and overland really don't prepare players for that, and if they don't jump on the party wagon (LFG, guilds, etc) they just get left behind.
3) I do think that there is some need for scaling up world boss and dolmen difficulty based on the strength of players participating. Dolmens can be a joke, as noted by someone above, when newbies try to participate in a dolmen dominated by players with powerful characters. As more powerful characters join, the activity should scale in progress to meet the challenge. Make Molag Bal able to respond to increased resistance on the Nirn side. The purpose is to make it so that the powerful characters do not make the dolmen experience so short that it is trivial to the new players.
spartaxoxo wrote: »alberichtano wrote: »Parasaurolophus wrote: »alberichtano wrote: »ESO_Nightingale wrote: »enemies die so fast it's just boring now. Questing is no-where near as fun as it could be because every enemy just dies nearly instantly, it doesn't feel like there's real stakes to anything. I wish there was a way for me to increase the difficulty without ruining my build but at the same time, without ruining the fun of other players who don't want harder difficulty
And long, meaningless fights with random mobs all over the maps is not boring?
Who said they have to be long and boring?
You people! You complain that it is too easy. And the only way to make it harder is to boost NPC damage and/or health, meaning longer, more tedious fights.
Longer sure, but more interesting too because they engage more of your skills. Though that's pretty subjective.
alberichtano wrote: »spartaxoxo wrote: »alberichtano wrote: »Parasaurolophus wrote: »alberichtano wrote: »ESO_Nightingale wrote: »enemies die so fast it's just boring now. Questing is no-where near as fun as it could be because every enemy just dies nearly instantly, it doesn't feel like there's real stakes to anything. I wish there was a way for me to increase the difficulty without ruining my build but at the same time, without ruining the fun of other players who don't want harder difficulty
And long, meaningless fights with random mobs all over the maps is not boring?
Who said they have to be long and boring?
You people! You complain that it is too easy. And the only way to make it harder is to boost NPC damage and/or health, meaning longer, more tedious fights.
Longer sure, but more interesting too because they engage more of your skills. Though that's pretty subjective.
When I go overland, I want to get from point A to point B ASAP. Having epic fights with every tiger, goblin and bandit would be a nuisance, not a challange.
alberichtano wrote: »spartaxoxo wrote: »alberichtano wrote: »Parasaurolophus wrote: »alberichtano wrote: »ESO_Nightingale wrote: »enemies die so fast it's just boring now. Questing is no-where near as fun as it could be because every enemy just dies nearly instantly, it doesn't feel like there's real stakes to anything. I wish there was a way for me to increase the difficulty without ruining my build but at the same time, without ruining the fun of other players who don't want harder difficulty
And long, meaningless fights with random mobs all over the maps is not boring?
Who said they have to be long and boring?
You people! You complain that it is too easy. And the only way to make it harder is to boost NPC damage and/or health, meaning longer, more tedious fights.
Longer sure, but more interesting too because they engage more of your skills. Though that's pretty subjective.
When I go overland, I want to get from point A to point B ASAP. Having epic fights with every tiger, goblin and bandit would be a nuisance, not a challange.
alberichtano wrote: »Yeah... I can see this idea being massively abused by griefers. Uber CP 3000 player jumps in on a Dolmen where new players are fighting, upping the difficulty radically, and then just stand there and watch the newbies get slaughtered. We have enough issues with griefers without giving them more candy to toy with.
alberichtano wrote: »Parasaurolophus wrote: »alberichtano wrote: »ESO_Nightingale wrote: »enemies die so fast it's just boring now. Questing is no-where near as fun as it could be because every enemy just dies nearly instantly, it doesn't feel like there's real stakes to anything. I wish there was a way for me to increase the difficulty without ruining my build but at the same time, without ruining the fun of other players who don't want harder difficulty
And long, meaningless fights with random mobs all over the maps is not boring?
Who said they have to be long and boring?
You people! You complain that it is too easy. And the only way to make it harder is to boost NPC damage and/or health, meaning longer, more tedious fights.
alberichtano wrote: »spartaxoxo wrote: »alberichtano wrote: »Parasaurolophus wrote: »alberichtano wrote: »ESO_Nightingale wrote: »enemies die so fast it's just boring now. Questing is no-where near as fun as it could be because every enemy just dies nearly instantly, it doesn't feel like there's real stakes to anything. I wish there was a way for me to increase the difficulty without ruining my build but at the same time, without ruining the fun of other players who don't want harder difficulty
And long, meaningless fights with random mobs all over the maps is not boring?
Who said they have to be long and boring?
You people! You complain that it is too easy. And the only way to make it harder is to boost NPC damage and/or health, meaning longer, more tedious fights.
Longer sure, but more interesting too because they engage more of your skills. Though that's pretty subjective.
When I go overland, I want to get from point A to point B ASAP. Having epic fights with every tiger, goblin and bandit would be a nuisance, not a challange.
Regarding debuff foods and similar solutions: I'm highly skeptical this would work. I can already debuff myself on the live server, and many of us in this thread have tried exactly that to achieve an immersive overland experience. It doesn't work: you just end up with exactly the same fights as we have now, except they take longer. If there's anyone who wants that, they can already get it by doing things like wearing white gear and deactivating CP. Same goes for just giving enemies more stats. Just giving us an easier way to do what we already can is not going to be a real solution anymore than the existing self-debuff options are.
Doing this right would require making combat against quest NPCs exciting. The ideal outcome would be for enemies in overland and delves to behave more like enemies in dungeons. There need to be more of them, they need to put out more damage, and they need to have actually important mechanics.
I'm skeptical that the devs would implement anything like this. It would simply take an enormous amount of time comparable to a "quick fix" like a debuff food.
An easier way to do something like this would simply be to increase enemy damage and attack/cast speed. Make them attack more often/more quickly and make those attacks much more damaging when they connect. And if possible, simply place more enemies, too. This might get closer to a simple numbers tweak, which is likely all we can expect from ZOS.
Another idea that could help is to increase enemies' tether range. Right now enemies don't chase for very long, so that even if I did get in trouble I could simply move a short distance away and the enemies would reset. But imagine a fight in which line of sight is actually important (because of the above increases to damage and attack speed) and a challenge to pull off, since enemies will actually give chase. That could go a long way toward making questing and traversal for interesting and immersive, for those of us who find challenge an important part of immersion.