everseeing_njpreub18_ESO wrote: »Way to much to read everything.
I'm sure i said it in this post pages and pages ago but i still think a debuff food (or slider) would be simple to add, each player could choose his debuff level (for those wanting a little challenge up to those "leet" types who want every mob to be a raid boss), if it gets hard or boring you can click it off, etc.... Chicken leg +10 attack ---> Rancid chicken leg -10 attack
No new servers, no new modes, everything already in game just add a reversed debuff type of food or drink or whatever.
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."
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.
I don't think wearing white armor and no CP is the same as using some kind of debuff. With different debuffs your gear and CP choice would still matter which I think is an important part of making you feel like you progress. Also a debuff is not necessarily just decreased damage output but could also include increased damage taken an so on as you suggested. That being said I totally agree with what you are suggesting. I just think debuffs are our best chance of getting something because a bigger part of the player base would support it and can come with different options that fit different skill levels.
SilverBride wrote: »@Kaladinar
Thank you for interviewing Rich. I know he didn't give the answer that some hoped for but it was nice to hear not only what they plan but why.
I am happy with things just as they are but still advocate for debuffs and challenge banners even thought I would never use either myself. But I do not agree with a separate veteran overland and I especially don't agree with increased rewards.
The whole reason given for wanting increased difficulty is because some players aren't satisfied with the current difficulty. Providing that would solve their issue and nothing more should be expected. It is not fair to reward players for something they asked for that others don't even want.
SilverBride wrote: »@Kaladinar
Thank you for interviewing Rich. I know he didn't give the answer that some hoped for but it was nice to hear not only what they plan but why.
I am happy with things just as they are but still advocate for debuffs and challenge banners even thought I would never use either myself. But I do not agree with a separate veteran overland and I especially don't agree with increased rewards.
The whole reason given for wanting increased difficulty is because some players aren't satisfied with the current difficulty. Providing that would solve their issue and nothing more should be expected. It is not fair to reward players for something they asked for that others don't even want.
Hey SilverBride,
Thanks for replying, I hope you enjoyed the interview.
As for the rewards, it's a tough one. Rich himself pointed out that people would most likely want that, and it makes sense. After all, Veteran arenas, dungeons, and Trials are rewarded over Normal difficulty, so why would this be any different?
Anyway, as I said, it wouldn't take much and I personally would be happy even if they introduced it without any extra rewards. Just give me something that fights back enough so I don't have to gimp my own character with grey gear and the like!
Anyway, as I said, it wouldn't take much and I personally would be happy even if they introduced it without any extra rewards. Just give me something that fights back enough so I don't have to gimp my own character with grey gear and the like!
As for the rewards, it's a tough one. Rich himself pointed out that people would most likely want that, and it makes sense. After all, Veteran arenas, dungeons, and Trials are rewarded over Normal difficulty, so why would this be any different?
An interesting post
Making mobs a little more realistic and interesting in the way you describe would go quite a long way to making overland more engaging in combat without necessarily making it too difficult.
SilverBride wrote: »@Kaladinar
Thank you for interviewing Rich. I know he didn't give the answer that some hoped for but it was nice to hear not only what they plan but why.
I am happy with things just as they are but still advocate for debuffs and challenge banners even thought I would never use either myself. But I do not agree with a separate veteran overland and I especially don't agree with increased rewards.
The whole reason given for wanting increased difficulty is because some players aren't satisfied with the current difficulty. Providing that would solve their issue and nothing more should be expected. It is not fair to reward players for something they asked for that others don't even want.
Hey SilverBride,
Thanks for replying, I hope you enjoyed the interview.
As for the rewards, it's a tough one. Rich himself pointed out that people would most likely want that, and it makes sense. After all, Veteran arenas, dungeons, and Trials are rewarded over Normal difficulty, so why would this be any different?
Anyway, as I said, it wouldn't take much and I personally would be happy even if they introduced it without any extra rewards. Just give me something that fights back enough so I don't have to gimp my own character with grey gear and the like!
Relevance
If we talk about how relevant zones are late game and why you would want to visit certain zones, then the base zones are by far the least relevant, besides the few sets that are used to start out more difficult content (medusa for example). DLC zones have a lot more to offer, including multiple Daily Quests with rewards tied to them.
Difficulty
I hear a lot of talk about how a lot of people apparently find the game difficult, while that might be true for a new player just starting out. If that player gets some gear and gains some level, at some point not too far from the start they will find all the zones pretty much the same and a lot of story related "bosses" are basically stand still and damage them to death (for a good geared person this takes a few seconds and oops the very important boss person that was supposed to be powerfull is dead).
With Markarth for example they at least had a few mechanics to consider whilst doing the boss fight which made the fight a lot more interesting (still easy, but at least more fun).
I played all base zones and most of the DLC's and enjoyed the world and the story for each one, but it's after the story is completed that the base zones become far less relevant than DLC zones.SilverBride wrote: »I play each of my characters as separate individuals. As such I want them to experience their base alliance zones, Cadwell's Silver and Gold zones and all the DLC's. I complete every quest and map objective in every zone in the game on all of my characters, so every zone is relevant to me.
SilverBride wrote: »I am pretty well geared and I agree that overland is easy for me but I like it that way. Some players just want to relax and enjoy the story without every fight being an epic battle. As far as the story boss fights, I feel like I have really progressed from the days when I would die repeatedly to these bosses to being able to take them down now in short order. It gives me a sense of accomplishment that I have come this far.
SilverBride wrote: »@Kaladinar
Thank you for interviewing Rich. I know he didn't give the answer that some hoped for but it was nice to hear not only what they plan but why.
I am happy with things just as they are but still advocate for debuffs and challenge banners even thought I would never use either myself. But I do not agree with a separate veteran overland and I especially don't agree with increased rewards.
The whole reason given for wanting increased difficulty is because some players aren't satisfied with the current difficulty. Providing that would solve their issue and nothing more should be expected. It is not fair to reward players for something they asked for that others don't even want.
Hey SilverBride,
Thanks for replying, I hope you enjoyed the interview.
As for the rewards, it's a tough one. Rich himself pointed out that people would most likely want that, and it makes sense. After all, Veteran arenas, dungeons, and Trials are rewarded over Normal difficulty, so why would this be any different?
Anyway, as I said, it wouldn't take much and I personally would be happy even if they introduced it without any extra rewards. Just give me something that fights back enough so I don't have to gimp my own character with grey gear and the like!
I've always stood by the thought that the main incentive and reward would be actually doing the content. I've skipped years of chapter stories because I know that it won't be a worthwhile experience for me, so if this option were made, then all of that content would be of interest for me. Beyond that, the standard bonus exp and higher gear quality (both only from combat) would make sense to compensate for the increased time investment, despite the fact that even now it is better to get exp from normal black rose prison, and it is better to farm gear on normal, it at least better respects the players time but anyone engaging with this option doesn't really need either.
Difficulty
I hear a lot of talk about how a lot of people apparently find the game difficult, while that might be true for a new player just starting out. If that player gets some gear and gains some level, at some point not too far from the start they will find all the zones pretty much the same and a lot of story related "bosses" are basically stand still and damage them to death (for a good geared person this takes a few seconds and oops the very important boss person that was supposed to be powerfull is dead).
With Markarth for example they at least had a few mechanics to consider whilst doing the boss fight which made the fight a lot more interesting (still easy, but at least more fun).
Here's another matter of subjectivity. I HATE invulnerability phases, especially ones where there's literally to do in the meantime. The Dragons in Elsweyr were like that, just waiting waiting waiting for minutes not able to do anything until that one second you could do damage with literally a single button press.I played all base zones and most of the DLC's and enjoyed the world and the story for each one, but it's after the story is completed that the base zones become far less relevant than DLC zones.SilverBride wrote: »I play each of my characters as separate individuals. As such I want them to experience their base alliance zones, Cadwell's Silver and Gold zones and all the DLC's. I complete every quest and map objective in every zone in the game on all of my characters, so every zone is relevant to me.SilverBride wrote: »I am pretty well geared and I agree that overland is easy for me but I like it that way. Some players just want to relax and enjoy the story without every fight being an epic battle. As far as the story boss fights, I feel like I have really progressed from the days when I would die repeatedly to these bosses to being able to take them down now in short order. It gives me a sense of accomplishment that I have come this far.
I wouldn't want the bosses to become super hard or a long epic battle, but I would at least want to see the important story related ones to stand out from the rest, like they did with the Markarth DLC for example. The bosses were still easy, but they were interesting and didn't die within seconds without them doing anything cool or interesting that made me remember them.
SilverBride wrote: »SilverBride wrote: »@Kaladinar
Thank you for interviewing Rich. I know he didn't give the answer that some hoped for but it was nice to hear not only what they plan but why.
I am happy with things just as they are but still advocate for debuffs and challenge banners even thought I would never use either myself. But I do not agree with a separate veteran overland and I especially don't agree with increased rewards.
The whole reason given for wanting increased difficulty is because some players aren't satisfied with the current difficulty. Providing that would solve their issue and nothing more should be expected. It is not fair to reward players for something they asked for that others don't even want.
Hey SilverBride,
Thanks for replying, I hope you enjoyed the interview.
As for the rewards, it's a tough one. Rich himself pointed out that people would most likely want that, and it makes sense. After all, Veteran arenas, dungeons, and Trials are rewarded over Normal difficulty, so why would this be any different?
Anyway, as I said, it wouldn't take much and I personally would be happy even if they introduced it without any extra rewards. Just give me something that fights back enough so I don't have to gimp my own character with grey gear and the like!
I did enjoy the interview. And thank you for elaborating on your feedback.
I may never understand why difficulty in overland is desired but I do hope they will consider some of the suggestions presented in this thread, especially the ones that don't impact others negatively in the process.
I know I already mentioned it in this thread, but I still think that some of the unused areas of the zones could be turned into mini-challenges for those who wish to participate, simply by adding enemies of various types and/or abilities in sufficient numbers into such areas. This shouldn't be any different to the world bosses, except perhaps a bit easier, and could probably be implemented in much the same way.
This way, everybody gets what they want, because they can accept the challenge, or simply go around it (or use wayshrines). It may not be a perfect solution, but it should be relatively easy to implement.
SilverBride wrote: »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.
I know I already mentioned it in this thread, but I still think that some of the unused areas of the zones could be turned into mini-challenges for those who wish to participate, simply by adding enemies of various types and/or abilities in sufficient numbers into such areas. This shouldn't be any different to the world bosses, except perhaps a bit easier, and could probably be implemented in much the same way.
This way, everybody gets what they want, because they can accept the challenge, or simply go around it (or use wayshrines). It may not be a perfect solution, but it should be relatively easy to implement.
SilverBride wrote: »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.
So you have to grind many hours of fetch quest and kill many mobs in a boring and easy combat go get to the fun parts(trials and vet dungeons). So most new players that are finding the game easy do not want to waste time on a MMO with easy overland just to get to the endgame fun.
SilverBride wrote: »SilverBride wrote: »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.
So you have to grind many hours of fetch quest and kill many mobs in a boring and easy combat go get to the fun parts(trials and vet dungeons). So most new players that are finding the game easy do not want to waste time on a MMO with easy overland just to get to the endgame fun.
No one has to play overland to level. If all a player cares about is end game they can level by dungeons or getting in an Alkir group and power leveling, then continue their leveling and gearing in normal dungeons and Trials and arenas until they are ready for veteran modes.
Actually, if you read my last post, I'm proposing something in-between world bosses and normal overland enemies in difficulty. Personally, I have major problems defeating world bosses solo, but an enemy (or group) with about 1/3 (or at most 1/2) difficulty I could probably handle.I know I already mentioned it in this thread, but I still think that some of the unused areas of the zones could be turned into mini-challenges for those who wish to participate, simply by adding enemies of various types and/or abilities in sufficient numbers into such areas. This shouldn't be any different to the world bosses, except perhaps a bit easier, and could probably be implemented in much the same way.
This way, everybody gets what they want, because they can accept the challenge, or simply go around it (or use wayshrines). It may not be a perfect solution, but it should be relatively easy to implement.
I don't think that would give a lot of us what we want. Like you say, this is basically world bosses 2.0. Ask yourself: why don't the already exiting world bosses suffice to make overland challenging? And why would adding more of them (in the form you suggest) in optional areas work any differently?
Actually, if you read my last post, I'm proposing something in-between world bosses and normal overland enemies in difficulty. Personally, I have major problems defeating world bosses solo, but an enemy (or group) with about 1/3 (or at most 1/2) difficulty I could probably handle.I know I already mentioned it in this thread, but I still think that some of the unused areas of the zones could be turned into mini-challenges for those who wish to participate, simply by adding enemies of various types and/or abilities in sufficient numbers into such areas. This shouldn't be any different to the world bosses, except perhaps a bit easier, and could probably be implemented in much the same way.
This way, everybody gets what they want, because they can accept the challenge, or simply go around it (or use wayshrines). It may not be a perfect solution, but it should be relatively easy to implement.
I don't think that would give a lot of us what we want. Like you say, this is basically world bosses 2.0. Ask yourself: why don't the already exiting world bosses suffice to make overland challenging? And why would adding more of them (in the form you suggest) in optional areas work any differently?