Fingolfinn01 wrote: »I think its time to move on, and close this thread. lol However that would only spawn plenty of lets change overland to hard difficulty in the general discussion thread. The fact is and will remain that overland will be the same as it is for a long time. Some say its easy and other believe not so.
I believe it will be like this until they turn the lights off in this game. Eso shelf life would be at least 20 years. So for that long.
Fingolfinn01 wrote: »I think its time to move on, and close this thread. lol However that would only spawn plenty of lets change overland to hard difficulty in the general discussion thread. The fact is and will remain that overland will be the same as it is for a long time. Some say its easy and other believe not so.
I believe it will be like this until they turn the lights off in this game. Eso shelf life would be at least 20 years. So for that long.
Dagobertfuk wrote: »Fingolfinn01 wrote: »I think its time to move on, and close this thread. lol However that would only spawn plenty of lets change overland to hard difficulty in the general discussion thread. The fact is and will remain that overland will be the same as it is for a long time. Some say its easy and other believe not so.
I believe it will be like this until they turn the lights off in this game. Eso shelf life would be at least 20 years. So for that long.
There were plently of threads about this topic over the years, with tons of tons of people, what want harder overland content arguing against the same people wich like it how it is and wich you can count on 3 hands.
All those threads got closed and we got this here, because those threads of people want harder content just got to many. Aslong there are people wich want engaging questexperience this threads will exsist and its not a question of moving on, because every new DLC gets released, is one more DLC with more quests you cant enjoy. But hey, there are archievements, skins and gimmiks. Atleast one aim they have until they let that content behind them.
When you've come to terms with that nothing will change ever, then this is the wrong thread for you.
Fingolfinn01 wrote: »Dagobertfuk wrote: »Fingolfinn01 wrote: »I think its time to move on, and close this thread. lol However that would only spawn plenty of lets change overland to hard difficulty in the general discussion thread. The fact is and will remain that overland will be the same as it is for a long time. Some say its easy and other believe not so.
I believe it will be like this until they turn the lights off in this game. Eso shelf life would be at least 20 years. So for that long.
There were plently of threads about this topic over the years, with tons of tons of people, what want harder overland content arguing against the same people wich like it how it is and wich you can count on 3 hands.
All those threads got closed and we got this here, because those threads of people want harder content just got to many. Aslong there are people wich want engaging questexperience this threads will exsist and its not a question of moving on, because every new DLC gets released, is one more DLC with more quests you cant enjoy. But hey, there are archievements, skins and gimmiks. Atleast one aim they have until they let that content behind them.
When you've come to terms with that nothing will change ever, then this is the wrong thread for you.
I would suggest instance quests with a difficult slider. However that would take a massive amount of effort. Lets be real here, its nice dreaming of ways to fix overland. However i can't see it changing in the life of this game.
spartaxoxo wrote: »The reason for this thread is to prevent new threads in GD. They clearly didn't listen to anything. They didn't respond to specific suggestions or feedback that was responsive to their old feedback. New sentiments. Instead they just repeated most of what they repeated the last time.
Dagobertfuk wrote: »Fingolfinn01 wrote: »Dagobertfuk wrote: »Fingolfinn01 wrote: »I think its time to move on, and close this thread. lol However that would only spawn plenty of lets change overland to hard difficulty in the general discussion thread. The fact is and will remain that overland will be the same as it is for a long time. Some say its easy and other believe not so.
I believe it will be like this until they turn the lights off in this game. Eso shelf life would be at least 20 years. So for that long.
There were plently of threads about this topic over the years, with tons of tons of people, what want harder overland content arguing against the same people wich like it how it is and wich you can count on 3 hands.
All those threads got closed and we got this here, because those threads of people want harder content just got to many. Aslong there are people wich want engaging questexperience this threads will exsist and its not a question of moving on, because every new DLC gets released, is one more DLC with more quests you cant enjoy. But hey, there are archievements, skins and gimmiks. Atleast one aim they have until they let that content behind them.
When you've come to terms with that nothing will change ever, then this is the wrong thread for you.
I would suggest instance quests with a difficult slider. However that would take a massive amount of effort. Lets be real here, its nice dreaming of ways to fix overland. However i can't see it changing in the life of this game.
And? There is one or two other mmorpg's with difficulty sliders, but thats just one way of fixing overland. They get paid for their work, so let them work. The Server Rearchitecture ZOS is working at atm is a massive effort too. But they still do it because PvP is an important part of the game. Same as questing. Must be confusing for you why they still do it. Fixed PvP Performance was a nice dream for 7 Years and people told the same you do, but look at it now with the new hardware in PC-NA. Its not totally fixed, but its a good start and the server rearchitecture isnt even done. Not wanna be rude or so. But how i said, when you've come to terms with that nothing will change ever, then this is the wrong thread for you.
Fingolfinn01 wrote: »I will concede that zos holds it cards close to its chest. So out of the blue they may come out and say they are implementing a solution to the overland content.
And also endless pages back and forth sourced from folks who like overland just as it
spartaxoxo wrote: »And also endless pages back and forth sourced from folks who like overland just as it
As I have stated from the very first page of this thread, and even before this thread was created, I am in favor of optional changes. I have no fear of missing out on rewards. I don't think they should concern themselves with rewards though, because they have stated that one of the largest factors in us not getting it is they don't want to give us rewards that open a can of worms. In my opinion, any rewards of significance does that. Stuff like purple companion gear may be obtainable elsewhere, but it is a massive reward that is next to impossible to get with casual play. So something like that would open a can of worms. But that's the kind of stuff people want for questing.
Eta
So in other words just do the optional difficulty increase without the rewards. I don't care about them.
spartaxoxo wrote: »And also endless pages back and forth sourced from folks who like overland just as it
As I have stated from the very first page of this thread, and even before this thread was created, I am in favor of optional changes. I have no fear of missing out on rewards. I don't think they should concern themselves with rewards though, because they have stated that one of the largest factors in us not getting it is they don't want to give us rewards that open a can of worms. In my opinion, any rewards of significance does that. Stuff like purple companion gear may be obtainable elsewhere, but it is a massive reward that is next to impossible to get with casual play. So something like that would open a can of worms. But that's the kind of stuff people want for questing.
Eta
So in other words just do the optional difficulty increase without the rewards. I don't care about them.
But if I remember correctly you, among some other players was concerned/skeptical about the fact that any potential changes would only benefit minority. The rewards are not mandatory for those who feel strongly about it as it is, it’s for players who might be interested in it if it has proper motivation, to make it appealing for larger group and thus more justified to be worth working on.
Companion gear was just an example among many possibilities suggested in this thread. A small remark why I decided to pick it: it’s niche and only useful for overland/solo content anyway, not bound and can be easily bought from traders or farmed elsewhere, the difference between purple and blue gear is really small (much smaller than if player themselves would use purple non perfected sets vs perfected and gold) and won’t affect players who play casual builds.
Why worry about potential feelings (most won’t care either way) of some people who won’t engage with any possible rework more than about those who would participate in it?
spartaxoxo wrote: »spartaxoxo wrote: »And also endless pages back and forth sourced from folks who like overland just as it
As I have stated from the very first page of this thread, and even before this thread was created, I am in favor of optional changes. I have no fear of missing out on rewards. I don't think they should concern themselves with rewards though, because they have stated that one of the largest factors in us not getting it is they don't want to give us rewards that open a can of worms. In my opinion, any rewards of significance does that. Stuff like purple companion gear may be obtainable elsewhere, but it is a massive reward that is next to impossible to get with casual play. So something like that would open a can of worms. But that's the kind of stuff people want for questing.
Eta
So in other words just do the optional difficulty increase without the rewards. I don't care about them.
But if I remember correctly you, among some other players was concerned/skeptical about the fact that any potential changes would only benefit minority. The rewards are not mandatory for those who feel strongly about it as it is, it’s for players who might be interested in it if it has proper motivation, to make it appealing for larger group and thus more justified to be worth working on.
Companion gear was just an example among many possibilities suggested in this thread. A small remark why I decided to pick it: it’s niche and only useful for overland/solo content anyway, not bound and can be easily bought from traders or farmed elsewhere, the difference between purple and blue gear is really small (much smaller than if player themselves would use purple non perfected sets vs perfected and gold) and won’t affect players who play casual builds.
Why worry about potential feelings (most won’t care either way) of some people who won’t engage with any possible rework more than about those who would participate in it?
A extremely rare item worth millions cannot be easily obtained elsewhere. It's nothing potential about it. It's basic game design. If the rewards are good enough, people will make themselves do content they don't enjoy. That's fine for events. It's not fine for the long-term health of the game to have the primary content feel unrewarding on the mode most people want to play it, and very unfun for the stuff they don't. It's not going to feel truly optional with such a massive reward.
You already see it happening during every pvp event but that's temporary.
And the devs flat out said they don't want to open that can of worms. This is an ultimate reason why we aren't getting anything. Because some vet players will expect something like that, but it screws over the casual players in a way the devs know would cause problems.
It's not appropriate for vet quests to make vet players millionaires while casual players get a few hundred coins and a pat on the back. That is guaranteed going to cause problems. I don't understand why you'd think such a massive reward from for such a casual focused system would be a good idea. TBH.
spartaxoxo wrote: »Items worth millions of coins and are very rare are not just a small thing. Everything is a small thing by that metric. Actually certain pieces sell for much more than aetheiral dust. There are few items in this game worth more, or that are more valuable to systems intended primarily for casual players. A painting is a cosmetic. It doesn't change your gameplay.
The idea that some of the most sought after, expensive, and desired items can be placed into vet content and then none of them would feel pressured to go get it themselves, and instead will happily fork over millions of coins to vet players is frankly unempathetic.
And is explicitly the reason we don't have vet options.
You are basically saying that gameplay impacting content intended for casuals should be out of their reach, and instead they should have to pay vet players for them. Because you bought a painting for your house one time.
I'm sorry but I can't think of few more spectacularly unfair rewards.
spartaxoxo wrote: »Items worth millions of coins and are very rare are not just a small thing. Everything is a small thing by that metric. Actually certain pieces sell for much more than aetheiral dust. There are few items in this game worth more, or that are more valuable to systems intended primarily for casual players. A painting is a cosmetic. It doesn't change your gameplay.
The idea that some of the most sought after, expensive, and desired items can be placed into vet content and then none of them would feel pressured to go get it themselves, and instead will happily fork over millions of coins to vet players is frankly unempathetic.
And is explicitly the reason we don't have vet options.
You are basically saying that gameplay impacting content intended for casuals should be out of their reach, and instead they should have to pay vet players for them. Because you bought a painting for your house one time.
I'm sorry but I can't think of few more spectacularly unfair rewards.
1) Not all purple companion gear worth millions of gold, only a few specific pieces are, namely aggressive medium armor, bow, lightning staff, soothing light armor, restoration staff and jewelry with respected traits. Everything else varies between 300k and 10k. Vigorous inferno staff, profilic hat, soothing dagger just to name the pieces you’d be lucky to sell for more than 30k. You won’t get rich even if it was farmable because the odds of getting trash drops much higher than expensive pieces. It’s merely some possibility of compensation to motivate players to do content. I already named activities, which much more effective for gold farming and this wouldn’t replace them by mile.
2) Adding guaranteed source like that should actually drop the prices down so make it more affordable.
3) Purple companion gear is basically a cosmetic. The difference of 10000 and 10500 dps is minimal, same for healing and tanking. You most likely won’t even notice the difference, at least I didn’t. For me it was merely a gold sink and knowing that this part is min-maxed as well as my own build. Purple gear in that case not even as useful as golding jewelry or farming perfected sets, i’m not sure why you saw it as gating or something, it’s more or less just as cosmetic as painting and don’t change gameplay in meaningful way.
I really don’t get why you react like my suggestion would rob casual players of their enjoyment and turn it to my benefit because this is not the case. It’s merely a thought on how to incentivize players to participate in higher difficulties, nothing is removed or changed for anyone else. It isn’t even a unique cosmetic or achievements, something easily substituted or obtained elsewhere.
The main point though was how to make it attractive for players to participate in vet questing. Because if this part is ignored (how you insist) than it most likely repeat “success” of Craglorn and Cadwell silver/gold and you’d left to wonder why players aren’t doing hard unrewarding content...
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.
Fingolfinn01 wrote: »
I will concede that zos holds it cards close to its chest. So out of the blue they may come out and say they are implementing a solution to the overland content.
Dagobertfuk wrote: »spartaxoxo wrote: »Items worth millions of coins and are very rare are not just a small thing. Everything is a small thing by that metric. Actually certain pieces sell for much more than aetheiral dust. There are few items in this game worth more, or that are more valuable to systems intended primarily for casual players. A painting is a cosmetic. It doesn't change your gameplay.
The idea that some of the most sought after, expensive, and desired items can be placed into vet content and then none of them would feel pressured to go get it themselves, and instead will happily fork over millions of coins to vet players is frankly unempathetic.
And is explicitly the reason we don't have vet options.
You are basically saying that gameplay impacting content intended for casuals should be out of their reach, and instead they should have to pay vet players for them. Because you bought a painting for your house one time.
I'm sorry but I can't think of few more spectacularly unfair rewards.
1) Not all purple companion gear worth millions of gold, only a few specific pieces are, namely aggressive medium armor, bow, lightning staff, soothing light armor, restoration staff and jewelry with respected traits. Everything else varies between 300k and 10k. Vigorous inferno staff, profilic hat, soothing dagger just to name the pieces you’d be lucky to sell for more than 30k. You won’t get rich even if it was farmable because the odds of getting trash drops much higher than expensive pieces. It’s merely some possibility of compensation to motivate players to do content. I already named activities, which much more effective for gold farming and this wouldn’t replace them by mile.
2) Adding guaranteed source like that should actually drop the prices down so make it more affordable.
3) Purple companion gear is basically a cosmetic. The difference of 10000 and 10500 dps is minimal, same for healing and tanking. You most likely won’t even notice the difference, at least I didn’t. For me it was merely a gold sink and knowing that this part is min-maxed as well as my own build. Purple gear in that case not even as useful as golding jewelry or farming perfected sets, i’m not sure why you saw it as gating or something, it’s more or less just as cosmetic as painting and don’t change gameplay in meaningful way.
I really don’t get why you react like my suggestion would rob casual players of their enjoyment and turn it to my benefit because this is not the case. It’s merely a thought on how to incentivize players to participate in higher difficulties, nothing is removed or changed for anyone else. It isn’t even a unique cosmetic or achievements, something easily substituted or obtained elsewhere.
The main point though was how to make it attractive for players to participate in vet questing. Because if this part is ignored (how you insist) than it most likely repeat “success” of Craglorn and Cadwell silver/gold and you’d left to wonder why players aren’t doing hard unrewarding content...
[snip]
But i have the same opinion like Sparta about rewards. The reason why this thread and the countless other threads about that topic exsist is because people want engaging quests. I dont think people care about loot, when the Overland questexperience doesnt feel anymore that exaggerated easy, that you could think its designed for bots.
[Edited for Baiting]
Aardappelboom wrote: »Fingolfinn01 wrote: »
I will concede that zos holds it cards close to its chest. So out of the blue they may come out and say they are implementing a solution to the overland content.
And should gloriously reward the contributor of the original idea that ended up getting implementedDagobertfuk wrote: »spartaxoxo wrote: »Items worth millions of coins and are very rare are not just a small thing. Everything is a small thing by that metric. Actually certain pieces sell for much more than aetheiral dust. There are few items in this game worth more, or that are more valuable to systems intended primarily for casual players. A painting is a cosmetic. It doesn't change your gameplay.
The idea that some of the most sought after, expensive, and desired items can be placed into vet content and then none of them would feel pressured to go get it themselves, and instead will happily fork over millions of coins to vet players is frankly unempathetic.
And is explicitly the reason we don't have vet options.
You are basically saying that gameplay impacting content intended for casuals should be out of their reach, and instead they should have to pay vet players for them. Because you bought a painting for your house one time.
I'm sorry but I can't think of few more spectacularly unfair rewards.
1) Not all purple companion gear worth millions of gold, only a few specific pieces are, namely aggressive medium armor, bow, lightning staff, soothing light armor, restoration staff and jewelry with respected traits. Everything else varies between 300k and 10k. Vigorous inferno staff, profilic hat, soothing dagger just to name the pieces you’d be lucky to sell for more than 30k. You won’t get rich even if it was farmable because the odds of getting trash drops much higher than expensive pieces. It’s merely some possibility of compensation to motivate players to do content. I already named activities, which much more effective for gold farming and this wouldn’t replace them by mile.
2) Adding guaranteed source like that should actually drop the prices down so make it more affordable.
3) Purple companion gear is basically a cosmetic. The difference of 10000 and 10500 dps is minimal, same for healing and tanking. You most likely won’t even notice the difference, at least I didn’t. For me it was merely a gold sink and knowing that this part is min-maxed as well as my own build. Purple gear in that case not even as useful as golding jewelry or farming perfected sets, i’m not sure why you saw it as gating or something, it’s more or less just as cosmetic as painting and don’t change gameplay in meaningful way.
I really don’t get why you react like my suggestion would rob casual players of their enjoyment and turn it to my benefit because this is not the case. It’s merely a thought on how to incentivize players to participate in higher difficulties, nothing is removed or changed for anyone else. It isn’t even a unique cosmetic or achievements, something easily substituted or obtained elsewhere.
The main point though was how to make it attractive for players to participate in vet questing. Because if this part is ignored (how you insist) than it most likely repeat “success” of Craglorn and Cadwell silver/gold and you’d left to wonder why players aren’t doing hard unrewarding content...
[snip]
But i have the same opinion like Sparta about rewards. The reason why this thread and the countless other threads about that topic exsist is because people want engaging quests. I dont think people care about loot, when the Overland questexperience doesnt feel anymore that exaggerated easy, that you could think its designed for bots.
[Edited for Baiting]
I agree, difficulty is not always linked to rewards, this is about personal preference, a way to experience the stories layed out in front of us, it's not a new game system. It's basically a QOL update at this point.
This should not be overcomplicated, and the dev time for this, as is a concern from some of the posters here, doesn't need to be huge.
Allow for people to debuff themselves through a difficulty slider, in the same way it happens today for PVP, quick and easy.
spartaxoxo wrote: »It's not about whether it would replace farming. I never said that it would. [snip]
It's about whether or not a ONE TIME quest (which duh does not replace farming) should be giving one player an extremely rare and expensive item, while the other gets utter garbage.
I honestly could not think of a more inappropriate reward. Hey casuals this massive improvement in your gameplay for a gameplay system explicitly designed and marketed towards you, is going to be locked behind content you can't do. Go give your coins to players more deserving. How could that possibly be fair?
And how that massive difference in rewards is likely to impact which content people play.
But, go ahead and keep asking for extremely rare items that can be worth millions of coins. The devs hear you loud and clear. And the answer is, "we're not going to make a vet overland since this is what people want." They were extremely clear on that. They will give us nothing before they give us that.
Total shame to me. Players wanting massive rewards for doing a quest means I can't have immersive gameplay. Such is life. I guess I'm alone in not caring about rewards. I don't need them. I just want difficulty options.
But you guys keep asking for expensive items explicitly designed for casuals.
FYI: Companion gear is not a cosmetic. It impacts gameplay. Changing my Companions gear from blue to purple, had changed what content he can tank. That's an objective fact, not opinion. Companion gear is a gameplay impacting feature. Period.
spartaxoxo wrote: »It's not about whether it would replace farming. I never said that it would. Please stop responding to me as if I said that it would. [snip]
It's about whether or not a ONE TIME quest (which duh does not replace farming) should be giving one player an extremely rare and expensive item, while the other gets utter garbage.
I honestly could not think of a more inappropriate reward. Hey casuals this massive improvement in your gameplay for a gameplay system explicitly designed and marketed towards you, is going to be locked behind content you can't do. Go give your coins to players more deserving. How could that possibly be fair?
[snip]
In that case your position wasn’t changed, you wrote it yourself that vet players would make millions of gold by selling purple companion gear.
You made it sound like opinion on the forum means so much that it holds back this whole thing on hold
The main contradiction here is: that you keep insisting how expensive and exclusive purple gear is, yet ignoring the fact that casual players can’t afford it now
They get like 1k extra resistance and a bit more mitigation or hp (depending on trait). It wouldn’t impact their performance in any meaningful way and I had hard time believing you on that one.
This is the direct quote.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.
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 why do it? The satisfaction's 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.
And the devs flat out said they don't want to open that can of worms. This is an ultimate reason why we aren't getting anything. Because some vet players will expect something like that, but it screws over the casual players in a way the devs know would cause problems.
Well, and ignoring that point would get them nowhere as well. At least if devs have some number expectation of how popular some part of the game should be. If amount of players who would engage in said rework aren’t the issue then they are free to ignore the reward part.It's not that it's an opinion on the forums. It's the general idea that vet players need to have such massive rewards. Which is what they flat out stated multiple times is a big reason we don't have it. Every post here saying that they can't do vet without nice and big rewards like that is reinforcing that belief they already had.
Then we have a different understanding of what term casual player refers to. I think it was quoted somewhere in this topic as well but there was an interview how huge chunk of playerbase, which plays only around DLC releases, barely logging on every week and have around 400 CP. Players like that aren’t dishing millions of gold they don’t have on companion gear they don’t need. Those rich housing enthusiasts just as rare if not rarer than endgame pve players. And so I take your statement with a grain of salt because those players would lose absolutely nothing and most likely wouldn’t care.Because it's not the case. Casuals are some of the biggest spenders I have met. I have met a ton that drops hundreds of dollars to even a thousand dollars every year on housing and use those just to make their roleplay more fun. They roll new character after new character, and spend big everytime they do. I'm not sure why you'd think they can't afford nice stuff. Why would the devs be catering to them so hard if they weren't making big money off of them? Most of the crowns I've bought in-game have been from casuals with a lot of money who don't spend a ton of time playing this game.
I played with him as tank as well, I don’t remember a single fight where minimal mitigation bonus would make a difference. Any examples where it was beneficial for you? From my experience he have no problems blocking hard hitting telegraphed attacks where his tanking fall short is aoe and dots. And in last 2 cases minimal difference between blue and purple would mean 1 extra second before he die at best.It can be the difference between Bastian was 1-shot, and Bastian got healed back up after losing nearly all of his health. I use him as a tank, so I notice how well he handles with every piece I upgrade. There's a clear gameplay difference, and I'm not sure why you find it hard to believe that stat increases can make a difference in a fight. But it is absolutely not cosmetic.
Well, and ignoring that point would get them nowhere as well. At least if devs have some number expectation of how popular some part of the game should be. If amount of players who would engage in said rework aren’t the issue then they are free to ignore the reward part.
My biggest concern here is that if they work with expectation of already low engagement then they most likely commit minimal efforts and resources on such rework leaving most of those who wanted it unsatisfied. I just hope that they’ll be able to find approach that delicately addressed concerns from both sides and find some compromises that benefit all.
Then we have a different understanding of what term casual player refers to. I think it was quoted somewhere in this topic as well but there was an interview how huge chunk of playerbase, which plays only around DLC releases, barely logging on every week and have around 400 CP. Players like that aren’t dishing millions of gold they don’t have on companion gear they don’t need. Those rich housing enthusiasts just as rare if not rarer than endgame pve players. And so I take your statement with a grain of salt because those players would lose absolutely nothing and most likely wouldn’t care.
I played with him as tank as well, I don’t remember a single fight where minimal mitigation bonus would make a difference. Any examples where it was beneficial for you? From my experience he have no problems blocking hard hitting telegraphed attacks where his tanking fall short is aoe and dots. And in last 2 cases minimal difference between blue and purple would mean 1 extra second before he die at best.
I guess I'm one of those "casuals". I play for hours every day, and the hardest content I ever do is delves - plus now I'm jumping in on vents and the mudcrab boss to get the last two hunks of Oakensoul. I die a couple of times on each vent, though not to the crab (because so far I'm not able to dish enough damage with all the rest of the mob around to even get loot, he's dead so fast). I occasionally die to a delve boss because I can't get past massive ping to make heals work, and the bear doesn't tank as well as my pets did in WoW - nowhere close AAMOF.
I mess with housing and cosmetics, I sub three accounts on the annual plan, and I buy more crowns throughout the year. I'm not very interested in harder overland; if they make it optional, even with better rewards, that's fine, I won't mess with it anyway. Overland is where I don't expect to have to kill my way from node to node. In game, it's my walk in the park, and I like it that way, and I like quest bosses easy enough that I don't die to them a dozen times.
A fellow warden mainer advice:I occasionally die to a delve boss because I can't get past massive ping to make heals work, and the bear doesn't tank as well as my pets did in WoW - nowhere close AAMOF.
The biggest issue here is ZOS, and their insistence on remaining silent as much as possible. From my last post on this topic until now, I stopped following the discussion entirely, and during that time 5 or so post from ZOS were made, and each were moderation. This goes back to that interview Rich had that was shared on this thread, not by a member of ZOS but by a user, and one of those questions was about overland content, and in it Rich gave an identical answer as he had done on stream back in December.
WCC: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?
RL: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.
WCC:I did see that there is a pinned Overland content topic on the official forums where you are gathering feedback, right?
RL:Yeah. It comes up pretty often. It is definitely a hot topic right now.
WCC: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.
RL:Noted!
WCC:Thank you for your time.