Issue is we haven't been given any indication that this thread has any meaning, since at two different points when ZOS commented on this, once before this thread's creation and one several months later, an identical response was given.
They, use them in every single dungeon. Creating multiple versions of an instance is as standard a technique as making a new map. It i simply a tool they have. And each zone only has a handful of enemy types, with many shared between zones. Modify the standard gray wolf and you just updated 1/5th of the wildlife in pretty much every base game zone for example. Then most humanoid enemies are based off of classes and have a basic toolkit from those, and considering ZOS updated every single vet boss and elite mob in an update pass for pts, doing such wide scale changes aren't unheard of.
Also, in case it seems outlandish to suggest large scale changes that are applied only to a particular instance (which again is what ZOS does in every trial and dungeon):
Issue is we haven't been given any indication that this thread has any meaning, since at two different points when ZOS commented on this, once before this thread's creation and one several months later, an identical response was given. That implied to me that nothing that was said here was looked at or understood, so we just wait until something happens.
spartaxoxo wrote: »MrLachance wrote: »spartaxoxo wrote: »MrLachance wrote: »Many but not even close to the majority. And if you look at the numerous posts about the topic over the years until this one got created, always the same people you can count on two hands argueing against an army of disappointed people, its pretty clear that the frightening majority wants harder overland difficulty.
The devs have explicitly stated that it isn't the majority that wants it, and the majority of players avoid difficult content. This also aligns with the trophy data on psn, the harder the trophy the less people have it. The majority of people in the threads are always gonna be people have that a complaint.They, use them in every single dungeon. Creating multiple versions of an instance is as standard a technique as making a new map. It i simply a tool they have.
The devs have stated outright that creating separate settings is a detriment and also that it would be a ton of work.
The may have already done it anyway just because they think it would be best for the playerbase though. But, they have talked in the past about how a separate instance is not simple.
It was explicitly related to Cadwells Silver+Gold. Not about the Own Faction Overland and Rich also explicitly stated that everyone loved it and a ton of people played it.
It was about both.
"So, we had that, Jeulen, at launch. It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out and we put the challenge into world bosses and into solo arenas and into dungeons and trials. People just did not like the extra difficulty in the story stuff." <----past tense, about the old 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.” <---- Transitions to talking about how things are, including the use of the present tense. This is about the current state of the game.
The majority didn't do it then and they don't do it now. They explicitly cited this as a concern because it was a concern.
MrLachance wrote: »It wasnt about both.
“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
“And yes, go look at Craglorn. There’s not a lot of people in Craglorn and that’s not super difficult but it’s more hard than the regular overland.”
spartaxoxo wrote: »How would it be bad for the normal one if people aren't even participating in the normal one?
Because splitting a population in half that's already barely sustainable will have negative impact on the people who ARE in that zone's ability to complete content.
Dead zone doesn't mean there's literally nobody there.
MrLachance wrote: »spartaxoxo wrote: »MrLachance wrote: »spartaxoxo wrote: »MrLachance wrote: »Many but not even close to the majority. And if you look at the numerous posts about the topic over the years until this one got created, always the same people you can count on two hands argueing against an army of disappointed people, its pretty clear that the frightening majority wants harder overland difficulty.
The devs have explicitly stated that it isn't the majority that wants it, and the majority of players avoid difficult content. This also aligns with the trophy data on psn, the harder the trophy the less people have it. The majority of people in the threads are always gonna be people have that a complaint.They, use them in every single dungeon. Creating multiple versions of an instance is as standard a technique as making a new map. It i simply a tool they have.
The devs have stated outright that creating separate settings is a detriment and also that it would be a ton of work.
The may have already done it anyway just because they think it would be best for the playerbase though. But, they have talked in the past about how a separate instance is not simple.
It was explicitly related to Cadwells Silver+Gold. Not about the Own Faction Overland and Rich also explicitly stated that everyone loved it and a ton of people played it.
It was about both.
"So, we had that, Jeulen, at launch. It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out and we put the challenge into world bosses and into solo arenas and into dungeons and trials. People just did not like the extra difficulty in the story stuff." <----past tense, about the old 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.” <---- Transitions to talking about how things are, including the use of the present tense. This is about the current state of the game.
The majority didn't do it then and they don't do it now. They explicitly cited this as a concern because it was a concern.
It wasnt about both. The whole arguments of him were about cadwells silver + gold. That what he meant with that ''extra difficulty''. It was an extra difficulty added to the own faction overland difficulty in form of the questlines of the other 2 factions, called cadwells silver and gold. There was nowhere any complains about own faction overland. Or not a Ton of people would play it and start crying about that already like about cadwells silver + gold. The quote were he says this comes in the following quote soon.
And that ''extra'' difficulty of silver + gold he stated not only in your quote. He did it also in that one:
People didn't do it because they had to go through their own alliance first? That's not actually true. A ton of people completed their own alliance storylines to get to silver and gold. A ton of people did. People just did not like the extra difficulty in the story stuff.
the only complaints were about some minor quests like sancre tor and bugged ones.
Chest spawn and despawns
If there is a treasure chest or loot chest or such, some NPC should have an interest in protecting it. Also if there is no one protecting it anymore then leaving it to the wild should make it disappear as someone surely finds it and loots it. In other words, no more half-looted chests.
Chest spawn and despawns
If there is a treasure chest or loot chest or such, some NPC should have an interest in protecting it. Also if there is no one protecting it anymore then leaving it to the wild should make it disappear as someone surely finds it and loots it. In other words, no more half-looted chests.
They already despawn, as has been mentioned here many times before.
Chest spawn and despawns
If there is a treasure chest or loot chest or such, some NPC should have an interest in protecting it. Also if there is no one protecting it anymore then leaving it to the wild should make it disappear as someone surely finds it and loots it. In other words, no more half-looted chests.
They already despawn, as has been mentioned here many times before.
Eh well.... he's wanting some mega overpowered NPC to stand guard over a chest so you're facing a major battle to just loot the damn thing.
*sigh*
spartaxoxo wrote: »MrLachance wrote: »It wasnt about both.
Yes. It was. He made a clear transition into present day and present tense speech. He was saying that they tried it once before and the majority didn't like it back then, and they still avoid harder areas to this very day. He was not only talking about the past, he was dismissing the idea that they will change things now.
Later on he states...“I totally hear you on the difficulty thing. I like things to be more difficult. But the data doesn’t lie. And we have never been more successful than where we are today. And a lot of that has to do with just how much freedom players have to go an experience story.”
“And yes, go look at Craglorn. There’s not a lot of people in Craglorn and that’s not super difficult but it’s more hard than the regular overland.”
He was speaking about both. The majority didn't do it back then and he doesn't believe it wouldn't be different now, because the majority does not engage in difficult content. He's basically like they aren't doing difficult stuff. They aren't even doing Craglorn. Data doesn't lie, the majority isn't in to it.
This aligns with the trophy data and their decision to keep saying no. If they thought the majority would use it and it would bring in money, it would've happened a long time ago.
BretonMage wrote: »Chest spawn and despawns
If there is a treasure chest or loot chest or such, some NPC should have an interest in protecting it. Also if there is no one protecting it anymore then leaving it to the wild should make it disappear as someone surely finds it and loots it. In other words, no more half-looted chests.
They already despawn, as has been mentioned here many times before.
Eh well.... he's wanting some mega overpowered NPC to stand guard over a chest so you're facing a major battle to just loot the damn thing.
*sigh*
See, this is the thing which makes me wary of the clamour for vet overland. Everyone seems to have a different vision of it. What I want (simply, just harder bosses, instanced is fine) is not the same as what someone else might want (either it takes you the better part of an afternoon just to traverse a zone, or you're suddenly as weak as a beginner despite having played the game for 5 years). I'm honestly a little scared of the implementation of it; I'm certain it'll *** a lot of people, or me, or both, off.
MrLachance wrote: »BretonMage wrote: »Chest spawn and despawns
If there is a treasure chest or loot chest or such, some NPC should have an interest in protecting it. Also if there is no one protecting it anymore then leaving it to the wild should make it disappear as someone surely finds it and loots it. In other words, no more half-looted chests.
They already despawn, as has been mentioned here many times before.
Eh well.... he's wanting some mega overpowered NPC to stand guard over a chest so you're facing a major battle to just loot the damn thing.
*sigh*
See, this is the thing which makes me wary of the clamour for vet overland. Everyone seems to have a different vision of it. What I want (simply, just harder bosses, instanced is fine) is not the same as what someone else might want (either it takes you the better part of an afternoon just to traverse a zone, or you're suddenly as weak as a beginner despite having played the game for 5 years). I'm honestly a little scared of the implementation of it; I'm certain it'll *** a lot of people, or me, or both, off.
I wouldnt be scared at all. Having an option doesnt force people. The real issue here are those [snip] people wich dont even allow you to have an option.
BretonMage wrote: »MrLachance wrote: »BretonMage wrote: »Chest spawn and despawns
If there is a treasure chest or loot chest or such, some NPC should have an interest in protecting it. Also if there is no one protecting it anymore then leaving it to the wild should make it disappear as someone surely finds it and loots it. In other words, no more half-looted chests.
They already despawn, as has been mentioned here many times before.
Eh well.... he's wanting some mega overpowered NPC to stand guard over a chest so you're facing a major battle to just loot the damn thing.
*sigh*
See, this is the thing which makes me wary of the clamour for vet overland. Everyone seems to have a different vision of it. What I want (simply, just harder bosses, instanced is fine) is not the same as what someone else might want (either it takes you the better part of an afternoon just to traverse a zone, or you're suddenly as weak as a beginner despite having played the game for 5 years). I'm honestly a little scared of the implementation of it; I'm certain it'll *** a lot of people, or me, or both, off.
I wouldnt be scared at all. Having an option doesnt force people. The real issue here are those [snip] people wich dont even allow you to have an option.
Having the option would be great, not scared of that at all. I'm anxious (just a little, I mean, we don't even know if this is what the reveal will be) about how they might implement it, as it might end up being extremely disappointing.
MrLachance wrote: »@Parasaurolophus
Its not a mistake. When you reached veteran rank 1 the enemys on the same veteran rank were way stronger 1. It was like another league. And also their stats scaled way higher from veteran rank to the next. The progression of mob lvl's is also one reason why the overland experience nowadays gets easier and easier the higher level you reach and the more gear you get. Its just lame.
BretonMage wrote: »Having the option would be great, not scared of that at all. I'm anxious (just a little, I mean, we don't even know if this is what the reveal will be) about how they might implement it, as it might end up being extremely disappointing.
Parasaurolophus wrote: »MrLachance wrote: »@Parasaurolophus
Its not a mistake. When you reached veteran rank 1 the enemys on the same veteran rank were way stronger 1. It was like another league. And also their stats scaled way higher from veteran rank to the next. The progression of mob lvl's is also one reason why the overland experience nowadays gets easier and easier the higher level you reach and the more gear you get. Its just lame.
No, they weren't. Rank 1 enemies for a rank 1 player were as difficult as level 10 enemies for a level 10 player. I remember very well how in silver and gold I just spammed a snipe without using any healing skills and food. And it was still too easy. It was 2014.
MrLachance wrote: »Parasaurolophus wrote: »MrLachance wrote: »@Parasaurolophus
Its not a mistake. When you reached veteran rank 1 the enemys on the same veteran rank were way stronger 1. It was like another league. And also their stats scaled way higher from veteran rank to the next. The progression of mob lvl's is also one reason why the overland experience nowadays gets easier and easier the higher level you reach and the more gear you get. Its just lame.
No, they weren't. Rank 1 enemies for a rank 1 player were as difficult as level 10 enemies for a level 10 player. I remember very well how in silver and gold I just spammed a snipe without using any healing skills and food. And it was still too easy. It was 2014.
yes they were. i also still know exactly how the difficulty increased by a lot after i killed molag bal first time and then started at VR 1. It was a different world. With Veteran Rank 1 i could kill maximum 2 mobs at a time and 3 were already to much. I did easly more in own faction overland.
BretonMage wrote: »Having the option would be great, not scared of that at all. I'm anxious (just a little, I mean, we don't even know if this is what the reveal will be) about how they might implement it, as it might end up being extremely disappointing.
A lot of times, people suggest making things an option, and that makes perfect sense for players because this seems to be the proper method to achieve harmony in the community. Everyone sort of gets what they want.
Options can be expensive to develop, and expensive to maintain going forward. They may not always make sense to do, even if they sound on the forum like the ideal solution to a problem.
For this reason, I always hesitate to accept the "just make it an option" suggestion. This appeases the other people in the forum, and reduces the toxicity load, but my concern is that it is not cost effective. It may make the forum happy, but not the developers. It is a case of potentially setting up the players for an expectation that will never happen.
In this specific case, there are possible implementations of a "veteran overland" where I expect that ZOS would not do an option and everyone would just get the new normal, without any choice at all.
Parasaurolophus wrote: »MrLachance wrote: »Parasaurolophus wrote: »MrLachance wrote: »@Parasaurolophus
Its not a mistake. When you reached veteran rank 1 the enemys on the same veteran rank were way stronger 1. It was like another league. And also their stats scaled way higher from veteran rank to the next. The progression of mob lvl's is also one reason why the overland experience nowadays gets easier and easier the higher level you reach and the more gear you get. Its just lame.
No, they weren't. Rank 1 enemies for a rank 1 player were as difficult as level 10 enemies for a level 10 player. I remember very well how in silver and gold I just spammed a snipe without using any healing skills and food. And it was still too easy. It was 2014.
yes they were. i also still know exactly how the difficulty increased by a lot after i killed molag bal first time and then started at VR 1. It was a different world. With Veteran Rank 1 i could kill maximum 2 mobs at a time and 3 were already to much. I did easly more in own faction overland.
Are you sure that your equipment was appropriate and you did everything right? Because from my own experience I can say for sure that I have not experienced any difficulties.
Parasaurolophus wrote: »MrLachance wrote: »Parasaurolophus wrote: »MrLachance wrote: »@Parasaurolophus
Its not a mistake. When you reached veteran rank 1 the enemys on the same veteran rank were way stronger 1. It was like another league. And also their stats scaled way higher from veteran rank to the next. The progression of mob lvl's is also one reason why the overland experience nowadays gets easier and easier the higher level you reach and the more gear you get. Its just lame.
No, they weren't. Rank 1 enemies for a rank 1 player were as difficult as level 10 enemies for a level 10 player. I remember very well how in silver and gold I just spammed a snipe without using any healing skills and food. And it was still too easy. It was 2014.
yes they were. i also still know exactly how the difficulty increased by a lot after i killed molag bal first time and then started at VR 1. It was a different world. With Veteran Rank 1 i could kill maximum 2 mobs at a time and 3 were already to much. I did easly more in own faction overland.
Are you sure that your equipment was appropriate and you did everything right? Because from my own experience I can say for sure that I have not experienced any difficulties.
SilverBride wrote: »Parasaurolophus wrote: »MrLachance wrote: »Parasaurolophus wrote: »MrLachance wrote: »@Parasaurolophus
Its not a mistake. When you reached veteran rank 1 the enemys on the same veteran rank were way stronger 1. It was like another league. And also their stats scaled way higher from veteran rank to the next. The progression of mob lvl's is also one reason why the overland experience nowadays gets easier and easier the higher level you reach and the more gear you get. Its just lame.
No, they weren't. Rank 1 enemies for a rank 1 player were as difficult as level 10 enemies for a level 10 player. I remember very well how in silver and gold I just spammed a snipe without using any healing skills and food. And it was still too easy. It was 2014.
yes they were. i also still know exactly how the difficulty increased by a lot after i killed molag bal first time and then started at VR 1. It was a different world. With Veteran Rank 1 i could kill maximum 2 mobs at a time and 3 were already to much. I did easly more in own faction overland.
Are you sure that your equipment was appropriate and you did everything right? Because from my own experience I can say for sure that I have not experienced any difficulties.
I had the same experience with mobs being too hard once I reached the veteran level zones. I followed where the quests took me and did them in the order that they were given to me. If the mobs were scaling to my level then the scaling was way off because I would die trying to fight off a pack of wolves.
SilverBride wrote: »Parasaurolophus wrote: »MrLachance wrote: »Parasaurolophus wrote: »MrLachance wrote: »@Parasaurolophus
Its not a mistake. When you reached veteran rank 1 the enemys on the same veteran rank were way stronger 1. It was like another league. And also their stats scaled way higher from veteran rank to the next. The progression of mob lvl's is also one reason why the overland experience nowadays gets easier and easier the higher level you reach and the more gear you get. Its just lame.
No, they weren't. Rank 1 enemies for a rank 1 player were as difficult as level 10 enemies for a level 10 player. I remember very well how in silver and gold I just spammed a snipe without using any healing skills and food. And it was still too easy. It was 2014.
yes they were. i also still know exactly how the difficulty increased by a lot after i killed molag bal first time and then started at VR 1. It was a different world. With Veteran Rank 1 i could kill maximum 2 mobs at a time and 3 were already to much. I did easly more in own faction overland.
Are you sure that your equipment was appropriate and you did everything right? Because from my own experience I can say for sure that I have not experienced any difficulties.
I had the same experience with mobs being too hard once I reached the veteran level zones. I followed where the quests took me and did them in the order that they were given to me. If the mobs were scaling to my level then the scaling was way off because I would die trying to fight off a pack of wolves.
According to what I remember them saying... ZOS has never used dynamically scaled mobs. Their mobs are hand set at the level that they appear in the game. That means that before One Tamriel, this was by zone, with each zone having a range, and then each mob in that zone was placed in that range. Zones were placed in order by level range, so we started somewhere like Bleakrock and worked through Bal Foyen, Stonefalls, Deshaan, Shadowfen, Eastmarch, and then The Rift, before finally heading to (our alliance specific version of) Coldharbour. In that order.
SilverBride wrote: »I had the same experience with mobs being too hard once I reached the veteran level zones. I followed where the quests took me and did them in the order that they were given to me. If the mobs were scaling to my level then the scaling was way off because I would die trying to fight off a pack of wolves.
According to what I remember them saying... ZOS has never used dynamically scaled mobs. Their mobs are hand set at the level that they appear in the game. That means that before One Tamriel, this was by zone, with each zone having a range, and then each mob in that zone was placed in that range. Zones were placed in order by level range, so we started somewhere like Bleakrock and worked through Bal Foyen, Stonefalls, Deshaan, Shadowfen, Eastmarch, and then The Rift, before finally heading to (our alliance specific version of) Coldharbour. In that order.
In this specific case, there are possible implementations of a "veteran overland" where I expect that ZOS would not do an option and everyone would just get the new normal, without any choice at all.
BretonMage wrote: »In this specific case, there are possible implementations of a "veteran overland" where I expect that ZOS would not do an option and everyone would just get the new normal, without any choice at all.
You suggested previously that their solution might be to scale us down. Are you suggesting, then, that the player is scaled down (presumably at high CP levels) without a choice? I can't imagine that going down well.
Even if it is the solution they settle for, I hope it isn't an across-the-board solution where we are scaled down against ALL the enemies. As others have mentioned, having super-powerful mudcrabs would be ridiculous (and tedious). If they could fine-tune our scaling/debuffs, and I've no idea if that's even possible, that might make the scaling feel a little more natural.
*rolls eyes* At this point I just want them to BE DAMNED DONE WITH IT. This sort of "tease" from a dev drives me NUTS. [snip]
Seriously.
And it does NOT - DECIDEDLY does not - make me want to live here and pant after the January reveal. QUITE the opposite in fact. If they had something that would cause every player here to salivate and pop an annual sub....
They'd have posted it.
They haven't. So.... yeah, nothing to see here. Move along.
[edited for bashing]