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https://forums.elderscrollsonline.com/en/discussion/668861

Overland Content Feedback Thread

  • Rittings
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    I have to say, if a veteran overland zone isn't introduced, or something that challenges players - or at least departs them from the same instance as bots etc... then this game is utterly doomed. It's already dying, and the only reason the player base number increases in the Zenimax stat counts, is the amount of bots and free week accounts that are created. But these are not sustained players, and ZoS ultimately know this... but if they continue to bury their head, then i repeat, the game is doomed.

    I have to say, I quit these forums a while back, returned after ending my 7 year old guild... attempted to rebuild the guild, but have become starkly aware of the lack of player base... I ran a guild running 30-40 scheduled trials per week... and our rosters filled in minutes upon release... now, no rosters fill and we can barely muster a trial per day. I see it across all my guilds.

    Saw it during the event too... I remember when the New Life event had crowds of people in Eastmarch for days upon days... but day 1 came, it was a bit busy... but day 2 barely anyone... days 3, 4 and 5 you'd have been hard pushed to realize an event was taking place.

    It's a culimnation of years of neglect for bugs/glitches/bots and repetitive content. Something has to happen, but I fear it might be too late. I know my wife and I no longer have our ESO+ on auto renew... and one of our household has already cancelled and quit after 7 years. With the horizon of games about to launch, this is going to be a rough year for ESO... I know we are looking at several titles about to drop and knowing the final hammer is coming.
  • SilverBride
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    Rittings wrote: »
    I have to say, if a veteran overland zone isn't introduced, or something that challenges players - or at least departs them from the same instance as bots etc... then this game is utterly doomed. It's already dying, and the only reason the player base number increases in the Zenimax stat counts, is the amount of bots and free week accounts that are created. But these are not sustained players, and ZoS ultimately know this... but if they continue to bury their head, then i repeat, the game is doomed.

    No, it's not.

    The only time this game was failing was when veteran overland zones did exist and removing them with One Tamriel turned that around. It's been 7 years since that change was introduced. If not having veteran overland was going to kill this game it would have already happened long ago.
    PCNA
  • Elsonso
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    Rittings wrote: »
    I have to say, if a veteran overland zone isn't introduced, or something that challenges players - or at least departs them from the same instance as bots etc... then this game is utterly doomed. It's already dying, and the only reason the player base number increases in the Zenimax stat counts, is the amount of bots and free week accounts that are created. But these are not sustained players, and ZoS ultimately know this... but if they continue to bury their head, then i repeat, the game is doomed.

    I doubt it.

    The game is more likely to be doomed from them making some combat balance change, and not walking it back, then by not doing a veteran overland.

    To the contrary.... if they do any player configurable tiered overland difficulty, I'd wager that the majority of the players will have their difficulty set at or below whatever it is today. I'll go one step further and suggest that the largest group of players will be the ones that don't even touch it from whatever it is set at by default.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • Grandsheba
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    I completely agree with the vast majority of the post here. The content is far too easy, its breaks immersion harder than a dragon break. I feels like eso isn't even an elderscrolls game and more of a cosmetic knock off brand. There is no urgency to achieve CHIM. Level up or even explore the world space. The Vast majority of people teleport from town to dungeon/trial to their homes.

    The game needs diversity in play styles that appeals to all 3 play types. That being tank and healers instead of just dps. Dynamic radiant quest/events where players can work as a team or alone to help or choose to play the villain. You've moved so far away from TES handbook that the game is loosing its enjoyment. How ever the world events introduced in greymoore was an amazing challenge and is loads of fun, I'd use that as a foundation but actually make it matter. Make world invasions of enemies effect the world space, let guards be able to be killed not immortal legions that can't even deal with low level enemies yet can one shot us, the ones who defeated dragons and deadric princes.

    Expand and allow for the dark brother hood and theives guild to have a skill line thst is story based and useful in the over land. Not every boss needs to be a dps fight. Stealth mechanics where you have to steal something back or get turned to stone, healing where you have to help npcs make it out of a toxic or burning dot area. We could be healing them and providing shields to help them get to safety.

    Tanks can have quest events where they have to hold off armies alone and insure everyone gets out, making sure none of the threats get away and keeps them together before some npc drops a bomb or something.

    The overland bosses actually attacking towns and being a threat, creating some change like the raven watch area. Adding a karma system to the quest we choose todo.

    As it stands now the over land is a joke outside of greymoore. There's no reason to explore the world space at all, "special" items with descriptions are cosmetic and boring. They hsve no special traits which sucks. Why would thst be fun, look at skyrim for examples.

    To be clear, nerfing everyone and increasing enemies dmg and Health is not making it harder/ more enjoyable, it just makes the game annoying. Giving the overland some of the skills and armor abilities we have would bring an interesting new mechanics and make combat more engaging. Having enemies that can counter some of our attacks with stronger debuffs making more uses of dodging and having them able to buff and heal themselves instead of having crazy health pools so we can have a use for disease and bleed status effects.
    Edited by Grandsheba on 15 January 2023 12:20
    "The Tower touches all the mantles of Heaven and by its apex one can be as he will. Be as he was and yet changed for all else on that path for those that walk after. This is [CHIM] the secret of how mortals become makers, and makers back to mortals."
  • SilverBride
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    Grandsheba wrote: »
    The Vast majority of people teleport from town to dungeon/trial to their homes.

    That tells me that the vast majority aren't interested in having long difficult fights while out questing.
    PCNA
  • colossalvoids
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    To me it tells people just aren't interested in current overland iteration, for various reasons be it lack of engagement, lack of novelty or having better content to follow instead, even having no time isn't an argument for "overland as is" as they're having no time on this, current model of it.
  • spartaxoxo
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    I use overland and I travel to my house after doing dungeons personally. I like to deconstruct at my house because I like the way I decorated it and spend a lot of effort on my homes. The way I use and decorate my house doesn't really have much bearing on what content I feel like doing that way. Sometimes I overland quest, sometimes I do group activities (just did VSS last night), sometimes I play Tales of Tribute, sometimes I just chill in there while talking in guild chat.
    Edited by spartaxoxo on 15 January 2023 18:17
  • Tannus15
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    Grandsheba wrote: »
    The Vast majority of people teleport from town to dungeon/trial to their homes.

    That tells me that the vast majority aren't interested in having long difficult fights while out questing.

    This is your assumption, but even if it's true that the majority of players are happy with the current state of things, there is still a sizeable percentage that are unhappy with it.

    Pretty much everyone involved has approached the topic from a perspective of "here is a problem I'm having with the game" and your response is pretty much a hard no to any difficulty increase made in anyway.

    If ZoS said they were going to try and address the issue players finding overland content too easy, how would you go about it?
    What would be your preferred approach?
  • TaSheen
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    Tannus15 wrote: »
    Grandsheba wrote: »
    The Vast majority of people teleport from town to dungeon/trial to their homes.

    That tells me that the vast majority aren't interested in having long difficult fights while out questing.

    This is your assumption, but even if it's true that the majority of players are happy with the current state of things, there is still a sizeable percentage that are unhappy with it.

    Pretty much everyone involved has approached the topic from a perspective of "here is a problem I'm having with the game" and your response is pretty much a hard no to any difficulty increase made in anyway.

    If ZoS said they were going to try and address the issue players finding overland content too easy, how would you go about it?
    What would be your preferred approach?

    No one knows a "sizable percentage". This is the base problem. Some of us are perfectly happy with overland as it is. Others aren't. The forum isn't a reliable measuring stick. Everyone with a POV on this issue is actuallly just posting from a biased POV - those you know in game may agree with you of course - selective bias. I'm also posting from that selective bias.

    I don't have any real horse in this race, because if ZOS chooses to ramp up overland difficulty, I will stop playing and subbing. I'm only one person, with three accounts. Not a drop in any bucket. But if optional harder difficulty is what happens, I will cheerfully pay for three subs forever - as long as "harder overland" is optional.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • SilverBride
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    Tannus15 wrote: »
    Grandsheba wrote: »
    The Vast majority of people teleport from town to dungeon/trial to their homes.

    That tells me that the vast majority aren't interested in having long difficult fights while out questing.

    This is your assumption, but even if it's true that the majority of players are happy with the current state of things, there is still a sizeable percentage that are unhappy with it.

    Pretty much everyone involved has approached the topic from a perspective of "here is a problem I'm having with the game" and your response is pretty much a hard no to any difficulty increase made in anyway.

    If ZoS said they were going to try and address the issue players finding overland content too easy, how would you go about it?
    What would be your preferred approach?

    Think about what we do in overland. We quest and farm mats and explore. I seriously doubt there are very many players who want to spend more time fighting difficult mobs while trying to get these things done.

    And yes I am firmly against a separate veteran overland for reasons I've already stated throughout this thread. One of the biggest for me is that it is unfair to customize every single aspect of the game for any one type of player, especially if they profit by getting better rewards in the process.

    The only solution for something that is not a problem (because overland is exactly what it should be so that all players of all levels and experience can succeed) is to address the player that is dissatisfied. And I would do that with debuffs.
    Edited by SilverBride on 16 January 2023 02:51
    PCNA
  • CP5
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    Some points:

    "Think about what we do in overland. We quest and farm mats and explore."

    Farming mats is a throw point because anyone looking to do that would do it in as easy an area as possible, hence why most farm routes involve no combat. For quest and exploration though, I play games because I want to enjoy content, and I enjoy content that I remember. I don't remember lacky 3918 who spent his time in the fight walking backwards to throw a knife, I don't remember generic threat to the world 274 who died before they could finish their monologue.

    I remember pre-one tamriel Dosha, I remember my first fight against a chimera in dragons dogma, I remember my first cliff racer in morrowind. I remember these encounters because I was engaged. If the content is a cardboard cutout that I push past without thought, I don't remember that, and I don't care for 'empty calories' kind of entertainment. To have meaningful questing and exploration, I have to feel engaged with what I'm doing, but I can't take stories seriously when the threats in them are nonexistent, and I can't feel a meaningful connection to the world when I'm so disconnected I'm watching a video on the other monitor while racing past everything because nothing on my way except the views are of any impactful value.

    "And yes I am firmly against a separate veteran overland for reasons I've already stated throughout this thread."

    What would it matter to you if players you currently don't interact with, whom you don't care to interact with, are in an instance different than you?

    " unfair to customize every single aspect of the game for any one type of player"

    Because of this? What are companions then, other than a way to cater to players who want help in combat and enjoy the company of an npc companion? What is the card game than if not an addition for "one type of player" who like playing card games? What are different difficulty choices in every other piece of content that involves combat if not catering to different player taste? How is denying choice and reducing the number of players who participate in a particular part of content a bad thing? And don't you think it would be better in the long run for more players to be participating in overland?

    "especially if they profit by getting better rewards in the process."

    And honestly, what does that matter? I don't care if a random player standing next to me at the bank is in all gold gear with a bank full of it. I don't care if someone else in my trial group has twice as many champion points as me. Outside of hoping my fellow guild members are putting forward an effort to be well geared this doesn't matter in PVE, and in PVP you're expected to pull your own weight getting to the standard your enemies are at, but even that level of gear and character levels are finite and can be reached. So what does it matter if "oh no, that person killed 1 enemy and got more experience than I did killing 1 enemy, while I'm over here killing dozens more in the same amount of time"?

    "The only solution for something that is not a problem (because overland is exactly what it should be so that all players of all levels and experience can succeed) is to address the player that is dissatisfied. And I would do that with debuffs."

    And we can already do that, but shooting ourselves in the foot isn't a solution. I, as an experienced player, know that when I see a group of enemies, to use attacks that, surprisingly, hit a group of enemies per cast. If I did 1/10th of my current damage, congratulations, some of the enemies may get off a single attack. Doesn't change the fact that the enemies populating the world and driving most quest literally blow bubbles or jump away from the fight, because most enemies have attacks explicitly designed to waste their own time. Do you remember that video posted a while ago where an elite mob took minutes to kill a player who was doing nothing? Debuffs don't cut it, creating a separate instance, so enemies in that instance can have worthless skills replaced by impactful ones, would.

    So in summary:
    • The ability to enjoy quest and exploration is impacted by combat, and overland is the only piece of pve content in the game that doesn't offer choice in that regard.
    • Leveraging pre-existing instances is well within ZOS's reach as they do that everywhere already, including overland, and allowing players to opt into content they'd more likely enjoy would not significantly impact anyone except those who opt into it.
    • Every other piece of content in the game either already offers choice to accommodate more players or is explicitly made for "one type of player."
    • Better rewards are a standard in all current pve content based on difficulty, it would be more beneficial for newer players who are interested in the content, and has no impact on you.
    • And generic debuffs don't work because I, as an experienced player, know how to play the game, and starter zone level enemies don't create meaningful engagements that are even worth remembering.
    Edited by CP5 on 16 January 2023 03:45
  • Tannus15
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    Tannus15 wrote: »
    Grandsheba wrote: »
    The Vast majority of people teleport from town to dungeon/trial to their homes.

    That tells me that the vast majority aren't interested in having long difficult fights while out questing.

    This is your assumption, but even if it's true that the majority of players are happy with the current state of things, there is still a sizeable percentage that are unhappy with it.

    Pretty much everyone involved has approached the topic from a perspective of "here is a problem I'm having with the game" and your response is pretty much a hard no to any difficulty increase made in anyway.

    If ZoS said they were going to try and address the issue players finding overland content too easy, how would you go about it?
    What would be your preferred approach?

    Think about what we do in overland. We quest and farm mats and explore. I seriously doubt there are very many players who want to spend more time fighting difficult mobs while trying to get these things done.

    And yes I am firmly against a separate veteran overland for reasons I've already stated throughout this thread. One of the biggest for me is that it is unfair to customize every single aspect of the game for any one type of player, especially if they profit by getting better rewards in the process.

    The only solution for something that is not a problem (because overland is exactly what it should be so that all players of all levels and experience can succeed) is to address the player that is dissatisfied. And I would do that with debuffs.

    @CP5 has a nice summary to most of your points.

    I attempted to do this with debuffs earlier in this thread by making basic gear (2 and 3 trait) all green level with green enchants, no slotted CP, balanced attributes and didn't use my ult and STILL the delve boss went down in 9 seconds.

    this is a massive level of debuff and the content was still trivially easy.

    You say the solution is to do this with debuffs, and if there was a debuff toggle which make overland more engaging I'd turn on in a heart beat. No extra rewards, no hidden bonus, just harder content.
    I'm fully aware i'd be in the minority on this one, and i wouldn't do it on all my alts. for example my survey alt wouldn't enable this toggle.

    The problem with attempting to do this myself is two fold. Firstly i can't really see any practical way to nerf myself further without being silly about it and secondly part of my enjoyment for games like this is to try new builds and see if i can find that extra few % improvement. Nerfing myself takes away that ability because i literally can't play at my peak, let along try and find improvements.
  • SilverBride
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    CP5 wrote: »
    " unfair to customize every single aspect of the game for any one type of player"

    Because of this? What are companions then, other than a way to cater to players who want help in combat and enjoy the company of an npc companion? What is the card game than if not an addition for "one type of player" who like playing card games? What are different difficulty choices in every other piece of content that involves combat if not catering to different player taste? How is denying choice and reducing the number of players who participate in a particular part of content a bad thing? And don't you think it would be better in the long run for more players to be participating in overland?

    The difference in all these things is that everyone is capable of using a Companion or playing a card game. But not everyone is capable of succeeding against veteran content.

    CP5 wrote: »
    "especially if they profit by getting better rewards in the process."

    And honestly, what does that matter?]

    It matters a lot to those of us who would be left out while a handful of players get an advantage for something they asked for so they can feel "immersed".

    There is plenty of challenging content with better rewards for doing it. But no one playstyle should have every single aspect of the game customized to their personal preference, then be rewarded for it. It is completely unfair.
    Edited by SilverBride on 16 January 2023 04:32
    PCNA
  • CP5
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    Pvp'ers can't use companions, and people in full groups can't. People who don't care at all about the card game may as well not have that feature there.

    And "left out?" Are you left out without perfected trial gear if you never do content demanding of gear of that quality? Do you feel left out of pvp players using siege weapons, something you only need in Cyordiil? What advantage are they leveraging over you?

    And it's about choice. Overland offers no choice, makes no efforts to accommodate multiple types of players, so why should those who want to explore the world of tamriel be forced to experience every zone as a tutorial area when every other piece of pve content in the entire game gives choice?

    So:
    • What advantage would others have over you if better rewards were offered?
    • If it were offered by participating in optional content that you don't choose to participate in, wouldn't that make it like every single piece of current difficulty variable or optional content?
    • Should content offer fewer choices to accommodate fewer players, is that good for the long term health of the game, and if offering players choice in how they approach content is bad, should ZOS go back and force every piece of content to only be available in one way?
  • SilverBride
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    It is unfair to customize every single aspect of the game to the preference of one specific group. That is my opinion and it's not going to change.
    PCNA
  • CP5
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    It's the only piece of content in the game where difficulty is relevant that doesn't offer that choice. I feel it is unfair to brush off players who want to explore the world and engage with it and not recognize this single instance where choice isn't an option.
  • BretonMage
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    Grandsheba wrote: »
    You've moved so far away from TES handbook that the game is loosing its enjoyment.
    TES games have never had challenging combat though. Sure, on lower levels, players run the risk of dying, but once you've reached higher levels, you practically wander around like a god, even on a scaled up difficulty level. There are basically no mechanisms to speak of in TES. Enemies come at you, you destroy them, next.
    CP5 wrote: »
    "Think about what we do in overland. We quest and farm mats and explore."

    Farming mats is a throw point because anyone looking to do that would do it in as easy an area as possible, hence why most farm routes involve no combat. For quest and exploration though, I play games because I want to enjoy content, and I enjoy content that I remember. I don't remember lacky 3918 who spent his time in the fight walking backwards to throw a knife, I don't remember generic threat to the world 274 who died before they could finish their monologue.

    Farming: Yes, I would rather suffer through 3918 generic lackey threats than have to spend more time farming the same amount of mats.
    Quests: I agree that quests bosses are too trivial in ESO, and they do become trivial rather early on.
    Exploration: Frankly, I think it's well within the TES spirit for exploration to be little more than a walking sim. I don't remember any threats overland in TES aside from dragons, and even then they became very easy once you were high level. Many of my memorable moments from previous games are just wandering Tamriel taking in the beautiful landscape and music.

    So, I think aside from quest bosses, I think the difficulty in ESO isn't too far from the standard TES experience. Though I suppose in keeping with TES tradition, we can't really object to a difficulty slider either.
  • CP5
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    Given how strong the modding community is for elder scrolls games I will say, especially for Skyrim but now that I'm playing morrowind it works well there, but survival mods are among the top of my list. Going from point A to B is a lot more engaging of an experience for me when I have to take pit-stops to stave off hypothermia or have to take time in town buying supplies and spending the night at the Inn. I find myself engaging with the world a lot more and taking things far more slowly, and while forcing that on everyone is a poor idea it does work well for me.

    Projecting that to ESO you have the deadlands, which do have the cute little tornados I loved to jump into, but without any meaningful texture from the residents it was different in visuals alone, which was disappointing. If many zone quests are about helping the people of tamriel, I want to feel like, "Yes, this quest isn't something some random townsfolk could have done," but when the local gang of bandits or daedric cultist den are so, basic, it makes me feel more like a chump being fooled into taking out someone else's trash.
  • BretonMage
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    You make a good point about mods, CP5, I was thinking while writing the post before, that some of the earliest mods for Skyrim were ones making bandits a real threat (OBIS) as well as the survival mods. So I don't doubt there is some appetite for harder difficulties, though they're not for me.
  • CP5
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    I love OBIS. I was using an alternate start mod where I had the "got mugged by bandits" start, and my first kill that play through was suplexing an invisible bandit who decided to stick behind while their friend went off and got killed by a giant.
  • mocap
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    ZOS, just make already some debuff crafted sets (increase incoming damage, reduce outgoing damage, in %) and everyone will be happy.

    Like it - use it !
    Don't like it - don't use it !
  • CP5
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    I've already explained how those wouldn't work, as have others. Making boring fights against incapable enemies take needlessly long does not make for a more engaging experience.
  • Dreepa
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    No idea why you keep discussing this. Just let devs implement a difficulty setting into the game that is used for the group, and casuals can be casuals while others can have harder fights. The game's tech already uses instances and instanced quest content. Should be able to handle that (with some work ofc).
  • mocap
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    CP5 wrote: »
    I've already explained how those wouldn't work, as have others. Making boring fights against incapable enemies take needlessly long does not make for a more engaging experience.
    it's just your opinion. And it seems any game on difficulty higher than easy is auto boring for you. Also any implementation can be balanced one way or another, more this less that etc. to adjust to the taste of many players.

    And again - if you don't like it, don't use it ! No one is forcing you to do it. Simple as that.
    Edited by mocap on 16 January 2023 13:00
  • CP5
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    The point is, it is a solution that solves nothing. I've outlined before how the enemies in ESO are deliberately designed to waste their own time through lengthy abilities that accomplish little to nothing, and engaging with a treat of that level is boring. But, for example, the hagravens in old orsinium? When I first went there, I always had to prioritize them because they can both teleport and raise their fallen allies.

    They were impactful, they mattered, and whenever I was exploring that place I always had to account for their presence in the area. That is the kind of engagement ESO can and does offer, raw 'take 10x more damage and deal 10x less' only makes boring fights take longer, and I'm sure many people can remember games with bullet sponge enemies who did next to nothing to pose an actual threat. Making that the solution would solve nothing.
  • mocap
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    Thats how almost all single player games solve difficulty. Increase enemy damage, reduce player damage. We're not talking about chess, where can indeed be different levels of AI. Here everything is much simpler.

    More damage to enemies means that you actually start healing yourself during quests. Less player damage means that bosses will finaly be able to finish their bravado speech (lol).
  • amonengelb16_ESO
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    It is unfair to customize every single aspect of the game to the preference of one specific group. That is my opinion and it's not going to change.

    You see, it stays what it is: Your own opinion. And if you want it or not: Lowering the general difficulty of overland does not automatically cater for every playstyle. This is a logic fallacy which excludes gamers for whom overland is too easy and trivial. Having no difficulty issue in overland does not lead to "there is no problem for these players". Its a misapprehension.

    People looking for challange and more interesting overland are NOT satisfied with the current state of overland as new players are. Players who want a walking simulator are. In fact a lot of new players are rather annoyed when cp1500 characters melt through their enemies or dungeons. Such players make it quick in the overlands because its trivially designed. They rush through normal dungeons and skip everything because its too easy and not interesting enough. Its skipped and rushed out of annoyance. Not because its a speedrun-pacing.

    One last thing: Path of Exile is actually one of the most active MMOs out there with more players than ESO. You can make instanced dungeons harder if you choose to. Every successful and storydriven RPG include several difficulties by standard nowadays. This is seen as standard by gaming mainstream. Customizing your own playstyle/game guarantees longevity of a game!

    Anyways: Overland zones are in dire need of overhaul. The game design of the basegame zones is not contemporary since they were designed for 2014. Most of ESO's content should be updated to the most recent chapter's quality. One of Elder Scrolls strenght lies within the diverse zones and cultures it presents. But you're not even able to buy or get a Guar mount in Morrowind by reward. Instead players get Tool Animations they never wanted. Even World of Warcraft and GuildWars 2 reward players with more than just "regular" character equipment. And GuildWars 2 has an even more horizontal approach of character progression than ESO.
    Edited by amonengelb16_ESO on 16 January 2023 16:06
    A chalice. Bound to be filled with your tears of salt.
  • SilverBride
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    Debuffs are the most that will happen if anything changes at all. They are not likely to redo all the overland mobs to have what some consider engaging mechanics. That would be a major change and Rich Lambert already stated that there are no major changes planned for overland difficulty.
    Edited by SilverBride on 16 January 2023 18:36
    PCNA
  • amonengelb16_ESO
    amonengelb16_ESO
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    Debuffs are the most that will happen if anything changes at all. They are not likely to redo all the overland mobs to have what some consider engaging mechanics. That would be a major change and Rich Lambert already stated that there are no major changes planned for overland difficulty.

    Rich Lambert also stated they are looking into this. He also stated that the question itself is difficult and not easy to answer. You see, you can snip out a lot of a Reddit quote you just googled.

    You're actually just interpreting every comment here as "Oh no, they want ESO to be a soulslike"-experience. Which is absolutely wrong.

    Just to drop some hard facts:
    1. ESO's endgame population is in decline – especially in the last 3 years and in Europe. ESO becomes less popular in Germany, making it hard to create Pick-Up-Groups for random/casual players. Fun fact: Matt Firor's prior MMO "Dark Age of Camelot" met a similiar fate.
    2. Most big ESO streamers on Twitch switch their main game to more recent ones (e.g. New World or World of Warcraft: Dragonflight)
    3. Outdated and more challanging MMOs – like GuildWars 2, which aims for a more horizontal and casual friendly approach – has a more active player base than ESO right now.

    You said "It is unfair to customize every single aspect of the game to the preference of one specific group. That is my opinion and it's not going to change.", while you actually just want ESO to fit only your playstyle while denying other ones. You are still ignoring the fact, that these people ask for "MORE OPTIONS". Not to delete your game or taking anything away from it. Clear?
    Edited by amonengelb16_ESO on 16 January 2023 19:38
    A chalice. Bound to be filled with your tears of salt.
  • SilverBride
    SilverBride
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    Rich Lambert also stated they are looking into this. He also stated that the question itself is difficult and not easy to answer. You see, you can snip out a lot of a Reddit quote you just googled.

    My statement wasn't from a Reddit post I googled. It was from a post by ZOS_KEVIN on page 102 of this thread.

    ZOS_Kevin wrote: »
    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."
    PCNA
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