Why not increase overland difficulty? Why not have Normal vs Veteran instances of overland?
Sort of looking back at how we did things with difficult overland content back before One Tamriel, we didn't see favorable results from separating players based on arbitrary categories and we really want to allow players to play with whoever they want and not introduce another barrier of interaction between different demographics of players.
With that being said, we do recognize a lot of people want increased overland difficulty and the new world events (Bastion Nymics) that are instanced for up to 4 players in Necrom is one of our answers to that.
spartaxoxo wrote: »Why not increase overland difficulty? Why not have Normal vs Veteran instances of overland?
Sort of looking back at how we did things with difficult overland content back before One Tamriel, we didn't see favorable results from separating players based on arbitrary categories and we really want to allow players to play with whoever they want and not introduce another barrier of interaction between different demographics of players.
With that being said, we do recognize a lot of people want increased overland difficulty and the new world events (Bastion Nymics) that are instanced for up to 4 players in Necrom is one of our answers to that.
So this is the lastest statement made by Matt Firor during the AMA, I have put it here for easier reference/so it will always be available in this thread. This time it was Matt rather than Rich, but it's very similar statement. Looks like world events is how they want to address this for now.
I've skipped years worth of overland content because playing the role of a god killing everything without resistance isn't engaging and robs any sense of value from the story or the world for me...
...When I log in I don't go out into the world and engage with it, my spot in the zone instance is as a person at the bank waiting for a dungeon queue to pop, or the like, I'm not engaging with other players there. If there was a vet instance, all the players in it would be there for that feature, meaning more players who would otherwise be doing nothing would actually be more likely to engage with one another, and with their spots freed up in normal instances, a higher ratio of players in those normal instances would also be engaging with each other.
The reason difficult overland before One Tamriel (specifically Craglorn and silver/gold zones) was not enjoyable were the terrible rewards.
SilverBride wrote: »To reply to a fewI've skipped years worth of overland content because playing the role of a god killing everything without resistance isn't engaging and robs any sense of value from the story or the world for me...
...When I log in I don't go out into the world and engage with it, my spot in the zone instance is as a person at the bank waiting for a dungeon queue to pop, or the like, I'm not engaging with other players there. If there was a vet instance, all the players in it would be there for that feature, meaning more players who would otherwise be doing nothing would actually be more likely to engage with one another, and with their spots freed up in normal instances, a higher ratio of players in those normal instances would also be engaging with each other.
I find the opposite to be true. I've worked hard to develop my character and overland should be easier for me now. It is immersion breaking for a character as strong as I've become to still struggle with overland.
Credible_Joe wrote: »This I don't understand. What really breaks immersion for me is that some quests are easy enough for base gear companions to solo, while most group content is almost or expressly impossible to solo.
What's the difference, narratively? Why can I survive Laatvulon's bites and thu'ums with health to spare, but if I step in red for any other nameless dragon, I drop like a stone? Why can I basic attack the ascendant lord into submission, but the first boss in scrivener's hall can swat me down like a fly? It doesn't make sense. It's arbitrary level setting, and it makes the narrative feel hollow and inconsistent. It makes the main story of a chapter-- 70% of the chapter's content-- feel like a disney land tour where villain mascots in felt costumes fall over when you wave a toy sword at them.
The power fantasy I get, and I do enjoy the feeling of building up my gear and skills to conquer world ending threats. But in your own words, you worked hard to develop your character. You should be able to faceroll the adversity, to be the lauded and adored hero. Except it doesn't matter. You could be naked and basic attacking with level 1 weapons (or even unarmed), and you would make the same accomplishments in a similar timeframe. Doesn't that take away any incentive for building up your character? Doesn't that feel like a punishment, a slap in the face?
To each their own. There's story mode difficulties in most narrative video games for a reason. But making everyone do story mode takes a lot of the fun out of the game for a lot of people.
I hate how that question was asked, specifically referring to veteran "instances". We know full well that the devs don't want that, that it separtes the player base and requires more work than simply debuffing players through one of a myriad of ways. All of that has been clear from day one, so why are there still people suggesting it?
SilverBride wrote: »Credible_Joe wrote: »This I don't understand. What really breaks immersion for me is that some quests are easy enough for base gear companions to solo, while most group content is almost or expressly impossible to solo.
What's the difference, narratively? Why can I survive Laatvulon's bites and thu'ums with health to spare, but if I step in red for any other nameless dragon, I drop like a stone? Why can I basic attack the ascendant lord into submission, but the first boss in scrivener's hall can swat me down like a fly? It doesn't make sense. It's arbitrary level setting, and it makes the narrative feel hollow and inconsistent. It makes the main story of a chapter-- 70% of the chapter's content-- feel like a disney land tour where villain mascots in felt costumes fall over when you wave a toy sword at them.
The power fantasy I get, and I do enjoy the feeling of building up my gear and skills to conquer world ending threats. But in your own words, you worked hard to develop your character. You should be able to faceroll the adversity, to be the lauded and adored hero. Except it doesn't matter. You could be naked and basic attacking with level 1 weapons (or even unarmed), and you would make the same accomplishments in a similar timeframe. Doesn't that take away any incentive for building up your character? Doesn't that feel like a punishment, a slap in the face?
To each their own. There's story mode difficulties in most narrative video games for a reason. But making everyone do story mode takes a lot of the fun out of the game for a lot of people.
Are you saying that the issue for you isn't that overland is too easy, but rather that the difficulty is too inconsistent?
In my opinion quests should be easy enough for all players because there is a wide range of levels and gear and experience in overland and everyone should be able to play through the story. And group content should be more difficult, which is why they are set up for groups and not as solo.
Regardless of our individual views and preferences, they are adding some new events to address the issue of overland difficulty. It will be interesting to see what these are about and if they increase satisfaction for those that seek difficulty.
Credible_Joe wrote: »I agree that all content should be accessible to all players, but where I chafe is bringing the bar so low for everyone that it becomes boring.
spartaxoxo wrote: »I hate how that question was asked, specifically referring to veteran "instances". We know full well that the devs don't want that, that it separtes the player base and requires more work than simply debuffing players through one of a myriad of ways. All of that has been clear from day one, so why are there still people suggesting it?
I do wish we could get a new answer on a debuff slider like LOTRO did. The answer to a separate instances has continued to be the same for years now. They aren't doing it because they don't want to separate the playerbase. They consider that a hard lesson from before One Tamriel, so that is not going to happen at this time. I'd like a new answer to a different question.
And what you find fun, other people find boring Silver. That's the point. Just because it is an option you wouldn't care for does not mean it shouldn't be in the game, else we wouldn't have companions or a card game. An option being given to others doesn't take things away from you, but without that option being made, in whatever form it could be made, players like myself leave due to the fact that the largest piece of content in the game, the one that likely brought many of us here in the first place, is painfully dull, and being told to "go to our corner" over and over is very off-putting.
And speaking of, how do you feel about them using 'instanced' overland events, does that not divide the player base? All it is to me is a cheap version of dungeons, which we already have plenty of, and fails in every way to understand that players like myself actually want to enjoy the world of tamriel, not be told, again, to play in a corner.
.spartaxoxo wrote: »I hate how that question was asked, specifically referring to veteran "instances". We know full well that the devs don't want that, that it separtes the player base and requires more work than simply debuffing players through one of a myriad of ways. All of that has been clear from day one, so why are there still people suggesting it?
I do wish we could get a new answer on a debuff slider like LOTRO did. The answer to a separate instances has continued to be the same for years now. They aren't doing it because they don't want to separate the playerbase. They consider that a hard lesson from before One Tamriel, so that is not going to happen at this time. I'd like a new answer to a different question.
Honestly, the questions about "why not instances" and "why not debuffs" have been asked. They have been answered, too.
Gina has said they are looking at ways to publish the AMA, so hopefully that comes out Soonᵀᴹ.
spartaxoxo wrote: ».spartaxoxo wrote: »I hate how that question was asked, specifically referring to veteran "instances". We know full well that the devs don't want that, that it separtes the player base and requires more work than simply debuffing players through one of a myriad of ways. All of that has been clear from day one, so why are there still people suggesting it?
I do wish we could get a new answer on a debuff slider like LOTRO did. The answer to a separate instances has continued to be the same for years now. They aren't doing it because they don't want to separate the playerbase. They consider that a hard lesson from before One Tamriel, so that is not going to happen at this time. I'd like a new answer to a different question.
Honestly, the questions about "why not instances" and "why not debuffs" have been asked. They have been answered, too.
Gina has said they are looking at ways to publish the AMA, so hopefully that comes out Soonᵀᴹ.
I didn't see a new answer to debuffs in the AMA link shared. I suppose I will wait until I see a more official source.
Blackbird_V wrote: »I've genuinely given up on this thread and lost hope. 4934 posts now (including this one) and we're STILL bickering about the same stuff as was argued about 4000+ posts ago.
The AMA also shows that the feedback in this thread is likely not listened to, or cared about. Instancing the world events next chapter as a way forward for difficulty in overland is not what most of us pro-vets want, and not to mention the alliance segregation before One Tamriel was once again brought up. An issue we've already discussed.
Oh well, maybe one day they'll consider giving a "lot of people" what we've been wanting. If they ever bring out a debuff option or only quest boss banners, then I won't even bother with it.
Parasaurolophus wrote: »And we don't understand "this will split the players" arguments while the overland is empty except for Vivec at any time.
SilverBride wrote: »Parasaurolophus wrote: »And we don't understand "this will split the players" arguments while the overland is empty except for Vivec at any time.
Population appears to be specific to the servers because I run into players everywhere I go on PCNA. Every town has players in it and I see others when I'm out questing in overland, too.
But it seems to me that it would be an even bigger problem to split the playerbase on a low population server. If there are already few players out in the world it would be harmful to decrease it even further by splitting it apart.
Blackbird_V wrote: »So, to dissect: you're worried it will split the playerbase? What if these players really wanted to try out a Veteran Overland instance? You'd deny them their wish, wants or even needs to have this game enjoyable for them, because you don't want a "minority" going elsewhere to do what they want to do?
Blackbird_V wrote: »People should be free to pursue their own paths in-game.
Blackbird_V wrote: »The game has instances of overland anyway.
SilverBride wrote: »Blackbird_V wrote: »So, to dissect: you're worried it will split the playerbase? What if these players really wanted to try out a Veteran Overland instance? You'd deny them their wish, wants or even needs to have this game enjoyable for them, because you don't want a "minority" going elsewhere to do what they want to do?
I don't have the ability to deny anything. They have stated that they do not want to split the playerbase and I agree.Blackbird_V wrote: »People should be free to pursue their own paths in-game.
I agree, but it has to be within the confines of what the game offers and what is good for the game.Blackbird_V wrote: »The game has instances of overland anyway.
The number of instances is dependent on the player population. A low population area may only have one active instance.
EDIT -- oops, sorry, this was already brought up it seems --
Just read/watched an interview where, when asked about Overland difficulty increase, they are still NOT interested in going back to the veteran difficulties of the past, but that this new version of incursion (or world events) in the Necrom Chapter is their attempt at answering this problem. Apparently, it's a 4 man experience that's tougher than Harrowstorms.
Not at all what we are asking for, but hey, it's their answer for now.
Seriously, though. Throw us down a few mythics, at least, so we can debuff ourselves for questing. My preference is for one that increases the amount of damage I take by a lot. Like, a lot, a lot.
Credible_Joe wrote: »We've heard it before. Overland is too easy. Sucks the drama out of the narrative when you can't appreciate the stakes.
Here's how I would approach an opt-in Champion Overland. No separate instance, instead an immersive compromise. I present for your consideration:The Serpent's Entropy
- A Champion Point constellation of The Serpent reverse to the Thief, Mage, and Warrior
- No equippable star slots; all Entropy is passive and stacks
- Stars only apply to overland content and public dungeons. Group dungeons, trials, world bosses, and group / solo arenas are unaffected.
- The three lower stars are nested trees that represent the guardians being consumed, the head is the Serpent itself.
- Like the current Guardians, the Serpent tree has a root that unlocks more entropy stars.
- Reverse to the current guardians, we start at the top and go down
- Initial star: Lonely Champion
- Fight your battles alone. While in combat, other players outside your group cannot be seen or interacted with, and they cannot see or interact with you or the monsters you're fighting. While other players are in combat, you cannot see or interact with them or the monsters they're fighting.
- Syncs & isolates monsters to the client. A partial instance; we'd still see players adventuring, but in combat everyone else (not grouped with you) fades away.
- Group leader's Serpent points take priority
- The rest of the stars have miscellaneous effects that buff monsters and / or debuff yourself. In no particular order:
- Increase opponent health / armor
- NPCs can crit
- disable combat cues; Shorter NPC telegraphs & quicker attack patterns
- Monster aggro chains; if an NPC starts combat with you, after a moment they alert nearby NPCs outside of your own aggro range. They, in turn, can alert others with a smaller radius, ramping down until the alert peters out or you finish win / disengage. Encourages finishing fights quickly before the action alerts the whole gang / nest / haunt and brings every mob in the dungeon onto you.
- Player does less damage
- Lower player's equipment quality (for instance, if you have gold equipment, reduce it to purple, etc)
- Lower player's equipment level
- Players can only revive at wayshrines / blue flames (dungeon entrances)
- Increase armor degradation on death
- Gold multiplier (like the tel var multiplier) that resets on death / guard fine, and starts lower than default gold rate
- Quality multiplier, same as above. Increases quality of loot as you adventure, resets on death, starts lower than default.
- E T C
With the above system, any player would be able to ramp up difficulty as much as they want without affecting anyone else. They could make overland as hard as a solo arena, or harder. It could push the envelope on theorycrafting, finding builds that can tackle content on full entropy.
Most importantly, in my opinion, it would make the narrative much more engaging. It's hard to take NPCs' awe and admiration seriously when you can stand still and light attack the Big Bad to death. In fact, it just feels patronizing at that point. A shame-- overall I enjoy the stories and lore each chapter & DLC adds to the IP.
Please be kind, and remember, this is a pipe dream. I have zero expectation for ZOS to implement this exactly as I've written. The core message is zos, pls consider making overland & solo content more difficult & engaging.