That's why it's especially baffling to see some of the biggest opponents of any changes to overland difficulty demanding nerfs for EA, which was specifically made as challenging content for all those unsatisfied with overland.
spartaxoxo wrote: »That's why it's especially baffling to see some of the biggest opponents of any changes to overland difficulty demanding nerfs for EA, which was specifically made as challenging content for all those unsatisfied with overland.
Most everyone agrees that something should be done to make the game more enjoyable for vet players (which they are not), and they also want the early arcs for their own enjoyment.
Wanting both changed is pretty consistent philosophy in terms of inclusion.
It's like there's more than one way to cook an egg. Hating omelets is not the same thing as refusing to cook eggs. You can poach them, scramble them, etc.
Same difference between overland difficulty. Not wanting a separate instance is NOT the same thing as wanting nothing to be done.
Sorry, but I have to disagree. That's not what I see when reading the corresponding threads.
I won't cite anyone tho, as that would most probably get snipped anyways.
I fully support debuff foods or sliders and challenge banners for quest bosses because these affect no one but the player using them. The only things I don't support are increased difficulty for everyone and a separate veteran overland.
I was hoping that the Endless Archive would be for everyone, but it's looking more and more like it's just going to be another elitist playground. If the very first Arc starts like this then a lot of players will only be able to get up to Tho'at and not progress any further.
All we are asking is that this boss be tuned down some for the first few Arcs but others argue against this because they want the difficulty from the start and don't want to be bored getting to the content they enjoy. But what about the rest of us?
Please consider our feedback so more players can enjoy this new feature.
Which is why I suggested the no CP "SWITCH" for overland as the code is already there due to no cp cyrodiil, it would be an easier route. After the devs see if it is used on a regular basis then they could release some resources to make HM banners or some other solution.
This way it would not require much over a code copy/paste/edit to make it possible in overland all while not using a ton of resources that could take away future content from the players.
In all honesty this is all I am asking for in Arc 1. Others might still have a hard time with it, but so long as they remove the trial bosses with all the effects and the pedestal sized dragons, I would be good with it. The final boss should be taken out of his small closet too as it seems to be not suitable for such a big boss.
edit: not getting any younger
Most of us "casuals" actually support a slider, since it doesn't require splitting the playerbase. Funnily the main people against it are the ones who absolutely want a vet overland.
But let's face it, a vet overland wouldn't really help. You can't turn off experience with playing the game, knowledge of mechanics, etc. So a vet overland, if it got made, would either be obsolete from the beginning or require reworking basically every mob in the game to have new mechanics (or even any mechanics at all) in the vet mode in addition to more health and more damage.
It's no trivial task, no matter how much certain people want it. And even with new mechanics, that mode would soon be obsolete and the cycle of "wanting the game to be harder" would start again.
So yes, a slider like LotRO has would be the better solution.
Age and disability are the main problem in my case, but that's not the point.
Most casual players can't solo a world boss (or many dungeon bosses for that matter) even in the basegame areas for a variety of reasons. If an activity like EA includes them, it shouldn't be advertised as "content for everyone".
And no, I don't want EA to be nerfed. It's no content for me and that's fine, my only gripe is with the way it was originally advertised.
spartaxoxo wrote: »Overland is largely fine as it is, and I certainly would resent having new content being put on hold to overhaul the entire game with a veteran overland experience. I also share the concern with the developers that it would split the playerbase.
However, I do think there are some much lower impact things that could be done to prove the experience for myself personally.
I'd like to see some debuff food or gear (maybe even CP now that we have the armory) that is tailored towards giving negative stat modifiers that makes existing content harder. I know from fighting the crow boss this year on a low level vs the character I'm doing Overland stuff with the difference in power was significant just from using a weaker character, and that resulted in significantly higher difficulty.
I'd like to see challenge banners for the story bosses moving forward (and maybe old ones too, since that's more limited in scope than overhauling everything) that could upgrade the difficulty for veteran level players. I think something along the easier vet arena bosses would be appropriate in difficulty.
spartaxoxo wrote: »Here I will do my own one of these
1) No Vet Overland options at all
Pros
Costs literally nothing
Cons
Doesn't address any current concerns
2) Forced Vet Overland
Pros
The players that stick around will have to become better at the game, increasing the quality of groups.
Cons
When Arenanet did this a lot of their players quit and this game would probably also see a large exodus
3) Debuffs
Pros
Unified playerbase
Cheap to implement
Difficulty is customizable to the individual player's needs
Cons
Doesn't leave room for new mechs
Requires micromanagement
Many would find it immersion breaking
No incentives
4) Separate instance
Pros
You can adjust how often mobs attack or create new mechanics
It is highly immersive
More popular
You can push it to a higher difficulty
Cons
Splits the playerbase
Costly time wise for devs
Incentive issue
Edit
5) Challenge Banners
Pros
Makes the big bad of the story an actual threat
Can give new mechanics
Has no impact on anyone that doesn't want to use it
Cons
Only works on bosses and does no address trash packs or non-instanced minibosses
6) Brand New Standalone Zones
Pros
These can be tuned to any vet difficulty
new mechs
Will have the shiny new content feel each year
Can give incentives without the incentive problem of other two main solution
Cons
Few will be able to do it
Significantly less content impacted
Takes away a dungeon
Ton of work
SilverBride wrote: »That's why it's especially baffling to see some of the biggest opponents of any changes to overland difficulty demanding nerfs for EA, which was specifically made as challenging content for all those unsatisfied with overland.
Nowhere does it say that the Endless Archive was specifically made as challenging content for all those unsatisfied with overland.
Now that we have hundreds and hundreds (and hundreds!) of hours of questing content, enough for four or five regular RPGs, we are hearing from our new players that the sheer number of zones and stories and characters is intimidating. And, on the other hand, our veteran players consistently tell us that they would like more content that isn't played through just once—they would like more content they can enjoy for years; content that utilizes our already existing zones to add new things to do, and most importantly, introduces some new gameplay.
spartaxoxo wrote: »SilverBride wrote: »That's why it's especially baffling to see some of the biggest opponents of any changes to overland difficulty demanding nerfs for EA, which was specifically made as challenging content for all those unsatisfied with overland.
Nowhere does it say that the Endless Archive was specifically made as challenging content for all those unsatisfied with overland.
They actually did imply that last year, before we knew what the major system, they were planning on implementing actually was.Now that we have hundreds and hundreds (and hundreds!) of hours of questing content, enough for four or five regular RPGs, we are hearing from our new players that the sheer number of zones and stories and characters is intimidating. And, on the other hand, our veteran players consistently tell us that they would like more content that isn't played through just once—they would like more content they can enjoy for years; content that utilizes our already existing zones to add new things to do, and most importantly, introduces some new gameplay.
IIRC around the time this was released, it caused people to think vet overland might be coming.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »That's why it's especially baffling to see some of the biggest opponents of any changes to overland difficulty demanding nerfs for EA, which was specifically made as challenging content for all those unsatisfied with overland.
Nowhere does it say that the Endless Archive was specifically made as challenging content for all those unsatisfied with overland.
They actually did imply that last year, before we knew what the major system, they were planning on implementing actually was.Now that we have hundreds and hundreds (and hundreds!) of hours of questing content, enough for four or five regular RPGs, we are hearing from our new players that the sheer number of zones and stories and characters is intimidating. And, on the other hand, our veteran players consistently tell us that they would like more content that isn't played through just once—they would like more content they can enjoy for years; content that utilizes our already existing zones to add new things to do, and most importantly, introduces some new gameplay.
IIRC around the time this was released, it caused people to think vet overland might be coming.
They specifically said that the Bastion Nymics were one answer to overland difficulty, but I never saw anything indicating that the Endless Archive was. The EA does provide content that isn't played through just once but it doesn't say that it was created to address overland difficulty.
Now that we have hundreds and hundreds (and hundreds!) of hours of questing content, enough for four or five regular RPGs, we are hearing from our new players that the sheer number of zones and stories and characters is intimidating. And, on the other hand, our veteran players consistently tell us that they would like more content that isn't played through just once—they would like more content they can enjoy for years; content that utilizes our already existing zones to add new things to do, and most importantly, introduces some new gameplay.
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: »SilverBride wrote: »They specifically said that the Bastion Nymics were one answer to overland difficulty, but I never saw anything indicating that the Endless Archive was. The EA does provide content that isn't played through just once but it doesn't say that it was created to address overland difficulty.
In the portion of the letter I was referencing, they mentioned wanting to address it in part by making use of stuff from already existing zones. We didn't know what that means back then, but Endless Archive is the only thing that fits that description that was released in 2023.
"content that utilizes our already existing zones to add new things to do, and most importantly, introduces some new gameplay."
is definitely the Endless Archive, but it doesn't sound like they said it would be more challenging or like vet overland.
"content that utilizes our already existing zones to add new things to do, and most importantly, introduces some new gameplay."
is definitely the Endless Archive, but it doesn't sound like they said it would be more challenging or like vet overland.
OtarTheMad wrote: »I get wanting more difficult things in the game, it’s not my playstyle but I see why players want it. Here is the issue though, maybe someone brought this up but sorry… not reading all those pages lol.
They already did difficult overland, I get the slider suggestion but I think that’d be too hard to do. At one point back in 2014, the old ZOS devs wanted this game more group/difficult. It really got to the point where a quest boss was as hard as veteran dungeon bosses are now. Problem with that is a they also had a system in place where the only people that could help you, if they could at all, had to be at the same exact point in the quest as you. They had Adventure Zones planned which were exactly like old Craglorn and honestly… that vision failed. No one was ever in the vet zones so no one could help you on that quest boss or world boss or dolmen because they either weren’t at the same point of a quest or the zone was empty.
This model honestly almost killed this game. Craglorn was primarily used for finding people for trials or players grinding to the next VR level, that’s it. Maybe they can add more things in for players who want harder content like maybe they have a completely separate instance… example: when you hit M you’ll see for choices Winterhold (Normal), and then Winterhold (Vet). I picked Winterhold randomly signifying that it should be on a new chapter first because I just think it’d be too tedious to go through the whole game to do this, but putting it as a chapter feature and doing it from then on is easier.
RaptorRodeoGod wrote: »OtarTheMad wrote: »I get wanting more difficult things in the game, it’s not my playstyle but I see why players want it. Here is the issue though, maybe someone brought this up but sorry… not reading all those pages lol.
They already did difficult overland, I get the slider suggestion but I think that’d be too hard to do. At one point back in 2014, the old ZOS devs wanted this game more group/difficult. It really got to the point where a quest boss was as hard as veteran dungeon bosses are now. Problem with that is a they also had a system in place where the only people that could help you, if they could at all, had to be at the same exact point in the quest as you. They had Adventure Zones planned which were exactly like old Craglorn and honestly… that vision failed. No one was ever in the vet zones so no one could help you on that quest boss or world boss or dolmen because they either weren’t at the same point of a quest or the zone was empty.
This model honestly almost killed this game. Craglorn was primarily used for finding people for trials or players grinding to the next VR level, that’s it. Maybe they can add more things in for players who want harder content like maybe they have a completely separate instance… example: when you hit M you’ll see for choices Winterhold (Normal), and then Winterhold (Vet). I picked Winterhold randomly signifying that it should be on a new chapter first because I just think it’d be too tedious to go through the whole game to do this, but putting it as a chapter feature and doing it from then on is easier.
For a slider, literally all you have to do is make it go from 0% to 100% of the Battle Spirit debuff that's already used in PvP. I don't understand what's difficult about that.
I also don't understand why people want a separate vet overland instance. Like why would someone think that's a good use of the limited development resources, when something like a slider, challenge banners, or any of the other suggestions mentioned that would take a lot less resources? Not trying to talk down anout the idea, I just don't see the greater benefit of a vet overland instance vs the other proposed options.
The bare minimum would probably be better than nothing at this point.
RaptorRodeoGod wrote: »OtarTheMad wrote: »I get wanting more difficult things in the game, it’s not my playstyle but I see why players want it. Here is the issue though, maybe someone brought this up but sorry… not reading all those pages lol.
They already did difficult overland, I get the slider suggestion but I think that’d be too hard to do. At one point back in 2014, the old ZOS devs wanted this game more group/difficult. It really got to the point where a quest boss was as hard as veteran dungeon bosses are now. Problem with that is a they also had a system in place where the only people that could help you, if they could at all, had to be at the same exact point in the quest as you. They had Adventure Zones planned which were exactly like old Craglorn and honestly… that vision failed. No one was ever in the vet zones so no one could help you on that quest boss or world boss or dolmen because they either weren’t at the same point of a quest or the zone was empty.
This model honestly almost killed this game. Craglorn was primarily used for finding people for trials or players grinding to the next VR level, that’s it. Maybe they can add more things in for players who want harder content like maybe they have a completely separate instance… example: when you hit M you’ll see for choices Winterhold (Normal), and then Winterhold (Vet). I picked Winterhold randomly signifying that it should be on a new chapter first because I just think it’d be too tedious to go through the whole game to do this, but putting it as a chapter feature and doing it from then on is easier.
For a slider, literally all you have to do is make it go from 0% to 100% of the Battle Spirit debuff that's already used in PvP. I don't understand what's difficult about that.
I also don't understand why people want a separate vet overland instance. Like why would someone think that's a good use of the limited development resources, when something like a slider, challenge banners, or any of the other suggestions mentioned that would take a lot less resources? Not trying to talk down anout the idea, I just don't see the greater benefit of a vet overland instance vs the other proposed options.
The bare minimum would probably be better than nothing at this point.
Clever usage of limited resources.. That's what they're doing for 10 years. It's just procrastinating imo. Because neither overland content nor Cyrodiil got any update in the past years. I think they should do it just for the sake of doing it.
SilverBride wrote: »
They specifically said that the Bastion Nymics were one answer to overland difficulty, but I never saw anything indicating that the Endless Archive was. The EA does provide content that isn't played through just once but it doesn't say that it was created to address overland difficulty.
RaptorRodeoGod wrote: »OtarTheMad wrote: »I get wanting more difficult things in the game, it’s not my playstyle but I see why players want it. Here is the issue though, maybe someone brought this up but sorry… not reading all those pages lol.
They already did difficult overland, I get the slider suggestion but I think that’d be too hard to do. At one point back in 2014, the old ZOS devs wanted this game more group/difficult. It really got to the point where a quest boss was as hard as veteran dungeon bosses are now. Problem with that is a they also had a system in place where the only people that could help you, if they could at all, had to be at the same exact point in the quest as you. They had Adventure Zones planned which were exactly like old Craglorn and honestly… that vision failed. No one was ever in the vet zones so no one could help you on that quest boss or world boss or dolmen because they either weren’t at the same point of a quest or the zone was empty.
This model honestly almost killed this game. Craglorn was primarily used for finding people for trials or players grinding to the next VR level, that’s it. Maybe they can add more things in for players who want harder content like maybe they have a completely separate instance… example: when you hit M you’ll see for choices Winterhold (Normal), and then Winterhold (Vet). I picked Winterhold randomly signifying that it should be on a new chapter first because I just think it’d be too tedious to go through the whole game to do this, but putting it as a chapter feature and doing it from then on is easier.
For a slider, literally all you have to do is make it go from 0% to 100% of the Battle Spirit debuff that's already used in PvP. I don't understand what's difficult about that.
I also don't understand why people want a separate vet overland instance. Like why would someone think that's a good use of the limited development resources, when something like a slider, challenge banners, or any of the other suggestions mentioned that would take a lot less resources? Not trying to talk down anout the idea, I just don't see the greater benefit of a vet overland instance vs the other proposed options.
The bare minimum would probably be better than nothing at this point.
OtarTheMad wrote: »RaptorRodeoGod wrote: »OtarTheMad wrote: »I get wanting more difficult things in the game, it’s not my playstyle but I see why players want it. Here is the issue though, maybe someone brought this up but sorry… not reading all those pages lol.
They already did difficult overland, I get the slider suggestion but I think that’d be too hard to do. At one point back in 2014, the old ZOS devs wanted this game more group/difficult. It really got to the point where a quest boss was as hard as veteran dungeon bosses are now. Problem with that is a they also had a system in place where the only people that could help you, if they could at all, had to be at the same exact point in the quest as you. They had Adventure Zones planned which were exactly like old Craglorn and honestly… that vision failed. No one was ever in the vet zones so no one could help you on that quest boss or world boss or dolmen because they either weren’t at the same point of a quest or the zone was empty.
This model honestly almost killed this game. Craglorn was primarily used for finding people for trials or players grinding to the next VR level, that’s it. Maybe they can add more things in for players who want harder content like maybe they have a completely separate instance… example: when you hit M you’ll see for choices Winterhold (Normal), and then Winterhold (Vet). I picked Winterhold randomly signifying that it should be on a new chapter first because I just think it’d be too tedious to go through the whole game to do this, but putting it as a chapter feature and doing it from then on is easier.
For a slider, literally all you have to do is make it go from 0% to 100% of the Battle Spirit debuff that's already used in PvP. I don't understand what's difficult about that.
I also don't understand why people want a separate vet overland instance. Like why would someone think that's a good use of the limited development resources, when something like a slider, challenge banners, or any of the other suggestions mentioned that would take a lot less resources? Not trying to talk down anout the idea, I just don't see the greater benefit of a vet overland instance vs the other proposed options.
The bare minimum would probably be better than nothing at this point.
That depends on how the slider works. You said 0% to 100%. Okay, so is that literally you can go up 1% each time or are there set stops like 5% then 25% then 50% etc? If you have it be 1% each time then surely someone at 33% can’t be in the same zone instance as a 35%. So instead of just taking one instance, because from my understanding of the zones we don’t have just one Auridon we actually have a few, so instead of taking one of those instances and just make it hard you’d rather have ZOS make 100 more or 4-5 more depending?
Now before you say “they can just be in the same zone but using different difficulty percentage.” How will that work? The boss hits me for 10k but you got 15k? Also, doing it this way could lead to exploiting where you have people in a group on “harder percentage” but the group leader is on the lowest so they still breeze through.
But again it all depends on how the slider works, if it affects your damage output or the incoming damage and even then I think it would be hard to have players on different % quest together which means instead of having just one harder instance we will have many more which means more coding.
OtarTheMad wrote: »But again it all depends on how the slider works, if it affects your damage output or the incoming damage and even then I think it would be hard to have players on different % quest together which means instead of having just one harder instance we will have many more which means more coding.
OtarTheMad wrote: »RaptorRodeoGod wrote: »OtarTheMad wrote: »I get wanting more difficult things in the game, it’s not my playstyle but I see why players want it. Here is the issue though, maybe someone brought this up but sorry… not reading all those pages lol.
They already did difficult overland, I get the slider suggestion but I think that’d be too hard to do. At one point back in 2014, the old ZOS devs wanted this game more group/difficult. It really got to the point where a quest boss was as hard as veteran dungeon bosses are now. Problem with that is a they also had a system in place where the only people that could help you, if they could at all, had to be at the same exact point in the quest as you. They had Adventure Zones planned which were exactly like old Craglorn and honestly… that vision failed. No one was ever in the vet zones so no one could help you on that quest boss or world boss or dolmen because they either weren’t at the same point of a quest or the zone was empty.
This model honestly almost killed this game. Craglorn was primarily used for finding people for trials or players grinding to the next VR level, that’s it. Maybe they can add more things in for players who want harder content like maybe they have a completely separate instance… example: when you hit M you’ll see for choices Winterhold (Normal), and then Winterhold (Vet). I picked Winterhold randomly signifying that it should be on a new chapter first because I just think it’d be too tedious to go through the whole game to do this, but putting it as a chapter feature and doing it from then on is easier.
For a slider, literally all you have to do is make it go from 0% to 100% of the Battle Spirit debuff that's already used in PvP. I don't understand what's difficult about that.
I also don't understand why people want a separate vet overland instance. Like why would someone think that's a good use of the limited development resources, when something like a slider, challenge banners, or any of the other suggestions mentioned that would take a lot less resources? Not trying to talk down anout the idea, I just don't see the greater benefit of a vet overland instance vs the other proposed options.
The bare minimum would probably be better than nothing at this point.
That depends on how the slider works. You said 0% to 100%. Okay, so is that literally you can go up 1% each time or are there set stops like 5% then 25% then 50% etc? If you have it be 1% each time then surely someone at 33% can’t be in the same zone instance as a 35%. So instead of just taking one instance, because from my understanding of the zones we don’t have just one Auridon we actually have a few, so instead of taking one of those instances and just make it hard you’d rather have ZOS make 100 more or 4-5 more depending?
Now before you say “they can just be in the same zone but using different difficulty percentage.” How will that work? The boss hits me for 10k but you got 15k? Also, doing it this way could lead to exploiting where you have people in a group on “harder percentage” but the group leader is on the lowest so they still breeze through.
But again it all depends on how the slider works, if it affects your damage output or the incoming damage and even then I think it would be hard to have players on different % quest together which means instead of having just one harder instance we will have many more which means more coding.
Edit- or it could mean something similar to what we have now which is the zone levels with you so the difficulty/slider would be based on CP and keep going up to 3600.
OtarTheMad wrote: »Thanks LunaFlora and Sparta for clarifying.
spartaxoxo wrote: »Ultimately, removing nuance from people's opinion and summarizing as just "yes" or "no" often results in inaccurate ideas about another person's POV.
spartaxoxo wrote: »Ultimately, removing nuance from people's opinion and summarizing as just "yes" or "no" often results in inaccurate ideas about another person's POV.
You're not wrong, but try to keep in mind the sheer enormity of this thread! Nobody can possibly be expected to read everything that is said here, so it stands to reason that sometimes your comments will be taken out of context.
spartaxoxo wrote: »Ultimately, removing nuance from people's opinion and summarizing as just "yes" or "no" often results in inaccurate ideas about another person's POV.
You're not wrong, but try to keep in mind the sheer enormity of this thread! Nobody can possibly be expected to read everything that is said here, so it stands to reason that sometimes your comments will be taken out of context.
I think the overland difficulty is perfect where it is.
Keeping the difficult game-play mostly behind closed doors (vet dungeons/trials/PvP) ensures that people who are not interested or ready for that content are kept out of harms way. Those wanting more difficult content need only enter one of the many systems in this game which provides such.
In MMOs like WoW you don't get to feel like you're achieving much unless you play the difficult content. In MMOs like Star Trek Online the only real endgame is dress up your space barbie. No difficulty at all.
On the other hand ZOS took the ambitious route of appeasing both groups and everyone else in between and I think that is what makes ESO so special. Overland in ESO is like good movie script: designed for everyone but with hidden thought-provoking/challenging components everywhere for those with the appetite to go searching.
I think the overland difficulty is perfect where it is.
Keeping the difficult game-play mostly behind closed doors (vet dungeons/trials/PvP) ensures that people who are not interested or ready for that content are kept out of harms way. Those wanting more difficult content need only enter one of the many systems in this game which provides such.
In MMOs like WoW you don't get to feel like you're achieving much unless you play the difficult content. In MMOs like Star Trek Online the only real endgame is dress up your space barbie. No difficulty at all.
On the other hand ZOS took the ambitious route of appeasing both groups and everyone else in between and I think that is what makes ESO so special. Overland in ESO is like good movie script: designed for everyone but with hidden thought-provoking/challenging components everywhere for those with the appetite to go searching.
Blackbird_V wrote: »I think the overland difficulty is perfect where it is.
Keeping the difficult game-play mostly behind closed doors (vet dungeons/trials/PvP) ensures that people who are not interested or ready for that content are kept out of harms way. Those wanting more difficult content need only enter one of the many systems in this game which provides such.
In MMOs like WoW you don't get to feel like you're achieving much unless you play the difficult content. In MMOs like Star Trek Online the only real endgame is dress up your space barbie. No difficulty at all.
On the other hand ZOS took the ambitious route of appeasing both groups and everyone else in between and I think that is what makes ESO so special. Overland in ESO is like good movie script: designed for everyone but with hidden thought-provoking/challenging components everywhere for those with the appetite to go searching.
It's not like a "good movie script" at all. It'd be the equivalent of Doctor Strange just teleporting behind Thanos, using 1 meteor then doing /lute afking taking literally no damage and killing him in that 1 ability.
If ESO was like a movie script, then that movie would be a flop and boring as hell. ESO overland is not designed for everyone: it's designed for casuals.