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Overland Content Feedback Thread

  • Braffin
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    Anifaas 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.

    Your signature is phenomenal and on point lol

    So is your post too

    Thanks for pointing out the signature. It's top-tier, I agree.
    Never get between a cat and it's candy!
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    Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
  • Blackbird_V
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    Anifaas 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.

    Your signature is phenomenal and on point lol

    So is your post too

    My signature is copied from @AlexanderDeLarge

    Reply #5581
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • RaptorRodeoGod
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    Just dropping in to remind everyone that SSG did exactly what I've been asking for in The Lord of the Rings Online by adding a difficulty scaling mechanic into their game and it made dozens of questing zones that were no longer fun or viable for veteran players extremely enjoyable and active.

    Meanwhile I haven't touched The Elder Scrolls Online since a five minute login sometime last year. Guess which game is getting my money for the time being.
    https://youtu.be/o4HuOi01x-Y
    Marcus684 wrote: »
    ESO has the full spectrum of combat difficulty, from AFK-easy overland to the most challenging arenas and vet trials, and they need all of it to appeal to the full spectrum of players' desires for combat difficulty.

    Highly-skilled players asking for an across-the-board buff of overland difficulty is no different than other players calling for nerfs to high-difficulty content. You're wanting to ruin someone else's experience to satisfy your desires, when ZOS has already provided you with content that meets your combat challenge needs, which is just selfish.
    If I'm expected to isolate myself in instanced content because the rest of the content is unbearable to play, why would I play the game at all? Why would I buy an expansion for $40 when the only content 'intended for someone like me' is a trial and a couple world bosses? I think I speak for everyone frustrated with the lack of overland questing difficulty in this game when I say that is a ridiculous value proposition and I'm not spending a dime on it.

    Also who is asking for an across-the-board buff to overland difficulty??? All I've ever seen in this thread over the years is people advocating for separate sharding or a difficulty slider/debuff memento.

    I'm gonna have to agree with this; hits the nail on the head. Thanks @Blackbird_V for linking to it.

    Might modify and copy the sig too. Maybe we could make it a trend.
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • Sockermannen
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    100% agree with @Blackbird_V on this one. Overland is easy to the point where you could clear a vast majority of it without ever needing to structure a somewhat proper build. It’s fine for people who don’t have the time or energy to research builds but it very quickly gets boring for anyone with a half thought out build.

    I’d also argue that the lack of difficulty can hurt the narrative of storytelling. Say that you’re finally going up against the big bad evil guy that the game has spent several quests and events building up. You engage him and burn trough them like a fire in a conifer tree, how would you feel? Threats in a story have to be actually threatening to have weight for the sake of both plot and gameplay. When the threat is NOT threatening it’s an annoyance, just like those NPCs i mowed down by the dozens because they prevented me from picking a flower.

    Just to summarise: We need vet overland settings.
  • SilverBride
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    Overland is easy to the point where you could clear a vast majority of it without ever needing to structure a somewhat proper build. It’s fine for people who don’t have the time or energy to research builds but it very quickly gets boring for anyone with a half thought out build.

    I disagree. All of my characters have builds for and do well in normal and veteran end game dungeons, arenas and Bastion Nymics, etc. and one has a build specifically for the Endless Archive. I do not find overland the least bit boring.

    I enjoy my stress free time playing through the story. I don't want a challenge in every single thing I do.

    Some may find these boring but that is a personal opinion, not a fact, and is not how every well geared and skilled player feels.
    Edited by SilverBride on 7 December 2023 19:46
    PCNA
  • jad11mumbler
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    Overland is easy to the point where you could clear a vast majority of it without ever needing to structure a somewhat proper build. It’s fine for people who don’t have the time or energy to research builds but it very quickly gets boring for anyone with a half thought out build.

    y my stress free time playing through the story. I don't want a challenge in every single thing I do.

    Then you should have no problem with an optionable difficulty choice. You can play on normal, others can play it harder if they desire.
    174 characters and counting over 13 accounts.

    120 writ certified. 73 at CP rank.
  • SilverBride
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    Overland is easy to the point where you could clear a vast majority of it without ever needing to structure a somewhat proper build. It’s fine for people who don’t have the time or energy to research builds but it very quickly gets boring for anyone with a half thought out build.

    y my stress free time playing through the story. I don't want a challenge in every single thing I do.

    Then you should have no problem with an optionable difficulty choice. You can play on normal, others can play it harder if they desire.

    I am perfectly fine with a debuff or a slider that only affects the player, and challenge banners for quest story bosses.

    But I do have a problem with a separate veteran overland. I am against splitting the playerbase this way. I doubt that very many players would use a veteran overland anyway, because is has been noted that players tend to do what is the easiest and fastest.
    Edited by SilverBride on 7 December 2023 20:40
    PCNA
  • Tannus15
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    Overland is easy to the point where you could clear a vast majority of it without ever needing to structure a somewhat proper build. It’s fine for people who don’t have the time or energy to research builds but it very quickly gets boring for anyone with a half thought out build.

    y my stress free time playing through the story. I don't want a challenge in every single thing I do.

    Then you should have no problem with an optionable difficulty choice. You can play on normal, others can play it harder if they desire.

    I am perfectly fine with a debuff or a slider that only affects the player, and challenge banners for quest story bosses.

    But I do have a problem with a separate veteran overland. I am against splitting the playerbase this way. I doubt that very many players would use a veteran overland anyway, because is has been noted that players tend to do what is the easiest and fastest.

    i would 100% play vet overland for questing and normal overland for survey / harvesting / antiquities. in the same way i farm gear in normal dungeons but if i want to actually enjoy the game it's always vet.
  • SilverBride
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    Tannus15 wrote: »
    i would 100% play vet overland for questing and normal overland for survey / harvesting / antiquities. in the same way i farm gear in normal dungeons but if i want to actually enjoy the game it's always vet.

    But how many others would? And how many would create alts to play through it more than once? Enough to make it cost effective to create veteran versions of 10 years worth of zones?

    They created Bastion Nymics as one answer to those wanting more difficulty. Now the Endless Archive addresses the once and done concern and also provides solo or duo challenging content.

    They have stated that there are no plans for any major changes to overland, but they never said they wouldn't consider a debuff food or armor set or challenge banners. I think these are way more likely to happen than a separate veteran overland.
    PCNA
  • tokeinskyblu
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    I would 100% play vet. Possibly even make a new toon just to replay any zone I have already done on normal.

    If they ever implement the change they could possibly make it re playable by giving us the option to reset a zone so that we can play through multiple times.
  • Blackbird_V
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    Overland is easy to the point where you could clear a vast majority of it without ever needing to structure a somewhat proper build. It’s fine for people who don’t have the time or energy to research builds but it very quickly gets boring for anyone with a half thought out build.

    y my stress free time playing through the story. I don't want a challenge in every single thing I do.

    Then you should have no problem with an optionable difficulty choice. You can play on normal, others can play it harder if they desire.


    But I do have a problem with a separate veteran overland. I am against splitting the playerbase this way.

    But where are these players now? You don't see a lot of us because we don't bother lol. Overland is the antithesis of fun to us. Us vet enjoyers are stuck doing the same dungeons, trials and arenas over and over and over. Now we also get -2 dungeons a year, so we get less content.

    It gets so boring you start just achievement pushing over and over. We're repeating the same content ad infinitum until we achieve our goal, then when you get bored you go for achievements like trifectas running the same dungeons, trials and arenas for days, weeks and even MONTHS without end until we either get the trifecta, or just get bored and give up.

    Also, a vet overland (OPTIONAL SWITCH. ABSOLUTELY NOT FORCED. BASED ON CHOICE. IT IS AN OPTION WITH CONSENT. OPTIONAL. NOT FORCED. OPTIONAL.) might become popular and get more people into doing overland stuff or attract new players that want a challenge, but get turned off by reviews on the easiness of ESO. That's not a bad thing.

    I don't see why you're against splitting the playerbase in this way. If veteran overland became a thing, then let people do as they please. They get to experience a whole lot more what the game has to offer and maybe even enjoy it.

    Edited by Blackbird_V on 11 December 2023 05:52
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • SilverBride
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    But where are these players now?

    I don't know where those players are, but I know there are still plenty here.

    Regardless, I very seriously doubt that there are enough players that would utilize it to make it cost effective to create veteran versions of 10 years worth of zones.
    PCNA
  • spartaxoxo
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    The vast majority of the playerbase enjoys the story aspect of the game and exploring in overland. I do too actually, when I'm in the mood for a walking sim type of experience.

    I personally have found Endless Archive to have addressed a major issue I had with the current state of vet content. I am loving it.

    I still want a slider to make the overland stories more interesting.
    Edited by spartaxoxo on 8 December 2023 00:39
  • Blackbird_V
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    But where are these players now?

    I don't know where those players are, but I know there are still plenty here.

    Regardless, I very seriously doubt that there are enough players that would utilize it to make it cost effective to create veteran versions of 10 years worth of zones.

    Well there's only one way to find out, and there is nothing wrong with that. This is how we advance in society: we say we do not know and that we are unsure, but we try anyway regardless if we doubt it'd be "cost effective".

    Edited by Blackbird_V on 8 December 2023 00:42
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • RaptorRodeoGod
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    But where are these players now?

    I don't know where those players are, but I know there are still plenty here.

    Regardless, I very seriously doubt that there are enough players that would utilize it to make it cost effective to create veteran versions of 10 years worth of zones.

    If we keep talking about making vet overland instances, that's all the devs will hear, and focus on, as they have in the past, and continue to do.

    What's needed is a personal debuff/difficulty slider, or something similar, and it would bring longevity to the game via increased population in overland content.
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • RaptorRodeoGod
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    I would 100% play vet. Possibly even make a new toon just to replay any zone I have already done on normal.

    If they ever implement the change they could possibly make it re playable by giving us the option to reset a zone so that we can play through multiple times.

    Making zones replayable wpuld be pretty awesome. Do it like Skyrim did with skills; Legendary it to reset it once you're finished.
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • Four_Fingers
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    Thread is two years old with 5599 post, if they were going to do something or respond that they were planning something don't you think they would have by now?
  • Yuji34
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    Why not set up an Altar for us, like the Arkay altar? Players can pray there, and it could prompt a message like, "Are you sure you want to receive the Arkay debuff? You will take an additional 200% damage from overland mobs and quests." (I randomly chose a number )

    seriously, the content in The Elder Scrolls Online overland is just incredible. The quests are varied, well-written, not just FedEx quests, but all of that is lost due to the absurd ease and speed at which we kill the 'bad guys' in each zone. We can literally kill Angoff, the famous necromancer from Glenumbra, in 9 seconds.

    The quests lose all their narrative interest, we do them simply to get equipment or skill points. I don't even read them. I dream of having to group up with friends to accomplish some, to adapt our equipment based on the region, based on the enemies we face (fire vs vampire, poison vs werewolf).

    The most important thing is to ensure that it remains a choice for the player, hence the idea of the "debuff" that we can enable or disable at our discretion. Even make it an item purchasable with crowns, and I swear I would buy it because it would make the perfect MMO for me with this feature. With the new group finder feature, this could complement it very well.
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 22 DLCs. 35 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • mocap
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    Players are doing quests alone anyway, so separating player base into normal and vet instances will affect only zone chat, which is pretty much dead by now.

    However server perfomance may struggle. So slider, debuf items, scroll etc. is much preferably.
  • vsrs_au
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    I know I'll probably just be ignored again, but I'll repeat the suggestion I posted in this thread when it was still a short thread, and reposted a few times later as reminders: localised "group" zones (just like the ones Craglorn has) would make the other zones more interesting. Anyone who isn't interested in the challenge can bypass these zones, and the zones could offer slightly better quality loot as an incentive. This requires NO changes to the game's design
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • TaSheen
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    vsrs_au wrote: »
    I know I'll probably just be ignored again, but I'll repeat the suggestion I posted in this thread when it was still a short thread, and reposted a few times later as reminders: localised "group" zones (just like the ones Craglorn has) would make the other zones more interesting. Anyone who isn't interested in the challenge can bypass these zones, and the zones could offer slightly better quality loot as an incentive. This requires NO changes to the game's design

    That would work probably. They do add new things to old zones....
    ______________________________________________________

    "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....
  • Yuji34
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    I don't know if keeping this thread alive will have an impact, but I don't want to let it die. I still have hope to see this game become perfect.

    I just discovered the ESO presentation video on STEAM, and the way the game is presented... that's exactly how we should envision the game.

    And I believe that's how players desiring difficulty in Overland imagine the game (correct me if I'm wrong?). Some parts of the trailer really imply an adventure where we cooperate in an open world, the combat images shown depict 'interesting' open-world fights where you feel in danger.

    I think that's what many players don't understand when we say we want difficulty. Being thrown into dark corridors filled with enemies to mindlessly kill them in a loop without knowing why, that's not the 'difficulty' we want. We want a difficulty driven by a story, interest, writing, freedom, difficulty in an open world.

    here is the presentation video : https://cdn.akamai.steamstatic.com/steam/apps/256859758/movie480_vp9.webm?t=1689258759

    dgoe6hkchluz.jpg
    ez874ug6gx29.jpg
    lpbophpa4sog.jpg
    6qmz6fjdlric.jpg
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 22 DLCs. 35 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • tokeinskyblu
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    Just watched the video. I wish overland was as engaging as what they are selling.

    You would think more people would stick to the game if new zones are made for vet players.

    The whole game so far is already made for new players.
  • AlterBlika
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    They created Bastion Nymics as one answer to those wanting more difficulty. Now the Endless Archive addresses the once and done concern and also provides solo or duo challenging content.

    Well they missed the point completely then. They didn't give us a vet option for overland people were asking for.
    IA is somewhat nice but we have enough content to solo/duo/whatever. Besides you can't beat it and all achievements are earned before the hardest arcs even start.

    Idk about Bastion Nymics, I never touch overland if no event. And it isn't a step in the right direction either. People want a vet option so there's a choice for those who don't enjoy challenge. Right now we have mobs that die in 1 sec, world bosses that are as difficult as vFG1 last boss (there are exception ofc, maybe some are a bit harder). I'd really like world bosses to be like dragons from overland.
  • Yuji34
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    Just watched the video. I wish overland was as engaging as what they are selling.

    You would think more people would stick to the game if new zones are made for vet players.

    The whole game so far is already made for new players.

    Making Overland as exciting as shown in the trailer would provide a lot of replay value. There are zones I've never tried, and I won't try them after doing 2 or 3 zones because I've seen that the difficulty is simply not there. So, I'm waiting now, and I still hope that one day they'll change that.
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 22 DLCs. 35 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • Elsonso
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    .
    Anifaas 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.

    The ESO story isn't about combat.

    With all action movies, people expect the hero to win before they even start watching.

    If you look closely at the apex battles of a lot of movies, you may notice something that I noticed. The hero is scripted to win, and that win usually takes just a couple seconds. It is not actually some long drawn out process. The rest of the battle is a facade, even when the hero is momentarily disadvantaged. Once I realized this, these combat scenes became very boring, if not just frustrating. For those that don't have a good story to make it worth my time, the 4 seconds of combat that actually matter just represent the 90 minutes of my life that I will never get back.

    For those action movies that are successful and remembered a decade later, I think it is more often due to the story, not the combat. For myself, the ones I remember are the ones with the great stories leading up to it. I often don't recall the details of the battle at the end. Why should I? It is irrelevant trivia leading up to an outcome that is scripted. Literally.

    I appreciate the ESO main quests when they are a good story, not a good combat at the end. I expect to win at the end of the main story, just like the hero always wins.

    If I want to go somewhere and lose all the time, ESO has other places that I can do it. :smile:
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • Yuji34
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    Elsonso wrote: »
    .
    Anifaas 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.

    The ESO story isn't about combat.

    With all action movies, people expect the hero to win before they even start watching.

    If you look closely at the apex battles of a lot of movies, you may notice something that I noticed. The hero is scripted to win, and that win usually takes just a couple seconds. It is not actually some long drawn out process. The rest of the battle is a facade, even when the hero is momentarily disadvantaged. Once I realized this, these combat scenes became very boring, if not just frustrating. For those that don't have a good story to make it worth my time, the 4 seconds of combat that actually matter just represent the 90 minutes of my life that I will never get back.

    For those action movies that are successful and remembered a decade later, I think it is more often due to the story, not the combat. For myself, the ones I remember are the ones with the great stories leading up to it. I often don't recall the details of the battle at the end. Why should I? It is irrelevant trivia leading up to an outcome that is scripted. Literally.

    I appreciate the ESO main quests when they are a good story, not a good combat at the end. I expect to win at the end of the main story, just like the hero always wins.

    If I want to go somewhere and lose all the time, ESO has other places that I can do it. :smile:

    it's not a about of 'winning' or 'losing', it's about immersion, credibility (not realism, but immersion, understand the difference). throughout the entire glenumbra storyline, you hear about a big bad necromancer who poses a threat to the entire region, reanimating the dead. the story sets a mood, an atmosphere, and you're supposed to feel the danger as npcs talk about it. however, when you can literally obliterate everything in 4 seconds, and even Angoff in 8 seconds, it undermines everything the story tried to build. there's no engagement, no credibility.

    the story can be the best written possible it's pointless if there's no immersion and yes we are in a video game not an interactive film we are actors in the story so immersion must be present.

    moreover, i would add: quests seem to have been designed for leveling, crafting skills also appear to be crafted for leveling. the first time i leveled a character in eso, i did the zones with quests and wondered, 'crafting is useless; i obliterate everything in my path.' i realized that crafting only makes sense in the endgame, which is a shame. exploration and questing in overland areas would have worked wonderfully with the crafting system, where we should improve our equipment while progressing through zones, prepare our potions, etc., etc. but now i'm digressing.
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 22 DLCs. 35 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • TaSheen
    TaSheen
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    I don't have any problem being immersed in ESO and it's quests. I have a real problem killing quest bosses already, and while a small uptick in difficulty wouldn't be unworkable for me, making overland mobs and all quest mobs as hard as the quest bosses are now would mean I'd just go play something else.

    Now if the overland you are talking about is OPTIONAL, that's fine. You get what you want, and I don't have to leave the game.

    However, so far as I'm aware, the devs aren't considering an overall harder overland, optional or otherwise.
    ______________________________________________________

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

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  • Yuji34
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    TaSheen wrote: »
    I don't have any problem being immersed in ESO and it's quests. I have a real problem killing quest bosses already, and while a small uptick in difficulty wouldn't be unworkable for me, making overland mobs and all quest mobs as hard as the quest bosses are now would mean I'd just go play something else.

    Now if the overland you are talking about is OPTIONAL, that's fine. You get what you want, and I don't have to leave the game.

    However, so far as I'm aware, the devs aren't considering an overall harder overland, optional or otherwise.

    OPTIONAL of course, an optional debuff should be the best solution
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 22 DLCs. 35 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • erdYrrson
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    Yuji34 wrote: »
    [...] it undermines everything the story tried to build. there's no engagement, no credibility.[...]

    Funnily I had a similar problem with those various peace talk quests. I knew from the very start they would end nowhere, because this would be the end of Cyrodiil and Imperial City as we know them. PvP there wouldn't make much sense anymore, if there is peace, story wise, immersion and all that. Maybe a few marauding ruffians...
    Well, I did those quests, hoping for the best - for the overland, I really like it as it is.
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