RaptorRodeoGod wrote: »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.
Your signature is phenomenal and on point lol
So is your post too
RaptorRodeoGod wrote: »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.
Your signature is phenomenal and on point lol
So is your post too
AlexanderDeLarge wrote: »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-YIf 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.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.
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.
Sockermannen wrote: »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.
SilverBride wrote: »Sockermannen wrote: »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.
jad11mumbler wrote: »SilverBride wrote: »Sockermannen wrote: »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.
SilverBride wrote: »jad11mumbler wrote: »SilverBride wrote: »Sockermannen wrote: »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 wrote: »jad11mumbler wrote: »SilverBride wrote: »Sockermannen wrote: »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.
Blackbird_V wrote: »But where are these players now?
SilverBride wrote: »Blackbird_V wrote: »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.
SilverBride wrote: »Blackbird_V wrote: »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.
tokeinskyblu wrote: »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.
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
SilverBride wrote: »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.
tokeinskyblu wrote: »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.
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.
.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.
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.
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.
[...] it undermines everything the story tried to build. there's no engagement, no credibility.[...]