spartaxoxo wrote: »I wonder how that new ring will feel in overland. The one that disables set bonuses.
What new ring?
Necklace – Torc of the Last Ayleid King
1 – Disable all other item set bonuses and increase your damage done by 20%, reduce your damage taken by 20%, and increase your healing done by 20%.
Developer Comment:This item set actively disables any other item set bonuses you have equipped, including other 1-piece bonuses.
spartaxoxo wrote: »spartaxoxo wrote: »I wonder how that new ring will feel in overland. The one that disables set bonuses.
What new ring?
Oh sorry, it's a necklace.Necklace – Torc of the Last Ayleid King
1 – Disable all other item set bonuses and increase your damage done by 20%, reduce your damage taken by 20%, and increase your healing done by 20%.
Developer Comment:This item set actively disables any other item set bonuses you have equipped, including other 1-piece bonuses.
RaptorRodeoGod wrote: »If the Torq of the Last Aleid King is the answer to overland difficulty, giving it any kind of buff is counter intuitive. Sets are also not the only issue, the ring does nothing for CP, another major source of power for players.
Additionally, having it disable sets feels kinda bad. I want overland to be harder, but I also want to see my fancy set procs, even if this ring were to reduce their damage by a lot.
If it's not the answer to overland difficulty, who is the intended audience for this ring? This seems to be a bit point of confusion among players from what I've seen on the forums and YouTube.
RaptorRodeoGod wrote: »If the Torq of the Last Aleid King is the answer to overland difficulty, giving it any kind of buff is counter intuitive. Sets are also not the only issue, the ring does nothing for CP, another major source of power for players.
Additionally, having it disable sets feels kinda bad. I want overland to be harder, but I also want to see my fancy set procs, even if this ring were to reduce their damage by a lot.
If it's not the answer to overland difficulty, who is the intended audience for this ring? This seems to be a bit point of confusion among players from what I've seen on the forums and YouTube.
spartaxoxo wrote: »RaptorRodeoGod wrote: »If the Torq of the Last Aleid King is the answer to overland difficulty, giving it any kind of buff is counter intuitive. Sets are also not the only issue, the ring does nothing for CP, another major source of power for players.
Additionally, having it disable sets feels kinda bad. I want overland to be harder, but I also want to see my fancy set procs, even if this ring were to reduce their damage by a lot.
If it's not the answer to overland difficulty, who is the intended audience for this ring? This seems to be a bit point of confusion among players from what I've seen on the forums and YouTube.
Honestly, this is a pretty fair point. But I can't see who else it could be for. Maybe it's just them quietly dipping their toes in water to see if anyone would be open to making things harder for themselves.
I intend to try it with this idea in mind, at any rate.
spartaxoxo wrote: »RaptorRodeoGod wrote: »If the Torq of the Last Aleid King is the answer to overland difficulty, giving it any kind of buff is counter intuitive. Sets are also not the only issue, the ring does nothing for CP, another major source of power for players.
Additionally, having it disable sets feels kinda bad. I want overland to be harder, but I also want to see my fancy set procs, even if this ring were to reduce their damage by a lot.
If it's not the answer to overland difficulty, who is the intended audience for this ring? This seems to be a bit point of confusion among players from what I've seen on the forums and YouTube.
Honestly, this is a pretty fair point. But I can't see who else it could be for. Maybe it's just them quietly dipping their toes in water to see if anyone would be open to making things harder for themselves.
I intend to try it with this idea in mind, at any rate.
If that's the case then it's a failure before even being released. Interfering with builds by making people take a piece of gear in order to make the game harder is a silly way to do it, when people could simply not use gear, or use sub-standard gear, or a number of other things people already do which don't have much of an effect. Those who want challenge find the overland game too easy even if they're wearing no armor at all.
Four_Fingers wrote: »No matter what they do some will not be happy, don't hold your breath for a souls like game.
Four_Fingers wrote: »A little hyperbolic don't you think?
It is a fact you can't please everybody, and no one is giving up as this game continues to evolve and no one said this set is the only thing the devs may adjust in the future.
Four_Fingers wrote: »A little hyperbolic don't you think?
It is a fact you can't please everybody, and no one is giving up as this game continues to evolve and no one said this set is the only thing the devs may adjust in the future.
I agree completely, it's just that we've already been discussing practicable solutions for a while.
Four_Fingers wrote: »A little hyperbolic don't you think?
It is a fact you can't please everybody, and no one is giving up as this game continues to evolve and no one said this set is the only thing the devs may adjust in the future.
I agree completely, it's just that we've already been discussing practicable solutions for a while.
To be clear, we have been discussing player-generated solutions for a while. Practicable is not exactly the same thing.
Why no mention of improved overland yet? Its still bland npcs dieing before even fighting back.
They don't care for us, we are not the ones keeping the lights open over at Zenimax HQ. Rich Lambert made it clear: you want difficulty? Hit a dungeon or two. I have much more to say about this but it will seem like I'm trying to be divisive and probably get another warning. What saddens me the most is that even the players themselves are against this.AlexanderDeLarge wrote: »Another year of ignoring The Elder Scrolls Online because they won't give us a simple debuff memento as the absolute bare minimum.
Time to update my signature. Important milestone.
What saddens me the most is that even the players themselves are against this.
Four_Fingers wrote: »A little hyperbolic don't you think?
It is a fact you can't please everybody, and no one is giving up as this game continues to evolve and no one said this set is the only thing the devs may adjust in the future.
I agree completely, it's just that we've already been discussing practicable solutions for a while.
Nothing will ever change if we stop shouting about it.FlopsyPrince wrote: »Same arguments, same lack of change. Not much will happen, unless something finally does.
First, I'd love to hear your explanation for why this will be so incredibly difficult as to be prohibitive, when ZOS has allocated resources for projects which seem to have little impact for players relative to their complexity, like Tales of Tribute.FlopsyPrince wrote: »I said it very early in the thread, but changing overland is significantly harder than many seem to realize. A blanket fix would not work, fine tuning would be needed with LOTS of that!
That may be but the point is if no one ever says that they think something is wrong then there will be no perception that anything needs to change. If we all placidly go about hating a huge part of the game and leave in frustration/disappointment, then ZOS will never have had a chance to improve things for those people who love the game and want to stay but simply find it too boring to continue playing.I doubt this is going to change no matter how much you "shout" about it.
Agreed, but I don't think it can be ignored that there is similar code in other parts of the game. It's not as if this is an insurmountable task.None of us know what might be difficult or problematic with an ancient game engine and original devs long gone, leaving mega spaghetti code behind.
We don't know that they don't want to do an optional system. They're simply not doing anything at all. That's not an indication of their design preference.And it doesn't matter what any of us think (I'm personally fine with optional "tinkering" - but ZOS doesn't seem to want to do "optional" in this particula instance) - the bottom line is that ZOS will do what they want.
Yeah, you're the exact type of person that ZOS is afraid of upsetting. But my counterpoint is that this is what a test server is for. If you develop the thing, test it and prove that it doesn't affect other players, what's the problem?And considering some previous things that have turned out NOT at all the way people thought was going to happen, I really really prefer that no one rocks the boat....
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I actually went to some of my old mmorpg's recently, gave them a try again and I have to say: How the hell did they allow the powercreep in ESO to become so massive? It's worse than neglect, this is almost criminal to not to care for your own game to this degree, and then also go ahead and claim "well, can't be helped, seems like the majority of our playerbase enjoys it that way". It's as if the majority of the playerbase are handicapped. I refuse to believe that, it's pure neglect, this is not by choice, because this kind of design philosophy for the majority of the content shouldn't be allowed, I refuse to believe that all of the devs are fine with the state of the game.
I honestly fully agree with you. I've read through this thread (and posted in it) before, but I think my latest post has more to do with disillusionment over ZOS' lack of attention regarding overland content: it just doesn't seem like there's much hope of them doing anything about this in the near future.Snip.
I have been around for a while, been part of most MMORPG communities, also some that have died (i.e. Wildstar) and I can tell you with 100% confidence that people around here don't like change, they don't like it to the point where the developers themselves have to think twice before they attempt to change something, it's depressing, because this is going to be the downfall of ESO, it is cursed to gradually shrink, never to truly evolve and attract the necessary new blood (and keep it too) to sustain it. I think that may serve the developers too, then they can call it quits and move on to new things, hence why we don't really see much change, they can't even invest properly for new server parts, instead they got to retrofit old ones. Look at WoW for example, new expansion means a bunch of stuff reworked, new and exciting abilities to learn and the list goes on. I dislike how radical the WoW devs are, I wouldn't want ESO to be that extreme with change, but at the same time -- ESO has become a fetid swamp. The developers can blame ram limitations due to old-gen consoles all they want, I don't buy it anymore, it's time for drastic changes or the game is done, no hyperbole. I was so disappointed to see Gold Road and what it brings, it's the 10th anniversary FFS, do something MAJOR! I almost feel bribed by those free crates.And from what I've read in this thread, even suggestions like an optional toggle have people who fervently oppose it (for no discernible good reason). Such an option would only affect the player who enables it, taking advantage of the scaling present since One Tamriel introduced it, and wouldn't involve sharding (thus splitting the playerbase). It's literally the perfect solution. Yet even that draws intense criticism.Snip.
barney2525 wrote: »Players simply race past everything going from point A to point B. It happens All the time currently and no amount of changing things around will change it.
That is why people want harder overland; Current overland is kind of boring running simulator.
But no worries, it will stay the same boring running simulator - developers do not give a heck about this thread it seems.