Give any new player the ability to play the game at whatever level they choose and don't ruin it for those who want a challenge by never letting them experience anything more challenging than a tutorial-level experience.
spartaxoxo wrote: »spartaxoxo wrote: »Overland is the tutorial content. It's for new players and casual players. It shouldn't require builds and it should cater to power fantasies. Normal mode group content is what is supposed to prepare people for vet group content, not overland. Overland is for preparing people for normal mode and give them a story experience.
I vehemently disagree with this line of thinking. Overland is the closest thing to the actual TES experience in ESO, and it's what I think most people expect to do when they start playing this game, especially if they've played another TES game. If overland is the tutorial, then ZOS is making a new, full-game-length tutorial every single year, and if that's what they intend to do then it's wrongheaded behavior.
It MAY be a tutorial-level experience right now, but it shouldn't have to be.
They have literally stated they want each chapter to be something a brand new player can jump into right away. Story content is designed for a new or casual experience. It's nothing wrong headed about that either. Every expansion needs something to attract new people and the main story is a natural point. Brand new players need something to jump into and it makes zero sense to toss them into group content first. Questing is the natural starting point of a MMO.
The wrong thing is them not giving us things like difficulty sliders so the content can remain engaging for vet players.
That's fine. Give any new player the ability to play the game at whatever level they choose and don't ruin it for those who want a challenge by never letting them experience anything more challenging than a tutorial-level experience.
SilverBride wrote: »Give any new player the ability to play the game at whatever level they choose and don't ruin it for those who want a challenge by never letting them experience anything more challenging than a tutorial-level experience.
Every single thing in this game that has any combat at all is challenging content EXCEPT overland. EVERYTHING. Players that want a challenge have the entire rest of the game to experience it.
spartaxoxo wrote: »Which is why I stated that the problem is that they don't have options. The other user appeared to argue that they should just increase the difficulty for everyone and the casuals and new players could just adapt. That's why I pointed out it is serving as a tutorial. At which point, you stated you vehemently disagree it should be used for the tutorial. And here we are.
I don't have a problem with difficulty options. I do have a problem with mandatory difficulty increase.
spartaxoxo wrote: »Which is why I stated that the problem is that they don't have options. The other user appeared to argue that they should just increase the difficulty for everyone and the casuals and new players could just adapt. That's why I pointed out it is serving as a tutorial. At which point, you stated you vehemently disagree it should be used for the tutorial. And here we are.
I don't have a problem with difficulty options. I do have a problem with mandatory difficulty increase.
But the point holds that "overland is tutorial" is a bad take, right? Do we agree?
spartaxoxo wrote: »spartaxoxo wrote: »Which is why I stated that the problem is that they don't have options. The other user appeared to argue that they should just increase the difficulty for everyone and the casuals and new players could just adapt. That's why I pointed out it is serving as a tutorial. At which point, you stated you vehemently disagree it should be used for the tutorial. And here we are.
I don't have a problem with difficulty options. I do have a problem with mandatory difficulty increase.
But the point holds that "overland is tutorial" is a bad take, right? Do we agree?
No. It doesn't hold imo. As I stated, the developers literally stated that they want new players to be able to use overland immediately. It is the very first content new players play. And it is the most logical content to be the first thing they play.
Why do people feel the need to gate the thing I want off and tell me that I'm wrong for wanting it? I'm not trying to take anything away from you. I want us both to enjoy the same thing, and that's not out of realm of possibility.
spartaxoxo wrote: »spartaxoxo wrote: »Which is why I stated that the problem is that they don't have options. The other user appeared to argue that they should just increase the difficulty for everyone and the casuals and new players could just adapt. That's why I pointed out it is serving as a tutorial. At which point, you stated you vehemently disagree it should be used for the tutorial. And here we are.
I don't have a problem with difficulty options. I do have a problem with mandatory difficulty increase.
But the point holds that "overland is tutorial" is a bad take, right? Do we agree?
No. It doesn't hold imo. As I stated, the developers literally stated that they want new players to be able to use overland immediately. It is the very first content new players play. And it is the most logical content to be the first thing they play.
Technically, the very first content that a new player experiences, should they choose to do it, is the actual tutorial built into the game. Overland CAN be played at a tutorial level as it is now, but there's no reason it should HAVE to be played that way, and the fact that we think of it as such and just accept that the vast majority of the game's content is supposed to be that way is kind of wild. It speaks to how we've been trained.
It's not a tutorial. You don't play a tutorial for 20 hours or more per zone.
SilverBride wrote: »I never said anyone was wrong for what they want and what they enjoy. But I do not agree with the ONLY casual content we have being altered when there are multiple options already for challenges.
spartaxoxo wrote: »Forcing everyone to change their playstyle because a minority of people wouldn't be happy with increased difficulty unless everyone else was also forced to play that way is not a good idea.
I'll never agree that forced difficulty is a good thing or to the arbitrary line of what amount of hours they are allowed to make tutorial level content.
SilverBride wrote: »I never said anyone was wrong for what they want and what they enjoy. But I do not agree with the ONLY casual content we have being altered when there are multiple options already for challenges.
I think you're misunderstanding the motivation behind the desire for challenge in overland. It's not simply "I want more challenge because the challenge I have isn't enough", it's "I want this specific thing to be challenging because it's the content I love to do but it doesn't feel right". I don't care about dungeons or trials. They're a means to an end for me. If I can play them in a satisfying way that allows me to experience their story then they're fine, but more often than not they're a bottle episode with no ties to the overarching events of the game, and even more often you don't get to really take the time to savor them because you're rushing through as fast as the fastest player in your group. That is equally unsatisfying.
I'm here because I want what you want, slightly different.
spartaxoxo wrote: »Forcing everyone to change their playstyle because a minority of people wouldn't be happy with increased difficulty unless everyone else was also forced to play that way is not a good idea.
I'll never agree that forced difficulty is a good thing or to the arbitrary line of what amount of hours they are allowed to make tutorial level content.
I get that you're still responding to the original comment here, but the point is that no, the zone stories are not tutorials, because no tutorial has ever, ever been 20 hours or more per zone. I disagree with that guy too for what it's worth, but the overland game is just easy, it's not a tutorial. If ZOS intends the bulk of their game to be a tutorial for other content then they're misunderstanding the motivations of a lot of the players who like the overland content, I think.
I haven't measured the files but I'd bet that overland is the bulk of the space on your hard drive, not dungeons or trials. It's the main portion of the game. If the main portion of the game is a tutorial then something is wrong.
SilverBride wrote: »SilverBride wrote: »I never said anyone was wrong for what they want and what they enjoy. But I do not agree with the ONLY casual content we have being altered when there are multiple options already for challenges.
I think you're misunderstanding the motivation behind the desire for challenge in overland. It's not simply "I want more challenge because the challenge I have isn't enough", it's "I want this specific thing to be challenging because it's the content I love to do but it doesn't feel right". I don't care about dungeons or trials. They're a means to an end for me. If I can play them in a satisfying way that allows me to experience their story then they're fine, but more often than not they're a bottle episode with no ties to the overarching events of the game, and even more often you don't get to really take the time to savor them because you're rushing through as fast as the fastest player in your group. That is equally unsatisfying.
I'm here because I want what you want, slightly different.
I enjoy challenging content, too, and I run Dungeons and Trials and the Infinte Archive when I am in the mood for that, so I do understand how a challenge can be fun. And I am not unsympathetic, which is why I support challenge banners for bosses, debuffs, and difficulty sliders. But it doesn't change the fact that open-world content is balanced for casual play and I am very grateful for ZoS's stance on that.
spartaxoxo wrote: »spartaxoxo wrote: »Forcing everyone to change their playstyle because a minority of people wouldn't be happy with increased difficulty unless everyone else was also forced to play that way is not a good idea.
I'll never agree that forced difficulty is a good thing or to the arbitrary line of what amount of hours they are allowed to make tutorial level content.
I get that you're still responding to the original comment here, but the point is that no, the zone stories are not tutorials, because no tutorial has ever, ever been 20 hours or more per zone. I disagree with that guy too for what it's worth, but the overland game is just easy, it's not a tutorial. If ZOS intends the bulk of their game to be a tutorial for other content then they're misunderstanding the motivations of a lot of the players who like the overland content, I think.
I haven't measured the files but I'd bet that overland is the bulk of the space on your hard drive, not dungeons or trials. It's the main portion of the game. If the main portion of the game is a tutorial then something is wrong.
You are hung up on the hours. The tutorial is the first content you get into that lets you understand the basics of the game. Overland is at the same easy level of difficulty everywhere you go because players are allowed to start at every quest. You imposed that limit, it's not one ZOS did. ZOS intends for new players to be able to pick any zone or quest they want and start there. That necessitates making the entire thing a similar level of difficulty. And that's exactly how it is designed.
They didn't make it extremely easy solely to cater to casuals. They also made it extremely easy so that new players can start with at whatever quest peaks their interests. If you see an ad that asks you to defend Elsweyr from dragons and you decide that's the first thing you want to do, you can.
spartaxoxo wrote: »spartaxoxo wrote: »Forcing everyone to change their playstyle because a minority of people wouldn't be happy with increased difficulty unless everyone else was also forced to play that way is not a good idea.
I'll never agree that forced difficulty is a good thing or to the arbitrary line of what amount of hours they are allowed to make tutorial level content.
I get that you're still responding to the original comment here, but the point is that no, the zone stories are not tutorials, because no tutorial has ever, ever been 20 hours or more per zone. I disagree with that guy too for what it's worth, but the overland game is just easy, it's not a tutorial. If ZOS intends the bulk of their game to be a tutorial for other content then they're misunderstanding the motivations of a lot of the players who like the overland content, I think.
I haven't measured the files but I'd bet that overland is the bulk of the space on your hard drive, not dungeons or trials. It's the main portion of the game. If the main portion of the game is a tutorial then something is wrong.
You are hung up on the hours. The tutorial is the first content you get into that lets you understand the basics of the game. Overland is at the same easy level of difficulty everywhere you go because players are allowed to start at every quest. You imposed that limit, it's not one ZOS did. ZOS intends for new players to be able to pick any zone or quest they want and start there. That necessitates making the entire thing a similar level of difficulty. And that's exactly how it is designed.
They didn't make it extremely easy solely to cater to casuals. They also made it extremely easy so that new players can start with at whatever quest peaks their interests. If you see an ad that asks you to defend Elsweyr from dragons and you decide that's the first thing you want to do, you can.
When you say tutorial, the content as a whole is placed in that context and players are made to understand it as such, which is detrimental to change. It's like saying "pool is a tutorial for snooker" when it isn't. It's just a different game using similar equipment, and we shouldn't treat it as if it is. Doing so is misinforming the players of both. Overland is not a tutorial, it's just a different game using similar equipment.
"[What] we're trying to avoid there is the gen one MMO problem. The cool new content launches, and new players have to play through 18 years of old content. We definitely wanted to avoid that. If they're seeing marketing images about dragons, we want them to play Elsweyr," says Firor.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Forcing everyone to change their playstyle because a minority of people wouldn't be happy with increased difficulty unless everyone else was also forced to play that way is not a good idea.
I'll never agree that forced difficulty is a good thing or to the arbitrary line of what amount of hours they are allowed to make tutorial level content.
I get that you're still responding to the original comment here, but the point is that no, the zone stories are not tutorials, because no tutorial has ever, ever been 20 hours or more per zone. I disagree with that guy too for what it's worth, but the overland game is just easy, it's not a tutorial. If ZOS intends the bulk of their game to be a tutorial for other content then they're misunderstanding the motivations of a lot of the players who like the overland content, I think.
I haven't measured the files but I'd bet that overland is the bulk of the space on your hard drive, not dungeons or trials. It's the main portion of the game. If the main portion of the game is a tutorial then something is wrong.
You are hung up on the hours. The tutorial is the first content you get into that lets you understand the basics of the game. Overland is at the same easy level of difficulty everywhere you go because players are allowed to start at every quest. You imposed that limit, it's not one ZOS did. ZOS intends for new players to be able to pick any zone or quest they want and start there. That necessitates making the entire thing a similar level of difficulty. And that's exactly how it is designed.
They didn't make it extremely easy solely to cater to casuals. They also made it extremely easy so that new players can start with at whatever quest peaks their interests. If you see an ad that asks you to defend Elsweyr from dragons and you decide that's the first thing you want to do, you can.
When you say tutorial, the content as a whole is placed in that context and players are made to understand it as such, which is detrimental to change. It's like saying "pool is a tutorial for snooker" when it isn't. It's just a different game using similar equipment, and we shouldn't treat it as if it is. Doing so is misinforming the players of both. Overland is not a tutorial, it's just a different game using similar equipment.
Group content isn't an entirely different game. And all players are allowed to pick any zone as their starter zone. It used to be that they had actual starter zones like Stros M'Kai. But they abandoned that because they wanted every zone to be a starter zone so that players had the freedom to start anywhere they wanted.
When asked about the narrative chronological issues that happen by having a level less system wherein every zone is potentially a starter zone, ZOS stated this."[What] we're trying to avoid there is the gen one MMO problem. The cool new content launches, and new players have to play through 18 years of old content. We definitely wanted to avoid that. If they're seeing marketing images about dragons, we want them to play Elsweyr," says Firor.
So yes, every zone is designed to be easy enough that they can serve as a starter zone. All of them.
https://web.archive.org/web/20190607232034/https://www.usgamer.net/articles/elder-scrolls-online-developers-elsweyr-player-milestones-and-the-season-of-the-dragon
I don't care if this information is inconvenient to forcing increased difficulty on everyone. I think that's a bad idea for many reasons.
Difficulty options so that the content can remain engaging to established players who want more of a challenge would be nice though.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Forcing everyone to change their playstyle because a minority of people wouldn't be happy with increased difficulty unless everyone else was also forced to play that way is not a good idea.
I'll never agree that forced difficulty is a good thing or to the arbitrary line of what amount of hours they are allowed to make tutorial level content.
I get that you're still responding to the original comment here, but the point is that no, the zone stories are not tutorials, because no tutorial has ever, ever been 20 hours or more per zone. I disagree with that guy too for what it's worth, but the overland game is just easy, it's not a tutorial. If ZOS intends the bulk of their game to be a tutorial for other content then they're misunderstanding the motivations of a lot of the players who like the overland content, I think.
I haven't measured the files but I'd bet that overland is the bulk of the space on your hard drive, not dungeons or trials. It's the main portion of the game. If the main portion of the game is a tutorial then something is wrong.
You are hung up on the hours. The tutorial is the first content you get into that lets you understand the basics of the game. Overland is at the same easy level of difficulty everywhere you go because players are allowed to start at every quest. You imposed that limit, it's not one ZOS did. ZOS intends for new players to be able to pick any zone or quest they want and start there. That necessitates making the entire thing a similar level of difficulty. And that's exactly how it is designed.
They didn't make it extremely easy solely to cater to casuals. They also made it extremely easy so that new players can start with at whatever quest peaks their interests. If you see an ad that asks you to defend Elsweyr from dragons and you decide that's the first thing you want to do, you can.
When you say tutorial, the content as a whole is placed in that context and players are made to understand it as such, which is detrimental to change. It's like saying "pool is a tutorial for snooker" when it isn't. It's just a different game using similar equipment, and we shouldn't treat it as if it is. Doing so is misinforming the players of both. Overland is not a tutorial, it's just a different game using similar equipment.
Group content isn't an entirely different game. And all players are allowed to pick any zone as their starter zone. It used to be that they had actual starter zones like Stros M'Kai. But they abandoned that because they wanted every zone to be a starter zone so that players had the freedom to start anywhere they wanted.
When asked about the narrative chronological issues that happen by having a level less system wherein every zone is potentially a starter zone, ZOS stated this."[What] we're trying to avoid there is the gen one MMO problem. The cool new content launches, and new players have to play through 18 years of old content. We definitely wanted to avoid that. If they're seeing marketing images about dragons, we want them to play Elsweyr," says Firor.
So yes, every zone is designed to be easy enough that they can serve as a starter zone. All of them.
https://web.archive.org/web/20190607232034/https://www.usgamer.net/articles/elder-scrolls-online-developers-elsweyr-player-milestones-and-the-season-of-the-dragon
I don't care if this information is inconvenient to forcing increased difficulty on everyone. I think that's a bad idea for many reasons.
Difficulty options so that the content can remain engaging to established players who want more of a challenge would be nice though.
That's fine, but the point is that it is not and should not be considered preparation for dungeons and trials. It's been said that because overland is so easy it's actually harming the skill progress of players who could be moving into dungeons and trials because they expect them to be as easy as overland, and that content often hits them very hard when they find out how different it is. Especially as it is now, it's an entirely different kind of game and it deserves separate attention.
The issue with painting overland, the entire world, as a tutorial, means that the main thing that likely brought many players to ESO, out of any other MMO, fails to grow with them if they choose to engage more with the game's systems.
Options allow more players to engage with the content. Dungeons have difficulty options, and maybe even a more solo friendly one coming along. Trials have options, the arenas have options, they let a wider base of players actually engage with the content that ZOS made. Why is that bad to give to overland as well...
...why should ZOS even bother with solo friendly dungeons? Aren't those the 'challenge place' that causal players should just never go to?
The elephant in the room:
If the entirety of each zone is (at the start) non-challenging overland but some of the "MAKE IT MORE CHALLENGING!" people want to play through the stories in that non-challenging overland.... except they find it stultifying, boring, yawn-inducing....
And if the developers have said various times that they don't want to change overland, and they don't seem inclined to develop sliders, challenge banners, any of the "solutions" proposed by those who find overland boring and don't want to run the more difficult content already provided - what do those of you who want more challenge in the zone stories expect to have happen?
The elephant in the room:
If the entirety of each zone is (at the start) non-challenging overland but some of the "MAKE IT MORE CHALLENGING!" people want to play through the stories in that non-challenging overland.... except they find it stultifying, boring, yawn-inducing....
And if the developers have said various times that they don't want to change overland, and they don't seem inclined to develop sliders, challenge banners, any of the "solutions" proposed by those who find overland boring and don't want to run the more difficult content already provided - what do those of you who want more challenge in the zone stories expect to have happen?
spartaxoxo wrote: »snip
spartaxoxo wrote: »snip
I think we all know that ZOS will do what ZOS will do. Whether it's a separate instance, a slider, something else...what matters is that people keep talking about it. I have my personal thoughts about an ideal scenario but the fact is that there are a lot of people with this grievance and ignoring it is bad for players and bad for ZOS.
My feeling is that if it were an overwhelming number of people clamoring for "more challenging overland" ZOS would have either already done something about it or be working on it.
And they have done a few things: Bastion Nymic and Infinite Archive (both stated as "response" to "more challenging") - and I personally have found Necrom and Apocrypha more difficult overland (but of course that's just me).
ZOS has the numbers. Even if the numbers are in the "more challenge" group's favor, I'm sure they have a process in place to deal with such a major change, and who knows how long that cycle might be.
Eh, so far, I'm not one who fits the "stories that everyone can beat" demographic. High Isle was my last attempt at that.
It didn't go well. It took me DAYS of agony to get through it. I've never even considered attempting the following zone stories. Not hap'nin. And.... up to that point.... zone questing was what I lived for.