Also, they seem to wonder why the same people post here over and over and not more different players? I can answer only for myself, that it should be enough asking for a change without any effect on others once. ZOS should then reply at some point in time.
Hi again!
I can tell you one reason why the same people post here over and over: it's because they keep pushing their agendas over and over, until anyone else gets sick of getting nowhere in the debate, and quits the discussion. I've seen this, because I've followed this thread since its inception, and also posted in it occasionally.
I think I have posted yesterday and since then 3 pages worth of entries. However, diligently having read (nearly) all of it, I think it can be summarized as:
Group A: Some players are asking for the ability to make overland content more challenging WITHOUT AFFECTING other players. They are fully aware other challenging content exists, but would prefer to enjoy standard zones with a little more challenge. They are not looking to gain any advantages over other players.
Group B: Other players are afraid their game experience is altered in any way. Group A however did say they want a change that doesn't affect others...
Group C: This group ensures everyone is aware that ZOS will not change overland content and have already stated that players looking for more challenging content are funneled into dungeons/trials etc.
Also, they seem to wonder why the same people post here over and over and not more different players? I can answer only for myself, that it should be enough asking for a change without any effect on others once. ZOS should then reply at some point in time.
Ultimately all of the three groups' interests are basically compatible . Everyone can be kept or made happy, if ZOS were to re-evaluate the requests in this thread.
SilverBride wrote: »But you mention how your friends left after hitting the barrier of the old silver and gold zones, but don't you think that other people are running into the exact same thing, with friends leaving out of apathy, because for every year the centerpiece of content is mainly designed around a casual audience, so it becomes easier and easier to just leave?
I see other players everywhere I go, so a lot of players are still actively participating in the story.
If players wish to use challenge banners for story bosses or debuffs to make the overland experience more difficult for them so they can enjoy it more then I think those are very reasonable suggestions that I hope they consider implementing.
I just don't want to see overland become more difficult, or separate versions splitting the playerbase.
SilverBride wrote: »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...
Because they have stated that they do not want to split the playerbase....why should ZOS even bother with solo friendly dungeons? Aren't those the 'challenge place' that causal players should just never go to?
A lot of casual players enjoy dungeons, too. Also story mode dungeons would allow players to continue the story as it plays out in the dungeon at their own pace.
So? Do you see the people who were in my social guild? Any of my trial guildies? Anyone on my friends list? There are thousands of people who play ESO that you will never see, never meet, never know, never notice arrive, and never notice leave. You don't see the players who are leaving because you are in a group of players who ZOS has been treating well, but other groups of players have been taking heavy hits over the years for various reasons, and you likely don't know any of the players who left because of this, because again, they are part of groups you are not in.
I've skipped years of story content I may actually double back to if an option was given to make it memorable, and if those zone's happen to normally be dead, it'd still be new content to me.
I've done a lot of older content but there have been numerous times when I've thought about going back and doing it again if I had the option to make it more challenging and interesting. It would feel like a whole new game. To say nothing of the content I haven't even touched because I'm waiting for it to be fun.
Before I buy this Addon. Did they do anything for Overland-Difficulty yet? I cant find anything in the Patch Notes.
Before I buy this Addon. Did they do anything for Overland-Difficulty yet? I cant find anything in the Patch Notes.
Sadly no. I haven't purchased Gold Road but I read the full patch notes and I've been playing the game outside of GR. No apparent difference. I imagine that if it happens, it will be a big deal in the community.
colossalvoids wrote: »Before I buy this Addon. Did they do anything for Overland-Difficulty yet? I cant find anything in the Patch Notes.
Sadly no. I haven't purchased Gold Road but I read the full patch notes and I've been playing the game outside of GR. No apparent difference. I imagine that if it happens, it will be a big deal in the community.
Meanwhile taking Elden Ring dlc instead of GR, can't always be unhappy and fight for bits of possible future enjoyment when can just enjoy things. It feels like a lost battle anyway.
colossalvoids wrote: »Before I buy this Addon. Did they do anything for Overland-Difficulty yet? I cant find anything in the Patch Notes.
Sadly no. I haven't purchased Gold Road but I read the full patch notes and I've been playing the game outside of GR. No apparent difference. I imagine that if it happens, it will be a big deal in the community.
Meanwhile taking Elden Ring dlc instead of GR, can't always be unhappy and fight for bits of possible future enjoyment when can just enjoy things. It feels like a lost battle anyway.
It's not that I hate the game or that I'm always unhappy. I like the game a lot. I play the game a lot. It's just that the thing I want most out of it is the thing I can't enjoy, and so I'm here. For what it's worth I stopped playing Elden Ring because the story is incomprehensible and there was no realistic motivation for the main character beyond "I wanna be the guy". Which is fine if you don't mind the story being relatively shallow and I'm not trying to criticize anyone's interest in it. Just couldn't find a reason to keep going myself.
colossalvoids wrote: »colossalvoids wrote: »Before I buy this Addon. Did they do anything for Overland-Difficulty yet? I cant find anything in the Patch Notes.
Sadly no. I haven't purchased Gold Road but I read the full patch notes and I've been playing the game outside of GR. No apparent difference. I imagine that if it happens, it will be a big deal in the community.
Meanwhile taking Elden Ring dlc instead of GR, can't always be unhappy and fight for bits of possible future enjoyment when can just enjoy things. It feels like a lost battle anyway.
It's not that I hate the game or that I'm always unhappy. I like the game a lot. I play the game a lot. It's just that the thing I want most out of it is the thing I can't enjoy, and so I'm here. For what it's worth I stopped playing Elden Ring because the story is incomprehensible and there was no realistic motivation for the main character beyond "I wanna be the guy". Which is fine if you don't mind the story being relatively shallow and I'm not trying to criticize anyone's interest in it. Just couldn't find a reason to keep going myself.
Tes for me always were quest games, but this particular one I'm enjoying currently only as an mmo, dungeons to be exact. Even when writing is good it bumps into "gameplay not following the narrative" issue, like daedra being a push over, zones roll over etc. Not even talking the Princes, obviously.
ER is entirely different way of story telling and if you can decipher it, it's insanely rewarding. It's a puzzle game lore wise. Was able to relive Morrowind/Oblivion with it and not how they were actually depth wise (not too deep), but how they felt years when they've came out, mystic and alien.
Before I buy this Addon. Did they do anything for Overland-Difficulty yet? I cant find anything in the Patch Notes.
colossalvoids wrote: »colossalvoids wrote: »Before I buy this Addon. Did they do anything for Overland-Difficulty yet? I cant find anything in the Patch Notes.
Sadly no. I haven't purchased Gold Road but I read the full patch notes and I've been playing the game outside of GR. No apparent difference. I imagine that if it happens, it will be a big deal in the community.
Meanwhile taking Elden Ring dlc instead of GR, can't always be unhappy and fight for bits of possible future enjoyment when can just enjoy things. It feels like a lost battle anyway.
It's not that I hate the game or that I'm always unhappy. I like the game a lot. I play the game a lot. It's just that the thing I want most out of it is the thing I can't enjoy, and so I'm here. For what it's worth I stopped playing Elden Ring because the story is incomprehensible and there was no realistic motivation for the main character beyond "I wanna be the guy". Which is fine if you don't mind the story being relatively shallow and I'm not trying to criticize anyone's interest in it. Just couldn't find a reason to keep going myself.
Tes for me always were quest games, but this particular one I'm enjoying currently only as an mmo, dungeons to be exact. Even when writing is good it bumps into "gameplay not following the narrative" issue, like daedra being a push over, zones roll over etc. Not even talking the Princes, obviously.
ER is entirely different way of story telling and if you can decipher it, it's insanely rewarding. It's a puzzle game lore wise. Was able to relive Morrowind/Oblivion with it and not how they were actually depth wise (not too deep), but how they felt years when they've came out, mystic and alien.
I don't want to get too off-topic, but story and lore are different things. Sure you can glean whispers of what happened in the past and you can feel a certain way about them, which may give you a reason to keep going, but I've never felt anything pushing me toward the end of the game in ER aside from "you must become the Elden Lord". Why? If there's something in an item description I missed, or you finally figure it out 20 hours into the game, then that's bad storytelling. Compound this with the fact that there's no quest journal and you have no idea where your NPCs ran off to half the time, leading you to rely on a wiki, and you've got a mess of a story. I should note that I actually played the game for over 200 hours, mostly screwing around, and I still never found a reason to be wherever I was at any point. I tried to tell myself "this isn't TES, it's Castlevania" but eventually I just gave up because in my head I couldn't find a justification for my character to care about what they were doing.
TES (including ESO) tends to give you a clear reason for doing what you're doing, in the initial minutes of playing. If it doesn't, you're welcome to go out and explore, but you will find your motivation pretty quickly. In all my time with ER I never found it. ESO doesn't always have the best stories (looking at you, Alik'r) but at least it has something to grasp onto that keeps you going. And it has a quest journal.
100% agree that if I'm going to fight Molag Bal or Mehrunes Dagon, they should be tougher than some dude in a vet dungeon.
With the "Gold Road" update, is it possible to create spells? Great, then let us have the option to create a "debuff" spell that can be activated and deactivated at will, as I explained previously. For example: Major Debuff: Increases the damage received by the player by 200% and decreases the damage the player inflicts by 50%.
With the "Gold Road" update, is it possible to create spells? Great, then let us have the option to create a "debuff" spell that can be activated and deactivated at will, as I explained previously. For example: Major Debuff: Increases the damage received by the player by 200% and decreases the damage the player inflicts by 50%.
Hello everyone, I'm back on the forum once again, and I see you're still debating the same thing about increasing the difficulty of the overland. After a while, it's pointless. There's a temporary, simple, and quick solution that could please everyone. If "buffing" the overland could cause issues, then why not allow players who wish to do so to "debuff" themselves? Will this pose a problem for anti-difficulty players, yes or no? Please respond with your arguments.
With the "Gold Road" update, is it possible to create spells? Great, then let us have the option to create a "debuff" spell that can be activated and deactivated at will, as I explained previously. For example: Major Debuff: Increases the damage received by the player by 200% and decreases the damage the player inflicts by 50%.
Here's a temporary, simple solution that will calm the thread that has been going on for 2 years. I understand that some players want more and find it completely unacceptable, but this is the best solution that will satisfy everyone. It's also financially beneficial for Zenimax because players like me who have quit the game due to lack of difficulty might just buy the expansion for this feature.
Hello everyone, I'm back on the forum once again, and I see you're still debating the same thing about increasing the difficulty of the overland. After a while, it's pointless. There's a temporary, simple, and quick solution that could please everyone. If "buffing" the overland could cause issues, then why not allow players who wish to do so to "debuff" themselves? Will this pose a problem for anti-difficulty players, yes or no? Please respond with your arguments.
With the "Gold Road" update, is it possible to create spells? Great, then let us have the option to create a "debuff" spell that can be activated and deactivated at will, as I explained previously. For example: Major Debuff: Increases the damage received by the player by 200% and decreases the damage the player inflicts by 50%.
Here's a temporary, simple solution that will calm the thread that has been going on for 2 years. I understand that some players want more and find it completely unacceptable, but this is the best solution that will satisfy everyone. It's also financially beneficial for Zenimax because players like me who have quit the game due to lack of difficulty might just buy the expansion for this feature.
This.
It's crazy to me how some people have even come up with the counter-argument that stuff like this is "difficult to code" and would sap dev resources. Like... really? Coding a potion or a poison is apparently difficult and resource-heavy, apparently.
Buffs and debuffs are the bread and butter of all MMOs and action RPGs, I don't understand why it would be so incredibly difficult to imagine they could just take an afternoon and code another one for individual player difficulty.
To me the solution is very easy. It's just finding a creative "lore" way to implement it which would be challenging (I would rather say interesting!).
My idea is a Daedric curse (see my previous post about Peryite), but it could also be done using Scribing I guess.
Hello everyone, I'm back on the forum once again, and I see you're still debating the same thing about increasing the difficulty of the overland. After a while, it's pointless. There's a temporary, simple, and quick solution that could please everyone. If "buffing" the overland could cause issues, then why not allow players who wish to do so to "debuff" themselves? Will this pose a problem for anti-difficulty players, yes or no? Please respond with your arguments.
With the "Gold Road" update, is it possible to create spells? Great, then let us have the option to create a "debuff" spell that can be activated and deactivated at will, as I explained previously. For example: Major Debuff: Increases the damage received by the player by 200% and decreases the damage the player inflicts by 50%.
Here's a temporary, simple solution that will calm the thread that has been going on for 2 years. I understand that some players want more and find it completely unacceptable, but this is the best solution that will satisfy everyone. It's also financially beneficial for Zenimax because players like me who have quit the game due to lack of difficulty might just buy the expansion for this feature.
Hello everyone, I'm back on the forum once again, and I see you're still debating the same thing about increasing the difficulty of the overland. After a while, it's pointless. There's a temporary, simple, and quick solution that could please everyone. If "buffing" the overland could cause issues, then why not allow players who wish to do so to "debuff" themselves? Will this pose a problem for anti-difficulty players, yes or no? Please respond with your arguments.
With the "Gold Road" update, is it possible to create spells? Great, then let us have the option to create a "debuff" spell that can be activated and deactivated at will, as I explained previously. For example: Major Debuff: Increases the damage received by the player by 200% and decreases the damage the player inflicts by 50%.
Here's a temporary, simple solution that will calm the thread that has been going on for 2 years. I understand that some players want more and find it completely unacceptable, but this is the best solution that will satisfy everyone. It's also financially beneficial for Zenimax because players like me who have quit the game due to lack of difficulty might just buy the expansion for this feature.
I appreciate the enthusiasm but disagree with the idea, because anything that handicaps the ability of a player to interact with the game as anyone else would is simply unnecessary. ZOS just doesn't have to do it that way. You can code the feature without forcing the player to remove an ability from their build, or to intentionally hobble themself with debuff gear, or take a potion, or anything else. We have global debuffs in other sections of the game which don't do this, so why can't we have that for overland?
The problem with "temporary" solutions is that they have a habit of becoming permanent solutions. It needs to be done right the first time, or at least with a good plan and implementation.
Hello everyone, I'm back on the forum once again, and I see you're still debating the same thing about increasing the difficulty of the overland. After a while, it's pointless. There's a temporary, simple, and quick solution that could please everyone. If "buffing" the overland could cause issues, then why not allow players who wish to do so to "debuff" themselves? Will this pose a problem for anti-difficulty players, yes or no? Please respond with your arguments.
With the "Gold Road" update, is it possible to create spells? Great, then let us have the option to create a "debuff" spell that can be activated and deactivated at will, as I explained previously. For example: Major Debuff: Increases the damage received by the player by 200% and decreases the damage the player inflicts by 50%.
Here's a temporary, simple solution that will calm the thread that has been going on for 2 years. I understand that some players want more and find it completely unacceptable, but this is the best solution that will satisfy everyone. It's also financially beneficial for Zenimax because players like me who have quit the game due to lack of difficulty might just buy the expansion for this feature.
I appreciate the enthusiasm but disagree with the idea, because anything that handicaps the ability of a player to interact with the game as anyone else would is simply unnecessary. ZOS just doesn't have to do it that way. You can code the feature without forcing the player to remove an ability from their build, or to intentionally hobble themself with debuff gear, or take a potion, or anything else. We have global debuffs in other sections of the game which don't do this, so why can't we have that for overland?
The problem with "temporary" solutions is that they have a habit of becoming permanent solutions. It needs to be done right the first time, or at least with a good plan and implementation.
Yes, but players who want more difficulty are already doing it on their own. We need to stop deciding for others how they should play. If I want to add more difficulty for myself and not for others, I should have the right to do so. For example, I used to remove my equipment when playing to make it a bit harder. Now we have an alternative, immersive solution that gives a whole new flavor to the overland.
With this buff, I'll need to find the best equipment to complete overland quests, team up with players who have the buff, do quests in groups, and take down Angoff the Necromancer with my friends. That's what I want to do. I want to play an ELDER SCROLLS game with my friends. Elder Scrolls is about quests, story, and adventure.
Hello everyone, I'm back on the forum once again, and I see you're still debating the same thing about increasing the difficulty of the overland. After a while, it's pointless. There's a temporary, simple, and quick solution that could please everyone. If "buffing" the overland could cause issues, then why not allow players who wish to do so to "debuff" themselves? Will this pose a problem for anti-difficulty players, yes or no? Please respond with your arguments.
With the "Gold Road" update, is it possible to create spells? Great, then let us have the option to create a "debuff" spell that can be activated and deactivated at will, as I explained previously. For example: Major Debuff: Increases the damage received by the player by 200% and decreases the damage the player inflicts by 50%.
Here's a temporary, simple solution that will calm the thread that has been going on for 2 years. I understand that some players want more and find it completely unacceptable, but this is the best solution that will satisfy everyone. It's also financially beneficial for Zenimax because players like me who have quit the game due to lack of difficulty might just buy the expansion for this feature.
I appreciate the enthusiasm but disagree with the idea, because anything that handicaps the ability of a player to interact with the game as anyone else would is simply unnecessary. ZOS just doesn't have to do it that way. You can code the feature without forcing the player to remove an ability from their build, or to intentionally hobble themself with debuff gear, or take a potion, or anything else. We have global debuffs in other sections of the game which don't do this, so why can't we have that for overland?
The problem with "temporary" solutions is that they have a habit of becoming permanent solutions. It needs to be done right the first time, or at least with a good plan and implementation.
Yes, but players who want more difficulty are already doing it on their own. We need to stop deciding for others how they should play. If I want to add more difficulty for myself and not for others, I should have the right to do so. For example, I used to remove my equipment when playing to make it a bit harder. Now we have an alternative, immersive solution that gives a whole new flavor to the overland.
With this buff, I'll need to find the best equipment to complete overland quests, team up with players who have the buff, do quests in groups, and take down Angoff the Necromancer with my friends. That's what I want to do. I want to play an ELDER SCROLLS game with my friends. Elder Scrolls is about quests, story, and adventure.
To me this just sounds like you're used to hobbling yourself and you're expecting to have to do it in the future. What if you could use an optimized build but the game was still as much or more of a challenge than it is when you deliberately limit yourself today?
I don't understand why someone would choose to create a bad build unless there was a reason to do it. Implementing an external method of increasing overland challenge would in theory remove the need for it because you'll already have the challenge you want. That being said, it would still allow you to do so for an even greater challenge.
Hello everyone, I'm back on the forum once again, and I see you're still debating the same thing about increasing the difficulty of the overland. After a while, it's pointless. There's a temporary, simple, and quick solution that could please everyone. If "buffing" the overland could cause issues, then why not allow players who wish to do so to "debuff" themselves? Will this pose a problem for anti-difficulty players, yes or no? Please respond with your arguments.
With the "Gold Road" update, is it possible to create spells? Great, then let us have the option to create a "debuff" spell that can be activated and deactivated at will, as I explained previously. For example: Major Debuff: Increases the damage received by the player by 200% and decreases the damage the player inflicts by 50%.
Hello everyone, I'm back on the forum once again, and I see you're still debating the same thing about increasing the difficulty of the overland. After a while, it's pointless. There's a temporary, simple, and quick solution that could please everyone. If "buffing" the overland could cause issues, then why not allow players who wish to do so to "debuff" themselves? Will this pose a problem for anti-difficulty players, yes or no? Please respond with your arguments.
With the "Gold Road" update, is it possible to create spells? Great, then let us have the option to create a "debuff" spell that can be activated and deactivated at will, as I explained previously. For example: Major Debuff: Increases the damage received by the player by 200% and decreases the damage the player inflicts by 50%.
Here's a temporary, simple solution that will calm the thread that has been going on for 2 years. I understand that some players want more and find it completely unacceptable, but this is the best solution that will satisfy everyone. It's also financially beneficial for Zenimax because players like me who have quit the game due to lack of difficulty might just buy the expansion for this feature.
I appreciate the enthusiasm but disagree with the idea, because anything that handicaps the ability of a player to interact with the game as anyone else would is simply unnecessary. ZOS just doesn't have to do it that way. You can code the feature without forcing the player to remove an ability from their build, or to intentionally hobble themself with debuff gear, or take a potion, or anything else. We have global debuffs in other sections of the game which don't do this, so why can't we have that for overland?
The problem with "temporary" solutions is that they have a habit of becoming permanent solutions. It needs to be done right the first time, or at least with a good plan and implementation.
Yes, but players who want more difficulty are already doing it on their own. We need to stop deciding for others how they should play. If I want to add more difficulty for myself and not for others, I should have the right to do so. For example, I used to remove my equipment when playing to make it a bit harder. Now we have an alternative, immersive solution that gives a whole new flavor to the overland.
With this buff, I'll need to find the best equipment to complete overland quests, team up with players who have the buff, do quests in groups, and take down Angoff the Necromancer with my friends. That's what I want to do. I want to play an ELDER SCROLLS game with my friends. Elder Scrolls is about quests, story, and adventure.
To me this just sounds like you're used to hobbling yourself and you're expecting to have to do it in the future. What if you could use an optimized build but the game was still as much or more of a challenge than it is when you deliberately limit yourself today?
I don't understand why someone would choose to create a bad build unless there was a reason to do it. Implementing an external method of increasing overland challenge would in theory remove the need for it because you'll already have the challenge you want. That being said, it would still allow you to do so for an even greater challenge.
I give up, I don't know how you manage to not understand. Honestly, I don't know if you're doing it on purpose.
I'll try to explain one last time.
_Coding the entire overland from scratch to adjust the difficulty seems like a complicated task.
_In most Bethesda games (Skyrim, Oblivion, Fallout), the difficulty sliders are just modifiers for received damage and inflicted damage.
_Therefore, it is simpler here to create a debuff that applies these modifiers, which seems to be an easier solution for Zenimax and easy to implement, especially with the Gold Road Update.
_TESO, for me, is the MMORPG with the best overland content. I have never seen an MMORPG with such well-written quests, a well-crafted universe, and captivating zones that tell a story.
_Adding a "debuff" that serves the role of a "difficulty slider" will give these zones a different flavor and enhance immersion. Yes, I have an optimized build; when I play an RPG, I like to be as optimized as possible, so I manage to eliminate the bad guys in each zone before they even finish their villain speech in the final quest.
_The zone mobs cannot kill us; our base regen will always be higher than their damage whether we have an optimized build or not. There are videos proving this.
_Adding this "debuff" option that replaces the role of a "difficulty slider" will give an additional interest in having an optimized build for players wanting to explore the zones and story. It also gives value to all the other activities on the side, like Alchemy, Blacksmithing (I'm speaking for new players leveling these professions). I take pleasure in creating a new character each time and doing the quests entirely naked.
For the people who is against a player debuff idea, why would you even be against it if you'd never use it?
For the people who is against a player debuff idea, why would you even be against it if you'd never use it?
Because I do want harder overland and because of that I want the Devs to work on a solution that actually works. Not something like a fixed debuff, for which we can reliably predict that it is going to be a huge disappointment.