For the people who is against a player debuff idea, why would you even be against it if you'd never use it?
The reason WHY we should get harder overland is because WE veteran players played the game when it came out and would like that experience again.
The experience = Bosses will actually feel like a boss when you fight them, the fight becomes longer thus their mechanics will be viable. Story content will get more immersive since a big villain will actually be fearsome, not easier to kill than a normal mob in a Vet dungeon.
That alone is so wrong in so many ways. How can Molag bal be weaker than a random mob in a dungeon!? He's a f*cking Daedric prince.
And please don't tell me to fight naked and without gear bla bla bla. I've done it and it's still to easy since I've been playing since launch and I know the game all too well...
The easy way to do it?
- A new mundus stone? Wich grants the debuff?
- A food/drink of some sort?
- A world skill/curse that works that adds similiar things like being a vampire or werewolf
- An item to equip in the appearance/gallow slot in the inventory since that is basically never used unless you have a costume etc.
So would there be an upside to having this debuff? I mean to make it even worth trying in the future for people who are against could include a BUFF.
-Maybe increased EXP?
-Maybe increased gold?
-Maybe a cool outfit/style motif in the end similiar to Cadwells gold
NO shortcuts or direct effect to get gear faster or make your character stronger.Just a simple "carrot" to make it even more interesting using this debuff. WIN-WIN
THIS IS what this game desperatly needs. I usually mention new animations but this is an Elder scrolls game, in an Elder scrolls game you explore and quest and level your character.
There is no need for more or new content atm if you ask me BECAUSE there is soooo much good content already in the game.
Making overland actually unique WILL be like adding tons of "new" content to the game!
Period!
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.
So you prefer nothing, you're not happy so you want to punish everyone
For the people who is against a player debuff idea, why would you even be against it if you'd never use it?
The reason WHY we should get harder overland is because WE veteran players played the game when it came out and would like that experience again.
The experience = Bosses will actually feel like a boss when you fight them, the fight becomes longer thus their mechanics will be viable. Story content will get more immersive since a big villain will actually be fearsome, not easier to kill than a normal mob in a Vet dungeon.
That alone is so wrong in so many ways. How can Molag bal be weaker than a random mob in a dungeon!? He's a f*cking Daedric prince.
And please don't tell me to fight naked and without gear bla bla bla. I've done it and it's still to easy since I've been playing since launch and I know the game all too well...
The easy way to do it?
- A new mundus stone? Wich grants the debuff?
- A food/drink of some sort?
- A world skill/curse that works that adds similiar things like being a vampire or werewolf
- An item to equip in the appearance/gallow slot in the inventory since that is basically never used unless you have a costume etc.
So would there be an upside to having this debuff? I mean to make it even worth trying in the future for people who are against could include a BUFF.
-Maybe increased EXP?
-Maybe increased gold?
-Maybe a cool outfit/style motif in the end similiar to Cadwells gold
NO shortcuts or direct effect to get gear faster or make your character stronger.Just a simple "carrot" to make it even more interesting using this debuff. WIN-WIN
THIS IS what this game desperatly needs. I usually mention new animations but this is an Elder scrolls game, in an Elder scrolls game you explore and quest and level your character.
There is no need for more or new content atm if you ask me BECAUSE there is soooo much good content already in the game.
Making overland actually unique WILL be like adding tons of "new" content to the game!
Period!
The debuff idea some posters try to push there is the most boring and lazy solution.
I still haven’t seen a single good argument against instancing barring some vague claims about performance impact and fear that it split population so some players would be unable to do world bosses (which easily fixable by unified zone chat/guilds and shouldn’t be the main counterpoint to begin with as own enjoyment shouldn’t come at expense of enjoyment of others).
Running into undebuffed players who nuke mobs and bosses with ease would suck any fun for utilizing such system and as suggested that it should provide no additional rewards or motivation to engage in it would make it dead on arrival.
So what we get poorly thought out system and additional excuse to cut competitive content in the future.
So you prefer nothing, you're not happy so you want to punish everyone
SilverBride wrote: »This most recent statement keeps getting lost in the discussion.
"Similarly, open-world content is balanced for casual play; ZOS is not going to make the open-world game or story content too hard because they don’t want people to quit. People who want challenge are funneled into dungeons."
SilverBride wrote: »This most recent statement keeps getting lost in the discussion.
"Similarly, open-world content is balanced for casual play; ZOS is not going to make the open-world game or story content too hard because they don’t want people to quit. People who want challenge are funneled into dungeons."
Well, I guess most here agree that that last bit is a mistake. And it is easy to see why. For one thing, there is no reason to assume a priori that people that come to ESO from a standalone Elder Scrolls games would be particularly interested in getting funneled into dungeons or trials and a lot of reason to assume they'd want t similar level of challenge in the nearest equivalent, which is overland. So the fact that the demand for a more challenging overland exists is pretty much a given. ZOS know it and also know that so far their attempts to create instanced content aren't meeting that demand. I think sooner or later they're going to have to 'bite the bullet'.
Yeah, I tried out ESO a couple of years ago myself just because I got bored of modding Skyrim for the nth time and I've been playing ESO as a single player game since then. I eventually started soloing dungeons and I enjoy the arenas (vVH more so than vMA), but I'd really like it if Overland posed some challenge as well. And that's probably true for others that come from the single player games as well - mods that increase the difficulty of those games are popular after all.SilverBride wrote: »This most recent statement keeps getting lost in the discussion.
"Similarly, open-world content is balanced for casual play; ZOS is not going to make the open-world game or story content too hard because they don’t want people to quit. People who want challenge are funneled into dungeons."
For one thing, there is no reason to assume a priori that people that come to ESO from a standalone Elder Scrolls games would be particularly interested in getting funneled into dungeons or trials and a lot of reason to assume they'd want t similar level of challenge in the nearest equivalent, which is overland.
So you prefer nothing, you're not happy so you want to punish everyone
Who, apart from yourself, is saying those are the options?
I think we can objectively dismiss a universal, fixed debuff as a solution.
There's a huge range in player ability in this game. On top of that even in overland there's quite a range in encounter difficulty.
Suppose you apply a fixed debuff so that a delve boss is exactly the right difficulty. Then I can assure you most of the mobs in overland will become an absolute drag with fights that last longer without ever being challenging. I also can assure you World bosses will become undoable. You'll be slotting and unslotting your debuf and for many it will never be right for anything.
Difficulty sliders have the same problem, though there at least you could adjust your slider somewhat from one encounter to the next. But you would have to do that yourself and I wonder how many would consider that a good fix.
So even thinking through some very simple scenarios you run into obstacles that no Dev worth their salt is ever going to overlook. Forget about that.
Harder overland will require something way more sophisticated to deliver something we (you as well) would be satisfied with. Let's not waste time on ideas that can be rejected as objectively bad before even a line of code is written.
SilverBride wrote: »I don't believe there are enough players that would even use any options anyway.
SilverBride wrote: »Regardless of our personal opinions, they have made it clear what their stance is several times now. I believe a debuff is the only option that stands a chance of ever being implemented, but feel the odds are pretty low that it will happen. Especially when there is no concensus at all on how much difficulty would be accepted by those asking.
SilverBride wrote: »Regardless of our personal opinions, they have made it clear what their stance is several times now. I believe a debuff is the only option that stands a chance of ever being implemented, but feel the odds are pretty low that it will happen. Especially when there is no concensus at all on how much difficulty would be accepted by those asking.
Yes, but why would this stop people popping down into their own personal rabbit-hole?they have made it clear what their stance is several times now.
Something that I haven't wasted my time considering, to be honest. But it's an excellent point.there is no concensus at all on how much difficulty would be accepted by those asking
SilverBride wrote: »I don't believe there are enough players that would even use any options anyway.
There are plenty of things in this game which barely get used but get attention from devs anyways. That's what makes this game so awesome IMO, there are so many things to do and so many ways to play, that I feel like I'm only ever scratching the surface.
I've been playing on and off for almost a decade and I still haven't played a single card game (forget the name), I still don't have a companion, I have never run a trial and I almost never PVP. Furthermore 99 percent of the emotes, knick-knacks, momentos, instruments, furnishings etc. that you obtain from quest givers, achievements, loot etc. are probably never used by anyone (like ever) except maybe once when you get them and you're like, "oh, cool." Then forget about it along with the seven thousand (or so) other cosmetic doo-dads that they took time to make. Not to mention the hundreds (or is it thousands?) of different armor sets which are trash and never used by anyone, but the devs still made them anyways because they are part of the flavour of the zone/DLC/faction/whatever lore and style.
That's what makes everything so terrific IMO, you can customize your character and your activities however you want... and even though there are many things I don't do, just having those options I find is exciting for me. Even though, when you think about it, there is probably about 70 percent of the content of this game which over 90 percent of players will never see.
I remember in one of the Vanilla "save our city" quests, Bangkorai Garrison, there is an entire overhaul of the entire place with new NPCs which all have new dialogue, which nobody (I mean almost literally NOBODY, perhaps 0.1% of the population) will ever see or talk to.
Have you ever heard of a Khajiit named Moonclimber? (No cheating, now! ) I guarantee you the number of players who have talked to this NPC can be counted using three digits, at most. Maybe even two digits. Yet they still put her there because it adds something to their game. A reason to go back there and explore after your quest.
(Here is a post I made about it a long time ago if you're curious: https://forums.elderscrollsonline.com/en/discussion/396431/re-bangkorai-garrison-good-job#latest)
My overall point is, that yes you are perhaps correct that relatively speaking not as many players as we might think would use this. But certainly enough would, as you can see by these forums arguments. And even if not.... so? Why would they pay a voice actor, writer, and NPC AI coder to create Moonclimber when only 74 players in the 10 year history of ESO have ever even seen her, let alone talked to her? (Trust me, she is NOT easy to find if you're not scouring every nook and cranny.)
But a difficulty slider (or some such variation) would be the "gameplay" version of Moonclimber, of one of those goofy quest costumes you get after a quest chain that people will only ever (maybe) wear once and forget about, that momento they give you for that obscure achievement, or that one scene of environmental storytelling that 99% of players will miss and/or not care about. It adds to the vastness of ESO, and gives us choice for those of us who want to play this game as an Elder Scrolls game and not another bland MMO "my character is a god who can squish entire armies in 14 seconds" walking simulator.
SilverBride wrote: »Especially when there is no concensus at all on how much difficulty would be accepted by those asking.
SilverBride wrote: »Especially when there is no concensus at all on how much difficulty would be accepted by those asking.
The simplest solution involving just debuffs would require incremental difficulty levels. And at each level the debuff would need to scale depending on the difficulty of the encounter with the easy (mob) encounters needing a much bigger boost than hard ones (world bosses). IMHO anything less is just not worth discussing.
For the people who is against a player debuff idea, why would you even be against it if you'd never use it?
The reason WHY we should get harder overland is because WE veteran players played the game when it came out and would like that experience again.
The experience = Bosses will actually feel like a boss when you fight them, the fight becomes longer thus their mechanics will be viable. Story content will get more immersive since a big villain will actually be fearsome, not easier to kill than a normal mob in a Vet dungeon.
That alone is so wrong in so many ways. How can Molag bal be weaker than a random mob in a dungeon!? He's a f*cking Daedric prince.
And please don't tell me to fight naked and without gear bla bla bla. I've done it and it's still to easy since I've been playing since launch and I know the game all too well...
The easy way to do it?
- A new mundus stone? Wich grants the debuff?
- A food/drink of some sort?
- A world skill/curse that works that adds similiar things like being a vampire or werewolf
- An item to equip in the appearance/gallow slot in the inventory since that is basically never used unless you have a costume etc.
So would there be an upside to having this debuff? I mean to make it even worth trying in the future for people who are against could include a BUFF.
-Maybe increased EXP?
-Maybe increased gold?
-Maybe a cool outfit/style motif in the end similiar to Cadwells gold
NO shortcuts or direct effect to get gear faster or make your character stronger.Just a simple "carrot" to make it even more interesting using this debuff. WIN-WIN
THIS IS what this game desperatly needs. I usually mention new animations but this is an Elder scrolls game, in an Elder scrolls game you explore and quest and level your character.
There is no need for more or new content atm if you ask me BECAUSE there is soooo much good content already in the game.
Making overland actually unique WILL be like adding tons of "new" content to the game!
Period!
The debuff idea some posters try to push there is the most boring and lazy solution.
I still haven’t seen a single good argument against instancing barring some vague claims about performance impact and fear that it split population so some players would be unable to do world bosses (which easily fixable by unified zone chat/guilds and shouldn’t be the main counterpoint to begin with as own enjoyment shouldn’t come at expense of enjoyment of others).
Running into undebuffed players who nuke mobs and bosses with ease would suck any fun for utilizing such system and as suggested that it should provide no additional rewards or motivation to engage in it would make it dead on arrival.
So what we get poorly thought out system and additional excuse to cut competitive content in the future.
Of course I would love for something even better aswell. But hey come on, let's be realistic here. Do you really think a game that is 10 years old could come up with anything remarkable this time around?
People nuking bosses etc wouldn't change a thing from the current game? I mean every world event and almost every world boss just drops in under a minute so what would be the difference?
spartaxoxo wrote: »I don't think it would be able to scale to the mob, but allowing the player to scale it at-will would work imo. So, a player could choose whether they wanted a little more damage received, a lot more damage received, etc. Like how there's sliding scale in their single player games.
spartaxoxo wrote: »I don't think it would be able to scale to the mob, but allowing the player to scale it at-will would work imo. So, a player could choose whether they wanted a little more damage received, a lot more damage received, etc. Like how there's sliding scale in their single player games.
In the standalone games the difference between the easiest and hardest encounters are much, much smaller. That means you can get away with a flat modifier. Not in ESO though. In order to work in a comparable way, that difficulty range would have to be reduced, which can only be done by some sort of scaling to the mob. The alternative is having to adjust the scale manually before encounters and I don't think a self-respecting developer would implement such an obviously flawed hack. There would be a litany of complaints if they did that. "Be happy you got something" doesn't work with the masses.
Rkindaleft wrote: »People who want additional challenge should have the option to do it.
Rkindaleft wrote: »People who like the easy mode should have the option to remain at easy mode.
SilverBride wrote: »Rkindaleft wrote: »People who want additional challenge should have the option to do it.
They have that option with Dungeons, Public Dungeons, Trials, Arenas, World Bosses, Wandering World Bosses, Dragons, Geysers, Harrowstorms, Vents, Incursions, Bastion Nymics, the Infinite Archive.
SilverBride wrote: »Rkindaleft wrote: »People who want additional challenge should have the option to do it.
They have that option with Dungeons, Public Dungeons, Trials, Arenas, World Bosses, Wandering World Bosses, Dragons, Geysers, Harrowstorms, Vents, Incursions, Bastion Nymics, the Infinite Archive.Rkindaleft wrote: »People who like the easy mode should have the option to remain at easy mode.
They have that option with Overland.
SilverBride wrote: »Rkindaleft wrote: »People who want additional challenge should have the option to do it.
They have that option with Dungeons, Public Dungeons, Trials, Arenas, World Bosses, Wandering World Bosses, Dragons, Geysers, Harrowstorms, Vents, Incursions, Bastion Nymics, the Infinite Archive.
But that kind of content isn't what TES has traditionally been about, and those who want a TES experience with any degree of challenge aren't getting that. There's no reason anyone who wants it shouldn't be able to get it.
Rkindaleft wrote: »That literally does not counter the point that I made. People like to do the quests, yet are turned away because outside of the story progression there's LITERALLY nothing there that's engaging for them. That has been reiterated 1000 times in this thread. They should be able to do it at an OPTIONAL difficulty that's engaging for them.
It makes no difference to you, so if the option exists it won't affect you at all.