SilverBride wrote: »I am speaking up to advocate for those of us that have been happy with overland. We need to be considered too, and I am asking that they don't make any more changes that are negatively affecting our experience.
SilverBride wrote: »The fact that some players want certain things doesn't mean ZoS should want them, too. There are a lot of other players, many of whom have differing opinions, to consider, too.
But understanding and responding to players is how you remain relevant and successful as an MMO.
ZOS knows what an Elder Scrolls game has been for decades and what people expect from them.
I didn't buy Gold Road and I've canceled ESO Plus because I can no longer stomach overland, and I know for a fact that I'm not the only one. If ZOS wants my money they know exactly what to do.
I don't think a single person in the conversation we've been having for the past couple of days has said anything in any way that could negatively impact your experience, and in fact we supported you when you argued that the adjustments in overland challenge for Gold Road were a problem for you. I agree that the inconsistencies are a mistake, and that could be ameliorated by implementing the system we've been discussing here.
sh4d0wh4z3 wrote: »The overland itself is irrelevant. I don't think anybody is itching to wipe to a pack of wolves, wasps, bandits, etc that are all spaced 5-10 feet apart from each other.
I'm not itching to die to a pack of wolves but I do want fights to feel like they make sense, and I feel like a pack of wolves should be dangerous. The fact that we disagree is exactly why we should have the ability to choose for ourselves.
I agree, but I do wish people were careful pointing to LOTRO as an example of how to do it. Making sense means when I fight wolves I want to see claws and teeth, not LOTRO's laser beams from the sky or 'corruption' on the ground or any other contrived mechanics. Yet knowing ZOS' conception of 'difficulty' that is exactly the kind of thing they'd lean towards.
A proper difficulty slider that won't depend on such antics is actually much harder to get right than people seem to think and I agree with @sh4d0wh4z3 that based on ZOS' track record they do not seem to have the expertise or inclination to pull it off. It's just not in their repertoire.
Whether ZOS achieves this by creating separate instances, difficulty sliders, a new type of system or a dedicated zone is of secondary importance to me. In any case, we're not going to be the ones deciding it. As I said, this might depend on things as prosaic as what expertise they have on the team and how many resources can be allocated.
SilverBride wrote: »I don't think a single person in the conversation we've been having for the past couple of days has said anything in any way that could negatively impact your experience, and in fact we supported you when you argued that the adjustments in overland challenge for Gold Road were a problem for you. I agree that the inconsistencies are a mistake, and that could be ameliorated by implementing the system we've been discussing here.
I never said that anyone said anything that could negatively impact my experience. I said that some changes in the game negatively impacted my experience.
sh4d0wh4z3 wrote: »The overland itself is irrelevant. I don't think anybody is itching to wipe to a pack of wolves, wasps, bandits, etc that are all spaced 5-10 feet apart from each other.
I'm not itching to die to a pack of wolves but I do want fights to feel like they make sense, and I feel like a pack of wolves should be dangerous. The fact that we disagree is exactly why we should have the ability to choose for ourselves.
I agree, but I do wish people were careful pointing to LOTRO as an example of how to do it. Making sense means when I fight wolves I want to see claws and teeth, not LOTRO's laser beams from the sky or 'corruption' on the ground or any other contrived mechanics. Yet knowing ZOS' conception of 'difficulty' that is exactly the kind of thing they'd lean towards.
A proper difficulty slider that won't depend on such antics is actually much harder to get right than people seem to think and I agree with @sh4d0wh4z3 that based on ZOS' track record they do not seem to have the expertise or inclination to pull it off. It's just not in their repertoire.
I partly agree with you - I read about "The Eye of Sauron" in LOTRO and I'm not sure if something like that would be great. I can already imagine continuously being struck by random glass shards in West Weald while fighting mobs and it could get annoying after a while.
That leads me to the biggest downside of having shared instances in which people can play on different difficulties while fighting the same mobs: enemies can't really be given different movesets. Without introducing other mechanics like those in LOTRO, I suppose developers are mostly left with debuffs that simply make players deal less damage and take more damage.
Alongside those generic debuffs, perhaps the enemies' attacks could have a small chance to proc an additional effect when you're hit too. Like a long lasting nasty DOT, or a debuff that further weakens you, which would make slotting a skill that purges negative effects worthwhile. Stuff like that.
But would that be enough to satisfy those that seek more engaging combat considering the AI of the enemies would still be the same? Or would it only turn the combat into a slog after a while? I don't know. Considering separate instances are apparently out of the question, I'd still be interested in seeing what the developers would come up with if they'd ever set their minds to implementing different difficulty settings though. I'm sure that they could think of some cool things.
SilverBride wrote: »I never said that anyone said anything that could negatively impact my experience. I said that some changes in the game negatively impacted my experience.
But you're arguing with us as if we're your opponents when we basically agree with you, and this isn't the first time it's happened.
Without introducing other mechanics like those in LOTRO, I suppose developers are mostly left with debuffs that simply make players deal less damage and take more damage.
SilverBride wrote: »SilverBride wrote: »I never said that anyone said anything that could negatively impact my experience. I said that some changes in the game negatively impacted my experience.
But you're arguing with us as if we're your opponents when we basically agree with you, and this isn't the first time it's happened.
Giving feedback that doesn't agree with the feedback others have given is not arguing. It is putting another viewpoint out there to be considered. This thread isn't just for those that want a more difficult overland. It's for all of us, many of whom were happy with it as it had been for the past 8 years, and very successfully so.
SilverBride wrote: »Giving feedback that doesn't agree with the feedback others have given is not arguing. It is putting another viewpoint out there to be considered. This thread isn't just for those that want a more difficult overland. It's for all of us, many of whom were happy with it as it had been for the past 8 years, and very successfully so.
I understand and agree that it's not just for those who want an increased overland challenge, but it's just that you position yourself as an opponent to people who want optional changes to difficulty and if that's not how you feel then I have trouble seeing why you've been doing it all this time.
SilverBride wrote: »I don't see a need to make overland any more difficult.
SilverBride wrote: »I don't see a need to make overland any more difficult.
Is that because at its present level of difficulty you find overland combat enjoyable and rewarding or because it does not get in the way of enjoying the story, and would if it were harder?
SilverBride wrote: »I don't see a need to make overland any more difficult.
Is that because at its present level of difficulty you find overland combat enjoyable and rewarding or because it does not get in the way of enjoying the story, and would if it were harder?
Well, for me being strong is about the challanges i overcome, not about not facing challenges. It's all about the contrast, in order to feel strong, i first need to feel weak to see the difference. If im strong from the start, i dont feel strong, everyone else just feels weak and incompetent. It makes it impossible for me to relate to the strugles of the NPC. And since i just got my powers granted by the gods / devs and didn't do anything to earn them , i feel less like a hero and more like a rich kid spending daddy's money.SilverBride wrote: »Now I can be the strong hero they tell me I am. I should be able to easily tear through overland mobs.
MorganaLaVey wrote: »
I wish they would just abandon the combat heavy quest design and do storry / puzzle quests. They can be enjoyed by new and expirienced players alike and i'd much rather help to organise an argonian funeral to learn about there way of life and there perspective on death or crawl through a ruin solving its anciant traps and puzzels to save a kitten that walked in there and got stuck somewhere than to be a rich kid larp'ing as hero, fighting paid actors who will be defeated no matter what i do.
MorganaLaVey wrote: »Well, for me being strong is about the challanges i overcome, not about not facing challenges. It's all about the contrast, in order to feel strong, i first need to feel weak to see the difference. If im strong from the start, i dont feel strong, everyone else just feels weak and incompetent. It makes it impossible for me to relate to the strugles of the NPC. And since i just got my powers granted by the gods / devs and didn't do anything to earn them , i feel less like a hero and more like a rich kid spending daddy's money.SilverBride wrote: »Now I can be the strong hero they tell me I am. I should be able to easily tear through overland mobs.
I wish they would just abandon the combat heavy quest design and do storry / puzzle quests. They can be enjoyed by new and expirienced players alike and i'd much rather help to organise an argonian funeral to learn about there way of life and there perspective on death or crawl through a ruin solving its anciant traps and puzzels to save a kitten that walked in there and got stuck somewhere than to be a rich kid larp'ing as hero, fighting paid actors who will be defeated no matter what i do.
Maby they can put in some optional combat for those who enjoy it like: In order to enter the ancient chamber and safe the kitten you need to prove your worth to the gatekeeper by solving the puzzle or defeating it in combat.
MorganaLaVey wrote: »Well, for me being strong is about the challanges i overcome, not about not facing challenges. It's all about the contrast, in order to feel strong, i first need to feel weak to see the difference. If im strong from the start, i dont feel strong, everyone else just feels weak and incompetent. It makes it impossible for me to relate to the strugles of the NPC. And since i just got my powers granted by the gods / devs and didn't do anything to earn them , i feel less like a hero and more like a rich kid spending daddy's money.SilverBride wrote: »Now I can be the strong hero they tell me I am. I should be able to easily tear through overland mobs.
I wish they would just abandon the combat heavy quest design and do storry / puzzle quests. They can be enjoyed by new and expirienced players alike and i'd much rather help to organise an argonian funeral to learn about there way of life and there perspective on death or crawl through a ruin solving its anciant traps and puzzels to save a kitten that walked in there and got stuck somewhere than to be a rich kid larp'ing as hero, fighting paid actors who will be defeated no matter what i do.
Maby they can put in some optional combat for those who enjoy it like: In order to enter the ancient chamber and safe the kitten you need to prove your worth to the gatekeeper by solving the puzzle or defeating it in combat.
But i guess to many players like to beat up paid actors to feel like a hero
SilverBride wrote: »MorganaLaVey wrote: »Well, for me being strong is about the challanges i overcome, not about not facing challenges. It's all about the contrast, in order to feel strong, i first need to feel weak to see the difference. If im strong from the start, i dont feel strong, everyone else just feels weak and incompetent. It makes it impossible for me to relate to the strugles of the NPC. And since i just got my powers granted by the gods / devs and didn't do anything to earn them , i feel less like a hero and more like a rich kid spending daddy's money.SilverBride wrote: »Now I can be the strong hero they tell me I am. I should be able to easily tear through overland mobs.
I wish they would just abandon the combat heavy quest design and do storry / puzzle quests. They can be enjoyed by new and expirienced players alike and i'd much rather help to organise an argonian funeral to learn about there way of life and there perspective on death or crawl through a ruin solving its anciant traps and puzzels to save a kitten that walked in there and got stuck somewhere than to be a rich kid larp'ing as hero, fighting paid actors who will be defeated no matter what i do.
Maby they can put in some optional combat for those who enjoy it like: In order to enter the ancient chamber and safe the kitten you need to prove your worth to the gatekeeper by solving the puzzle or defeating it in combat.
We don't need to struggle like the NPCs. They come to us for help to do what they have been unable to accomplish themselves. We are the strong heros they need.
I enjoy the combat of overland quests. I absolutely do not want them replaced with puzzles. I don't enjoy those at all and usually just look up the solution to get it over with.
As far as feeling strong by overcoming challenges... what about Dungeons and Trials and Arenas and Geysers and Harrowstorms and Vents and Incursions and Public Dungeons and World Bosses and the Infinite Archive and Cyrodiil and Battlegrounds? Are these not challenging content? Leave overland for those who want just one relaxing non challenging thing to enjoy.
But you have stated in the past the high priority you have for keeping players together, because people being subdivided into different instances is a cost you wouldn't tolerate, so now we have this situation where ZOS is haphazardly cutting into the content you enjoy to aimlessly attempt to sate players like me, but at the very least its still all together.
SilverBride wrote: »The bottom line is every single thing in this game that is combat related is challenging content except the overland story. That should not be taken away from the many players that want to enjoy the story in a relaxing setting. Those of us that enjoy that deserve something, too.
No ofcourse i should be stronger than the NPC, but for reasons like i have invested gold in armor and weapons while the NPC are villagers with pitchforks, i have spend time to learn powerfull spells while the NPC where tilling there fields, i have invested gold/ time to buy/ craft potions/ poisons/ etc. while the NPC where at home taking care of there familys. Ands thats how it works just fine in any other adventure game. But in ESO you are a powerfull hero even as a naked perv with a broom.SilverBride wrote: »We don't need to struggle like the NPCs. They come to us for help to do what they have been unable to accomplish themselves. We are the strong heros they need.
No puzzels at all or just the ESO puzzels ? ESO puzzels are super bad and ofcouse puzzle quests should have proper pussles like other games do.SilverBride wrote: »I enjoy the combat of overland quests. I absolutely do not want them replaced with puzzles. I don't enjoy those at all and usually just look up the solution to get it over with.
As many people here have allready said, its not about challange for the sake of challenge, its about immersion. It's about the decisions we make and there consequences.SilverBride wrote: »As far as feeling strong by overcoming challenges... what about Dungeons and Trials and Arenas and Geysers and Harrowstorms and Vents and Incursions and Public Dungeons and World Bosses and the Infinite Archive and Cyrodiil and Battlegrounds? Are these not challenging content?
I do. Thats wy i dont quest in ESO but play other games and dont spend money on ESO. I'm still free do voice my opinionSilverBride wrote: »Leave overland for those who want just one relaxing non challenging thing to enjoy.
MorganaLaVey wrote: »As many people here have allready said, its not about challange for the sake of challenge, its about immersion. It's about the decisions we make and there consequences.
SilverBride wrote: »MorganaLaVey wrote: »As many people here have allready said, its not about challange for the sake of challenge, its about immersion. It's about the decisions we make and there consequences.
Spending 10 times as long to kill a bear between the player and their quest objective isn't going to make anything more immersive.
Probably not. But, being able toSilverBride wrote: »MorganaLaVey wrote: »As many people here have allready said, its not about challange for the sake of challenge, its about immersion. It's about the decisions we make and there consequences.
Spending 10 times as long to kill a bear between the player and their quest objective isn't going to make anything more immersive.
Did i make the decision to become a warrior and can challange the bear ? No? Well then, did i make the decision to level sneak and can sneak around it ? No? Welp crap. But did i make the decision to learn the sleep spell ? YES! Good thing i did that!MorganaLaVey wrote: »It's about the decisions we make and there consequences.
MorganaLaVey wrote: »Probably not. But, being able toSilverBride wrote: »MorganaLaVey wrote: »As many people here have allready said, its not about challange for the sake of challenge, its about immersion. It's about the decisions we make and there consequences.
Spending 10 times as long to kill a bear between the player and their quest objective isn't going to make anything more immersive.
- kill the bear fast because you build your character to be a powerfull mage or warrior is more immersive than killing it fast because you'r simply a god.
Yes, and i like to build my characters to be a simple alchemist, thief or merchant, so they should not be able to kill a bear in the way of their objective. But they are. Thats my problem.SilverBride wrote: »I have built my characters to be powerful Sorcerers and Arcanists and Nightblades and Dragonknights and Necromancers and Templars, so they should be able to kill a bear in the way of their objective.
Theist_VII wrote: »@SilverBride were you playing back then?
I keep seeing you bring up pre-One Tamriel as this standard of what overland difficulty was… but overland was always easy, even back pre-One Tamriel….
SilverBride wrote: »Theist_VII wrote: »@SilverBride were you playing back then?
I keep seeing you bring up pre-One Tamriel as this standard of what overland difficulty was… but overland was always easy, even back pre-One Tamriel….
I started playing in Beta and that is not the experience I and many others had. The veteran overland zones were not easy and the story bosses were so difficult that I remember being stuck for days on one boss fight. If overland was really easy they wouldn't have lowered the difficulty with One Tamriel.
This is what Rich Lambert had to say when asked about it:
"Can we get a vet mode for delves and quests? Uh, so we had that ... at launch. It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out. We put the challenge into World Bosses, and into solo Arenas, and into Dungeons and Trials."