Theist_VII wrote: »Players were hyper-focused on Cyrodiil when the game released, and everyone wanted to get to Veteran Rank 14 or 16 to PvP with their friends with the huge advantages of being that level.
SilverBride wrote: »Theist_VII wrote: »Players were hyper-focused on Cyrodiil when the game released, and everyone wanted to get to Veteran Rank 14 or 16 to PvP with their friends with the huge advantages of being that level.
I didn't PvP nor did any of my friends, so that was not our main focus.
spartaxoxo wrote: »What happens to trash in many cool fantasy stories
But bosses won't be pushed around like trash
The trash mobs shouldn't be hard. It's the elite mobs and quest bosses that need to be more challenging. Fodder should be easily decimated. It adds to the power fantasy and makes playing less tedious.
Hard to buy your guy as one of the most important heroes of Tamriel and you struggle against some lame bandit or grunt of some cult. But Molag Bal and Rada al-Saran shouldn't be easy. They are world destroyers. Quite literally, world ending levels of threat. They should be tough.
Theist_VII wrote: »SilverBride wrote: »Theist_VII wrote: »Players were hyper-focused on Cyrodiil when the game released, and everyone wanted to get to Veteran Rank 14 or 16 to PvP with their friends with the huge advantages of being that level.
I didn't PvP nor did any of my friends, so that was not our main focus.
Yet the overwhelming majority did. All of the trailers for the game advertised to a PvP audience, in case you’ve forgotten what those were, here they are…
Theist_VII wrote: »When you look at the way the factions progress, they all push you to Cyrodiil, the center of the map. Everything about this game screamed PvP, there weren’t even Veteran Dungeons on launch… so yes, most people saw Overland as an artificial barrier into getting to Cyrodiil. A necessary grind to actually play the part of the game that they enjoy.
When they added farmable sets to each region, people started enjoying the zones, it had nothing to do with difficulty.
spartaxoxo wrote: »Theist_VII wrote: »SilverBride wrote: »Theist_VII wrote: »Players were hyper-focused on Cyrodiil when the game released, and everyone wanted to get to Veteran Rank 14 or 16 to PvP with their friends with the huge advantages of being that level.
I didn't PvP nor did any of my friends, so that was not our main focus.
Yet the overwhelming majority did. All of the trailers for the game advertised to a PvP audience, in case you’ve forgotten what those were, here they are…
Those trailers advertised both PvE and PvP. Literally show a dark anchor very quickly and Mannimarco skulking around. And most people didn't bother with PvP. The dungeons were plenty hard for people back then. And they had already said more vet PvE was coming before the game launched as something that simply needed a little extra time. It was the first big update.
The overwhelming majority of people quit rather than PvP. That's why they had to relaunch the game.
Theist_VII wrote: »spartaxoxo wrote: »Theist_VII wrote: »SilverBride wrote: »Theist_VII wrote: »Players were hyper-focused on Cyrodiil when the game released, and everyone wanted to get to Veteran Rank 14 or 16 to PvP with their friends with the huge advantages of being that level.
I didn't PvP nor did any of my friends, so that was not our main focus.
Yet the overwhelming majority did. All of the trailers for the game advertised to a PvP audience, in case you’ve forgotten what those were, here they are…
Those trailers advertised both PvE and PvP. Literally show a dark anchor very quickly and Mannimarco skulking around. And most people didn't bother with PvP. The dungeons were plenty hard for people back then. And they had already said more vet PvE was coming before the game launched as something that simply needed a little extra time. It was the first big update.
The overwhelming majority of people quit rather than PvP. That's why they had to relaunch the game.
Those trailers advertised the three factions fighting over Cyrodiil.
That’s about as clean cut as it gets, sure there were monsters in the way, but they were fighting in Cyrodiil, for their factions.
spartaxoxo wrote: »It started as a game for both and it remains a game for both to this day.
Theist_VII wrote: »spartaxoxo wrote: »It started as a game for both and it remains a game for both to this day.
Cyrodiil destructible bridges say hi.
They were part of the last update to PvP that the game got, more than half a decade ago, unless you count Tales of Tribute.
PvP stopped being a core value of the team a long time ago, when they realized it was much easier to develop and then monetize, PvE content.
Perhaps that will change come Update 44, but who knows? Maybe the update will be Siege Ladders and AP Tri-Pots. lol
spartaxoxo wrote: »Theist_VII wrote: »spartaxoxo wrote: »It started as a game for both and it remains a game for both to this day.
Cyrodiil destructible bridges say hi.
They were part of the last update to PvP that the game got, more than half a decade ago, unless you count Tales of Tribute.
PvP stopped being a core value of the team a long time ago, when they realized it was much easier to develop and then monetize, PvE content.
Perhaps that will change come Update 44, but who knows? Maybe the update will be Siege Ladders and AP Tri-Pots. lol
They said they were not going to work on new content for PvP to work on performance and then the pandemic hit. Now that they've finished replacing the servers and tried and failed various performance issues, they are reaffirming that PvP is part of the game. And the next major update will be new PvP content that has nothing to do with Cyrodiil. They already gave us that much but no other hints what it will be.
SilverBride wrote: »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.
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: »Nice! What if the update is access to an Armory Station in Battlegrounds? /s
SilverBride wrote: »Both.
Now I can be the strong hero they tell me I am. I should be able to easily tear through overland mobs.
SilverBride wrote: »I played before One Tamriel and completed the veteran level zones on one character and never did it again because I got tired of dying to a pack of wolves, or bears, and let's not forget River Trolls. It was not fun.
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'd have thought that thrill would wear off rapidly. Do you not find overland mob encounters tedious?
SilverBride wrote: »I played before One Tamriel and completed the veteran level zones on one character and never did it again because I got tired of dying to a pack of wolves, or bears, and let's not forget River Trolls. It was not fun.
Back then zone difficulty was balanced on the assumption that players went through the base-game, including Silver and Gold, completely and in order. If you did that, or grinded the equivalent XP, difficulty was pretty much constant. ZOS changed it because it made attracting new players with expansion zones difficult.
SilverBride wrote: »I focus on the quest rather than spend time on trash mobs. I only bother with the ones that are in the way of my objective.
SilverBride wrote: »I focus on the quest rather than spend time on trash mobs. I only bother with the ones that are in the way of my objective.
Not sure I understand. I'm trying to figure out whether you like those encounters as they are and that the game experience would be diminished if they were more difficult, but also if they were less difficult ( or not there at all) OR that you don't actually enjoy the mob encounters at all and that therefore you're content that they are easy to cut through.
I'll say it again, instances, already being used everywhere including Overland, and being used almost everywhere to curate content for different groups of players varied interest, is still the best option, and I believe that any effort less than something like that will simply be a waste of time at best.
If ZOS decides to do something with overland difficulty (in the nature of increasing it either across the board, or with some "slider type" option) other than what they're doing now, they're not going to care what any of us thinks.
*shrug* We'll see what we see eventually. Or.... we won't see any change at all. Arguing the same positions over and over isn't of much value....
If ZOS decides to do something with overland difficulty (in the nature of increasing it either across the board, or with some "slider type" option) other than what they're doing now, they're not going to care what any of us thinks.
*shrug* We'll see what we see eventually. Or.... we won't see any change at all. Arguing the same positions over and over isn't of much value....
Exactly, but we have already seen what they're doing. Juiced up world bosses, likely a similar story for public dungeons, it just depends on how much ZOS will do that before feeling content that they've done enough.
If ZOS decides to do something with overland difficulty (in the nature of increasing it either across the board, or with some "slider type" option) other than what they're doing now, they're not going to care what any of us thinks.
*shrug* We'll see what we see eventually. Or.... we won't see any change at all. Arguing the same positions over and over isn't of much value....
Exactly, but we have already seen what they're doing. Juiced up world bosses, likely a similar story for public dungeons, it just depends on how much ZOS will do that before feeling content that they've done enough.
SilverBride wrote: »I believe it would be a waste of time to create veteran levels of all the zones that can only be completed once per character. I seriously doubt that players would go back and just kill trash mobs once the story has been completed. These zones would be dead.
SilverBride wrote: »I believe it would be a waste of time to create veteran levels of all the zones that can only be completed once per character. I seriously doubt that players would go back and just kill trash mobs once the story has been completed. These zones would be dead.
I'm not an advocate of veteran zones, but if the extra time spent in a veteran zone were somewhat compensated by higher / better rewards then the veteran zone would definitely be my go-to place for things like harvesting mats.
SilverBride wrote: »SilverBride wrote: »I believe it would be a waste of time to create veteran levels of all the zones that can only be completed once per character. I seriously doubt that players would go back and just kill trash mobs once the story has been completed. These zones would be dead.
I'm not an advocate of veteran zones, but if the extra time spent in a veteran zone were somewhat compensated by higher / better rewards then the veteran zone would definitely be my go-to place for things like harvesting mats.
That is just one reason I don't want veteran zones. It is not fair to those that are unable to survive veteran mobs to get better rewards for an increased difficulty they asked for. If immersion is the reason for wanting more difficulty, then that is the reward.
SilverBride wrote: »That is just one reason I don't want veteran zones. It is not fair to those that are unable to survive veteran mobs to get better rewards for an increased difficulty they asked for. If immersion is the reason for wanting more difficulty, then that is the reward.
That's, dungeons, and trials, as they currently are? I personally don't care for better rewards, but the standard established everywhere is, you have normal and vet, with vet giving purple quality gear rather than blue, and exp drops are increased to compensate for longer fight times. On top of this, most people doing overland content probably don't care about what other people have, and often don't have a strong desire to get 'the best' stuff themselves either.