colossalvoids wrote: »On solutions part I've been told straight by one of the developers that they're not interested in our solutions, they need to know our "pain points" that were available since day one of this thread. The ball is on their side for years, pretty sure all the data needed was researched years ago and decisions were made, for better or worse for us. We're just discussing things we want between ourselves, it's not like if majority of people in this thread be it us or people hating any semblance of change will council and decide what's appropriate solution for us and them it would be brought into life.
Then, respectfully, why are you attempting to provide a solution? If you're so convinced of the futility of being here, why are you here? If we're all just pissing into the wind, why even show up?
I'm here because I believe that discussing something sensible will give the developers impetus to at least consider a real solution, which is why I'm not shooting for the moon with my proposal. I don't believe they'll do exactly what I want them to do, but I am trying my best to give them feedback that they can actually work with. That's why I'm opposing your ideas, because they don't seem like something that's possible or desirable for the dev team.
Theist_VII wrote: »Theist_VII wrote: »Maybe take smaller bites?
That's exactly what I'm trying to do, just not in the way you want.
I had to give you an awesome there for missing the entire point in incredible fashion.
It’s one thing to say, “I don’t want a change because I believe it will not fix the problem” and an entirely different thing to make presumptions about work load and the depths that the company we’re funding are capable of reaching for us the consumer.
This game is only successful when the developers have a symbiotic relationship with us, so it’s extremely naive to assume that a company that has already done the “impossible” twice with One Tamriel and then Scribing, at two all-time-lows, couldn’t pull a hat trick, as the last addition wasn’t enough to save the declining product.
colossalvoids wrote: »colossalvoids wrote: »On solutions part I've been told straight by one of the developers that they're not interested in our solutions, they need to know our "pain points" that were available since day one of this thread. The ball is on their side for years, pretty sure all the data needed was researched years ago and decisions were made, for better or worse for us. We're just discussing things we want between ourselves, it's not like if majority of people in this thread be it us or people hating any semblance of change will council and decide what's appropriate solution for us and them it would be brought into life.
Then, respectfully, why are you attempting to provide a solution? If you're so convinced of the futility of being here, why are you here? If we're all just pissing into the wind, why even show up?
I'm here because I believe that discussing something sensible will give the developers impetus to at least consider a real solution, which is why I'm not shooting for the moon with my proposal. I don't believe they'll do exactly what I want them to do, but I am trying my best to give them feedback that they can actually work with. That's why I'm opposing your ideas, because they don't seem like something that's possible or desirable for the dev team.
I'm not providing a solution anymore, I surely did years before. Chimed in yet again here seeing how people ganged up against a person who's idea was different to what couple of people recently had agreed upon e.g. sliders. It's delusional saying it's an ultimate solution that would work for everyone, it's indeed a "capitulation" as they've originally said, people are afraid of sounding their different opinions here which might be attacked (not challenged, but actually attacked) right away by couple users just because those are probably less safe for them. If people want to discuss when they want it's completely fine here, it's a venting thread for some of us at this point.
Yet again, no thread-council or a consensus between couple of people in this forum would help you convince the devs that it's THE solution, so all this attempts to drive off new posters or people who sounding different things would help you achieving it.
colossalvoids wrote: »colossalvoids wrote: »On solutions part I've been told straight by one of the developers that they're not interested in our solutions, they need to know our "pain points" that were available since day one of this thread. The ball is on their side for years, pretty sure all the data needed was researched years ago and decisions were made, for better or worse for us. We're just discussing things we want between ourselves, it's not like if majority of people in this thread be it us or people hating any semblance of change will council and decide what's appropriate solution for us and them it would be brought into life.
Then, respectfully, why are you attempting to provide a solution? If you're so convinced of the futility of being here, why are you here? If we're all just pissing into the wind, why even show up?
I'm here because I believe that discussing something sensible will give the developers impetus to at least consider a real solution, which is why I'm not shooting for the moon with my proposal. I don't believe they'll do exactly what I want them to do, but I am trying my best to give them feedback that they can actually work with. That's why I'm opposing your ideas, because they don't seem like something that's possible or desirable for the dev team.
I'm not providing a solution anymore, I surely did years before. Chimed in yet again here seeing how people ganged up against a person who's idea was different to what couple of people recently had agreed upon e.g. sliders. It's delusional saying it's an ultimate solution that would work for everyone, it's indeed a "capitulation" as they've originally said, people are afraid of sounding their different opinions here which might be attacked (not challenged, but actually attacked) right away by couple users just because those are probably less safe for them. If people want to discuss when they want it's completely fine here, it's a venting thread for some of us at this point.
Yet again, no thread-council or a consensus between couple of people in this forum would help you convince the devs that it's THE solution, so all this attempts to drive off new posters or people who sounding different things would help you achieving it.
For what it's worth, I think we've been a lot more cordial recently than you'll see in a lot of other threads in the forum. One time I started a thread about how I would like alternatives for staves because it's kind of silly that they're stored on the back, and man, that thread got unreasonably hostile for no reason.
I'm not trying to attack anyone, I'm just trying to provide my opinion to the contrary because I truly don't think it will work. I don't know how to better approach it, so I'm sorry if I come off as too aggressive. I hope that at least my counterpoints were cogent.
Theist_VII wrote: »“Spellcrafting would be broken.”
“How would they balance it? It’s impossible.”
“I’ll make a one-shot kill fireball.”
“It’s been 10 years, not happening.”
Every. Single. Page.
Then, respectfully, why are you attempting to provide a solution? If you're so convinced of the futility of being here, why are you here? If we're all just pissing into the wind, why even show up?
I'm here because I believe that discussing something sensible will give the developers impetus to at least consider a real solution, which is why I'm not shooting for the moon with my proposal. I don't believe they'll do exactly what I want them to do, but I am trying my best to give them feedback that they can actually work with. That's why I'm opposing your ideas, because they don't seem like something that's possible or desirable for the dev team.
Then, respectfully, why are you attempting to provide a solution? If you're so convinced of the futility of being here, why are you here? If we're all just pissing into the wind, why even show up?
I'm here because I believe that discussing something sensible will give the developers impetus to at least consider a real solution, which is why I'm not shooting for the moon with my proposal. I don't believe they'll do exactly what I want them to do, but I am trying my best to give them feedback that they can actually work with. That's why I'm opposing your ideas, because they don't seem like something that's possible or desirable for the dev team.
To that end, I think that this thread provided the entire "problem" definition within the first few pages. I would suggest that nothing really new has been added to the "problem" for a very very long time. Given that new people enter into this thread, I find that interesting.
As for solutions, that debate still goes on, but I see it mainly as entertainment for the people in the forum. Discussing and debating the merits of various solutions is a thing, even if ZOS isn't super interested in that content. For all I know, someone is still compiling what is said in here for possible use by the devs, but I would not be surprised if they stopped doing that two years ago. This discussion is not a nursery for emerging ideas.
That's exactly correct. I don't understand the troubles ZOS will run into during development, but I do at least understand some of the more fundamental issues they'll encounter in managing the project, which is why I've been trying to make them plain to those asking for a more complex solution.Like the person above, I have been told directly by a dev that they are looking for problems, not solutions, and that they will come up with the solution to fit the problem that they want to solve. What was said to me is that players do not fully understand the systems and technology, so they don't know what can be done and what will cost too much to do. What sounds like a good solution might be way off base.
Believe it or not, I don't actually want to be here. I'm not someone who spends time on forums because they're often toxic and a reflection of the worst a community has to offer. I keep coming back because I love the game and I know that it's missing something important and I want it to improve. Once we get some kind of reasonable change, you will probably never hear from me again.As for solutions, that debate still goes on, but I see it mainly as entertainment for the people in the forum. Discussing and debating the merits of various solutions is a thing, even if ZOS isn't super interested in that content.
Mostly no, but it's a way for us to present the idea we have and tell the people who make the game what we want. We just have to keep putting it forth and defending it and showing that it's the best idea, both to detractors and to ourselves, and hopefully, at least someone will listen, for our sake and for the sake of the game.This discussion is not a nursery for emerging ideas.
Problems presented as solutions require an additional level of analysis. It is necessary to work the solution backwards to see what it is actually solving, and not solving, to find the problem that needs to be fixed, and identify anything that is not a problem and maybe should not be changed.
To that end, I think that this thread provided the entire "problem" definition within the first few pages. I would suggest that nothing really new has been added to the "problem" for a very very long time. Given that new people enter into this thread, I find that interesting.
This discussion is not a nursery for emerging ideas.
Problems presented as solutions require an additional level of analysis. It is necessary to work the solution backwards to see what it is actually solving, and not solving, to find the problem that needs to be fixed, and identify anything that is not a problem and maybe should not be changed.
I agree, up to a point anyway. Proposing a difficulty slider is, taken at face value, like proposing a magic wand, because it only evokes a UI element and as long as you don't go into what exactly it should do everyone can imagine it will bring them what they seek. This is very unhelpful for developers and adding it is 'simple' doesn't make it so.
Yeah, but the thing is, we have discussed the finer details numerous times. I think implying that we're all out here asking for something undefined is a little disingenuous (not that I'm laying that on you). I'm always happy to provide my ideas regarding the specifics if it comes up in the conversation.
I'm only one person, so I don't expect the devs(or anyone else) to care.... But the people who keep insisting on ramping difficulty overall instead of with a slider.... well, that's really unfortunate - because I'm not saying overland HAS to be my way. I'm saying a slider or other optional harder setup is fine with me. In other words, I care about those of you who find overland distasteful because it's too easy; but there's a lot of people out there who just tell me "Get good"....
I really hope that the devs decide to do something serious regarding at least a slider because I get the feeling they're not really interested in making a whole "veteran overland by instance".
If they thought that adding a slider would result in enough additional revenue and sufficiently more engagement, my feeling is that they would have done it already, or would at least be working on it. I am not saying that they are greedy for revenue, but bills do have to be paid, so that has to be taken into consideration.
Amethyst_Unearthed wrote: »i wish i could unfollow this thread.... i regret commenting awhile back.... no need to tag me or reply cuz i am bombarded with dozens of notifications from this i already dont ready cuz im anoyed
I think a toggle might be workable, so I would endorse it.
However, tbh I think I would prefer a new kind of content. It would have to be story content though, not just some boss-type enemies wandering around overland aimlessly that you can safely ignore.
What I'd find very appealing is the idea of the Morag Tong or some such having accepted a contract to murder you, resulting in assassins popping up in unexpected places. They could implement the IA idea of making them harder the more you manage to defeat and possibly add interesting ways of 'resetting' the mechanism by tracking down whoever placed the contract.
I think a toggle might be workable, so I would endorse it.
However, tbh I think I would prefer a new kind of content. It would have to be story content though, not just some boss-type enemies wandering around overland aimlessly that you can safely ignore.
What I'd find very appealing is the idea of the Morag Tong or some such having accepted a contract to murder you, resulting in assassins popping up in unexpected places. They could implement the IA idea of making them harder the more you manage to defeat and possibly add interesting ways of 'resetting' the mechanism by tracking down whoever placed the contract.
So that would be opt-in? I would hate that sort of thing personally, but if it was added as opt-in it would be fine - because there may be a lot of people who would enjoy it at least somewhat. [Well, I did hate it in Skyrim.... though it wasn't egregious.]
I think a toggle might be workable, so I would endorse it.
However, tbh I think I would prefer a new kind of content. It would have to be story content though, not just some boss-type enemies wandering around overland aimlessly that you can safely ignore.
What I'd find very appealing is the idea of the Morag Tong or some such having accepted a contract to murder you, resulting in assassins popping up in unexpected places. They could implement the IA idea of making them harder the more you manage to defeat and possibly add interesting ways of 'resetting' the mechanism by tracking down whoever placed the contract.
So that would be opt-in? I would hate that sort of thing personally, but if it was added as opt-in it would be fine - because there may be a lot of people who would enjoy it at least somewhat. [Well, I did hate it in Skyrim.... though it wasn't egregious.]
First of all I very much doubt ZOS want to create such targeted encounters. I suggested something like it at one of the panels at the Amsterdam get together and the devs there didn't sound keen. Anyway, If I were to design it, I would possibly create a quest for a first run-through, with a nice story line and all that. Bit like DB and thieves guild. I suppose you could call that 'opt-in' though a lot of people would no doubt feel 'forced' into it the moment it comes with achievements or rewards, but IMHO that's their problem. Anyway, after an opening story line, there would be other specific things you could do to trigger this. It could be tied into justice, or the existing quest lines. And yes that could be opt in and customizable. I think that would be cool because it could revitalize a lot of existing content.
I think a toggle might be workable, so I would endorse it.
However, tbh I think I would prefer a new kind of content. It would have to be story content though, not just some boss-type enemies wandering around overland aimlessly that you can safely ignore.
What I'd find very appealing is the idea of the Morag Tong or some such having accepted a contract to murder you, resulting in assassins popping up in unexpected places. They could implement the IA idea of making them harder the more you manage to defeat and possibly add interesting ways of 'resetting' the mechanism by tracking down whoever placed the contract.
There needs to be real danger and real spontaneity in the overland.
We are all Quark in this moment. If only ZOS had Garak's conviction.There needs to be real danger and real spontaneity in the overland.
spartaxoxo wrote: »Infinite Archive shows the mobs already have mechs that feel entirely different when you actually have to pay attention to them. A LOTR style slider is all that is needed.
It's unrealistic and unnecessary to expect them to redo the whole game and keep doing it every chapter they ever release. Not to mention the game needs people playing together. Player separation isn't a good thing.
Franchise408 wrote: »I will never, never ever group with anyone in overland content. Never. I am not playing "with" anybody when I am in the overland. I am already separated from the rest of the playerbase because there is zero reason for me to play with anyone in the overland.
Franchise408 wrote: »spartaxoxo wrote: »Infinite Archive shows the mobs already have mechs that feel entirely different when you actually have to pay attention to them. A LOTR style slider is all that is needed.
It's unrealistic and unnecessary to expect them to redo the whole game and keep doing it every chapter they ever release. Not to mention the game needs people playing together. Player separation isn't a good thing.
Again, the argument of "the game needs people playing together" only counts when the content actually needs people doing it together.
Overland content does not need teamwork. Hell, it barely even needs a conscious human being at the keyboard.
I will never, never ever group with anyone in overland content. Never. I am not playing "with" anybody when I am in the overland. I am already separated from the rest of the playerbase because there is zero reason for me to play with anyone in the overland.
If there were a vet instance that provided a challenge, people actually would need to work together. That would actually bring people together.
spartaxoxo wrote: »Franchise408 wrote: »I will never, never ever group with anyone in overland content. Never. I am not playing "with" anybody when I am in the overland. I am already separated from the rest of the playerbase because there is zero reason for me to play with anyone in the overland.
You are not. Others are playing with randoms. I have helped plenty of random players I came across while doing overland who needed it. And the vast majority of the playerbase is using overland.
If someone isn't using overland currently, then that's obviously not who is getting separated. It is vet players who DO use overland, that would be separated from new players. This makes it hard for them to find friends and guilds, receive help, or even understand that the game is still alive.
I know for a 100% fact players like this exist because I am literally one of them.