Franchise408 wrote: »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.
And those people that do that can stay in their preferred instance and play together, while those of us who want a challenge can go to our instance and play the way we want.
I agree that dynamism would be a huge boon for the overland experience, but a challenge increase (option) has to come first or it doesn't mean much. As it has already been said, if we're trampling over everything then no amount of surprise will matter. It would just be another nuisance to brush aside.
I agree that dynamism would be a huge boon for the overland experience, but a challenge increase (option) has to come first or it doesn't mean much. As it has already been said, if we're trampling over everything then no amount of surprise will matter. It would just be another nuisance to brush aside.
If it is possible to spawn enemies to attack the player specifically, encounters could be added that are comprehensively tailored to a player's chosen difficulty level. Not just in terms of player-side stats, but mob stats, numbers, types and special abilities. That does not depend in any way on changes to existing encounters. Saying those need to be addressed first may be a preference, but it's not a necessity.
But if you're already tailoring that type of encounter to the player's challenge preferences, why not just create a system which does it for all of overland? What is the point of creating challenging dynamic encounters while leaving the rest of overland as it is? Wouldn't it be better (and easier) to just build a blanket debuff system for the entire content area, rather than doing it only for those encounters and creating what would amount to an inconsistent experience?.
But if you're already tailoring that type of encounter to the player's challenge preferences, why not just create a system which does it for all of overland? What is the point of creating challenging dynamic encounters while leaving the rest of overland as it is? Wouldn't it be better (and easier) to just build a blanket debuff system for the entire content area, rather than doing it only for those encounters and creating what would amount to an inconsistent experience?.
It's a matter of quality over quantity. Dynamic encounters can be purposefully designed to provide a player-customizable challenge including mob numbers, strength and variety. A blanket player debuff is very limited in what it can achieve because it can't do any of that.
As for what is 'easier', I think a more pertinent consideration is 'what can ZOS monetize'. I think brand new added content has a better chance than a modifier on existing content.
spartaxoxo wrote: »Quarter 3 changes are for quality of life changes that just make the game better.
A slider that just gives you a debuff and some exp to offset the debuff wouldn't be crazy different than Home Tours or Group Finder.
colossalvoids wrote: »After briefly trying out the latest zone I'd give props to zos for making at least one public dungeon boss actually public dungeon boss - the one who requires a company and not just mauled as usual by one person easily. A Silorn mino to be exact.
colossalvoids wrote: »After briefly trying out the latest zone I'd give props to zos for making at least one public dungeon boss actually public dungeon boss - the one who requires a company and not just mauled as usual by one person easily. A Silorn mino to be exact.
Looking at the latest PTS Patch Notes, I'm afraid the next Chapter won't have such a Public Dungeon boss.
spartaxoxo wrote: »Quarter 3 changes are for quality of life changes that just make the game better.
A slider that just gives you a debuff and some exp to offset the debuff wouldn't be crazy different than Home Tours or Group Finder.
I'd be cautious about offering any extra rewards, even a slight xp buff. People will complain about it.
I don't want extra rewards, I just want more challenge.
(Indeed one of my main criticisms of all modern games is that we are spammed constantly with seratonin hits from free loot every time our character farts. But that's another discussion entirely.)
colossalvoids wrote: »After briefly trying out the latest zone I'd give props to zos for making at least one public dungeon boss actually public dungeon boss - the one who requires a company and not just mauled as usual by one person easily. A Silorn mino to be exact.
Looking at the latest PTS Patch Notes, I'm afraid the next Chapter won't have such a Public Dungeon boss.
spartaxoxo wrote: »Quarter 3 changes are for quality of life changes that just make the game better.
A slider that just gives you a debuff and some exp to offset the debuff wouldn't be crazy different than Home Tours or Group Finder.
I'd be cautious about offering any extra rewards, even a slight xp buff. People will complain about it.
I don't want extra rewards, I just want more challenge.
(Indeed one of my main criticisms of all modern games is that we are spammed constantly with seratonin hits from free loot every time our character farts. But that's another discussion entirely.)
colossalvoids wrote: »After briefly trying out the latest zone I'd give props to zos for making at least one public dungeon boss actually public dungeon boss - the one who requires a company and not just mauled as usual by one person easily. A Silorn mino to be exact.
Looking at the latest PTS Patch Notes, I'm afraid the next Chapter won't have such a Public Dungeon boss.
On one side you have those who expect improved rewards for an increased challenge, and won't use the feature if improved rewards aren't part of the implementation.
Then you have players who don't want improved rewards because they don't want to miss out on anything if they choose not to increase the challenge.
On one side you have those who expect improved rewards for an increased challenge, and won't use the feature if improved rewards aren't part of the implementation.
Then you have players who don't want improved rewards because they don't want to miss out on anything if they choose not to increase the challenge.
I continue to think the best way around this issue is simply to have multiple ways to achieve the reward, whatever it is. Give people a chance to earn it through a variety of different options, one of which is participating in challenging overland/quest/delve content. It's options all the way down.
SilverBride wrote: »
Blackbird_V wrote: »SilverBride wrote: »
You know what? I agree. "increase the difficulty from -2/10 to 1/10" Definitely disagree. Make it 10/10 difficulty. I WANT THE CHAOS, CARNAGE AND MAYHEM. GIVE GIVE GIVE.
SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »
You know what? I agree. "increase the difficulty from -2/10 to 1/10" Definitely disagree. Make it 10/10 difficulty. I WANT THE CHAOS, CARNAGE AND MAYHEM. GIVE GIVE GIVE.
Difficult veteran zones at launch almost killed this game. This is one reason we no longer have these.
Blackbird_V wrote: »Solely saying Vet Zones were why the game nearly went the way of Concord is completely disingenuous imo.
Blackbird_V wrote: »Solely saying Vet Zones were why the game nearly went the way of Concord is completely disingenuous imo.
SilverBride wrote: »Blackbird_V wrote: »Solely saying Vet Zones were why the game nearly went the way of Concord is completely disingenuous imo.
I didn't say this was soley the reason. I said "This is one reason we no longer have these."
spartaxoxo wrote: »Blackbird_V wrote: »Solely saying Vet Zones were why the game nearly went the way of Concord is completely disingenuous imo.
Saying it's the only reason would be disingenuous. It would also be disingenuous to say it wasn't a reason, when it was specifically cited as such by many players. And devs removed that difficulty after extensive research on what it was that players didn't like.
Forced difficulty doesn't work.
SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »
You know what? I agree. "increase the difficulty from -2/10 to 1/10" Definitely disagree. Make it 10/10 difficulty. I WANT THE CHAOS, CARNAGE AND MAYHEM. GIVE GIVE GIVE.
Difficult veteran zones at launch almost killed this game. This is one reason we no longer have these.
SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »
You know what? I agree. "increase the difficulty from -2/10 to 1/10" Definitely disagree. Make it 10/10 difficulty. I WANT THE CHAOS, CARNAGE AND MAYHEM. GIVE GIVE GIVE.
Difficult veteran zones at launch almost killed this game. This is one reason we no longer have these.
I'm not saying make vet zones or craglorn, that's be like a 5/10 on the difficulty scale.
I'm saying make overland have more than negative levels of a challenge where you can't just tab out or go afk part way through a fight and be fine and dandy when you come back to the game, you know, just enough resistance where the average, not higher end, dungeoneer trial type, but your average 12k DPS, no sets, light attack spam mcgee has to pay attention when fighting, and thus engage with the combat system and mechanics, which in turn would make it far easier to progress in skill and ability due to having core basic knowledge of the fundamental combat systems.
in the end it'd serve as a means to make the onboarding process for dungeons, trials, arenas, ect just that much easier, after all going from difficulty 1/10 to 2/10 (banished cells 1) is a lot less "imposing" and "impossible" than going from -2/10 to 2/10
Or don't, keep things as they are, with the lack if an onboard system to ease mcgee into non overland content, leading to cries for nerfs and constant complaints that'll leave nobody happy be the complaints acted upon or ignored.