How hard is hard? One person's hard is another person's easy. So the problem that i see is a harder overland is still going to be seen as easy by those who one shot everything, Double health? 2 hits, makes no difference to then.
I, at least, and, i think, many others don't want a challenge in overland questing we want fight with enemies were like a fight, not like a 1 second annihilation. Or for tank builds, for example, to enemies were a threat, so you can't just ignore their powerful attacks and red circles. Don't think anyone want fights become exhausting and annoying.People want a challenge (at least they claim they do) so a dedicated challenging zone would fit the brief and enable Zos to gauge the interest in it. Yet as soon as I suggest this people want it watered down.
I, at least, and, i think, many others don't want a challenge in overland questing we want fight with enemies were like a fight, not like a 1 second annihilation. Or for tank builds, for example, to enemies were a threat, so you can't just ignore their powerful attacks and red circles. Don't think anyone want fights become exhausting and annoying.People want a challenge (at least they claim they do) so a dedicated challenging zone would fit the brief and enable Zos to gauge the interest in it. Yet as soon as I suggest this people want it watered down.
spartaxoxo wrote: »
I really doubt they'll ever make a vet overland, but if they do I think it should be tuned around the same level of VVH. I don't see a point in doing something like Crag level difficulty. That place is a total face roll for even only slightly above average players. VVH has nothing that's unsoloable but is decently hard and has a lot of mechs.
People want a challenge (at least they claim they do) so a dedicated challenging zone would fit the brief and enable Zos to gauge the interest in it. Yet as soon as I suggest this people want it watered down.
Seems to me people want more rewards for little extra work, rather than the extra work they claim they want.
And surely Crag level difficulty is exactly what's needed, let's see the harder overland crew proof how good they are and how active they can make a zone dedicated to their needs. And if they can't then it shows that what's said on the forums is all hot air.
I, at least, and, i think, many others don't want a challenge in overland questing we want fight with enemies were like a fight, not like a 1 second annihilation. Or for tank builds, for example, to enemies were a threat, so you can't just ignore their powerful attacks and red circles. Don't think anyone want fights become exhausting and annoying.People want a challenge (at least they claim they do) so a dedicated challenging zone would fit the brief and enable Zos to gauge the interest in it. Yet as soon as I suggest this people want it watered down.
I, at least, and, i think, many others don't want a challenge in overland questing we want fight with enemies were like a fight, not like a 1 second annihilation. Or for tank builds, for example, to enemies were a threat, so you can't just ignore their powerful attacks and red circles. Don't think anyone want fights become exhausting and annoying.People want a challenge (at least they claim they do) so a dedicated challenging zone would fit the brief and enable Zos to gauge the interest in it. Yet as soon as I suggest this people want it watered down.
True. Not everyone wants a life and death encounter when fighting a mud crab, but at the same time it would be good to at least take some damage if you dont roll dodge or block and you actually have to use a few abilities to kill mobs.
Sylvermynx wrote: »Seminolegirl1992 wrote: »Well..problem with that is even without cp the game is laughable. I don't have higher than a level ten character on my pc eu account and I can fist fight things to death. Of course no cp on that account either since it's the other server
Must be nice. I can't even begin to fathom that, much less approach it on my characters.
spartaxoxo wrote: »AlexanderDeLarge wrote: »How is 'data' gathered from 1.0 relevant when we're on version 7.1? Hell, how is that 'data' relevant past the relaunch of the game (v2.6)?[/b]
Because y'all keep bringing it up to say that the data about back then is wrong. If you want to say he's doing revisionist history back then, then it bears stating that no he isn't. And showcasing the type of feedback he heard which explicitly cited difficulty as an issue.
Outdated? Sure. But that's a goalpost move. What I was specifically addressing was that his quote is revisionist.
Hallothiel wrote: »I think it's genuinely (and not baiting here) jealousy that they'd not be *good* enough to participate and get more rewards. I mean sure, it's true, but we'd need rewards catered to us for sure.
Nope. Have to really disagree with you here.
Those that want a vet whatever have frequently stated its about the challenge, not the reward. So that should be sufficient. Surely?
Vet versions of dungeons & trials are already part of how they design the game, and the rewards are part of this. But you don’t have to do vet versions to get them - due to the sticker book, you can get the gear in normal versions, and monster heads are available for AP (if have patience, granted).
And personally I am quite capable of doing difficult vet content. But on the whole it bores me.
spartaxoxo wrote: »
I really doubt they'll ever make a vet overland, but if they do I think it should be tuned around the same level of VVH. I don't see a point in doing something like Crag level difficulty. That place is a total face roll for even only slightly above average players. VVH has nothing that's unsoloable but is decently hard and has a lot of mechs.
People want a challenge (at least they claim they do) so a dedicated challenging zone would fit the brief and enable Zos to gauge the interest in it. Yet as soon as I suggest this people want it watered down.
Seems to me people want more rewards for little extra work, rather than the extra work they claim they want.
And surely Crag level difficulty is exactly what's needed, let's see the harder overland crew proof how good they are and how active they can make a zone dedicated to their needs. And if they can't then it shows that what's said on the forums is all hot air.
Seminolegirl1992 wrote: »How they implement testing peoples' interest is unknown, but I suspect a pinned thread is at the very least a starting attempt to gauge it.
Seminolegirl1992 wrote: »24+ pages with a lot of affirmatives is telling, but we cannot truly know without more of the player base, most of whom don't use the forums, offering their ideas. If Rich came to me today and said, "New data collected from xyz shows that a severe minority of players want harder overland/story content and thus will not be implemented," I would be disappointed but at least they tried...
SilverBride wrote: »Seminolegirl1992 wrote: »How they implement testing peoples' interest is unknown, but I suspect a pinned thread is at the very least a starting attempt to gauge it.
They track what players are doing in game. Take Craglorn for example. Even after the difficulty was significantly turned down with One Tamriel, it is still more difficult than the rest of the zones. And it is still the least populated PvE zone in the game. If a lot of players were interested in more difficulty Craglorn would be much more popular than it is.Seminolegirl1992 wrote: »24+ pages with a lot of affirmatives is telling, but we cannot truly know without more of the player base, most of whom don't use the forums, offering their ideas. If Rich came to me today and said, "New data collected from xyz shows that a severe minority of players want harder overland/story content and thus will not be implemented," I would be disappointed but at least they tried...
ZOS knows what didn't work in the past, what works now, and what players are doing now. However it would be helpful if they would address what their thoughts and intentions are in this thread.
Parasaurolophus wrote: »Craglorn is a very old area... everyone who wanted to complete it has already done so long ago.
SilverBride wrote: »Parasaurolophus wrote: »Craglorn is a very old area... everyone who wanted to complete it has already done so long ago.
You could say the same about all the other zones, which negates the necessity for a veteran overland.
SilverBride wrote: »Parasaurolophus wrote: »Craglorn is a very old area... everyone who wanted to complete it has already done so long ago.
You could say the same about all the other zones, which negates the necessity for a veteran overland.
Parasaurolophus wrote: »SilverBride wrote: »Parasaurolophus wrote: »Craglorn is a very old area... everyone who wanted to complete it has already done so long ago.
You could say the same about all the other zones, which negates the necessity for a veteran overland.
Yes I agree. I am a supporter of new veteran zones.
SilverBride wrote: »Parasaurolophus wrote: »SilverBride wrote: »Parasaurolophus wrote: »Craglorn is a very old area... everyone who wanted to complete it has already done so long ago.
You could say the same about all the other zones, which negates the necessity for a veteran overland.
Yes I agree. I am a supporter of new veteran zones.
I am not agreeing at all. A veteran level Craglorn would still be Craglorn, with all the same quests etc., as all the zones would be. Making them more difficult doesn't change the story or the quests, or the zone. It just makes the fights take longer.
Blackbird_V wrote: »SilverBride wrote: »I am not agreeing at all. A veteran level Craglorn would still be Craglorn, with all the same quests etc., as all the zones would be. Making them more difficult doesn't change the story or the quests, or the zone. It just makes the fights take longer.
Which is what I personally want, and likely others. I'm sick and tired 1-3 shotting everything including quest bosses and pub dungeon bosses etc. Ruins immersion for me.
Blackbird_V wrote: »SilverBride wrote: »Parasaurolophus wrote: »SilverBride wrote: »Parasaurolophus wrote: »Craglorn is a very old area... everyone who wanted to complete it has already done so long ago.
You could say the same about all the other zones, which negates the necessity for a veteran overland.
Yes I agree. I am a supporter of new veteran zones.
I am not agreeing at all. A veteran level Craglorn would still be Craglorn, with all the same quests etc., as all the zones would be. Making them more difficult doesn't change the story or the quests, or the zone. It just makes the fights take longer.
Which is what I personally want, and likely others. I'm sick and tired 1-3 shotting everything including quest bosses and pub dungeon bosses etc. Ruins immersion for me.
spartaxoxo wrote: »Blackbird_V wrote: »SilverBride wrote: »Parasaurolophus wrote: »SilverBride wrote: »Parasaurolophus wrote: »Craglorn is a very old area... everyone who wanted to complete it has already done so long ago.
You could say the same about all the other zones, which negates the necessity for a veteran overland.
Yes I agree. I am a supporter of new veteran zones.
I am not agreeing at all. A veteran level Craglorn would still be Craglorn, with all the same quests etc., as all the zones would be. Making them more difficult doesn't change the story or the quests, or the zone. It just makes the fights take longer.
Which is what I personally want, and likely others. I'm sick and tired 1-3 shotting everything including quest bosses and pub dungeon bosses etc. Ruins immersion for me.
Why not a real challenge then, like VMA or VVH.
SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »I am not agreeing at all. A veteran level Craglorn would still be Craglorn, with all the same quests etc., as all the zones would be. Making them more difficult doesn't change the story or the quests, or the zone. It just makes the fights take longer.
Which is what I personally want, and likely others. I'm sick and tired 1-3 shotting everything including quest bosses and pub dungeon bosses etc. Ruins immersion for me.
This is where the debate comes in. Many of us don't want that and enjoy overland just as it is.
Blackbird_V wrote: »SilverBride wrote: »This is where the debate comes in. Many of us don't want that and enjoy overland just as it is.
It will be OPTIONAL so you can stick with what we have currently.
SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »This is where the debate comes in. Many of us don't want that and enjoy overland just as it is.
It will be OPTIONAL so you can stick with what we have currently.
I addressed why even an optional veteran overland would be bad for the game in post #33.
Edit: I want to add that if you want the fights to take longer would you be open to a debuff food and optional veteran story bosses? That would give you what you want without affecting anyone else or requiring a major rehaul of the game.
Seminolegirl1992 wrote: »Perhaps. But if devs wanted a clear definition they would ask for the specifics via mods here or via a survey. We don't need to explain implementation level details and justify our stance to other forum users as if they are the devs. I don't see the point of answering to people who make assumptions on what sort of information devs need. We give feedback about our current experience and some suggestions, it's up to the devs to figure out how to solve it.StevieKingslayer wrote: »So, has anyone defined or agreed upon what vOL is yet, or is it still an undefined thought that will never happen?
The exact definition is not needed. We are spitballing ideas to get traction on our perceived issue, we are not a guild or a community on discord or anything, we have nothing organized, though it is an interesting point, maybe we should be . It is for the devs to decide if it is worthy of hearing or not, and what constitutes change and doesn't. It appears that most of us on the vOL side are happy with optional toggle/difficulty meter for us. I would say the close second is at least challenge banners for bosses. I think even just one step in a direction towards us would be nice, and I could live with that, a show of good faith or something. But thats just me personally, others may feel differently
Well actually, a definition of what you are asking for is needed, otherwise the devs have no clue what you what.
People had issues for a long time with regards to the pains of obtaining and keeping gear with correct traits, and the devs came up with brilliant solutions such as transmutation, set reconstruction system and now curated drops (my hats off to the devs for this stuff btw, bloody amazing job ). Players didn't provide the solution details there, devs came up with it.I will just answer this one (and it's my opinion, I'm not a representative of any form of group to say it's a general consensus ). I want difficulty of the stories to be increased (must be optional tho). Quite a bit of quests involve certain overland mobs (the ones in camps and abandoned towns, castles etc, basically overland area where the quest occur) So those mobs should be affected too. Quest bosses definitely need to be affected. I'd be very happy if the big bad guy of the zone has an instanced difficulty of the same level as a veteran base game dungeon boss (maybe HM scroll included)spartaxoxo wrote: »Is it the entire Overland or just the stories?
I don't really care about the difficulty of world bosses, incursions (things like dolmens, geysers, harrowstorms etc.) as they are not directly involved in zone story quests. I just want to experience the stories with combat gameplay that actually matters. (30k HP enemies that do an attack once every 5 seconds and when that attack does like 100 damage, is not in anyway interesting to me)
Oooh that would be so much fun. The story boss being vet dungeon boss level with a hm scroll. An actual fight for once, easily soloable
Blackbird_V wrote: »SilverBride wrote: »Edit: I want to add that if you want the fights to take longer would you be open to a debuff food and optional veteran story bosses? That would give you what you want without affecting anyone else or requiring a major rehaul of the game.
Cheap solution, been through this. It would not work. We want a veteran overland, not debuff food on quest bosses. Some may not mind, but I'm not ok for blanket solutions.
spartaxoxo wrote: »AlexanderDeLarge wrote: »How is 'data' gathered from 1.0 relevant when we're on version 7.1? Hell, how is that 'data' relevant past the relaunch of the game (v2.6)?[/b]
Because y'all keep bringing it up to say that the data about back then is wrong. If you want to say he's doing revisionist history back then, then it bears stating that no he isn't. And showcasing the type of feedback he heard which explicitly cited difficulty as an issue.
Outdated? Sure. But that's a goalpost move. What I was specifically addressing was that his quote is revisionist.