Kelenan7368 wrote: »As far as overland content and delves and public dungeons, I think there should be a toggle that we can activate causing a debuff on us to make the content harder. This should also increase exp. while active.
The content otherwise is very well done and fun to play.
Side note, add more comedic scenarios. I need a lot more Narrcis Dren!
At this point I am utterly mystified as to why ZoS refuses to do ANYTHING like this after all these years and all these ubiquitous complaints about everything being too easy.
At this point I am utterly mystified as to why ZoS refuses to do ANYTHING like this after all these years and all these ubiquitous complaints about everything being too easy.
SilverBride wrote: »At this point I am utterly mystified as to why ZoS refuses to do ANYTHING like this after all these years and all these ubiquitous complaints about everything being too easy.
Maybe the data doesn't support that a change is needed. Only they can tell us that.
But they did do something by making all the boss fights more difficult and long, which no one has been happy with.
But as it stands, I have to admit that I'm glad that at least some of the Overland isn't a walk in the park.
colossalvoids wrote: »I'm also not fine but because it's inconsistent - it takes into consideration no one as it's a compromise that helps no party in there. People who want to feel a difference can't because it's negligible at best and people who can experience any difference are the ones who already struggled and do not need that increase. In summ that's an annoyance for both parties, one feels ignored and the other betrayed of sorts as starting to feel that company isn't catering to them enough.
spartaxoxo wrote: »
colossalvoids wrote: »I'm also not fine but because it's inconsistent - it takes into consideration no one as it's a compromise that helps no party in there. People who want to feel a difference can't because it's negligible at best and people who can experience any difference are the ones who already struggled and do not need that increase. In summ that's an annoyance for both parties, one feels ignored and the other betrayed of sorts as starting to feel that company isn't catering to them enough.
SilverBride wrote: »At this point I am utterly mystified as to why ZoS refuses to do ANYTHING like this after all these years and all these ubiquitous complaints about everything being too easy.
Maybe the data doesn't support that a change is needed. Only they can tell us that.
But they did do something by making all the boss fights more difficult and long, which no one has been happy with.
"No one" is perhaps a bit of an overstatement; I personally enjoyed tackling West Weald's world bosses solo for example (though most of the time other players showed up as well). If quest bosses could optionally be as difficult as Fang and Talon at Centurion’s Rise, that would be great in my book.
spartaxoxo wrote: »
spartaxoxo wrote: »Just as easy on my sorc
https://youtu.be/lUvzkAXUyD0
And on my sneak thief night blade, which is in gear meant for lowering the detection radius.
https://youtu.be/6nOEinB2dbs
...and they did "harder" overland with craglorn and no one did that either.
Apparently there is no middle ground and that a % of the player base find overland too boring to play doesn't matter.
"If it ain't broke, don't fix it"
Franchise408 wrote: »I'm going to take the unpopular approach and say that the population *should* be split.
If I want to play harder level content, then I should be in an instance with people also doing the same higher level content. It will make it easier for me to find people to do content with when I am in an instance shared by like minded individuals who want to do the same things. If I am in a zone with people who are playing undertuned content, then I have less people that I can actually engage in the game with, thus making me more unlikely to play with others.
The argument about not splitting the population doesn't work for me, as I don't see the population splitting as a bad thing that should be avoided.
Franchise408 wrote: »I'm going to take the unpopular approach and say that the population *should* be split.
If I want to play harder level content, then I should be in an instance with people also doing the same higher level content. It will make it easier for me to find people to do content with when I am in an instance shared by like minded individuals who want to do the same things. If I am in a zone with people who are playing undertuned content, then I have less people that I can actually engage in the game with, thus making me more unlikely to play with others.
The argument about not splitting the population doesn't work for me, as I don't see the population splitting as a bad thing that should be avoided.
Why would it make it easier to find individuals who want to do the same content? No matter how the servers are set up, the people who don't want to do it won't do it and won't go looking for like-minded people. With an optional setting, those who choose to play on a lower difficulty will continue doing what they always enjoyed previously, and those who want to increase challenge will do so, possibly seeking out others to group with. It still works just as well for you. With split servers however, you will only have fewer opportunities to engage with anyone at all.
Franchise408 wrote: »I'm going to take the unpopular approach and say that the population *should* be split.
If I want to play harder level content, then I should be in an instance with people also doing the same higher level content. It will make it easier for me to find people to do content with when I am in an instance shared by like minded individuals who want to do the same things. If I am in a zone with people who are playing undertuned content, then I have less people that I can actually engage in the game with, thus making me more unlikely to play with others.
The argument about not splitting the population doesn't work for me, as I don't see the population splitting as a bad thing that should be avoided.
Why would it make it easier to find individuals who want to do the same content? No matter how the servers are set up, the people who don't want to do it won't do it and won't go looking for like-minded people. With an optional setting, those who choose to play on a lower difficulty will continue doing what they always enjoyed previously, and those who want to increase challenge will do so, possibly seeking out others to group with. It still works just as well for you. With split servers however, you will only have fewer opportunities to engage with anyone at all.
How does this create a conflict if the slider essentially enables a debuff, or group of debuffs, on your character? Other players are unaffected and this shouldn't be a problem for you, because you chose to increase the difficulty for yourself. If we assume that the baseline difficulty is similar to what we have now, then you're not going to have someone come along and sweep the zone with you unable to do what you want to do. Your experience will simply be more challenging, just as you wanted it to be.Franchise408 wrote: »If I have my slider set for more difficult and am fighting an encounter, and someone with their slider set for lower comes along, then there is a conflict in our encounters.
But if players choose to enable a higher difficulty, then no matter how it's implemented it's more likely that they're going to seek out others to group up with. I don't see why cutting a population into fractions, forcing them to choose how they want to play forever and locking them out of interaction with anyone who may not have the exact same motivations is a better choice. Giving people options and letting them choose in the moment simply provides a higher degree of freedom to players, and mixing players together provides a diversity of perspectives that is valuable to everyone, even if it may not seem like it on paper.Franchise408 wrote: »Secondly, if I am in an instance for higher difficulty, I am also playing alongside players looking for higher difficulty. Therefore, we have the same objectives, or more likely to. As the game currently stands, I will never group with someone outside of my group, for a number of reasons: 1. the content doesn't require grouping and 2. with the content being so easy, it is very likely that the other players have different objectives than I do. If I am in an instance for higher difficulty, I will be more likely to group because 1. the content requires it and 2. the other players are more likely to have the same goals as I do, making grouping viable.
But if players choose to enable a higher difficulty, then no matter how it's implemented it's more likely that they're going to seek out others to group up with. I don't see why cutting a population into fractions, forcing them to choose how they want to play forever and locking them out of interaction with anyone who may not have the exact same motivations is a better choice. Giving people options and letting them choose in the moment simply provides a higher degree of freedom to players, and mixing players together provides a diversity of perspectives that is valuable to everyone, even if it may not seem like it on paper.
As you say, there are already multiple ways to find the groups you want to join. Guilds, Group Finder, zone chat. And if you had a dedicated instance for hard mode, you'd be doing exactly the same things you're doing now to find those players, just with a smaller group of players.
A separate instance is the opposite of an "efficient use of resources" because it's more effort to maintain from a development perspective for minimal benefit to anyone involved. Who cares if some of the people don't want to do what you're doing in the current state of things? That's going to be the case if you have a separate instance as well, there are just going to be fewer people to convince to do whatever it is you want to do.
You already have the tools you need to find people if you want to group up for overland content, and the game isn't stopping anyone from seeking you out if they so choose. It's just that the overland game doesn't motivate anyone to do it right now because it's so trivially easy.
A more curated group of players, of like-mind, that are going to be just as evenly spread out across the same number of zones we have now. Even if those players feel the way you do about the game that doesn't mean they're going to want to do what you're doing in the moment you're doing it. That means you're going to have a smaller number of potential group members, even if they are all looking for a challenge.Franchise408 wrote: »No, I'd be doing it with a more curated group of players.
It's still a separate set of rules, and therefore an additional degree of server maintenance and development time which didn't exist before.Franchise408 wrote: »ESO already has separate instances. The tech and structure to separate the player base is already there and is already in usage. Instead of randomly separating people, there is now a purpose and outcome to the separation.
I said you have access to guilds, Group Finder and zone chat. Those are all tools which you can use to organize overland content. I didn't say anything about dungeons or trials.Franchise408 wrote: »You are changing the argument. Nobody is complaining about dungeons and trials being too easy, because they have separate instances. We are complaining about overland, which is too easy and does not have separate instances. If we have tools to group up with our preferred difficulty levels in other content, we should for overland as well...
A more curated group of players, of like-mind, that are going to be just as evenly spread out across the same number of zones we have now. Even if those players feel the way you do about the game that doesn't mean they're going to want to do what you're doing in the moment you're doing it. That means you're going to have a smaller number of potential group members, even if they are all looking for a challenge.
It's still a separate set of rules, and therefore an additional degree of server maintenance and development time which didn't exist before.
I said you have access to guilds, Group Finder and zone chat. Those are all tools which you can use to organize overland content. I didn't say anything about dungeons or trials.
Certain games like World of Warcraft have different server rules for different servers, but that's generally reserved for very popular games, and ESO just doesn't have that level of popularity. To say that ESO is running different instances right now and so it shouldn't be a challenge to create a new one with a different ruleset is specious. It's not the same as maintaining console servers or the test server, it's a wholly-separate, permanent game balance configuration which requires its own dev time and constant balance just like the other servers, which will also split the PC population, and it's simply not necessary when there are more reasonable player-level solutions. It is not the "industry standard" to do what you're suggesting and it is not as trivial as you're making it out to be.
It's also worth noting that neither players nor MMO development studios like empty servers, and server merges happen all the time when populations dwindle. You're asking ZOS to implement a massive change and then roll the dice on whether people show up for a feature that is desired by a minority of the population at best. There is no doubt in my mind that they would eventually have to either merge or close the server due to low population. It just doesn't make sense from a development perspective to do it this way.