SilverBride wrote: »What I have observed is that some of those asking for more difficult overland have also stated that they don't currently play the game and haven't for awhile, but they may come back if difficulty was added. While most of us that are happy with overland as it is are currently playing and also subscribing.
That "most of us" is actually just you versus everyone else in this thread, so forgive me if I find it hard to believe that the majority of players are satisfied with the current state of overland (unless, of course, you have hard data to support your opinion).
One Tamriel wasn't introduced to reduce overland difficulty but to allow everyone to play together. The biggest factor in ESO's rise in popularity was the change in its business model, not the reduction in overland difficulty, which new players had no real knowledge of anyway.
spartaxoxo wrote: »Franchise408 wrote: »While I am not asking for mandatory vet trial level content in overland, and I do believe that overland should be a degree easier than the rest of the content designed for higher challenge, I feel that ESO would be a far better game if it committed to an actual vision other than "we don't want to isolate players".
It DOES have a vision. It wants players to be able to play the way that they want to play. It wants to be solo friendly. It's established itself as a popular casual game. They talked a before about how they have, in their opinion, been in the "meta verse" type space before those companies tried share world ideas. They don't even really fully consider themselves an MMO.
This vision may not align with your own, but "play the way you want," has been their mantra from the very beginning. And they have done a very good job of allowing people to pick and choose how they want to engage in the space
It because of this "play how you want" vision that overland not having a way to do that stands out so much, and not in a good way. They like that they are the accessible game. It's good for games like that to be on the market.
Walking sims may not be your cuppa but they are an entire, successful genre of game. That's what overland provides fo some people and they prefer it that way. They are engaging with the game and they are enjoying it. ESO has committed to such people for nearly a decade.
SilverBride wrote: »What I have observed is that some of those asking for more difficult overland have also stated that they don't currently play the game and haven't for awhile, but they may come back if difficulty was added. While most of us that are happy with overland as it is are currently playing and also subscribing.
That "most of us" is actually just you versus everyone else in this thread, so forgive me if I find it hard to believe that the majority of players are satisfied with the current state of overland (unless, of course, you have hard data to support your opinion).
Another point is that you're pulling desperate arguments and completely twisting them to your advantage.
First, the idea that if some player isn't currently playing, then the rest of us who are playing and want changes can't be right is nonsensical.
Second, if people are leaving the game and citing overly easy overland as a reason, that's a valid argument for considering an increase in its difficulty.
Third, One Tamriel wasn't introduced to reduce overland difficulty but to allow everyone to play together. The biggest factor in ESO's rise in popularity was the change in its business model, not the reduction in overland difficulty, which new players had no real knowledge of anyway.
Franchise408 wrote: »And if the game's identity is to be just a non-challenging walking simulator, then it probably shouldn't be an Elder Scrolls game. Elder Scrolls comes with certain expectations, and I can say from my perspective, ESO has not lived up to a single one of those.
Franchise408 wrote: »I especially want to echo the point about One Tamriel. The purpose behind One Tamriel was because players weren't allowed to play together. There may have been some problems with the way difficulty was tuned, because the vet system at that time wasn't completely perfected yet, but that was hardly the determining factor.
Franchise408 wrote: »And if the game's identity is to be just a non-challenging walking simulator, then it probably shouldn't be an Elder Scrolls game. Elder Scrolls comes with certain expectations, and I can say from my perspective, ESO has not lived up to a single one of those.
SilverBride wrote: »What I have observed is that some of those asking for more difficult overland have also stated that they don't currently play the game and haven't for awhile, but they may come back if difficulty was added. While most of us that are happy with overland as it is are currently playing and also subscribing.
Erickson9610 wrote: »If we get more difficult overland content, then at least our Companions will be more useful! Maybe more people will post Companion builds.
SilverBride wrote: »There is a reason One Tamriel happened. But the thing I want to know now is are any difficulty increases going to be optional or not?
Cooperharley wrote: »One Tamriel didn't happen because the world was too difficult, it happened to open up the world so people could play with their friend whenever and wherever they want - not because there was people complaining they couldn't kill an overland mob.. lol
spartaxoxo wrote: »
they want them to be able to put on fantasy build they feel like and roam and explore Tamriel
colossalvoids wrote: »SilverBride wrote: »I don't agree that a minority of players, many of whom do not actively play and haven't for quite awhile, should be accomodated over those that are happy with the game as it's been for 8 years and are actively playing and supporting it by subscribing all this time.
No one is "accommodated over" anyone, except the bunch of people who currently have the status quo and actively trying to not let other players have the ability to enjoy overland content and questing when even development team finally decided to do something about it, seeing it as an issue or a development flaw.
Also consider a possibility that this "minority of so inactive players who don't play the game" are enough of a mass to make developers do something about their enjoyment. It's either a pretty significant mass of players overall or people who contribute enough to be considered worth investing in.
Blackbird_V wrote: »Silverbride also may be forgetting that people take breaks from games due to various reasons, one such example being "burnout".
Well, I guess I should have continued arguing along with SilverBride on this thread because ZOS appears to have taken the complaints voiced here to heart. Hopefully other currently-content, silent, solo/story players will also be more vocal about their experiences and opinions once the increased overworld difficulty "experiment" gets underway. Matt's letter really worries me. There's already so much content in which I can't participate. I hope ZOS doesn't forget about the portion of the playerbase that enjoys overland as it is and isn't interested in group content or pvp.
DenverRalphy wrote: »MidniteOwl1913 wrote: »DenverRalphy wrote: »old_scopie1945 wrote: »DenverRalphy wrote: »SilverBride wrote: »DenverRalphy wrote: »What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?
How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..
Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.
Farming resources, what a mindless pain at the best of times. I don't need it to be more than a pain as it is. Done and dusted and onto something more interesting, asap. LOL (what a chore)
If bots can manage to farm resources without aggroing anything, it shouldn't be too difficult for a player who's paying attention.
Bots only do it in the starter areas. Serious farmers avoid those areas because you can't beat the bots.
Making overland harder will only make it annoying. If I want harder there are plenty of ways to get that in game. Why ruin the whole experience just to add one more?
I farm in DLC zones all the time. Probably significantly more often than most players. And I never have a problem avoiding aggro. If anything, I usually find that I have to go out of my way to intentionally get aggro if I decide I want some raw leather scraps or alkahest.
Increasing difficulty in overland areas wouldn't change that.
They have decreased overall difficulty to reduce the gap between skilled players and unexperienced players in order to make the game more affordable to the casual player hoping to increase population and we all have seen the results.
SilverBride wrote: »Franchise408 wrote: »I especially want to echo the point about One Tamriel. The purpose behind One Tamriel was because players weren't allowed to play together. There may have been some problems with the way difficulty was tuned, because the vet system at that time wasn't completely perfected yet, but that was hardly the determining factor.
Please read the transcript I posted above.
After that the entire game got nerfed since years and the skilled dps killed i would say that increasing the open world difficulty would be the minimum that developers could do to make this game more serious. And of course this is not enough.
They have decreased overall difficulty to reduce the gap between skilled players and unexperienced players in order to make the game more affordable to the casual player hoping to increase population and we all have seen the results.
This game could have been at a much higher point today if they would have kept the learning curve progression as it was, there would still be many older players giving gravity to the game and at the same point the ones that really want to progress would not change game from one day to another.
So i would say not only to increase overland difficulty but to increase also DUNGEON and TRIAL difficulty.
If it was for me i would also have made it PvP openworld outside cities with some criteria, this game is too friendly, not challenging and not interesting.
But of course for who likes questing this game is perfect as an elder scrolls OFFLINE.
They have decreased overall difficulty to reduce the gap between skilled players and unexperienced players in order to make the game more affordable to the casual player hoping to increase population and we all have seen the results.
The exact opposite is true. End-of-story bosses, incursions and world bosses have been made harder and harder in recent expansions to the point that some players can't even finish the chapter stories any more and incursions as well as world bosses can only realistically be done right after the release of their expansion or during a chapter promotion event because most of the time hardly anyone is even trying to do any of this stuff.
For things like Harrowstorms or Bastion Nymics this is precisely what was predicted by several people here in the forum.
Avran_Sylt wrote: »They have decreased overall difficulty to reduce the gap between skilled players and unexperienced players in order to make the game more affordable to the casual player hoping to increase population and we all have seen the results.
The exact opposite is true. End-of-story bosses, incursions and world bosses have been made harder and harder in recent expansions to the point that some players can't even finish the chapter stories any more and incursions as well as world bosses can only realistically be done right after the release of their expansion or during a chapter promotion event because most of the time hardly anyone is even trying to do any of this stuff.
For things like Harrowstorms or Bastion Nymics this is precisely what was predicted by several people here in the forum.
Yeah it does not help that with all the continual expansions people’s focus just keep shifting to the new stuff and leaving the old stuff in the dust.
With regards to "overland difficulty", I guess it will be necessary to clarify what this actually means.
The average random mob is merely meant for the world not to feel empty and the main game mechanic is to be a minor nuissance that may force a dismount when travelling from A to B. Don't be brain afk then travelling and avoiding groups of these will save some time. Increasing the difficulty of such random encounters will only prolong the nuissance and not increas fun.