Counterpoint: For some players, the fun is in putting together a build that is most effective. It is like solving a puzzle, and seeing higher damage numbers is satisfying to a lot of them. For other players (myself included), the fun is the challenge itself, seeing how far you can push yourself and still defeat the boss.
Just because we like harder content or are running more optimal builds, doesn't mean we're not having fun.
I was more replying to your specific choice of words.Counterpoint: For some players, the fun is in putting together a build that is most effective. It is like solving a puzzle, and seeing higher damage numbers is satisfying to a lot of them. For other players (myself included), the fun is the challenge itself, seeing how far you can push yourself and still defeat the boss.
Just because we like harder content or are running more optimal builds, doesn't mean we're not having fun.
That’s not a counter to my point, it’s a sidestep of my point.
Let’s say there is a game with 10 classes, and one of those 10 has by far the best numbers and can do the hardest content, while the other 9 lag far behind. Some people may have fun playing that 1 class so they can have the biggest numbers and do the hardest content, but the choice of class itself isn’t based on what class feels the most fun.
Having 90% of builds/playstyles lag far behind to the point they cannot do the content is functionally equivalent.
I was more replying to your specific choice of words.Counterpoint: For some players, the fun is in putting together a build that is most effective. It is like solving a puzzle, and seeing higher damage numbers is satisfying to a lot of them. For other players (myself included), the fun is the challenge itself, seeing how far you can push yourself and still defeat the boss.
Just because we like harder content or are running more optimal builds, doesn't mean we're not having fun.
That’s not a counter to my point, it’s a sidestep of my point.
Let’s say there is a game with 10 classes, and one of those 10 has by far the best numbers and can do the hardest content, while the other 9 lag far behind. Some people may have fun playing that 1 class so they can have the biggest numbers and do the hardest content, but the choice of class itself isn’t based on what class feels the most fun.
Having 90% of builds/playstyles lag far behind to the point they cannot do the content is functionally equivalent.
"I'm glad someone on the pro increased difficulty side is acknowledging that the game is only easy if a player limits themselves to specific builds/playstyles instead of doing what is fun."
Your wording here implies that you can run an optimized build or you can do something fun. My reply was to point out that, for some people, running the optimized build is the fun thing. I don't know if it was your intention with your words, since text can easily fail at conveying one's actual meaning, but I wanted to clarify.
I would agree with you on the idea of certain classes far outperforming others, though. Ideally, all classes should be competitive rather than a select few outclassing (sorry) the rest.
Personally I’d love to see overland difficulty being based around whatever dungeon setting you have set. If you’re on normal, the difficulty stays the same as it is currently. If you’re on vet, the difficulty increases significantly and you’re placed into a separate instance than those on normal.
Personally I’d love to see overland difficulty being based around whatever dungeon setting you have set. If you’re on normal, the difficulty stays the same as it is currently. If you’re on vet, the difficulty increases significantly and you’re placed into a separate instance than those on normal.
Now this is maybe the best idea I've read yet. Kudos and props!
The fact that yall are going on about increasing overland difficulty and not asking for scaling difficulty in dungeons like virtually every other MMO shows how out of touch ZOS and this playerbase is. 🥴🥴
The fact that yall are going on about increasing overland difficulty and not asking for scaling difficulty in dungeons like virtually every other MMO shows how out of touch ZOS and this playerbase is. 🥴🥴
SilverBride wrote: »I wouldn't celebrate until we hear exactly what is being planned.
deadlychaos1991 wrote: »1. I think this should be a full endgame zone where questing and exploring gives absolutely class-defining and game-changing gear. Super powerful, fun gear that will be extremely OP. here's the kicker, MAKE IT ONLY WORK IN THAT ZONE AND ANY INSTANCES WITHIN THAT ZONE. that way you can keep it in a quarantine of that gear without having to rebalance the entire game, and if this goes over well, and you introduce a new group-zone later, you can repeat the same gameplay loop in the new zone without causing issues. World of Warcraft used to have systems like these and it helps with balancing and typically goes over extremely well with the player base. If you know what Artifact Weapons are from WoW, you'll understand.
deadlychaos1991 wrote: »1. I think this should be a full endgame zone where questing and exploring gives absolutely class-defining and game-changing gear. Super powerful, fun gear that will be extremely OP. here's the kicker, MAKE IT ONLY WORK IN THAT ZONE AND ANY INSTANCES WITHIN THAT ZONE. that way you can keep it in a quarantine of that gear without having to rebalance the entire game, and if this goes over well, and you introduce a new group-zone later, you can repeat the same gameplay loop in the new zone without causing issues. World of Warcraft used to have systems like these and it helps with balancing and typically goes over extremely well with the player base. If you know what Artifact Weapons are from WoW, you'll understand.
Forgive me, because I'm pretty tired of how generally negative the feedback on this forum can be, but these are my thoughts:
The question I would ask myself if I were to see a gear system like this, with gear that only works in a single zone, would be "why would I want to do this?" I haven't played the WoW content you described but I know that the way I play ESO involves a lot of jumping around from zone to zone, and if I'm going to invest time and thought into a build, I'm not going to be super interested in one that only works in a zone that I'll spend only a part of my time in. I want to know that if I'm spending time to acquire something of value, it's going to be valuable across my time playing the game. Otherwise, it feels kind of ephemeral and ultimately, by definition it's not relevant to the larger game experience.
Maybe if the temporary gear leads to something that works everywhere, that's an idea? If that's the case it would have to be REALLY good, but at that point I'm going to become concerned about balance issues. Maybe you can combine that set into a mythic, and so maybe it is powerful, but it takes up the mythic slot? It would still need to be balanced out against other mythics of course. Maybe it's something mutable, kind of like how spellcraft works?
deadlychaos1991 wrote: »deadlychaos1991 wrote: »1. I think this should be a full endgame zone where questing and exploring gives absolutely class-defining and game-changing gear. Super powerful, fun gear that will be extremely OP. here's the kicker, MAKE IT ONLY WORK IN THAT ZONE AND ANY INSTANCES WITHIN THAT ZONE. that way you can keep it in a quarantine of that gear without having to rebalance the entire game, and if this goes over well, and you introduce a new group-zone later, you can repeat the same gameplay loop in the new zone without causing issues. World of Warcraft used to have systems like these and it helps with balancing and typically goes over extremely well with the player base. If you know what Artifact Weapons are from WoW, you'll understand.
Forgive me, because I'm pretty tired of how generally negative the feedback on this forum can be, but these are my thoughts:
The question I would ask myself if I were to see a gear system like this, with gear that only works in a single zone, would be "why would I want to do this?" I haven't played the WoW content you described but I know that the way I play ESO involves a lot of jumping around from zone to zone, and if I'm going to invest time and thought into a build, I'm not going to be super interested in one that only works in a zone that I'll spend only a part of my time in. I want to know that if I'm spending time to acquire something of value, it's going to be valuable across my time playing the game. Otherwise, it feels kind of ephemeral and ultimately, by definition it's not relevant to the larger game experience.
Maybe if the temporary gear leads to something that works everywhere, that's an idea? If that's the case it would have to be REALLY good, but at that point I'm going to become concerned about balance issues. Maybe you can combine that set into a mythic, and so maybe it is powerful, but it takes up the mythic slot? It would still need to be balanced out against other mythics of course. Maybe it's something mutable, kind of like how spellcraft works?
Because that’s what end game is. You could ask yourself the same question of ‘why would I use a trial gear set that minor slayer works in dungeons and trials and not in the overworld?’ Because if that’s not what you’re interested in, then you won’t use it. If pvp doesn’t interest you, you don’t farm pvp gear. I think that’s kind of self evident.
If you want base game gear usable in the rest of the world, then farm your overland sets and be happy. You have plenty of content to play and be happy with right now. Clearly, you don’t need a content update.
Think of it like the verses and visions you get in infinite archives. Why do you get those? Theyre not relevant in any way anywhere else but infinite archives. But you carefully read and pick them anyway. Why? Because they’re fun, OP in some cases and help you in the archive…same idea here.
This new gear acquired doesn’t have to be a slog to grind and upgrade, it could be a fast paced acquisition and progression system. Could be completely customizable and fun to acquire and earn. The reason you would do it is for the insanely fun buffs and game breaking abilities you can use and play.
In WoW, your gear becomes irrelevant every few patches. But it’s easier to acquire and not upgradable typically. That’s not anything new so this idea is borrowing some of that gameplay loop.
Elvenheart wrote: »My prediction is that whatever the new system is to make for a harder overland experience it will be like AWA with a lot of people saying, “This is not what we wanted!” I do hope I’m wrong. 😑
Again, AGAIN, we were having a productive, constructive, insightful discussion, HERE, on a sub-topic related to overland content, and it was shut down, redirecting everyone to this quagmire. We were having a good conversation there. I didn't agree with everyone, but I found the on-topic discussion insightful and constructive, and they shut it down, pointing us here, where so many separate conversations are happening that people just disengage instead of continuing the original conversation. This is ridiculous. This is unhelpful. This is actively harmful to the ongoing conversation we were having. Why? Why do this?
Again, AGAIN, we were having a productive, constructive, insightful discussion, HERE, on a sub-topic related to overland content, and it was shut down, redirecting everyone to this quagmire. We were having a good conversation there. I didn't agree with everyone, but I found the on-topic discussion insightful and constructive, and they shut it down, pointing us here, where so many separate conversations are happening that people just disengage instead of continuing the original conversation. This is ridiculous. This is unhelpful. This is actively harmful to the ongoing conversation we were having. Why? Why do this?
spartaxoxo wrote: »Again, AGAIN, we were having a productive, constructive, insightful discussion, HERE, on a sub-topic related to overland content, and it was shut down, redirecting everyone to this quagmire. We were having a good conversation there. I didn't agree with everyone, but I found the on-topic discussion insightful and constructive, and they shut it down, pointing us here, where so many separate conversations are happening that people just disengage instead of continuing the original conversation. This is ridiculous. This is unhelpful. This is actively harmful to the ongoing conversation we were having. Why? Why do this?
I actually felt like that thread just used this topic as a jumping off point and it was it's own thing really. This thread hasn't had much discussion about quest markers
That's a better way to put it, yes. I'm just frustrated this keeps happening. Anything even vaguely related to overland content gets locked down, pointed here, and the conversation dies. I think I maybe overreacted in my post here, but this keeps happening. I've tried posting respectfully here several times to highlight these instances and articulate why I felt it was a mistake, but we do not see any actual admin input on any of that. It just keeps happening. I get that they can probably more easily gather related feedback in one thread, but I feel they are handicapping themselves by killing off so many active conversations.