Respectfully... I do not think your approach fits developer design intent for endgame. You can also do harder solo content like Maelstrom Arena, Vateshran Hollows, and Infinite Archive. It's unreasonable to not progress upward into more difficult content once you have mastered entry-level content, yet expect the game to continue to challenge to you. As we improve, we can seek out greater challenges. That is the solo endgame content, on normal or veteran, and it's also doing some group-based overland challenges like incursions or world bosses on our own. Heck, maybe just experiment with new builds, try out things that might be fun. Play a new class, master it, experience the game a new way. I wouldn't expect any content to remain challenging if I just keep doing it over and over after I have mastered it.I am not here for dungeons and trials, I am not here for PvP, I'm here to explore and experience the story, as I have with every other TES game. ESO provides tons of content for someone like me, it's just that I can't enjoy it because it's not fun for me.
@disky
I am definitely newer to this thread. So, tell me what alternatives you have in mind, that do not sacrifice the game I enjoy for the game you want. No sarcasm, what is the solution you propose? Because what you want and what I want seem incompatible to me. I favor a normal/veteran toggle because I have seen it work in other games.
I think we need to keep in mind that if the "endgame", meaning dungeons/trials/PvP, were the primary focus of the game for everyone, this thread would not exist, and it would not be the largest thread on the forum. Many, many people want overland to be fun and provide the feeling that the other TES games provide, and I think it goes without saying that in terms of content, ZOS has provided a disproportionate amount of overland content compared to endgame. So it's worthwhile to provide a way for players with a variety of motivations to enjoy it.Respectfully... I do not think your approach fits developer design intent for endgame. You can also do harder solo content like Maelstrom Arena, Vateshran Hollows, and Infinite Archive. It's unreasonable to not progress upward into more difficult content once you have mastered entry-level content, yet expect the game to continue to challenge to you. As we improve, we can seek out greater challenges. That is the solo endgame content, on normal or veteran, and it's also doing some group-based overland challenges like incursions or world bosses on our own. Heck, maybe just experiment with new builds, try out things that might be fun. Play a new class, master it, experience the game a new way. I wouldn't expect any content to remain challenging if I just keep doing it over and over after I have mastered it.I am not here for dungeons and trials, I am not here for PvP, I'm here to explore and experience the story, as I have with every other TES game. ESO provides tons of content for someone like me, it's just that I can't enjoy it because it's not fun for me.
I just think that more people are coming to the thread with this idea because of the recent letter, and they haven't entirely thought things through.
That said, I have a question for those who have been following the forums and developer intent messages longer than I have.For both of these purposes, it makes no sense to increase difficulty. So, my question is, am I wrong about the developer intent here? Because if I am, then I'm kinda looking at all this wrong, from the ground up.
- My understanding has been that overland content is primarily meant to be the on-ramp for new players, until they are ready for endgame pve activities like the veteran versions of dungeons, trials, arenas, etc... thus new players have always been nudged to the newest zone after they finish their tutorial.
- My understanding has been that the secondary purpose was to deliver to story content for the new year/chapter for everyone, including new players and casual players, so that all players get to experience it... they advertise each new year/chapter as the reason for players who strayed away to come back and play again, presumably with their old and thus sub-optimal builds and gear.
Pushover for you. Not for everyone.In the second category mobs according to ES tradition really should be dangerous: Trolls, Ogres, Mammoths, Minotaurs, Atronarchs etc.. I actually do not expect of the devs to cater to players who want these creatures to be pushover cardboard props.
Respectfully, this is glib, rude, and dismissive. They have been shutting down conversation threads about other topics, like quest markers, for example, that are not being discussed here.Probably why they want alternative threads to stay open. So they can be present from the start when it's going to repeat the whole discussion we've had in this one.
I think the debuff solution works too. It feels like that would actually be a more radical change, but I suppose they already have some relevant experience with the level scaling buffs.
I agree that it would be emptier on both sides with normal/veteran instances. It's not my preference, it's just the least bad I could see to satisfy both sides. I don't think that it's that we don't care, moreso that we care more about the game not being changed in a way that makes it fundamentally worse for our own enjoyment. It's a compromise.
I also agree that we want overland to be fun... but I find it fun like it is right now. If they can accommodate both sides, that would be ideal.
I just think that more people are coming to the thread with this idea because of the recent letter, and they haven't entirely thought things through.
Probably why they want alternative threads to stay open. So they can be present from the start when it's going to repeat the whole discussion we've had in this one.
Anyway, I'm going to push back a little against the 'solution that keeps everyone happy' approach.
IMHO there are certain things that players have gotten used to in overland. Some of these things I think the devs should respect, but not all.
In the first category are the many mobs in overland that are really just animated resource nodes. Think skeevers, mudcrabs, coyotes and the like. IMHO we should recognize them for what they are and not make them harder at all, for anyone.
In the second category mobs according to ES tradition really should be dangerous: Trolls, Ogres, Mammoths, Minotaurs, Atronarchs etc.. I actually do not expect of the devs to cater to players who want these creatures to be pushover cardboard props. It is not too much to ask players to look where they tread, whether that is because they are fragile because they're new to the game or whether they are in a hurry to farm nodes, surveys, treasure maps etc.. I am definitely ok with the game becoming harder in that regard. There's nothing wrong with that.
The issue of optional difficulty in overland IMHO pertains only to encounters that are a part of zone completion (delves, quests, WB etc.).
It does seem as though the devs have intended to push players toward harder/endgame content and they have said as much in interviews. They have also tried to provide harder "overland" content, in the form of alternatives like Bastion Nymic, but things like this don't address the core issue - the expectation many have with TES is that there is a world to explore, and that experience is the one many players who enjoy a challenge, including myself, are interested in. I'm here because I'm looking for exploration and story, and to be immersed in in the world of Tamriel, not for the ability to race through the same dungeons and trials over and over again. Though I like to be challenged that doesn't mean I should be expected to move away from what I enjoy - the essential TES experience which does exist in this game, just not for me.This all kinda got away from my question though... what is the developer's design intent for the purpose of overland?
For both of these purposes, it makes no sense to increase difficulty. So, my question is, am I wrong about the developer intent here? Because if I am, then I'm kinda looking at all this wrong, from the ground up.
Under the new levelless system, players can jump into any part of Elder Scrolls Online and play which content strikes your fancy. If you want to start on Morrowind, you can. If you want to jump back to the beginning, that works too. This means new players have a lot of choices, and never have to worry about not being able to play with friends. But it also means that it's a little more confusing to experience the older content that ESO has to offer. The community has resources to let players know where older storylines begin, but some have asked for a way to experience ESO in release order. Lambert says that Zenimax Online is "always interested in making sure that we put our best foot forward," which is usually the newest content available. That said, the team has talked about a way for players to enjoy ESO in chronological order
A lot of the feedback at launch centered on the fact that ESO didn’t feel Elder Scrolls enough. It was a hybrid of MMO and Elder Scrolls “light” as we were trying to appeal to both MMO & Elder Scrolls players at the same time. A lot of players reacted negatively to that and so the team took a hard look at the game and what we wanted it to be – ultimately deciding to focus more on the Elder Scrolls aspects. Two major initiatives came out from that decision – improving world interactivity and freedom of exploration.
The launch wasn’t so much rough – it was more that the game didn’t deliver on some of its promises, the largest being that it would be a true Elder Scrolls experience.
Todd [Howard] has said many, many times that we've been carrying the torch for The Elder Scrolls and [that] we are canon," creative director Rich Lambert tells TheGamer. "All of the stuff we have done, they absolutely have to think about when they go and build their next thing. How they do that and what they're doing, I don't know. But, you know, we're absolutely part of the world of Tamriel in the end.
I think many of you are overreacting. We don't even know how much harder it will get. Even if it they'll bump it up 30% it honestly won't make much difference since most players kill mobs within 1-2 hits. Let the update release and check if you really will fail miserably fighting a boar.
I think many of you are overreacting. We don't even know how much harder it will get. Even if it they'll bump it up 30% it honestly won't make much difference since most players kill mobs within 1-2 hits. Let the update release and check if you really will fail miserably fighting a boar.
Respectfully, you are making a baseless assumption on that number value. If we look at current examples in game for harder content, Craglorn and Veteran modes in various places, we can see it is a much, much more substantial difference.I think many of you are overreacting. We don't even know how much harder it will get. Even if it they'll bump it up 30% it honestly won't make much difference since most players kill mobs within 1-2 hits.
Baiting. Unnecessarily rude, too.Let the update release and check if you really will fail miserably fighting a boar.
SilverBride wrote: »I think many of you are overreacting. We don't even know how much harder it will get. Even if it they'll bump it up 30% it honestly won't make much difference since most players kill mobs within 1-2 hits. Let the update release and check if you really will fail miserably fighting a boar.
There are players that find the current overland difficult for various reasons. Increasing the difficulty by 5% would make it more difficult for them, and 30% would render it completely unplayable for many of these players.
This isn't an overreaction... it's a fact.
SilverBride wrote: »I think many of you are overreacting. We don't even know how much harder it will get. Even if it they'll bump it up 30% it honestly won't make much difference since most players kill mobs within 1-2 hits. Let the update release and check if you really will fail miserably fighting a boar.
There are players that find the current overland difficult for various reasons. Increasing the difficulty by 5% would make it more difficult for them, and 30% would render it completely unplayable for many of these players.
This isn't an overreaction... it's a fact.
Where did you get that fact from? There are people who really struggle to kill a boar? I don't believe it. Unless you're talking about soloing world bosses in the newest maps, which is meant to be a group encounter. I always meet randoms there and it isn't an issue.
spartaxoxo wrote: »SilverBride wrote: »I think many of you are overreacting. We don't even know how much harder it will get. Even if it they'll bump it up 30% it honestly won't make much difference since most players kill mobs within 1-2 hits. Let the update release and check if you really will fail miserably fighting a boar.
There are players that find the current overland difficult for various reasons. Increasing the difficulty by 5% would make it more difficult for them, and 30% would render it completely unplayable for many of these players.
This isn't an overreaction... it's a fact.
Where did you get that fact from? There are people who really struggle to kill a boar? I don't believe it. Unless you're talking about soloing world bosses in the newest maps, which is meant to be a group encounter. I always meet randoms there and it isn't an issue.
There are people in this thread who already find overland difficult due to things like age, internet connectivity, disability, etc. The devs have also said some unnamed percentage of players find overland challenging.
spartaxoxo wrote: »SilverBride wrote: »I think many of you are overreacting. We don't even know how much harder it will get. Even if it they'll bump it up 30% it honestly won't make much difference since most players kill mobs within 1-2 hits. Let the update release and check if you really will fail miserably fighting a boar.
There are players that find the current overland difficult for various reasons. Increasing the difficulty by 5% would make it more difficult for them, and 30% would render it completely unplayable for many of these players.
This isn't an overreaction... it's a fact.
Where did you get that fact from? There are people who really struggle to kill a boar? I don't believe it. Unless you're talking about soloing world bosses in the newest maps, which is meant to be a group encounter. I always meet randoms there and it isn't an issue.
There are people in this thread who already find overland difficult due to things like age, internet connectivity, disability, etc. The devs have also said some unnamed percentage of players find overland challenging.
I'd like to see the data on fighting regular mobs, not trying to solo bosses who are meant for groups (you know, because it's an MMO) waiting still for a anyone here to admit they struggle to kill simple boars and thieves.
We do hear that feedback all the time,” Lambert says. “‘Give us a difficulty slider, let us do hard modes.’ There’s things we’re looking at but it’s not a simple problem because ten different people can play the game and they all play it ten different ways and it’s hard for some and easy for others. So we have to find the happy medium ground where the most amount of people can enjoy it.”
spartaxoxo wrote: »spartaxoxo wrote: »SilverBride wrote: »I think many of you are overreacting. We don't even know how much harder it will get. Even if it they'll bump it up 30% it honestly won't make much difference since most players kill mobs within 1-2 hits. Let the update release and check if you really will fail miserably fighting a boar.
There are players that find the current overland difficult for various reasons. Increasing the difficulty by 5% would make it more difficult for them, and 30% would render it completely unplayable for many of these players.
This isn't an overreaction... it's a fact.
Where did you get that fact from? There are people who really struggle to kill a boar? I don't believe it. Unless you're talking about soloing world bosses in the newest maps, which is meant to be a group encounter. I always meet randoms there and it isn't an issue.
There are people in this thread who already find overland difficult due to things like age, internet connectivity, disability, etc. The devs have also said some unnamed percentage of players find overland challenging.
I'd like to see the data on fighting regular mobs, not trying to solo bosses who are meant for groups (you know, because it's an MMO) waiting still for a anyone here to admit they struggle to kill simple boars and thieves.
Players don't have data. We have player feedback and dev statementsWe do hear that feedback all the time,” Lambert says. “‘Give us a difficulty slider, let us do hard modes.’ There’s things we’re looking at but it’s not a simple problem because ten different people can play the game and they all play it ten different ways and it’s hard for some and easy for others. So we have to find the happy medium ground where the most amount of people can enjoy it.”
https://www.thegamer.com/the-elder-scrolls-online-creative-director-rich-lambert-10-year-anniversary-interview/
spartaxoxo wrote: »The devs have also said some unnamed percentage of players find overland challenging.
spartaxoxo wrote: »The devs have also said some unnamed percentage of players find overland challenging.
We need to be clear what we're talking about though. In my book, the definition of 'too challenging' is 'blocking progress'. It most definitely is not "it would be annoying when I'm farming mats". I don't have much sympathy for that argument. The way I see it, the fact that overland can be traversed without looking where you're going is a flaw that may have been in the game for a long time, but nevertheless needs to be rectified.
spartaxoxo wrote: »spartaxoxo wrote: »The devs have also said some unnamed percentage of players find overland challenging.
We need to be clear what we're talking about though. In my book, the definition of 'too challenging' is 'blocking progress'. It most definitely is not "it would be annoying when I'm farming mats". I don't have much sympathy for that argument. The way I see it, the fact that overland can be traversed without looking where you're going is a flaw that may have been in the game for a long time, but nevertheless needs to be rectified.
There are people who aren't doing the newest expansions because they can't progress through the story quests.
spartaxoxo wrote: »spartaxoxo wrote: »The devs have also said some unnamed percentage of players find overland challenging.
We need to be clear what we're talking about though. In my book, the definition of 'too challenging' is 'blocking progress'. It most definitely is not "it would be annoying when I'm farming mats". I don't have much sympathy for that argument. The way I see it, the fact that overland can be traversed without looking where you're going is a flaw that may have been in the game for a long time, but nevertheless needs to be rectified.
There are people who aren't doing the newest expansions because they can't progress through the story quests.
Which is why I said that optional difficulty should concern those encounters which can block progress. But also that it does not have to concern encounters that are entirely avoidable. In all, it means it's just not a simple matter of applying some (optional) scaling factors across the board. It's really going to have to involve looking at the context of the encounters. Are they basically mobile resource nodes? Are they dangerous, but avoidable? Are they unavoidable because that would block progress?
Personally I still think we need an overland veteran mode to satisfy both sides of this debate.
That said, I have a question for those who have been following the forums and developer intent messages longer than I have.For both of these purposes, it makes no sense to increase difficulty. So, my question is, am I wrong about the developer intent here? Because if I am, then I'm kinda looking at all this wrong, from the ground up.
- My understanding has been that overland content is primarily meant to be the on-ramp for new players, until they are ready for endgame pve activities like the veteran versions of dungeons, trials, arenas, etc... thus new players have always been nudged to the newest zone after they finish their tutorial.
- My understanding has been that the secondary purpose was to deliver to story content for the new year/chapter for everyone, including new players and casual players, so that all players get to experience it... they advertise each new year/chapter as the reason for players who strayed away to come back and play again, presumably with their old and thus sub-optimal builds and gear.
BananaBender wrote: »When it comes to difficulty level, I fear that if they don't introduce a separate difficulty level the difficulty is still going to remain too low. I feel like ZOS is going go with the route that tries to satisfy everyone and not ending up making a meaningful difference anywhere. If they do end up making a veteran version of the fights, I hope they embrace it and add a challenge mode or something like that which could be actually challenging. Similar to normal, veteran and hard mode. Maybe this could only apply for story bosses since selfishly those are the only ones I care about.