Make a vet instance, why complain?
Make it a LOT harder. like a LOOOOT.
Make the instance drop things that end game players actually need (gold mats, transmutes, more gold.)
Its more realistic than adding a new craglorn.
They dont want to add new things that only 5% of the players will use.
Then why should they create vet overland, if only 5% of the players will use it.
Because those 5% are bored, and this will help keep them in the game.
So its not 5%, its 105%
I don't exactly need something "new and exciting". I certainly don't expect a veteran overland to be as difficult as vet DLC dungeon/trials. I just want my combat gameplay to have some impact while doing the quests. Currently it has no impact. I'm not looking for mobs and minor quest bosses to have some wild never seen before mechanics like you do in newer dungeons/trials. But basic things such as dodging/blocking , healing/shielding, interrupting should matter.FlopsyPrince wrote: »Many of those wanting harder overland content want something "new and exciting" from what I am seeing, perhaps most.
That is an impossible thing to achieve in an MMO, given that it is replayed so much. It may be new the first time, but it will get quite old very quickly, perhaps even the second time through, no matter how hard it is!
The game has plenty of hard content, but I don't see people repeating that much, which makes me question the desire for "hard content". I rather see it as "hard new feeling content" which will not last.
Seminolegirl1992 wrote: »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.
The gear in normal versions differs from the vet versions in all the new releases (perfected versus just the regular version). Not only that, there are titles, skins, and achievements that you cannot get in normal. So for me personally, while just having the optional challenge is enough, extra rewards are common sense to implement. But as I said, I don't personally care for it.
Franchise408 wrote: »If the answer is just creating new zones that are considered "vet zones", rather than overhauling the overland we already have, I'm good with that. That was my original proposal in this thread, to just dedicate one of the 2 zones per chapter to more difficult vet content, with the other zone being standard normal content. I think that is fair, won't split the playerbase, doesn't force harder difficulty on those who don't want it, gives vet players some questing and story content that is engaging for them, and won't divert dev resources away from new content.
I really feel this is a win / win situation, and I can't see how anyone on either side would be against it.
If the new zones are a hit, then devs get feedback that players actually *do* want harder content, and the original Cadwell's was just poorly designed, and if the new zones are a bust, then we'll know that the efforts aren't actually worth dev time, with concrete, relevant data, and they don't have to continue with it going forward.
FlopsyPrince wrote: »Many of those wanting harder overland content want something "new and exciting" from what I am seeing, perhaps most.
That is an impossible thing to achieve in an MMO, given that it is replayed so much. It may be new the first time, but it will get quite old very quickly, perhaps even the second time through, no matter how hard it is!
The game has plenty of hard content, but I don't see people repeating that much, which makes me question the desire for "hard content". I rather see it as "hard new feeling content" which will not last.
Thus it is likely significant effort could be spent on making overland hard and then only provide minimal ongoing benefit.
Perhaps someone who disagrees can note why you are not doing "hard content" now and exactly what such content would look like to you.
Dark_Lord_Kuro wrote: »Franchise408 wrote: »If the answer is just creating new zones that are considered "vet zones", rather than overhauling the overland we already have, I'm good with that. That was my original proposal in this thread, to just dedicate one of the 2 zones per chapter to more difficult vet content, with the other zone being standard normal content. I think that is fair, won't split the playerbase, doesn't force harder difficulty on those who don't want it, gives vet players some questing and story content that is engaging for them, and won't divert dev resources away from new content.
I really feel this is a win / win situation, and I can't see how anyone on either side would be against it.
If the new zones are a hit, then devs get feedback that players actually *do* want harder content, and the original Cadwell's was just poorly designed, and if the new zones are a bust, then we'll know that the efforts aren't actually worth dev time, with concrete, relevant data, and they don't have to continue with it going forward.
It does force player who want the whole chapter story into the second zone so its a no go
FlopsyPrince wrote: »Many of those wanting harder overland content want something "new and exciting" from what I am seeing, perhaps most.
That is an impossible thing to achieve in an MMO, given that it is replayed so much. It may be new the first time, but it will get quite old very quickly, perhaps even the second time through, no matter how hard it is!
The game has plenty of hard content, but I don't see people repeating that much, which makes me question the desire for "hard content". I rather see it as "hard new feeling content" which will not last.
Thus it is likely significant effort could be spent on making overland hard and then only provide minimal ongoing benefit.
Perhaps someone who disagrees can note why you are not doing "hard content" now and exactly what such content would look like to you.
Disable CP for overland and questing would make some interim benefit. That way the CPs only work in dungeon and trials, and it would eliminate some of the powercreep that is the issue in overland.
Disable CP for overland and questing would make some interim benefit. That way the CPs only work in dungeon and trials, and it would eliminate some of the powercreep that is the issue in overland.
Sylvermynx wrote: »Disable CP for overland and questing would make some interim benefit. That way the CPs only work in dungeon and trials, and it would eliminate some of the powercreep that is the issue in overland.
All my mains have CP over 300 - and did at the time they've done chapter and Q4 story bosses - they died repeatedly to Molag Bal, Mulaamnir, Vandacia.... Not fun. Not remotely fun. I can hardly wait (NOT) to deal with Kaalgrontiid (nope, haven't done all of that quest line yet) or Dagon....
I realize that my issues are not those of everyone - but there are sufficient folks who've had some of the same issues (if for other reasons than high ping and aging reflexes) that at least I don't feel completely alone here.
Now if it's an option to disable CP, that's fine - but of course, one can already do that, right?
Sylvermynx wrote: »Disable CP for overland and questing would make some interim benefit. That way the CPs only work in dungeon and trials, and it would eliminate some of the powercreep that is the issue in overland.
All my mains have CP over 300 - and did at the time they've done chapter and Q4 story bosses - they died repeatedly to Molag Bal, Mulaamnir, Vandacia.... Not fun. Not remotely fun. I can hardly wait (NOT) to deal with Kaalgrontiid (nope, haven't done all of that quest line yet) or Dagon....
I realize that my issues are not those of everyone - but there are sufficient folks who've had some of the same issues (if for other reasons than high ping and aging reflexes) that at least I don't feel completely alone here.
Now if it's an option to disable CP, that's fine - but of course, one can already do that, right?
Agreed. I will never buy armory slots to have a CP disabled build on principle. The armory system should have a built-in toggle to enable/disable champion points by default if anything because the only reason a player would do that is to raise the difficulty for themselves or as a utility to test their builds with/without CP.Toxic_Hemlock wrote: »]It can be done through the armory with one slot for no CP and another for other things, but this is a waste of an armory slot. You can also do it through paying to respec your CP, but that requires you to save (PC), remember, or write down you current points/slotted stars. Edit: or just not bothering to allocate them in the first place. All ideas are an utter pita, and just adding a switch that nullifies all CP in overland would be preferable IMO.
AlexanderDeLarge wrote: »Agreed. I will never buy armory slots to have a CP disabled build on principle. The armory system should have a built-in toggle to enable/disable champion points by default if anything because the only reason a player would do that is to raise the difficulty for themselves or as a utility to test their builds with/without CP.Toxic_Hemlock wrote: »]It can be done through the armory with one slot for no CP and another for other things, but this is a waste of an armory slot. You can also do it through paying to respec your CP, but that requires you to save (PC), remember, or write down you current points/slotted stars. Edit: or just not bothering to allocate them in the first place. All ideas are an utter pita, and just adding a switch that nullifies all CP in overland would be preferable IMO.
Veteran players such as myself are already buying chapters and DLCs so I can't believe people are suggesting that we spend more to remedy the power creep problem that ZOS has acknowledged and hasn't really addressed in the years since it's been acknowledged as a side effect of the Champion Point system. For anyone that wasn't around back then, this was being discussed when Morrowind first came out, perhaps even earlier. Frankly there is not a chance in hell that I'm ever spending a dime to remedy an inherent problem in their design. That's utterly ridiculous to suggest that their most dedicated players should spend more in a game that is selling loot boxes on top of yearly retail expansion packs and quarterly DLCs along with XP scrolls and all the other crap you see in the crown store.
I'd be happy with disabling combat-related champion points as an immediate remedy as this would be enough to get me overnight to login and start doing those chapters and DLCs I've been putting off for years but veteran players deserve a little more than this as a solution long-term.
Disable CP for overland and questing would make some interim benefit. That way the CPs only work in dungeon and trials, and it would eliminate some of the powercreep that is the issue in overland.
Sylvermynx wrote: »Disable CP for overland and questing would make some interim benefit. That way the CPs only work in dungeon and trials, and it would eliminate some of the powercreep that is the issue in overland.
All my mains have CP over 300 - and did at the time they've done chapter and Q4 story bosses - they died repeatedly to Molag Bal, Mulaamnir, Vandacia.... Not fun. Not remotely fun. I can hardly wait (NOT) to deal with Kaalgrontiid (nope, haven't done all of that quest line yet) or Dagon....
I realize that my issues are not those of everyone - but there are sufficient folks who've had some of the same issues (if for other reasons than high ping and aging reflexes) that at least I don't feel completely alone here.
Now if it's an option to disable CP, that's fine - but of course, one can already do that, right?
Sylvermynx wrote: »Disable CP for overland and questing would make some interim benefit. That way the CPs only work in dungeon and trials, and it would eliminate some of the powercreep that is the issue in overland.
All my mains have CP over 300 - and did at the time they've done chapter and Q4 story bosses - they died repeatedly to Molag Bal, Mulaamnir, Vandacia.... Not fun. Not remotely fun. I can hardly wait (NOT) to deal with Kaalgrontiid (nope, haven't done all of that quest line yet) or Dagon....
I realize that my issues are not those of everyone - but there are sufficient folks who've had some of the same issues (if for other reasons than high ping and aging reflexes) that at least I don't feel completely alone here.
Now if it's an option to disable CP, that's fine - but of course, one can already do that, right?
Well thats why the other solution is to have instanced quest bosses with optional difficulty sliders. i know that star wars the old republic does a similar thing in its instances and it it has a few different difficulty settings, and it worked pretty well when I used to play it.
Anoother idea is you scale all the mobs to a higher level than 160 CP, and then it scales players who are lower than this to thr required level.
I hate to say it, but mobs in overland and quest and delve bosses in the earlier zones are absurdely easy if you have any basic understanding of how to play this game. So much so, that even my 8 year and 10 year kids can do it.
The Old Republic will be ten years old a month from now. People take breaks in MMOs all the time and it is unreasonable to expect someone to play a game for ten years straight. The difficulty settings in The Old Republic are very nice and improved their respective expansion packs significantly.FlopsyPrince wrote: »Note that you are no longer playing SWTOR, which shows that having that did not help much.
BlossomDead wrote: »If you are at the level where everything feels too accessible, you're probably a minority of players in my opinion. Catering to this minority would negatively impact most of the players.
BlossomDead wrote: »I couldn't disagree more with making overland content more difficult. It's difficult enough as it is, after two years I personally still find world bosses quite difficult to tackle and I'm able to do so recently due to companions.
Dungeons/Trials are still a distant goal for me for instance and I don't think I'm alone in this.
If you are at the level where everything feels too accessible, you're probably a minority of players in my opinion. Catering to this minority would negatively impact most of the players.
@ZOS Could we have a poll? I'm quite curious to see how many people would think leveling should take 100 years atop of leveling skill lines, guilds, passives, etc. This game is not that easy as it is really.
AlexanderDeLarge wrote: »
How does a difficulty scaling option or even a separate veteran mode phase for overland affect people who like the difficulty as-is in any way? Because it segregates the population? That's a laughable argument on these forums considering how often we've been told to isolate ourselves in veteran instanced content whenever this subject comes up.
FlopsyPrince wrote: »Disable CP for overland and questing would make some interim benefit. That way the CPs only work in dungeon and trials, and it would eliminate some of the powercreep that is the issue in overland.
Allow people to do that themselves. Don't force it. Make it a flag on that screen perhaps?Sylvermynx wrote: »Disable CP for overland and questing would make some interim benefit. That way the CPs only work in dungeon and trials, and it would eliminate some of the powercreep that is the issue in overland.
All my mains have CP over 300 - and did at the time they've done chapter and Q4 story bosses - they died repeatedly to Molag Bal, Mulaamnir, Vandacia.... Not fun. Not remotely fun. I can hardly wait (NOT) to deal with Kaalgrontiid (nope, haven't done all of that quest line yet) or Dagon....
I realize that my issues are not those of everyone - but there are sufficient folks who've had some of the same issues (if for other reasons than high ping and aging reflexes) that at least I don't feel completely alone here.
Now if it's an option to disable CP, that's fine - but of course, one can already do that, right?
They would say "Get Gud!" I would disagree with that as I am sure you would, but that is the flaw here. A few love high twitch stuff. Some of us don't do so well at that and do not want it pushed into this game.
Play a twitch game if you want that.
.Sylvermynx wrote: »Disable CP for overland and questing would make some interim benefit. That way the CPs only work in dungeon and trials, and it would eliminate some of the powercreep that is the issue in overland.
All my mains have CP over 300 - and did at the time they've done chapter and Q4 story bosses - they died repeatedly to Molag Bal, Mulaamnir, Vandacia.... Not fun. Not remotely fun. I can hardly wait (NOT) to deal with Kaalgrontiid (nope, haven't done all of that quest line yet) or Dagon....
I realize that my issues are not those of everyone - but there are sufficient folks who've had some of the same issues (if for other reasons than high ping and aging reflexes) that at least I don't feel completely alone here.
Now if it's an option to disable CP, that's fine - but of course, one can already do that, right?
Well thats why the other solution is to have instanced quest bosses with optional difficulty sliders. i know that star wars the old republic does a similar thing in its instances and it it has a few different difficulty settings, and it worked pretty well when I used to play it.
Anoother idea is you scale all the mobs to a higher level than 160 CP, and then it scales players who are lower than this to thr required level.
I hate to say it, but mobs in overland and quest and delve bosses in the earlier zones are absurdely easy if you have any basic understanding of how to play this game. So much so, that even my 8 year and 10 year kids can do it.
Note that you are no longer playing SWTOR, which shows that having that did not help much.
====
I would have no problem with an overall "turn off CP" flag for those who wanted that. Though it wouldn't solve the problem of some wanting bigger rewards, which is the core elephant in this area that is often being avoided.
AlexanderDeLarge wrote: »BlossomDead wrote: »If you are at the level where everything feels too accessible, you're probably a minority of players in my opinion. Catering to this minority would negatively impact most of the players.
Statistical minority meaning less than 49%? Sure but it's an incredibly loaded term that implies it hardly affects anyone when in fact it's readily apparent if you observe. Go out in the open world and watch a CP300+ player's combat encounters, first one you see. I mean it, go watch YouTube videos or a stream, I know I'm not the only one having these problems. TTK (Time to Kill) is so fast NPCs can't even perform their scripted actions and if they have dialog in delves, they probably can't even get through two or three lines worth of dialog before dying and those are "bosses".
How does a difficulty scaling option or even a separate veteran mode phase for overland affect people who like the difficulty as-is in any way? Because it segregates the population? That's a laughable argument on these forums considering how often we've been told to isolate ourselves in veteran instanced content whenever this subject comes up.
BlossomDead wrote: »AlexanderDeLarge wrote: »BlossomDead wrote: »If you are at the level where everything feels too accessible, you're probably a minority of players in my opinion. Catering to this minority would negatively impact most of the players.
Statistical minority meaning less than 49%? Sure but it's an incredibly loaded term that implies it hardly affects anyone when in fact it's readily apparent if you observe. Go out in the open world and watch a CP300+ player's combat encounters, first one you see. I mean it, go watch YouTube videos or a stream, I know I'm not the only one having these problems. TTK (Time to Kill) is so fast NPCs can't even perform their scripted actions and if they have dialog in delves, they probably can't even get through two or three lines worth of dialog before dying and those are "bosses".
How does a difficulty scaling option or even a separate veteran mode phase for overland affect people who like the difficulty as-is in any way? Because it segregates the population? That's a laughable argument on these forums considering how often we've been told to isolate ourselves in veteran instanced content whenever this subject comes up.
Read my post again and you will notice I did not comment against this specific implementation?!
There already is scaling in the game in the form of taking on different types of content with increasing levels of difficulty.
I doubt it will ever change to your suggestion or if the cost/benefit justifies it at all.
I could hardly see a scenario where wolfs dying after half an hour to a party of 12 would be feasible or enjoyable for that matter.
Which is a small fraction of the content being sold to us every year hence the problem. People keep talking about cost/benefit analysis yet no one seems to recognize the irony of the vitriol that comes towards veteran players, the ones continuously buying this content every year, for merely asking for higher difficulty in the majority of content being bought as if we're not worth implementing a mere debuff food/item/memento/whatever meanwhile the "majority" gets companion NPCs to complete incredibly easy PvE content.There already is scaling in the game in the form of taking on different types of content with increasing levels of difficulty.
AlexanderDeLarge wrote: »[snip]Which is a small fraction of the content being sold to us every year hence the problem. People keep talking about cost/benefit analysis yet no one seems to recognize the irony of the vitriol that comes towards veteran players, the ones continuously buying this content every year, for merely asking for higher difficulty in the majority of content being bought as if we're not worth implementing a mere debuff food/item/memento/whatever meanwhile the "majority" gets companion NPCs to complete incredibly easy PvE content.There already is scaling in the game in the form of taking on different types of content with increasing levels of difficulty.
Frankly it's insulting.
[Edited for Baiting]
AlexanderDeLarge wrote: »... for merely asking for higher difficulty in the majority of content being bought as if we're not worth implementing a mere debuff food/item/memento/whatever meanwhile the "majority" gets companion NPCs to complete incredibly easy PvE content