BlossomDead wrote: »You're not the only ones buying said content. Doesn't it usually come with world bosses/arena/dungeons etc? We must be buying different stuff then.
AlexanderDeLarge wrote: »Meanwhile in threads like these we get a whole lotta hemming and hawing over "splitting the community" while being told to stick to instanced content, separate from everyone else.
[snip]SilverBride wrote: »A lot of us don't see a problem with overland, but are agreeable with finding a way to make it enjoyable for those who do. We have offered some reasonable solutions but they are all dismissed because it's not a separate instance.
The only thing a separate instance would provide that removing CP or a debuff wouldn't is the possibility of better rewards. Realistically, the possibility that every overland mob would get new mechanics is miniscule, so that isn't really a factor.
So why a separate veteran instance, or nothing?
spartaxoxo wrote: »[snip]SilverBride wrote: »A lot of us don't see a problem with overland, but are agreeable with finding a way to make it enjoyable for those who do. We have offered some reasonable solutions but they are all dismissed because it's not a separate instance.
The only thing a separate instance would provide that removing CP or a debuff wouldn't is the possibility of better rewards. Realistically, the possibility that every overland mob would get new mechanics is miniscule, so that isn't really a factor.
So why a separate veteran instance, or nothing?
How would that enhance the game for either party? Vet players would experience no difference. And people who like the game the way it is would have a worse experience. I can see no other point to such a change rather than to spite normal players tbh. Make it make sense.
AlexanderDeLarge wrote: »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.
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.
Firstly I am no longer playing SWTOR because it is an old and dated tab targetted game that is feeling its age, its nothing to do with the difficulty slider.
And I am nowhere near a twitch style player, I dont play meta end game and dont do 100K dps but still the overland questing its absurdely easy. Anyone with more than 8K dps and more than 16K health can blitz through mobs with ease, if you are willing to learn how to play. My 8 year old daughter can grab my gamepad and mash a few buttons and still rarely struggles.
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]
spartaxoxo wrote: »[snip]SilverBride wrote: »A lot of us don't see a problem with overland, but are agreeable with finding a way to make it enjoyable for those who do. We have offered some reasonable solutions but they are all dismissed because it's not a separate instance.
The only thing a separate instance would provide that removing CP or a debuff wouldn't is the possibility of better rewards. Realistically, the possibility that every overland mob would get new mechanics is miniscule, so that isn't really a factor.
So why a separate veteran instance, or nothing?
How would that enhance the game for either party? Vet players would experience no difference. And people who like the game the way it is would have a worse experience. I can see no other point to such a change rather than to spite normal players tbh. Make it make sense.
spartaxoxo wrote: »[snip]SilverBride wrote: »A lot of us don't see a problem with overland, but are agreeable with finding a way to make it enjoyable for those who do. We have offered some reasonable solutions but they are all dismissed because it's not a separate instance.
The only thing a separate instance would provide that removing CP or a debuff wouldn't is the possibility of better rewards. Realistically, the possibility that every overland mob would get new mechanics is miniscule, so that isn't really a factor.
So why a separate veteran instance, or nothing?
How would that enhance the game for either party? Vet players would experience no difference. And people who like the game the way it is would have a worse experience. I can see no other point to such a change rather than to spite normal players tbh. Make it make sense.
Removing CP from nOL players make sense because:
— nOL can be finished without CP easily.
— Companions are useless in vet content, but they could be a great addition for nOL players without CP.
— Most of the nOL players find overland mobs unnecessery and annoying thing on their way to other activities, so they rarely engage in combat at all.
— With green CP passives for harvesting resoureces vOL players can obtain "extra rewards" without adding any new extra rewards by devs.
— Champion points will also become a reward for vOL players granting them a sense of accomplishment.
spartaxoxo wrote: »[snip]SilverBride wrote: »A lot of us don't see a problem with overland, but are agreeable with finding a way to make it enjoyable for those who do. We have offered some reasonable solutions but they are all dismissed because it's not a separate instance.
The only thing a separate instance would provide that removing CP or a debuff wouldn't is the possibility of better rewards. Realistically, the possibility that every overland mob would get new mechanics is miniscule, so that isn't really a factor.
So why a separate veteran instance, or nothing?
How would that enhance the game for either party? Vet players would experience no difference. And people who like the game the way it is would have a worse experience. I can see no other point to such a change rather than to spite normal players tbh. Make it make sense.
Removing CP from nOL players make sense because:
— nOL can be finished without CP easily.
— Companions are useless in vet content, but they could be a great addition for nOL players without CP.
— Most of the nOL players find overland mobs unnecessery and annoying thing on their way to other activities, so they rarely engage in combat at all.
— With green CP passives for harvesting resoureces vOL players can obtain "extra rewards" without adding any new extra rewards by devs.
— Champion points will also become a reward for vOL players granting them a sense of accomplishment.
Um... No mockery. It is a serious suggestion.spartaxoxo wrote: »spartaxoxo wrote: »[snip]SilverBride wrote: »A lot of us don't see a problem with overland, but are agreeable with finding a way to make it enjoyable for those who do. We have offered some reasonable solutions but they are all dismissed because it's not a separate instance.
The only thing a separate instance would provide that removing CP or a debuff wouldn't is the possibility of better rewards. Realistically, the possibility that every overland mob would get new mechanics is miniscule, so that isn't really a factor.
So why a separate veteran instance, or nothing?
How would that enhance the game for either party? Vet players would experience no difference. And people who like the game the way it is would have a worse experience. I can see no other point to such a change rather than to spite normal players tbh. Make it make sense.
Removing CP from nOL players make sense because:
— nOL can be finished without CP easily.
— Companions are useless in vet content, but they could be a great addition for nOL players without CP.
— Most of the nOL players find overland mobs unnecessery and annoying thing on their way to other activities, so they rarely engage in combat at all.
— With green CP passives for harvesting resoureces vOL players can obtain "extra rewards" without adding any new extra rewards by devs.
— Champion points will also become a reward for vOL players granting them a sense of accomplishment.
[snip]
Forcing a change on people to give them an experience they do not want to achieve a result they don't like and never asked for "for their own good," is not the same thing as giving someone an option to do a change they may not like in order to achieve a gameplay result that they will enjoy and have specifically requested. One is a compromise solution, the other is active hostility. Obviously, game developers should never be making changes for the sole purpose of making unhappy customers.
This why developers don't randomly take away earned awards from players out of spite but do give them the option to debuff themselves for many games across a multitude of genres for many, many years. It is also why debuffs to create a more challenging experience is incredibly common in game mods.
But nice false equivalency.
A fair remark, I guess. You're right about I did some speculations, but it is only because I have no numbers. Neither those who against vOL have it. So as far as no one except devs knows current situation we do suggestions which either can be relevant or irrelevant. Maybe overland team will find it interresting, who knows?Toxic_Hemlock wrote: »spartaxoxo wrote: »[snip]SilverBride wrote: »A lot of us don't see a problem with overland, but are agreeable with finding a way to make it enjoyable for those who do. We have offered some reasonable solutions but they are all dismissed because it's not a separate instance.
The only thing a separate instance would provide that removing CP or a debuff wouldn't is the possibility of better rewards. Realistically, the possibility that every overland mob would get new mechanics is miniscule, so that isn't really a factor.
So why a separate veteran instance, or nothing?
How would that enhance the game for either party? Vet players would experience no difference. And people who like the game the way it is would have a worse experience. I can see no other point to such a change rather than to spite normal players tbh. Make it make sense.
Removing CP from nOL players make sense because:
— nOL can be finished without CP easily.
— Companions are useless in vet content, but they could be a great addition for nOL players without CP.
— Most of the nOL players find overland mobs unnecessery and annoying thing on their way to other activities, so they rarely engage in combat at all.
— With green CP passives for harvesting resoureces vOL players can obtain "extra rewards" without adding any new extra rewards by devs.
— Champion points will also become a reward for vOL players granting them a sense of accomplishment.
I stand corrected @Maya_Nur was being serious.
Few counter points:
-nOL can be finished easily....
BY YOU AND some other players, some don't find it as easy as you seem to think
-Companions are useless in vet content...
true BUT they were added for those that need the help ALONG with CP
-Most of the nOL players find overland mobs unnecessary...
This is pure speculation, I in fact enjoy the combat and engage in it regularly, the fact that I don't want to memorize a specific pattern to defeat X boss doesn't make me any less of a player.
-With pure CP passives for harvesting etc....
I was going to leave the crafting tree out of this conversation as EVERYONE with the CP points can find benefit there.
Why do you want to deprive the casuals from getting better rewards from harvesting is my question?
- Champion points will also become a reward for vOL....
The same can be said for the casuals, but IT IS NOT US THAT WANTED MORE OF A CHALLENGE!
My question is this.. If you wanted added challenge why nerf those that need the help more?
Your post makes ZERO sense.
Um... No mockery. It is a serious suggestion.
Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
I said it before, I will say it once more: debuffs [snip] and it punishes those who want more interresting gamepaly while CP for nOL players is a reward for those who want to do nothing but press X to win. It seems wrong to me and I don't understand why do you write "=" between challenge and nerfing?spartaxoxo wrote: »Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
It fails as a comparison because to debuffs because it's a false equivalency.
It fails as to address any player complaints because nobody who likes normal content and wants it to stay has asked for it.
It fails to make the game fun for people who like normal Overland because all it does is take away something they have already earned and are using to force a gameplay style they don't even like.
It fails to because it ridiculously forces difficulty on people who don't like it while making the game EASIER the more you challenge yourself and want a challenge.
"Hey people who like the game the way it is and enjoy a relaxing game?" I made the game harder for you! Enjoy.
"Hey people who like a challenge. The more you play the easier the story gets! No challenge for you! Enjoy!"
This is a video game, not a job. It should be enjoyable and rewarding for all levels of play.
I said it before, I will say it once more: debuffs [snip] and it punishes those who want more interresting gamepaly while CP for nOL players is a reward for those who want to do nothing but press X to win. It seems wrong to me and I don't understand why do you write "=" between challenge and nerfing?spartaxoxo wrote: »Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
It fails as a comparison because to debuffs because it's a false equivalency.
It fails as to address any player complaints because nobody who likes normal content and wants it to stay has asked for it.
It fails to make the game fun for people who like normal Overland because all it does is take away something they have already earned and are using to force a gameplay style they don't even like.
It fails to because it ridiculously forces difficulty on people who don't like it while making the game EASIER the more you challenge yourself and want a challenge.
"Hey people who like the game the way it is and enjoy a relaxing game?" I made the game harder for you! Enjoy.
"Hey people who like a challenge. The more you play the easier the story gets! No challenge for you! Enjoy!"
This is a video game, not a job. It should be enjoyable and rewarding for all levels of play.
CORRECTED.
It seems wrong to me and I don't understand why do you write "=" between challenge and nerfing?
I said it before, I will say it once more: debuffs [snip] and it punishes those who want more interresting gamepaly while CP for nOL players is a reward for those who want to do nothing but press X to win. It seems wrong to me and I don't understand why do you write "=" between challenge and nerfing?spartaxoxo wrote: »Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
It fails as a comparison because to debuffs because it's a false equivalency.
It fails as to address any player complaints because nobody who likes normal content and wants it to stay has asked for it.
It fails to make the game fun for people who like normal Overland because all it does is take away something they have already earned and are using to force a gameplay style they don't even like.
It fails to because it ridiculously forces difficulty on people who don't like it while making the game EASIER the more you challenge yourself and want a challenge.
"Hey people who like the game the way it is and enjoy a relaxing game?" I made the game harder for you! Enjoy.
"Hey people who like a challenge. The more you play the easier the story gets! No challenge for you! Enjoy!"
This is a video game, not a job. It should be enjoyable and rewarding for all levels of play.
CORRECTED.
Toxic_Hemlock wrote: »I said it before, I will say it once more: debuffs [snip] and it punishes those who want more interresting gamepaly while CP for nOL players is a reward for those who want to do nothing but press X to win. It seems wrong to me and I don't understand why do you write "=" between challenge and nerfing?spartaxoxo wrote: »Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
It fails as a comparison because to debuffs because it's a false equivalency.
It fails as to address any player complaints because nobody who likes normal content and wants it to stay has asked for it.
It fails to make the game fun for people who like normal Overland because all it does is take away something they have already earned and are using to force a gameplay style they don't even like.
It fails to because it ridiculously forces difficulty on people who don't like it while making the game EASIER the more you challenge yourself and want a challenge.
"Hey people who like the game the way it is and enjoy a relaxing game?" I made the game harder for you! Enjoy.
"Hey people who like a challenge. The more you play the easier the story gets! No challenge for you! Enjoy!"
This is a video game, not a job. It should be enjoyable and rewarding for all levels of play.
CORRECTED.
And I'll say it one more time. Debuffs could be used as a measuring statistic, FOR NOW, to see if it is popular enough to warrant a large scale overland change. As adding NO CP voluntarily to overland would give the devs a more specific reading of just how popular a instance vet overland would be.
I admit it is a low key way to implement it to start, but you can't expect them to invest tons of dev time into vet overland and only have it turn out badly for their sales can you?
Chilly-McFreeze wrote: »Toxic_Hemlock wrote: »I said it before, I will say it once more: debuffs [snip] and it punishes those who want more interresting gamepaly while CP for nOL players is a reward for those who want to do nothing but press X to win. It seems wrong to me and I don't understand why do you write "=" between challenge and nerfing?spartaxoxo wrote: »Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
It fails as a comparison because to debuffs because it's a false equivalency.
It fails as to address any player complaints because nobody who likes normal content and wants it to stay has asked for it.
It fails to make the game fun for people who like normal Overland because all it does is take away something they have already earned and are using to force a gameplay style they don't even like.
It fails to because it ridiculously forces difficulty on people who don't like it while making the game EASIER the more you challenge yourself and want a challenge.
"Hey people who like the game the way it is and enjoy a relaxing game?" I made the game harder for you! Enjoy.
"Hey people who like a challenge. The more you play the easier the story gets! No challenge for you! Enjoy!"
This is a video game, not a job. It should be enjoyable and rewarding for all levels of play.
CORRECTED.
And I'll say it one more time. Debuffs could be used as a measuring statistic, FOR NOW, to see if it is popular enough to warrant a large scale overland change. As adding NO CP voluntarily to overland would give the devs a more specific reading of just how popular a instance vet overland would be.
I admit it is a low key way to implement it to start, but you can't expect them to invest tons of dev time into vet overland and only have it turn out badly for their sales can you?
People unwilling to give up QoL green CP are in how far a good measurement for that?
Chilly-McFreeze wrote: »Toxic_Hemlock wrote: »I said it before, I will say it once more: debuffs [snip] and it punishes those who want more interresting gamepaly while CP for nOL players is a reward for those who want to do nothing but press X to win. It seems wrong to me and I don't understand why do you write "=" between challenge and nerfing?spartaxoxo wrote: »Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
It fails as a comparison because to debuffs because it's a false equivalency.
It fails as to address any player complaints because nobody who likes normal content and wants it to stay has asked for it.
It fails to make the game fun for people who like normal Overland because all it does is take away something they have already earned and are using to force a gameplay style they don't even like.
It fails to because it ridiculously forces difficulty on people who don't like it while making the game EASIER the more you challenge yourself and want a challenge.
"Hey people who like the game the way it is and enjoy a relaxing game?" I made the game harder for you! Enjoy.
"Hey people who like a challenge. The more you play the easier the story gets! No challenge for you! Enjoy!"
This is a video game, not a job. It should be enjoyable and rewarding for all levels of play.
CORRECTED.
And I'll say it one more time. Debuffs could be used as a measuring statistic, FOR NOW, to see if it is popular enough to warrant a large scale overland change. As adding NO CP voluntarily to overland would give the devs a more specific reading of just how popular a instance vet overland would be.
I admit it is a low key way to implement it to start, but you can't expect them to invest tons of dev time into vet overland and only have it turn out badly for their sales can you?
People unwilling to give up QoL green CP are in how far a good measurement for that?
Toxic_Hemlock wrote: »Chilly-McFreeze wrote: »Toxic_Hemlock wrote: »I said it before, I will say it once more: debuffs [snip] and it punishes those who want more interresting gamepaly while CP for nOL players is a reward for those who want to do nothing but press X to win. It seems wrong to me and I don't understand why do you write "=" between challenge and nerfing?spartaxoxo wrote: »Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
It fails as a comparison because to debuffs because it's a false equivalency.
It fails as to address any player complaints because nobody who likes normal content and wants it to stay has asked for it.
It fails to make the game fun for people who like normal Overland because all it does is take away something they have already earned and are using to force a gameplay style they don't even like.
It fails to because it ridiculously forces difficulty on people who don't like it while making the game EASIER the more you challenge yourself and want a challenge.
"Hey people who like the game the way it is and enjoy a relaxing game?" I made the game harder for you! Enjoy.
"Hey people who like a challenge. The more you play the easier the story gets! No challenge for you! Enjoy!"
This is a video game, not a job. It should be enjoyable and rewarding for all levels of play.
CORRECTED.
And I'll say it one more time. Debuffs could be used as a measuring statistic, FOR NOW, to see if it is popular enough to warrant a large scale overland change. As adding NO CP voluntarily to overland would give the devs a more specific reading of just how popular a instance vet overland would be.
I admit it is a low key way to implement it to start, but you can't expect them to invest tons of dev time into vet overland and only have it turn out badly for their sales can you?
People unwilling to give up QoL green CP are in how far a good measurement for that?
I WANT NOBODY TO GIVE UP THEIR GREEN TREE, if you had read some of the thread you would have seen that. My only point was for the warfare and physical trees. This was to only make it tougher for those that wanted a challenge.
MEH nobody listens anyways.
Chilly-McFreeze wrote: »Not digging through every post here but I often read about the idea to "just debuff the vet player" so there needs to be no seperate (vet) instance.
Doesn't this argument fall a little short as:
a) there are already seperated instances of the same overworld content. Everyone can see this when you group up with a friend that's in the same zone but not the same instance as you.
b) If I dwarf myself to have some nice fights in quests the next best "normal-overland player" can still two shot the quest boss for me. So there's nothing gained from this option.
IF they go with the debuff route for overland instead of how the handle dungeons, it still must be in a seperate instance that only contains debuffed players. Or else this has little meaning but a lot of frustration potential.
And for the "you only want better rewards" crowd: how is this different from running dungeons on normal or vet/hm? That bit of gold to bring green/blue items to purple is hardly a reason to be against the whole idea of challenging overland content.
colossalvoids wrote: »The only options given were continue to suffer or go away/back to your trial cage which is not a big surprise but still indicates an issue going.
spartaxoxo wrote: »*Debuff food
*Challenge Banner for Story Bosses
*Daedric Rifts buffed (random event in old overland could cause vet mobs to spawn. These are easily avoided)
*A Single New Zone that's like Craglorn with a completely standalone story and a dungeon. Maybe replace one of the dungeon dlcs with this. See if it would be popular. If it's more popular than a full dungeon dlc then maybe one of the dungeon dlcs going forward could be a small adventure zone with only 1 new dungeon instead.
Chilly-McFreeze wrote: »Toxic_Hemlock wrote: »Chilly-McFreeze wrote: »Toxic_Hemlock wrote: »I said it before, I will say it once more: debuffs [snip] and it punishes those who want more interresting gamepaly while CP for nOL players is a reward for those who want to do nothing but press X to win. It seems wrong to me and I don't understand why do you write "=" between challenge and nerfing?spartaxoxo wrote: »Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
It fails as a comparison because to debuffs because it's a false equivalency.
It fails as to address any player complaints because nobody who likes normal content and wants it to stay has asked for it.
It fails to make the game fun for people who like normal Overland because all it does is take away something they have already earned and are using to force a gameplay style they don't even like.
It fails to because it ridiculously forces difficulty on people who don't like it while making the game EASIER the more you challenge yourself and want a challenge.
"Hey people who like the game the way it is and enjoy a relaxing game?" I made the game harder for you! Enjoy.
"Hey people who like a challenge. The more you play the easier the story gets! No challenge for you! Enjoy!"
This is a video game, not a job. It should be enjoyable and rewarding for all levels of play.
CORRECTED.
And I'll say it one more time. Debuffs could be used as a measuring statistic, FOR NOW, to see if it is popular enough to warrant a large scale overland change. As adding NO CP voluntarily to overland would give the devs a more specific reading of just how popular a instance vet overland would be.
I admit it is a low key way to implement it to start, but you can't expect them to invest tons of dev time into vet overland and only have it turn out badly for their sales can you?
People unwilling to give up QoL green CP are in how far a good measurement for that?
I WANT NOBODY TO GIVE UP THEIR GREEN TREE, if you had read some of the thread you would have seen that. My only point was for the warfare and physical trees. This was to only make it tougher for those that wanted a challenge.
MEH nobody listens anyways.
Fair point then. But you can't expect people to dig through 834 replies.
spartaxoxo wrote: »
Therefore this idea is intended to make questing more interesting while still working within the developers self-stated reasons as to why we can't have a vet overland "too much work" (debuffs require little dev effort) and fractured playerbase (debuffs don't require splitting players up).
If you don't care about what the devs stated in the past they aren't going to do, that's fine. But some of us would rather find solutions they haven't come out against and meet their criteria because we think it's more feasible and the lowest impact on the rest of the playerbase.
Toxic_Hemlock wrote: »Not sure why it fails, because you saying so? Currently I find this idea more and more interresting, I may not be right at every point I have stated earlier, but I feel there is something good in it's core for sure, so I will keep thinking about it. CP is not necessery for nOL players, if they want no challenge, then why should they be rewarded for nothing?spartaxoxo wrote: »Um... No mockery. It is a serious suggestion.
Okay well your idea fails as a comparison to debuffs and fails to address any player complaint and fails to do anything to make things more fun for people who enjoy normal Overland. So if it's serious, I am not sure who you were trying to target as you clearly and explicitly excluded people who wanted vet content earlier.
Simple answer because they NEED THE HELP MORE.
Seriously if you and the other higher tier players are finding overland far to easy NOW, what makes you think removing the ability from the casuals to survive will make it more challenging for you??
It just smells like you want to punish everyone that is below you into gettin gud..
spartaxoxo wrote: »colossalvoids wrote: »The only options given were continue to suffer or go away/back to your trial cage which is not a big surprise but still indicates an issue going.
You should really read it all if you want to know the options given.spartaxoxo wrote: »*Debuff food
*Challenge Banner for Story Bosses
*Daedric Rifts buffed (random event in old overland could cause vet mobs to spawn. These are easily avoided)
*A Single New Zone that's like Craglorn with a completely standalone story and a dungeon. Maybe replace one of the dungeon dlcs with this. See if it would be popular. If it's more popular than a full dungeon dlc then maybe one of the dungeon dlcs going forward could be a small adventure zone with only 1 new dungeon instead.
This was my suggestion and it was meant to be a collection of changes that all eventually get implemented. Some of these come from reading this feedback thread.
Debuff food, Rifts, and challenge banners for the older zones.
New zones designed from the ground up in place of one dungeon each year to keep content fresh.