There are some options that have been raised such as the difficulty scrolls that have not been disagreed by hardly any people, so this would be an option to implement that would not require many resources and would a compromise to make more people happier.
I know more people would not use these scrolls and like the quests to be a walk and talk simulator, but there is a larger significant minority that would enjoy doing overland again if this was implemented.
Things such as PvP, companions, trials and housing are not all done by the majority of players, but there is a large enough minority of players to make adding these things helpful, and improvements in overland questing should be not be the exception.
SilverBride wrote: »There are some options that have been raised such as the difficulty scrolls that have not been disagreed by hardly any people, so this would be an option to implement that would not require many resources and would a compromise to make more people happier.
I know more people would not use these scrolls and like the quests to be a walk and talk simulator, but there is a larger significant minority that would enjoy doing overland again if this was implemented.
Things such as PvP, companions, trials and housing are not all done by the majority of players, but there is a large enough minority of players to make adding these things helpful, and improvements in overland questing should be not be the exception.
I think we agree more than we disagree.
I am very supportive of a debuff, or toggle as someone else suggested, to give players who want it more of a challenge. I also support an optional veteran story boss.
What I am not supportive of is a separate veteran overland for reasons that have been stated before, i.e. splitting the playerbase, increased rewards and achievements that less powerful players would be excluded from, etc.. Or any suggestions that increase the difficulty for everyone.
I'm affraid such compromise doesn't solve the original issue – not engaging overland. Mobs still won't try to kill player and keep standing in the AOEs, other players with no debuff will deal with your enemies with one-two shots just passing through your playing ground. We need either separate instances or smart placing of enemies with weak mobs near cities and strong in some areas like bandit camps.SilverBride wrote: »There are some options that have been raised such as the difficulty scrolls that have not been disagreed by hardly any people, so this would be an option to implement that would not require many resources and would a compromise to make more people happier.
I know more people would not use these scrolls and like the quests to be a walk and talk simulator, but there is a larger significant minority that would enjoy doing overland again if this was implemented.
Things such as PvP, companions, trials and housing are not all done by the majority of players, but there is a large enough minority of players to make adding these things helpful, and improvements in overland questing should be not be the exception.
I think we agree more than we disagree.
I am very supportive of a debuff, or toggle as someone else suggested, to give players who want it more of a challenge. I also support an optional veteran story boss.
What I am not supportive of is a separate veteran overland for reasons that have been stated before, i.e. splitting the playerbase, increased rewards and achievements that less powerful players would be excluded from, etc.. Or any suggestions that increase the difficulty for everyone.
I agree with this and its the best compromise for the most people.
I'm affraid such compromise doesn't solve the original issue – not ingaging overland. Mobs still won't try to kill player and keep standing in the AOEs, other players with no debuff will deal with your enemies with one-two shots just passing through your playing ground. We need either separate instances or smart placing of enemies with weak mobs near cities and strong in some areas like bandit camps.
just make food/drink/craftable set/mythic item with debuf(s) personal to player. Mobs will hit harder that player only and only him. No effect to everyone else, no instances, no increasing server work, easy to make.
Sylvermynx wrote: »just make food/drink/craftable set/mythic item with debuf(s) personal to player. Mobs will hit harder that player only and only him. No effect to everyone else, no instances, no increasing server work, easy to make.
Well, the issue with that is it's overland - and you're never guaranteed to be alone on a mob. So what happens when my underwhelming warden wanders into your debuffed DK, and kills the mob before you get to enjoy the harder fight?
spartaxoxo wrote: »Sylvermynx wrote: »just make food/drink/craftable set/mythic item with debuf(s) personal to player. Mobs will hit harder that player only and only him. No effect to everyone else, no instances, no increasing server work, easy to make.
Well, the issue with that is it's overland - and you're never guaranteed to be alone on a mob. So what happens when my underwhelming warden wanders into your debuffed DK, and kills the mob before you get to enjoy the harder fight?
The same thing that happens when my 100k nightblade nukes the mob your 35k dragonknight was working on in vet mode, you move on.
Sylvermynx wrote: »just make food/drink/craftable set/mythic item with debuf(s) personal to player. Mobs will hit harder that player only and only him. No effect to everyone else, no instances, no increasing server work, easy to make.
Well, the issue with that is it's overland - and you're never guaranteed to be alone on a mob. So what happens when my underwhelming warden wanders into your debuffed DK, and kills the mob before you get to enjoy the harder fight?
Sylvermynx wrote: »I feel as if it's much more likely to happen in debuff + overland than it is in separate vet instances, which would likely not have as large an overland population.
Also there's an entire "griefing potential" with debuffs - where a "lesser character" comes upon a "greater character", figures out what's going on, kills the mob, and then the debuffed character gets into a slanging match with the other and eventually shows up here to complain.
*shrug* It might not happen - but I've seen enough in MMOs to expect stuff like that to occur.
Sylvermynx wrote: »If you see a high CP player fighting one or two mobs, and the mobs aren't dead in a few seconds, what will you think? I know what I would think.
I think debuffs aren't going to work well. YMMV of course.
Sylvermynx wrote: »spartaxoxo wrote: »Sylvermynx wrote: »just make food/drink/craftable set/mythic item with debuf(s) personal to player. Mobs will hit harder that player only and only him. No effect to everyone else, no instances, no increasing server work, easy to make.
Well, the issue with that is it's overland - and you're never guaranteed to be alone on a mob. So what happens when my underwhelming warden wanders into your debuffed DK, and kills the mob before you get to enjoy the harder fight?
The same thing that happens when my 100k nightblade nukes the mob your 35k dragonknight was working on in vet mode, you move on.
Sure - but a recipe for frustration. I mean, it would be fine with me if what was done was debuffs of some sort, but I just don't see that satisfying people very well.
Here I was thinking if you wanted more of a challenge you did vet dungeons, Trials, Arenas, and/or PVP.
I'm affraid such compromise doesn't solve the original issue – not engaging overland. Mobs still won't try to kill player and keep standing in the AOEs, other players with no debuff will deal with your enemies with one-two shots just passing through your playing ground. We need either separate instances or smart placing of enemies with weak mobs near cities and strong in some areas like bandit camps.SilverBride wrote: »There are some options that have been raised such as the difficulty scrolls that have not been disagreed by hardly any people, so this would be an option to implement that would not require many resources and would a compromise to make more people happier.
I know more people would not use these scrolls and like the quests to be a walk and talk simulator, but there is a larger significant minority that would enjoy doing overland again if this was implemented.
Things such as PvP, companions, trials and housing are not all done by the majority of players, but there is a large enough minority of players to make adding these things helpful, and improvements in overland questing should be not be the exception.
I think we agree more than we disagree.
I am very supportive of a debuff, or toggle as someone else suggested, to give players who want it more of a challenge. I also support an optional veteran story boss.
What I am not supportive of is a separate veteran overland for reasons that have been stated before, i.e. splitting the playerbase, increased rewards and achievements that less powerful players would be excluded from, etc.. Or any suggestions that increase the difficulty for everyone.
I agree with this and its the best compromise for the most people.
Elvenheart wrote: »I'm affraid such compromise doesn't solve the original issue – not engaging overland. Mobs still won't try to kill player and keep standing in the AOEs, other players with no debuff will deal with your enemies with one-two shots just passing through your playing ground. We need either separate instances or smart placing of enemies with weak mobs near cities and strong in some areas like bandit camps.SilverBride wrote: »There are some options that have been raised such as the difficulty scrolls that have not been disagreed by hardly any people, so this would be an option to implement that would not require many resources and would a compromise to make more people happier.
I know more people would not use these scrolls and like the quests to be a walk and talk simulator, but there is a larger significant minority that would enjoy doing overland again if this was implemented.
Things such as PvP, companions, trials and housing are not all done by the majority of players, but there is a large enough minority of players to make adding these things helpful, and improvements in overland questing should be not be the exception.
I think we agree more than we disagree.
I am very supportive of a debuff, or toggle as someone else suggested, to give players who want it more of a challenge. I also support an optional veteran story boss.
What I am not supportive of is a separate veteran overland for reasons that have been stated before, i.e. splitting the playerbase, increased rewards and achievements that less powerful players would be excluded from, etc.. Or any suggestions that increase the difficulty for everyone.
I agree with this and its the best compromise for the most people.
Maybe the best way to make the overland OPTIONALLY have more engaging enemies is to enable OPTIONAL overland/world pvp. Maybe player controlled “enemies” would provide the challenge some seek, again, as long as it’s optional because I don’t care for pvp and I like the overland npc mobs just the way they are now myself. 🙂
Love it. Want it.I think the issue would be solved if there was a new section under Options > Gameplay for this.
Difficulty Slider
Debilitation Potency
“Apply Debilitation onto yourself. This effect cannot be purged. Increases your Damage Taken, reduces your Damage Dealt, and reduces your Healing Taken by the following percentage.”
Slider List: Off, 0-99%.
Allied Healing
“Apply Debilitation II onto yourself. This effect cannot be purged. Reduces the amount of Healing Dealt you provide to your pets and allies.”
Slider List: Off, 0-99%.
Difficulty Scenario
“Determines the scenarios in which Debilitation and Debilitation II are deactivated. Note: Both effects will already deactivate in Duels, PvP areas, and any content which has a Veteran counterpart.”
Slider List: None, Public Dungeons, World Events, World Bosses, (any mix of the three).
No extra rewards. No need to swap out all of your hard earned gear/skills/CP. This is the only way to go about this situation and make everyone happy imo.
Lots of good discussion.
It would help if maybe instead of having to dig through lots of old Twitch videos and so on, could we request a community article for the web site interviewing several of the development team on the frequently-asked-questions?
I completely understand that any particular thing is always being evaluated and so on, but it would benefit the community at large to hear from the team and their reasoning for things.
So this might have been requested a ton of times already but I want to reiterate @ZOS_Kevin it would be nice to get a "Dev Q&A" sort of article on the official web site next year. Ideally more frequent than once a year.
I'd love to have a regular "Q&A Corner".
Today there's often lots of this detail and thought on issues buried in PTS patch notes and official patch notes, but nothing consolidated or easy to search.
Parasaurolophus wrote: »Lots of good discussion.
It would help if maybe instead of having to dig through lots of old Twitch videos and so on, could we request a community article for the web site interviewing several of the development team on the frequently-asked-questions?
I completely understand that any particular thing is always being evaluated and so on, but it would benefit the community at large to hear from the team and their reasoning for things.
So this might have been requested a ton of times already but I want to reiterate @ZOS_Kevin it would be nice to get a "Dev Q&A" sort of article on the official web site next year. Ideally more frequent than once a year.
I'd love to have a regular "Q&A Corner".
Today there's often lots of this detail and thought on issues buried in PTS patch notes and official patch notes, but nothing consolidated or easy to search.
Rich Lambert has already spoken about this and believes that everything is fine now.
Parasaurolophus wrote: »Lots of good discussion.
It would help if maybe instead of having to dig through lots of old Twitch videos and so on, could we request a community article for the web site interviewing several of the development team on the frequently-asked-questions?
I completely understand that any particular thing is always being evaluated and so on, but it would benefit the community at large to hear from the team and their reasoning for things.
So this might have been requested a ton of times already but I want to reiterate @ZOS_Kevin it would be nice to get a "Dev Q&A" sort of article on the official web site next year. Ideally more frequent than once a year.
I'd love to have a regular "Q&A Corner".
Today there's often lots of this detail and thought on issues buried in PTS patch notes and official patch notes, but nothing consolidated or easy to search.
Rich Lambert has already spoken about this and believes that everything is fine now.
Ok, then it should be relatively simple for some nice person at ZoS to compile that information and post it in a single place on the web site
SilverBride wrote: »There are some options that have been raised such as the difficulty scrolls that have not been disagreed by hardly any people, so this would be an option to implement that would not require many resources and would a compromise to make more people happier.
I know more people would not use these scrolls and like the quests to be a walk and talk simulator, but there is a larger significant minority that would enjoy doing overland again if this was implemented.
Things such as PvP, companions, trials and housing are not all done by the majority of players, but there is a large enough minority of players to make adding these things helpful, and improvements in overland questing should be not be the exception.
I think we agree more than we disagree.
I am very supportive of a debuff, or toggle as someone else suggested, to give players who want it more of a challenge. I also support an optional veteran story boss.
What I am not supportive of is a separate veteran overland for reasons that have been stated before, i.e. splitting the playerbase, increased rewards and achievements that less powerful players would be excluded from, etc.. Or any suggestions that increase the difficulty for everyone.
I agree with this and its the best compromise for the most people.
Parasaurolophus wrote: »
Rich Lambert has already spoken about this and believes that everything is fine now.
martinhpb16_ESO wrote: »Parasaurolophus wrote: »
Rich Lambert has already spoken about this and believes that everything is fine now.
Richard Lambert probably doesn't play the game much and the fact that this thread has been created and is now 37 pages long demonstrates that there is significant interest in some form of vet overland.