SilverBride wrote: »Lastly, seeing how everyone doesn't feel this way, I get that and respect your differences. However, I hope you guys aren't trying to intentionally shout people down on here who feel similar to others as well as myself. Please recognize this is now the only thread left in existence for anyone to voice an opinion in favor of making change and reading thru the threads its like some of you guys are trying to shut us out and you shouldn't do that and anyone who agrees not just with me but would like to see some form of meaningful change, in any way, to overland content should be welcome to come here and make your voice be heard also. Everyone is not always going to agree.
Everyone has the same opportunity to present their feedback, and as you stated not everyone is going to agree. I believe that debating our different views can lead to compromise. Just disagreeing with someone is not shutting them out.
I remember how bad things were before One Tamriel, and the difficulty was a huge factor in my decision to leave the game back then, because I found it impossible to progress. Because of this I am against any suggestions I feel would revert the game I now love back to that state.
Multiple times in this thread (and others) ppl were explaining that the game was never in state of having an optional vet difficulty because game before one tamriel was drastically different from what is proposed (optional, no forced grouping, no spliting community based on VR, sharding based on system we know from dungs, normal and vet (or debuff but that is more prefered by ppl who don't want difficulty at all)).
Multiple. Times. In. Almost. Every. Thread.
I think its fine to disagree however I have yet to hear a single idea come from those opposed that suites both of us. Its just what others say cannot be done. And then their buddies will come on here and post the same thing, repeating what cannot be done a couple pages later to move the argument back.
spartaxoxo wrote: »The difficulty is what they can do about it, as I dont believe a redo of the entire old overland is a realistic solution.
Agreed 100%
I'd like to see
*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.
spartaxoxo wrote: »Overland is largely fine as it is, and I certainly would resent having new content being put on hold to overhaul the entire game with a veteran overland experience. I also share the concern with the developers that it would split the playerbase.
However, I do think there are some much lower impact things that could be done to prove the experience for myself personally.
I'd like to see some debuff food or gear (maybe even CP now that we have the armory) that is tailored towards giving negative stat modifiers that makes existing content harder. I know from fighting the crow boss this year on a low level vs the character I'm doing Overland stuff with the difference in power was significant just from using a weaker character, and that resulted in significantly higher difficulty.
I'd like to see challenge banners for the story bosses moving forward (and maybe old ones too, since that's more limited in scope than overhauling everything) that could upgrade the difficulty for veteran level players. I think something along the easier vet arena bosses would be appropriate in difficulty.
SilverBride wrote: »What about a debuff that removes half your health and half your damage?
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.
Partly agree. Debuffing player not very good option from perception of player, players moslty want to become powerfull, not weaker, but in numbers and effect on combat there is no difference from debuffing player and buffing enemies. For example, player have damage 2, creature have 8 HP, player kill creature in 4 hits, you want to prolonge fight in two times you can debuff player by decreasing his damage to 1, or you can "scale" creature to 16 HP, same result. But players just don't want to debuff themselves and it's understandable. Debuffing is just a method to achieve result and it suggested because it is easier to implement, no need to mock player that he were debuffed. Debuff will be invisible for player, and it more of the wording and and getting right attitude. For example
- Overland Veteran: Rumors about your adventures are widely known, all enemies will fight against you with additional fervor, they will deal double damage against you and resist against your attacks twice as good (+100% damage done to you and +50% more resist from your attacks to overland NPCs. Dungeons, trials, duels and PvP excluded). While this option is active you will recieve special frame around your Health bar:
- Overland Veteran Hard Mode: Every citizen of Tamriel know your name and deeds, all enemies will fight for their lives against you, they will deal quadruple damage against you and resist against your attacks four times better (+300% damage done to you and +75% more resist from your attacks to overland NPCs. Dungeons, trials, duels and PvP excluded). While this option is active you will recieve special frame around your Health bar:
With smoth progression difficulty sliders it will be different, but you can see the idea.
Before i think for myself on scaling mobs, smart scaling depending on number of players and their power, but i come to one aspect that can't be avoided, in my opinion, it's a AOE attacks of the mobs. Single attacks can be scaled depending on who monster attack, but AOE can't so it will be too weak to not kill weak players, or to powerfull and will one shot weaker players. Debuffing players individually have no such problem and much easier to implement.
spartaxoxo wrote: »Multiple times in this thread (and others) ppl were explaining that the game was never in state of having an optional vet difficulty because game before one tamriel
Strawman. She didn't say anything about vet overland optional proposal in that post.
The person she replied to proposed a solution that mobs scale as you level, which would make it mandatory.
She remembered having scaling mandatory mobs from One Tamriel and said that type of difficulty solution made her quit.
Context matters.
This thread is full of that comparission even when ppl repeated multiple times that game before OT and what we want is something completely different.SilverBride wrote: »An optional veteran overland would split the playerbase (if enough players even utilized it, which I honestly doubt would happen), which is never a good idea. This did not work well before One Tamriel and wouldn't work well today.
[snip] I will say it again: Argument that "vet diificulty == game before one tamriel" was raised multiple times in multiple threads, often by same ppl to reply to different solutions.
Because the world "optional" weren't mentioned when, after multiple threads and 39 pages of this one I think everyone understands that vet being something optional is rather mandatory for the idea to work.
spartaxoxo wrote: »I think its fine to disagree however I have yet to hear a single idea come from those opposed that suites both of us. Its just what others say cannot be done. And then their buddies will come on here and post the same thing, repeating what cannot be done a couple pages later to move the argument back.
This is so false and I'm so sick to death of this kind of statement. Basically everyone who has opposed a separate instance has proposed alternative solutions.spartaxoxo wrote: »The difficulty is what they can do about it, as I dont believe a redo of the entire old overland is a realistic solution.
Agreed 100%
I'd like to see
*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.spartaxoxo wrote: »Overland is largely fine as it is, and I certainly would resent having new content being put on hold to overhaul the entire game with a veteran overland experience. I also share the concern with the developers that it would split the playerbase.
However, I do think there are some much lower impact things that could be done to prove the experience for myself personally.
I'd like to see some debuff food or gear (maybe even CP now that we have the armory) that is tailored towards giving negative stat modifiers that makes existing content harder. I know from fighting the crow boss this year on a low level vs the character I'm doing Overland stuff with the difference in power was significant just from using a weaker character, and that resulted in significantly higher difficulty.
I'd like to see challenge banners for the story bosses moving forward (and maybe old ones too, since that's more limited in scope than overhauling everything) that could upgrade the difficulty for veteran level players. I think something along the easier vet arena bosses would be appropriate in difficulty.SilverBride wrote: »What about a debuff that removes half your health and half your damage?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.Partly agree. Debuffing player not very good option from perception of player, players moslty want to become powerfull, not weaker, but in numbers and effect on combat there is no difference from debuffing player and buffing enemies. For example, player have damage 2, creature have 8 HP, player kill creature in 4 hits, you want to prolonge fight in two times you can debuff player by decreasing his damage to 1, or you can "scale" creature to 16 HP, same result. But players just don't want to debuff themselves and it's understandable. Debuffing is just a method to achieve result and it suggested because it is easier to implement, no need to mock player that he were debuffed. Debuff will be invisible for player, and it more of the wording and and getting right attitude. For example
- Overland Veteran: Rumors about your adventures are widely known, all enemies will fight against you with additional fervor, they will deal double damage against you and resist against your attacks twice as good (+100% damage done to you and +50% more resist from your attacks to overland NPCs. Dungeons, trials, duels and PvP excluded). While this option is active you will recieve special frame around your Health bar:
- Overland Veteran Hard Mode: Every citizen of Tamriel know your name and deeds, all enemies will fight for their lives against you, they will deal quadruple damage against you and resist against your attacks four times better (+300% damage done to you and +75% more resist from your attacks to overland NPCs. Dungeons, trials, duels and PvP excluded). While this option is active you will recieve special frame around your Health bar:
With smoth progression difficulty sliders it will be different, but you can see the idea.
Before i think for myself on scaling mobs, smart scaling depending on number of players and their power, but i come to one aspect that can't be avoided, in my opinion, it's a AOE attacks of the mobs. Single attacks can be scaled depending on who monster attack, but AOE can't so it will be too weak to not kill weak players, or to powerfull and will one shot weaker players. Debuffing players individually have no such problem and much easier to implement.
[snip]
I just don't want a mandatory overland, that's why I disagreed with you. That's it.
I will say it again: Argument that "vet diificulty == game before one tamriel" was raised multiple times in multiple threads, often by same ppl to reply to different solutions. It was often used (also by a person I quoted), together with info that: craglorn was hated and you propose second craglorn, difficulty before OT was hated and you propose same solution as then, we had the same solution (even when it isn't true) before one tamriel, playerbase was splitted and unhappy, it was done before and it is a waste of dev resources. Example:This thread is full of that comparission even when ppl repeated multiple times that game before OT and what we want is something completely different.SilverBride wrote: »An optional veteran overland would split the playerbase (if enough players even utilized it, which I honestly doubt would happen), which is never a good idea. This did not work well before One Tamriel and wouldn't work well today.
SilverBride wrote: »I will say it again: Argument that "vet diificulty == game before one tamriel" was raised multiple times in multiple threads, often by same ppl to reply to different solutions. It was often used (also by a person I quoted), together with info that: craglorn was hated and you propose second craglorn, difficulty before OT was hated and you propose same solution as then, we had the same solution (even when it isn't true) before one tamriel, playerbase was splitted and unhappy, it was done before and it is a waste of dev resources. Example:This thread is full of that comparission even when ppl repeated multiple times that game before OT and what we want is something completely different.SilverBride wrote: »An optional veteran overland would split the playerbase (if enough players even utilized it, which I honestly doubt would happen), which is never a good idea. This did not work well before One Tamriel and wouldn't work well today.
The comparison I made between an optional veteran overland and how things were before One Tamriel was first of all to point out that players did not like the difficulty of the veteran overland zones that were Cadwell's Silver and Cadwell's Gold. According to Rich Lambert this 2/3 of the game was not being played because players did not want the difficulty in the story and questing, so they removed them. If anything the game has become more casual over time, so I don't believe there is enough interest to justify the time and cost of completely reworking overland to a difficulty that the majority of players have been shown to not want.
My second point was that the split playerbase was a bad idea back then, and would be just as bad for the game today.
Also, please explain how an optional veteran overland is different from the veteran overland zones that existed before One Tamriel, because the only difference I see is that it would be optional.
SilverBride wrote: »Also, please explain how an optional veteran overland is different from the veteran overland zones that existed before One Tamriel, because the only difference I see is that it would be optional.
- Optional
- Two type of instances instead of 3 (normal, vet vs AD, EP, DC) + bigger game population (more ppl in both instance types)
- no restrictions based on factions [i think this one was a major pain point of older game version, because of that if you choose to play khajiit in AD you couldn't play together with your friend who played orc in DC + other stupid problems]
- no forced quest route, for example if you dont like EP storyline, you dont need to do it, before OT decision where you go was based on zone level
- no outleveling or underleveling
- all additions and QoL accessible today vs ESO qol from 2014 (or rather lack of any)
- no quests that force you to group (you can do quests solo or in group) like in old Craglorn
StevieKingslayer wrote: »Tbf; If we're talking about context here, for the last few years anyone asking for anything harder has been met with scathing criticism and told to stop posting on the forums and making everyone upset (hence the point of this thread being here, and so heavily moderated.) I can see why people are a little irritated at being told to just debuff ourselves. We already have been. For years. I was personally targeted on someone elses post about veteran overland before and met with a barrage of what I can only describe as hostile nastyness via a guild chat because they recognized my name from the sig, in support of veteran overland. There is good and bad on both sides.
spartaxoxo wrote: »I think its fine to disagree however I have yet to hear a single idea come from those opposed that suites both of us. Its just what others say cannot be done. And then their buddies will come on here and post the same thing, repeating what cannot be done a couple pages later to move the argument back.
This is so false and I'm so sick to death of this kind of statement. Basically everyone who has opposed a separate instance has proposed alternative solutions.spartaxoxo wrote: »The difficulty is what they can do about it, as I dont believe a redo of the entire old overland is a realistic solution.
Agreed 100%
I'd like to see
*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.spartaxoxo wrote: »Overland is largely fine as it is, and I certainly would resent having new content being put on hold to overhaul the entire game with a veteran overland experience. I also share the concern with the developers that it would split the playerbase.
However, I do think there are some much lower impact things that could be done to prove the experience for myself personally.
I'd like to see some debuff food or gear (maybe even CP now that we have the armory) that is tailored towards giving negative stat modifiers that makes existing content harder. I know from fighting the crow boss this year on a low level vs the character I'm doing Overland stuff with the difference in power was significant just from using a weaker character, and that resulted in significantly higher difficulty.
I'd like to see challenge banners for the story bosses moving forward (and maybe old ones too, since that's more limited in scope than overhauling everything) that could upgrade the difficulty for veteran level players. I think something along the easier vet arena bosses would be appropriate in difficulty.SilverBride wrote: »What about a debuff that removes half your health and half your damage?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.Partly agree. Debuffing player not very good option from perception of player, players moslty want to become powerfull, not weaker, but in numbers and effect on combat there is no difference from debuffing player and buffing enemies. For example, player have damage 2, creature have 8 HP, player kill creature in 4 hits, you want to prolonge fight in two times you can debuff player by decreasing his damage to 1, or you can "scale" creature to 16 HP, same result. But players just don't want to debuff themselves and it's understandable. Debuffing is just a method to achieve result and it suggested because it is easier to implement, no need to mock player that he were debuffed. Debuff will be invisible for player, and it more of the wording and and getting right attitude. For example
- Overland Veteran: Rumors about your adventures are widely known, all enemies will fight against you with additional fervor, they will deal double damage against you and resist against your attacks twice as good (+100% damage done to you and +50% more resist from your attacks to overland NPCs. Dungeons, trials, duels and PvP excluded). While this option is active you will recieve special frame around your Health bar:
- Overland Veteran Hard Mode: Every citizen of Tamriel know your name and deeds, all enemies will fight for their lives against you, they will deal quadruple damage against you and resist against your attacks four times better (+300% damage done to you and +75% more resist from your attacks to overland NPCs. Dungeons, trials, duels and PvP excluded). While this option is active you will recieve special frame around your Health bar:
With smoth progression difficulty sliders it will be different, but you can see the idea.
Before i think for myself on scaling mobs, smart scaling depending on number of players and their power, but i come to one aspect that can't be avoided, in my opinion, it's a AOE attacks of the mobs. Single attacks can be scaled depending on who monster attack, but AOE can't so it will be too weak to not kill weak players, or to powerfull and will one shot weaker players. Debuffing players individually have no such problem and much easier to implement.
[snip]
I just don't want a mandatory overland, that's why I disagreed with you. That's it.
StevieKingslayer wrote: »Tbf; If we're talking about context here, for the last few years anyone asking for anything harder has been met with scathing criticism and told to stop posting on the forums and making everyone upset (hence the point of this thread being here, and so heavily moderated.) I can see why people are a little irritated at being told to just debuff ourselves. We already have been. For years. I was personally targeted on someone elses post about veteran overland before and met with a barrage of what I can only describe as hostile nastyness via a guild chat because they recognized my name from the sig, in support of veteran overland. There is good and bad on both sides.
As I said before; The only way to get a clear determination of what the community wants (that actually -plays-) is a poll in game (bolding this because people don't seem to understand what in game means, and keep linking me polls from forums and other places), That data gets published via a forum post from the devs's, not just a dev saying something on his stream (which btw, those are his personal views, not zenimax's as a company) and then that's that. Issue solved, it can be put to bed in regards to what the community wants. People mistake the forums for "being the community", no. This is only part of the community, same as the twitch/twitter/facebook/discord/actual in game. We're all spread out, and a forum post isnt a good way to get a clear view of the community. We need an in game poll on the login screen. Simple, Quick, Done.
Franchise408 wrote: »We have explained multiple times why debuffs are not a valid solution. We have come up with many, MANY ideas that don't force ANYONE into harder overland. We have all agreed to challenge banners. I have suggested separate higher difficulty zones, which don't require a rework of any existing content, and don't force anyone into them who don't want harder content. Many people have come up with loads of different solutions other than vet-overland instances of existing zones, and all of those ideas continue to be ignored
SilverBride wrote: »I agree that an optional veteran overland wouldn't split the playerbase into the number of different zones as it did before, but a split is still a split.
SilverBride wrote: »Franchise408 wrote: »We have explained multiple times why debuffs are not a valid solution. We have come up with many, MANY ideas that don't force ANYONE into harder overland. We have all agreed to challenge banners. I have suggested separate higher difficulty zones, which don't require a rework of any existing content, and don't force anyone into them who don't want harder content. Many people have come up with loads of different solutions other than vet-overland instances of existing zones, and all of those ideas continue to be ignored
I am not ignoring these solutions, I just don't agree that they are the best choices.
I personally do not believe a separate veteran overland is a good idea for reasons already mentioned.
I also don't believe higher difficulty zones are a good idea because they exclude players who may wish to use them, but may never be strong enough, experienced enough and/or geared enough to do so.
Also, higher difficulty zones are very different from veteran dungeons trials and arenas in that it's overland and the story, and the story should never be gated behind difficult content.
But even though I would never use these options myself, I do support a debuff and optional veteran story bosses because I believe they are the least disruptive and most fair choices, and would go a long way toward increasing satisfaction for players who want more of a challenge.
Franchise408 wrote: »SilverBride wrote: »Franchise408 wrote: »We have explained multiple times why debuffs are not a valid solution. We have come up with many, MANY ideas that don't force ANYONE into harder overland. We have all agreed to challenge banners. I have suggested separate higher difficulty zones, which don't require a rework of any existing content, and don't force anyone into them who don't want harder content. Many people have come up with loads of different solutions other than vet-overland instances of existing zones, and all of those ideas continue to be ignored
I am not ignoring these solutions, I just don't agree that they are the best choices.
I personally do not believe a separate veteran overland is a good idea for reasons already mentioned.
I also don't believe higher difficulty zones are a good idea because they exclude players who may wish to use them, but may never be strong enough, experienced enough and/or geared enough to do so.
Also, higher difficulty zones are very different from veteran dungeons trials and arenas in that it's overland and the story, and the story should never be gated behind difficult content.
But even though I would never use these options myself, I do support a debuff and optional veteran story bosses because I believe they are the least disruptive and most fair choices, and would go a long way toward increasing satisfaction for players who want more of a challenge.
And we are telling you it won't.
Also, those who don't want a challenge already have 95% of the game. That's your choice if you choose not to go into vet level zones, just as you're not going into vet trials now
Franchise408 wrote: »We have explained multiple times why debuffs are not a valid solution.
spartaxoxo wrote: »spartaxoxo wrote: »[snip] I will say it again: Argument that "vet diificulty == game before one tamriel" was raised multiple times in multiple threads, often by same ppl to reply to different solutions.
[snip]Because the world "optional" weren't mentioned when, after multiple threads and 39 pages of this one I think everyone understands that vet being something optional is rather mandatory for the idea to work.
Nagastani is new to the conservation, none of the 39 pages applies to him.
His description did not include any language that described anything as voluntary.
Instead his suggestion was have the mobs automatically scale to the player, which would be by definition mandatory unless he described a way to make it not. Just as a toggle is by definition asking for something optional unless stated otherwise.
[edited for baiting & to remove quote]
[snip]
[snip]
[snip]
Check it out when you can, cuz it's actually a pretty good read & thread. Some pages predictably devolved into the standard polarized 'echo chamber' of replies, but for the most part i found it to be a rather robust & interesting debate.Disclaimer: I have not read the full 39 pages of posts here but I think I get the gist.
Some people are already down there lol you'll see if/when you read the 39 pages ^Before we get too far down the rabbit hole,
One problem: ESO is still technically a MMORPG ( Massively Multiplayer Online Role Playing Game) .Honestly, I would much rather see less emphasis placed on group content and more on solo content since I mostly play solo.
You already can, with the implementation of 'companions system' (which i finally learned about recently myself, much to my surprise) ...combined of course with knowing your Class & build & tactics & mechs, etc. etc.I'd like to be able to complete some of these dungeons (used generically) without needing to group up with 3-11 other people. .
NeeScrolls wrote: »One problem: ESO is still technically a MMORPG ( Massively Multiplayer Online Role Playing Game) .Honestly, I would much rather see less emphasis placed on group content and more on solo content since I mostly play solo.
For obvious reasons, there are still certain single-player aspects within the MMO framework. But otherwise, most of ESO is at it's core meant to be GROUPED. And, imho, if players crave strictly solo content they should get it from 'Skyrim' . (the single-player game, not the ESO map zone )