spartaxoxo wrote: »I hate to sound like a *** when I'm not trying to but markets do cater to the majority and the majority are capable of this content. .
The majority of people in this game do not want higher difficulty. Do not like higher difficulty. And are NOT capable of doing harder content, because they do not want to research anything. The companions are the way they are because that is how they have to be tuned to be just below the average player in dungeons. Those players aren't gonna force themselves to do it. They will just leave. The current state of Overland IS zos catering to the majority.
People who want harder overland or who want to flag for PvP are in the minority.
As Rich said, the numbers don't lie.
spartaxoxo wrote: »I hate to sound like a *** when I'm not trying to but markets do cater to the majority and the majority are capable of this content. .
The majority of people in this game do not want higher difficulty. Do not like higher difficulty. And are NOT capable of doing harder content, because they do not want to research anything. The companions are the way they are because that is how they have to be tuned to be just below the average player in dungeons. Those players aren't gonna force themselves to do it. They will just leave. The current state of Overland IS zos catering to the majority.
People who want harder overland or who want to flag for PvP are in the minority.
As Rich said, the numbers don't lie.
I agree with all that but don't you agree everything being the same level as you is stale and boring?
...don't you agree everything being the same level as you is stale and boring?
spartaxoxo wrote: »I hate to sound like a *** when I'm not trying to but markets do cater to the majority and the majority are capable of this content. .
The majority of people in this game do not want higher difficulty. Do not like higher difficulty. And are NOT capable of doing harder content, because they do not want to research anything. The companions are the way they are because that is how they have to be tuned to be just below the average player in dungeons. Those players aren't gonna force themselves to do it. They will just leave. The current state of Overland IS zos catering to the majority.
People who want harder overland or who want to flag for PvP are in the minority.
As Rich said, the numbers don't lie.
I agree with all that but don't you agree everything being the same level as you is stale and boring?
DMuehlhausen wrote: »I know people hate hearing about the game, but World of Warcraft had a really good balance on this at it's launch. You could solo basically everything, but there were some quests with elites that you needed to see out help for, which is what an MMO should be about.
(See my comment on page 1 for more info.)...
Hallothiel wrote: »There needs to be some clarification of terms.
When speaking of ‘Overland’, are people referring to the enemies you get all over the wild (wolves, guar, senche, mudcrabs, the odd bandit) or the ones you have to kill as part of a questline (usually bandit or whatever mobs)?
I would support (& have mentioned before) having a separate instance for quest bosses that can be an optional hard mode. That is a solution that is not overly complicated, nor would it take too much developer time & resources to implement.
But for general overland, the one I troll through happily doing surveys etc, or getting from a to b? Hell I already avoid a lot of the beasties as not interested in fighting them - them being harder would probably stop me playing, as would affect my limited playtime. And re-doing the whole overland for a vet instance - on these servers?! No. For so many reasons.
Hallothiel wrote: »Lol public dungeons too??
Whilst I can solo them on most of my characters, there are some I am not so proficient at playing and get my [Snip] handed to me on some bosses!
Short answer: Questing.SilverBride wrote: »What reason does a veteran geared high CP player have for doing veteran overland beyond leveling a new character? Overland story quests are something you do once per character. And if they are there to farm resources or collect surveys for example, do they really want to have a 5 minute fight with the wolf standing in front of the node? I'm pretty sure they would just use normal overland for those tasks, so what would veteran overland be used for?
HalfRain216 wrote: »It’s the fact most causal players like me didn’t even know half these mechanics existed for delve bosses and story bosses.
Like any game you go in guns blazing and take out the enemy.
Can’t remember what delve it was but I checked my phone while in the fight and this boss started throwing out all these moves I’ve never seen before and thought this would be sick if they had that bit more health do I got to see the mechanics which would then make the boss harder.
ZOS has obviously put a lot of coding, time and effort into the bosses for most to not even know the mechanics exist.
I think the whole conversation has been twisted from what I have seen 90% of people asking for harder overland actually mean they want the story content to be harder and delve bosses etc because the good mechanics are wasted…
SilverBride wrote: »I am very against the idea of veteran overland, optional or otherwise, for reasons I will list below:
Overland is the story and is for all players of all levels and experience... low level players and those new to ESO would struggle in a harder overland.
SilverBride wrote: »I would like to add that I do support some type of toggle to make the main story bosses more difficult for those who enjoy a more challenging fight, so those players can feel more immersed in the story.
I also support a debuff for players who want a more difficult overland experience in general.
LonePirate wrote: »For all of these people wanting challenging overland content, where were you back in 2014 when this game went live and during May, June and early July of that year, the VR Gold zones (and to a lesser extent the VR Silver zones) along with most of Craglorn, were dead zones that nobody played? We've already been down this road and the public voted No by not playing the challenging overland content.
LonePirate wrote: »LonePirate wrote: »For all of these people wanting challenging overland content, where were you back in 2014 when this game went live and during May, June and early July of that year, the VR Gold zones (and to a lesser extent the VR Silver zones) along with most of Craglorn, were dead zones that nobody played? We've already been down this road and the public voted No by not playing the challenging overland content.
Well thats BS.
Playing the other factions as endgame was a bit lame.
Craglorn is full of people now.
One tamriel is great, adding vet zones is an expansion of the one tamriel system.
You obviously were not around in the spring of 2014. Vet zones (the VR 1-10 zones) were the precursors, not an expansion, to One Tamriel. Prior to the content nerf in July of 2014, the best gear in the game dropped from these high end zones and people still refused to play them. Whether you think it is lame or not, that was the end game. I would recommend investigating and learning history before commenting on things you did not experience.
LonePirate wrote: »LonePirate wrote: »For all of these people wanting challenging overland content, where were you back in 2014 when this game went live and during May, June and early July of that year, the VR Gold zones (and to a lesser extent the VR Silver zones) along with most of Craglorn, were dead zones that nobody played? We've already been down this road and the public voted No by not playing the challenging overland content.
Well thats BS.
Playing the other factions as endgame was a bit lame.
Craglorn is full of people now.
One tamriel is great, adding vet zones is an expansion of the one tamriel system.
You obviously were not around in the spring of 2014. Vet zones (the VR 1-10 zones) were the precursors, not an expansion, to One Tamriel. Prior to the content nerf in July of 2014, the best gear in the game dropped from these high end zones and people still refused to play them. Whether you think it is lame or not, that was the end game. I would recommend investigating and learning history before commenting on things you did not experience.
I did play them. The concept of those vet zones was completely different.
Adding a vet layer to the current system doesnt make it like the situation of 2014. It wont be THE endgame. It just gives you the option to complete the quests in vet mode or normal mode.
Anyway, they can just start with one zone and see how it works.
[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.