SilverBride wrote: »FlopsyPrince wrote: »And Harrowstorms illustrate the lack of value for most doing veteran overland content. I rarely see anyone doing these except during an event. I jumped in with 2 others the other day and spent 20-30 minutes trying to work it, but the pillars kept getting back to full health almost immediately, meaning we had absolutely NO PROGRESS after all that effort. This is "fun"?
At least less powerful players can do something to Dolmans. They can do nothing here because the towers are constantly healed with the spirits while masses of mobs spawn to kill you.
I am sure we will get some to jump on here that say "I solo those!" and I am sure they do. But how much of their time do they spend doing that? They most likely have gotten bored and moved on.
That is exactly what would happen to veteran overland. Lots of time making things very hard that the target audience would not stick with.
I couldn't agree more.
We already had veteran overland zones an no one played them. That and the split playerbase are two of the biggest reasons why One Tamriel was introduced. If anything ESO has gotten more casual over time and is doing better now than it ever has.
I believe it would be a huge step backward to split the playerbase again, and would cause a lot of casual players to leave, especially if a veteran overland offered better rewards.
SilverBride wrote: »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
Thank you for your answer. This is a good description of how the game was before One Tamriel and clearly shows that this isn't what you, or any of us want today.
Wrong. This was addressed earlier in this thread. I love endgame group content, doing vet trials with my trial guildies is my favorite thing to do in ESO. But I have little to no experience in hard content in overland. Why? Because they serve no purpose other than just "being" there. Seen world bosses enough. I have seen a Summerset geyser once. Don't even know what a harrowstorm look like.FlopsyPrince wrote: »I am sure we will get some to jump on here that say "I solo those!" and I am sure they do. But how much of their time do they spend doing that? They most likely have gotten bored and moved on.
That is exactly what would happen to veteran overland. Lots of time making things very hard that the target audience would not stick with.
When I'm in overland, I want to follow stories. Hard content in overland are not part of the story, they give shite rewards for doing them. Why on earth would I bother with them? Of course I'd get bored and move on even if I did them. Challenge alone is not a good enough incentive for storyless content.
I'd spend a lot of time in overland if there's a veteran version. I'd do quests with all my different characters, because their different skills will actually make for a unique experience. Hell I could even do Co-Op with my RL buddies in overland.
Right now what's the point of all the different skills and classes for doing story? Things die in seconds regardless (assuming you have a bit of competency and no other limitations).
SilverBride wrote: »FlopsyPrince wrote: »And Harrowstorms illustrate the lack of value for most doing veteran overland content. I rarely see anyone doing these except during an event. I jumped in with 2 others the other day and spent 20-30 minutes trying to work it, but the pillars kept getting back to full health almost immediately, meaning we had absolutely NO PROGRESS after all that effort. This is "fun"?
At least less powerful players can do something to Dolmans. They can do nothing here because the towers are constantly healed with the spirits while masses of mobs spawn to kill you.
I am sure we will get some to jump on here that say "I solo those!" and I am sure they do. But how much of their time do they spend doing that? They most likely have gotten bored and moved on.
That is exactly what would happen to veteran overland. Lots of time making things very hard that the target audience would not stick with.
I couldn't agree more.
We already had veteran overland zones an no one played them. That and the split playerbase are two of the biggest reasons why One Tamriel was introduced. If anything ESO has gotten more casual over time and is doing better now than it ever has.
I believe it would be a huge step backward to split the playerbase again, and would cause a lot of casual players to leave, especially if a veteran overland offered better rewards.
SilverBride wrote: »FlopsyPrince wrote: »And Harrowstorms illustrate the lack of value for most doing veteran overland content. I rarely see anyone doing these except during an event. I jumped in with 2 others the other day and spent 20-30 minutes trying to work it, but the pillars kept getting back to full health almost immediately, meaning we had absolutely NO PROGRESS after all that effort. This is "fun"?
At least less powerful players can do something to Dolmans. They can do nothing here because the towers are constantly healed with the spirits while masses of mobs spawn to kill you.
I am sure we will get some to jump on here that say "I solo those!" and I am sure they do. But how much of their time do they spend doing that? They most likely have gotten bored and moved on.
That is exactly what would happen to veteran overland. Lots of time making things very hard that the target audience would not stick with.
I couldn't agree more.
We already had veteran overland zones an no one played them. That and the split playerbase are two of the biggest reasons why One Tamriel was introduced. If anything ESO has gotten more casual over time and is doing better now than it ever has.
I believe it would be a huge step backward to split the playerbase again, and would cause a lot of casual players to leave, especially if a veteran overland offered better rewards.
this has been mentioned many times before. Harrowstorm and Craglorn. Ignored by players. Other than Skyreach which is a grinding spot and people charge you gold to level you there. The rest of the Craglorn is deserted. That's why i can't take 'make overland hard pls' crowd seriously. We already know how hard overland is being ignored by the majority of the player base.
SilverBride wrote: »FlopsyPrince wrote: »And Harrowstorms illustrate the lack of value for most doing veteran overland content. I rarely see anyone doing these except during an event. I jumped in with 2 others the other day and spent 20-30 minutes trying to work it, but the pillars kept getting back to full health almost immediately, meaning we had absolutely NO PROGRESS after all that effort. This is "fun"?
At least less powerful players can do something to Dolmans. They can do nothing here because the towers are constantly healed with the spirits while masses of mobs spawn to kill you.
I am sure we will get some to jump on here that say "I solo those!" and I am sure they do. But how much of their time do they spend doing that? They most likely have gotten bored and moved on.
That is exactly what would happen to veteran overland. Lots of time making things very hard that the target audience would not stick with.
I couldn't agree more.
We already had veteran overland zones an no one played them. That and the split playerbase are two of the biggest reasons why One Tamriel was introduced. If anything ESO has gotten more casual over time and is doing better now than it ever has.
I believe it would be a huge step backward to split the playerbase again, and would cause a lot of casual players to leave, especially if a veteran overland offered better rewards.
this has been mentioned many times before. Harrowstorm and Craglorn. Ignored by players. Other than Skyreach which is a grinding spot and people charge you gold to level you there. The rest of the Craglorn is deserted. That's why i can't take 'make overland hard pls' crowd seriously. We already know how hard overland is being ignored by the majority of the player base.
Many times before ppl also described why Craglorn was a failure and why proposed vet overland is different (main Craglorn problem was that i t forced ppl to group to do quests, allowing ppl to group for quests and forcing it are two different things).
On PC EU Craglorn is one of the most populated zones from base game (pre Orsinium) if you not counting major trade hubs.
It isn't hard to find comments about craglorn, it design flaws and differences in what is proposed in this very thread.
SilverBride wrote: »FlopsyPrince wrote: »And Harrowstorms illustrate the lack of value for most doing veteran overland content. I rarely see anyone doing these except during an event. I jumped in with 2 others the other day and spent 20-30 minutes trying to work it, but the pillars kept getting back to full health almost immediately, meaning we had absolutely NO PROGRESS after all that effort. This is "fun"?
At least less powerful players can do something to Dolmans. They can do nothing here because the towers are constantly healed with the spirits while masses of mobs spawn to kill you.
I am sure we will get some to jump on here that say "I solo those!" and I am sure they do. But how much of their time do they spend doing that? They most likely have gotten bored and moved on.
That is exactly what would happen to veteran overland. Lots of time making things very hard that the target audience would not stick with.
I couldn't agree more.
We already had veteran overland zones an no one played them. That and the split playerbase are two of the biggest reasons why One Tamriel was introduced. If anything ESO has gotten more casual over time and is doing better now than it ever has.
I believe it would be a huge step backward to split the playerbase again, and would cause a lot of casual players to leave, especially if a veteran overland offered better rewards.
this has been mentioned many times before. Harrowstorm and Craglorn. Ignored by players. Other than Skyreach which is a grinding spot and people charge you gold to level you there. The rest of the Craglorn is deserted. That's why i can't take 'make overland hard pls' crowd seriously. We already know how hard overland is being ignored by the majority of the player base.
Many times before ppl also described why Craglorn was a failure and why proposed vet overland is different (main Craglorn problem was that i t forced ppl to group to do quests, allowing ppl to group for quests and forcing it are two different things).
On PC EU Craglorn is one of the most populated zones from base game (pre Orsinium) if you not counting major trade hubs.
It isn't hard to find comments about craglorn, it design flaws and differences in what is proposed in this very thread.
You mean only vet players with 2k cp and gold armor and weapons would solo new vet zones while everyone else will be 'forced' to group for it? i dont see any difference then because vet players are still soloing Craglorn. The problem is for players who are causals. They have no other option but to be 'forced' to group. And yet no one wants to group with them. I see many requests for group content by new players being ignored in Craglorn on daily basis.
3. I see a lot of ppl grouping up for craglorn. Not so much for dragons or harrowstorms but mainly because ppl did a ton of them during release/events and it is repetable content that gets boring quickly (do 30 harrowstorms at one day and you will quickly learn what i mean by that) + rewards from this activities are mediocre at best. Why comparing repetable activity that is already in the game for a long time to quests where this two activities are completely different?
Chilly-McFreeze wrote: »If you (general you) come to the conclusion that it's the fun that pulls players into vet content, then you have found the reason for optional overland content as well.
spartaxoxo wrote: »Chilly-McFreeze wrote: »If you (general you) come to the conclusion that it's the fun that pulls players into vet content, then you have found the reason for optional overland content as well.
A lot of them are there for the monster helms and jewelry tbh. I usually have to recruit to find people interested in the challenge, though finding the occasional group that are doing it for the love of the challenge is always great fun.
Chilly-McFreeze wrote: »spartaxoxo wrote: »Chilly-McFreeze wrote: »If you (general you) come to the conclusion that it's the fun that pulls players into vet content, then you have found the reason for optional overland content as well.
A lot of them are there for the monster helms and jewelry tbh. I usually have to recruit to find people interested in the challenge, though finding the occasional group that are doing it for the love of the challenge is always great fun.
After nearly 7 years I'd guess that most veterans (!) don't go into Wayrest Sewers for the helmet. But sure, purple platings could be one reason to run it. Each to their own experience, I guess. Yet, I wouldn't underestimate the challenge and fun factor in a game.
We never had a veteran overland, I even listed you the differences to which you even agreed. Why you are repeating something that already in this thread was debunked as a simply not true is beyond me really.
SilverBride wrote: »FlopsyPrince wrote: »And Harrowstorms illustrate the lack of value for most doing veteran overland content. I rarely see anyone doing these except during an event. I jumped in with 2 others the other day and spent 20-30 minutes trying to work it, but the pillars kept getting back to full health almost immediately, meaning we had absolutely NO PROGRESS after all that effort. This is "fun"?
At least less powerful players can do something to Dolmans. They can do nothing here because the towers are constantly healed with the spirits while masses of mobs spawn to kill you.
I am sure we will get some to jump on here that say "I solo those!" and I am sure they do. But how much of their time do they spend doing that? They most likely have gotten bored and moved on.
That is exactly what would happen to veteran overland. Lots of time making things very hard that the target audience would not stick with.
I couldn't agree more.
We already had veteran overland zones an no one played them. That and the split playerbase are two of the biggest reasons why One Tamriel was introduced. If anything ESO has gotten more casual over time and is doing better now than it ever has.
I believe it would be a huge step backward to split the playerbase again, and would cause a lot of casual players to leave, especially if a veteran overland offered better rewards.
Parasaurolophus wrote: »Yes, the gold and silver zones led us to the so-called veteran locations that required us to have veteran levels. However, mobs of your level have always been easy, and it doesn't matter at level 10 or at veteran 10. So the difficulty of the locations never increased.
As for the extra difficulty, that's something our playerbase has talked about for a long time. A lot of our original players forget that we had that with [Cadwell's Gold and Silver] way back when. The feedback that we got about that was they didn't like it. It wasn't fun. The extra difficulty wasn't what they wanted. They wanted to enjoy the story. It's a catch-22.
"...It was far more difficult and unenjoyable than any game should be."
spartaxoxo wrote: »Parasaurolophus wrote: »Yes, the gold and silver zones led us to the so-called veteran locations that required us to have veteran levels. However, mobs of your level have always been easy, and it doesn't matter at level 10 or at veteran 10. So the difficulty of the locations never increased.
Yes it did and players quite often complained about the difficulty increase. Just because it was not an issue for you doesn't mean it was not an issue. The devs themselves stated they got a lot of negative feedback about the difficulty and the person you're talking to was relaying their own personal negative experience with the difficulty.
SilverBride wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Yes, the gold and silver zones led us to the so-called veteran locations that required us to have veteran levels. However, mobs of your level have always been easy, and it doesn't matter at level 10 or at veteran 10. So the difficulty of the locations never increased.
Yes it did and players quite often complained about the difficulty increase. Just because it was not an issue for you doesn't mean it was not an issue. The devs themselves stated they got a lot of negative feedback about the difficulty and the person you're talking to was relaying their own personal negative experience with the difficulty.
This.
I remember dying to mobs of wolves... wolves. I used to have to try to take out one wolf before I died, then the next, then the last. It made questing very long and tedious.
This is why I never did it again on any other characters, and why most other players also avoided these zones. Players in general do not like this level of difficulty while questing.
spartaxoxo wrote: »Parasaurolophus wrote: »Yes, the gold and silver zones led us to the so-called veteran locations that required us to have veteran levels. However, mobs of your level have always been easy, and it doesn't matter at level 10 or at veteran 10. So the difficulty of the locations never increased.
Yes it did and players quite often complained about the difficulty increase. Just because it was not an issue for you doesn't mean it was not an issue. The devs themselves stated they got a lot of negative feedback about the difficulty and the person you're talking to was relaying their own personal negative experience with the difficulty.As for the extra difficulty, that's something our playerbase has talked about for a long time. A lot of our original players forget that we had that with [Cadwell's Gold and Silver] way back when. The feedback that we got about that was they didn't like it. It wasn't fun. The extra difficulty wasn't what they wanted. They wanted to enjoy the story. It's a catch-22.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Yes, the gold and silver zones led us to the so-called veteran locations that required us to have veteran levels. However, mobs of your level have always been easy, and it doesn't matter at level 10 or at veteran 10. So the difficulty of the locations never increased.
Yes it did and players quite often complained about the difficulty increase. Just because it was not an issue for you doesn't mean it was not an issue. The devs themselves stated they got a lot of negative feedback about the difficulty and the person you're talking to was relaying their own personal negative experience with the difficulty.As for the extra difficulty, that's something our playerbase has talked about for a long time. A lot of our original players forget that we had that with [Cadwell's Gold and Silver] way back when. The feedback that we got about that was they didn't like it. It wasn't fun. The extra difficulty wasn't what they wanted. They wanted to enjoy the story. It's a catch-22.
I've heard a lot of players complaining that the zones required the appropriate level, even within the same location. And the players could not freely explore the location. The mobs in the south of Auridon were significantly stronger than the mobs in the north of Auridon. But they did not fundamentally differ from the zones of silver and gold. I played then and I remember very well. I started out as a nightblade archer. I didn't even use any healing skills, only potions. And I didn't have any difficulties in the overland. ESO was my first mmo. I didn't have any sets at all. I learned about the existence of craft sets when I was 14 vr.
spartaxoxo wrote: »Other than that I do think that a vet overland experience of any unforced kind would go over a lot better today.
Grouping is more accessible, player power is higher, etc.
SilverBride wrote: »spartaxoxo wrote: »Other than that I do think that a vet overland experience of any unforced kind would go over a lot better today.
Grouping is more accessible, player power is higher, etc.
That's a good point but I'm not convinced because there is such a large causal playerbase.
It would be nice to try out a debuff, if only to show how many use it and how much interest there is.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Yes, the gold and silver zones led us to the so-called veteran locations that required us to have veteran levels. However, mobs of your level have always been easy, and it doesn't matter at level 10 or at veteran 10. So the difficulty of the locations never increased.
Yes it did and players quite often complained about the difficulty increase. Just because it was not an issue for you doesn't mean it was not an issue. The devs themselves stated they got a lot of negative feedback about the difficulty and the person you're talking to was relaying their own personal negative experience with the difficulty.As for the extra difficulty, that's something our playerbase has talked about for a long time. A lot of our original players forget that we had that with [Cadwell's Gold and Silver] way back when. The feedback that we got about that was they didn't like it. It wasn't fun. The extra difficulty wasn't what they wanted. They wanted to enjoy the story. It's a catch-22.
I've heard a lot of players complaining that the zones required the appropriate level, even within the same location. And the players could not freely explore the location. The mobs in the south of Auridon were significantly stronger than the mobs in the north of Auridon. But they did not fundamentally differ from the zones of silver and gold. I played then and I remember very well. I started out as a nightblade archer. I didn't even use any healing skills, only potions. And I didn't have any difficulties in the overland. ESO was my first mmo. I didn't have any sets at all. I learned about the existence of craft sets when I was 14 vr.
Again, that's your personal experience. Your personal experience doesn't negate others personal experience nor the devs statement that they did remove difficulty.
It's great that you didn't have trouble. It probably means you have good reflexes and you're probably a skilled player now. But your personal anecdote simply doesn't trump the devs design decisions nor the feedback of others.
The majority of people did find the difficulty increase to be noticeable and they didn't like that difficulty. When they studied the game to fix it they looked at the feedback and data they were getting and the majority explicitly cited the difficulty as one of their pain points and their play data also reflected that.
It was most certainly not the only problem. But it was one of them. And this history lead to the current Overland design, and that has made them a success.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Yes, the gold and silver zones led us to the so-called veteran locations that required us to have veteran levels. However, mobs of your level have always been easy, and it doesn't matter at level 10 or at veteran 10. So the difficulty of the locations never increased.
Yes it did and players quite often complained about the difficulty increase. Just because it was not an issue for you doesn't mean it was not an issue. The devs themselves stated they got a lot of negative feedback about the difficulty and the person you're talking to was relaying their own personal negative experience with the difficulty.As for the extra difficulty, that's something our playerbase has talked about for a long time. A lot of our original players forget that we had that with [Cadwell's Gold and Silver] way back when. The feedback that we got about that was they didn't like it. It wasn't fun. The extra difficulty wasn't what they wanted. They wanted to enjoy the story. It's a catch-22.
I've heard a lot of players complaining that the zones required the appropriate level, even within the same location. And the players could not freely explore the location. The mobs in the south of Auridon were significantly stronger than the mobs in the north of Auridon. But they did not fundamentally differ from the zones of silver and gold. I played then and I remember very well. I started out as a nightblade archer. I didn't even use any healing skills, only potions. And I didn't have any difficulties in the overland. ESO was my first mmo. I didn't have any sets at all. I learned about the existence of craft sets when I was 14 vr.
Again, that's your personal experience. Your personal experience doesn't negate others personal experience nor the devs statement that they did remove difficulty.
It's great that you didn't have trouble. It probably means you have good reflexes and you're probably a skilled player now. But your personal anecdote simply doesn't trump the devs design decisions nor the feedback of others.
The majority of people did find the difficulty increase to be noticeable and they didn't like that difficulty. When they studied the game to fix it they looked at the feedback and data they were getting and the majority explicitly cited the difficulty as one of their pain points and their play data also reflected that.
It was most certainly not the only problem. But it was one of them. And this history lead to the current Overland design, and that has made them a success.
I don’t deny that people have different experiences. However, I cannot say that I played well. I couldn't even complete any group dungeons on my level. I understand that no one should be able to play, but it's really hard for me to imagine how an 8vr player could have difficulty completing content for 6-7vr. Most likely this player was doing something wrong.
Also, when the OT release took place, I did not notice the difference in the difficulty of the mobs, they were the same for me as they always were. Therefore, I do not believe that the difficulty has been reduced. ZoS just removed the levels.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »Other than that I do think that a vet overland experience of any unforced kind would go over a lot better today.
Grouping is more accessible, player power is higher, etc.
That's a good point but I'm not convinced because there is such a large causal playerbase.
It would be nice to try out a debuff, if only to show how many use it and how much interest there is.
Yeah. I agree with you. I also think they should maybe guage interest by putting on a new, totally standalone zone in place of one of the dungeons in the dungeon pack. (So 1 new dungeon and 1 small zone). See how it goes over. A small adventure zone to test the waters.
I don't see them going back to old content to make a vet zone, but if that goes over well then maybe they will feel less risk in doing more such zones.
And I don't think that many casuals would object to have 1 less new dlc dungeon in their queue.
SilverBride wrote: »spartaxoxo wrote: »Other than that I do think that a vet overland experience of any unforced kind would go over a lot better today.
Grouping is more accessible, player power is higher, etc.
It would be nice to try out a debuff, if only to show how many use it and how much interest there is.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »Other than that I do think that a vet overland experience of any unforced kind would go over a lot better today.
Grouping is more accessible, player power is higher, etc.
That's a good point but I'm not convinced because there is such a large causal playerbase.
It would be nice to try out a debuff, if only to show how many use it and how much interest there is.
I also think they should maybe guage interest by putting on a new, totally standalone zone in place of one of the dungeons in the dungeon pack. (So 1 new dungeon and 1 small zone). See how it goes over. A small adventure zone to test the waters.
colossalvoids wrote: »I hope you can see the difference between a solo game debuffs, universal debuffs like bs and a debuff working just for you alone and not affecting anyone around.
spartaxoxo wrote: »colossalvoids wrote: »I hope you can see the difference between a solo game debuffs, universal debuffs like bs and a debuff working just for you alone and not affecting anyone around.
They have similarities and differences, nevertheless it's untrue that nobody likes them even in this thread. One of the earliest responses in this thread before it became a 40 page monstrosity dominated by the same like what 10 people, is people asking for debuffs so they can use them and still play with their friends and group mates who aren't using them.