A relevant issue is level-scaling. I get why One Tamriel happened, but it's actually terrible that you can go anywhere and do anything. The finale zones have to be more difficult/challenging than the tutorial zone, but unfortunately they are not. I think that other games like GW2 have a good balance, where your level is scaled in zones of lower level than yours, but you still can't access high-level zones. I get that people want to go anywhere, but why would a new player even want to land in zones Bangkorai when you first start the game?
It may be a bug because I saw it once too, in a random normal dungeon. We had 4 actual players AND a companion (the dude) from someone inside the dungeon instance. As the tank I kept getting confused and tried it chain him in a few timesspartaxoxo wrote: »NeeScrolls wrote: »hmm i thought the game *kicks* all companions once the group is FULL in dungeons/trials , no? Or were you talking about a non-queue'd version entering manually on-foot?
I was under the impression if you went into a dungeon with 4 people the companions were kicked period, actually? Didn't realize you could have 6 do it, seems it would really trivialize it.
And that is simply something we cannot know, that ESO code is written efficiently for modern standards. I mean, they still consider a set like Bright Throat's Boast (link) to be a "proc set" because of how the code is written... Note that everything I said regarding their reasoning were things I saw in patch notes regarding proc set reworks and no-proc tests that they were doing in Cyrodiil.It simply isn't a problem implemented in an efficient way
I wasn't here before One Tamriel but I can't see how that aspect was worse. I already feel like I've outleveled all overland zones even on a new character, and I don't see any value in any of the new zones they release except for the mythic leads.FlopsyPrince wrote: »No it is not. It was a shame that so much content had no value after you outleveled it. That is far worse.relevant issue is level-scaling. I get why One Tamriel happened, but it's actually terrible that you can go anywhere and do anything. The finale zones have to be more difficult/challenging than the tutorial zone, but unfortunately they are not. I think that other games like GW2 have a good balance, where your level is scaled in zones of lower level than yours, but you still can't access high-level zones. I get that people want to go anywhere, but why would a new player even want to land in zones Bangkorai when you first start the game?
colossalvoids wrote: »Personally I don't feel strong one shorting mobs, it's like beating a person who's unable to defend themselves. Some of us find fun and feeling that we're somewhat strong in overcoming challenges thrown at us so harder the content we beat - the more fun and satisfaction we're getting from the session. To each their own, so denying people new modes isn't the path of inclusion.
spartaxoxo wrote: »SilverBride wrote: »colossalvoids wrote: »Personally I don't feel strong one shorting mobs, it's like beating a person who's unable to defend themselves. Some of us find fun and feeling that we're somewhat strong in overcoming challenges thrown at us so harder the content we beat - the more fun and satisfaction we're getting from the session. To each their own, so denying people new modes isn't the path of inclusion.
It's all a matter of personal preference. I was just making the point that not all casual players will become more hardcore just because their characters have gotten more powerful.
Yes. It's very important to note too how player taste impacts such a thing as well, when the question of what the casuals who are currently happy will like a year ago from now arises.
Because a player that is happy now may not necessarily be unhappy a year later as the original question speculated, although it is true some won't be.
Chilly-McFreeze wrote: »spartaxoxo wrote: »SilverBride wrote: »colossalvoids wrote: »Personally I don't feel strong one shorting mobs, it's like beating a person who's unable to defend themselves. Some of us find fun and feeling that we're somewhat strong in overcoming challenges thrown at us so harder the content we beat - the more fun and satisfaction we're getting from the session. To each their own, so denying people new modes isn't the path of inclusion.
It's all a matter of personal preference. I was just making the point that not all casual players will become more hardcore just because their characters have gotten more powerful.
Yes. It's very important to note too how player taste impacts such a thing as well, when the question of what the casuals who are currently happy will like a year ago from now arises.
Because a player that is happy now may not necessarily be unhappy a year later as the original question speculated, although it is true some won't be.
Well, with that attitude they could just stop updating the game or adding any new systems at all. Because some players are happy now. Doesn't seem to matter that many people went away or are unhappy with things. Some are happy...
Chilly-McFreeze wrote: »spartaxoxo wrote: »Because a player that is happy now may not necessarily be unhappy a year later as the original question speculated, although it is true some won't be.
Well, with that attitude they could just stop updating the game or adding any new systems at all. Because some players are happy now. Doesn't seem to matter that many people went away or are unhappy with things. Some are happy...
SilverBride wrote: »Chilly-McFreeze wrote: »spartaxoxo wrote: »Because a player that is happy now may not necessarily be unhappy a year later as the original question speculated, although it is true some won't be.
Well, with that attitude they could just stop updating the game or adding any new systems at all. Because some players are happy now. Doesn't seem to matter that many people went away or are unhappy with things. Some are happy...
The fact that many of us are happy with overland difficulty as is does not mean we don't want more content. In fact, the opposite is true. Of course we want new zones and new systems and game improvements and look forward to much more.
As nice as it would be to keep every single player happy, it is an impossible feat. Every MMO has a steady influx of players and they all have their own reasons for why they stay or go.
The players who are happy are no more important than those who aren't, but the reverse of that is also true.
SilverBride wrote: »
- It would take time and manpower from improvements that could help the entire playerbase
- If increased rewards in veteran overland those who are not and may never be powerful enough are left out
Chilly-McFreeze wrote: »Now you say you can't please everybody. Yet only shortly ago you said:SilverBride wrote: »
- It would take time and manpower from improvements that could help the entire playerbase
- If increased rewards in veteran overland those who are not and may never be powerful enough are left out
Chilly-McFreeze wrote: »This feels like beating around the bush. And goes just as well together as your assumption that only a small minority wants vet content yet somehow a separate vet OL would make ghost towns out of normal instances.
Chilly-McFreeze wrote: »Here are 3 mantras you pointed out:
- You also say those happy aren't more important than those who are unhappy.
- You say it's impossible to please all.
- You say dev time should only be invested into something that nets sth for everyone.
Chilly-McFreeze wrote: »They spend loads of dev power into certain things that only benefits certain parts of the player base. That seems to be okay for you but it doesn't seem right when they could potentially implement a separate instance of OL content.
[snip] Unless you really have some numbers about how desired is this functionality, then pls share...SilverBride wrote: »I never said developer time should only be invested in something for everyone. What I said was developer time should not be invested in something that so few want or would use at the expense of projects that would help the rest of the playerbase.
SilverBride wrote: »There is content for PvPers, housing enthusiasts, crafters, etc. as there should be. But none of those are asking for huge dramatic overhauls of the base game.
Captain_OP wrote: »Like others already stated, this discussion is running in circles. Let`s move on and write the summary and the conclusion.
I start with a summary, broken down into the main points:
- People want to choose their difficulty in Overland and Main Story.
- Changing stats alone, could lead to disappointment.
- For increased difficulty little rewards are expected.
- Even if players dont play together in the same difficulty their communication should not be seperated aswell.
- How it is done and everything technical is up to the developer team and can not be calcuated and rated by us the plaerbase.
That started way back on like page 25 lolCaptain_OP wrote: », this discussion is running in circles.
Here's mine:Captain_OP wrote: »Let's' move on and write the summary and the conclusion:
Chilly-McFreeze wrote: »spartaxoxo wrote: »SilverBride wrote: »colossalvoids wrote: »Personally I don't feel strong one shorting mobs, it's like beating a person who's unable to defend themselves. Some of us find fun and feeling that we're somewhat strong in overcoming challenges thrown at us so harder the content we beat - the more fun and satisfaction we're getting from the session. To each their own, so denying people new modes isn't the path of inclusion.
It's all a matter of personal preference. I was just making the point that not all casual players will become more hardcore just because their characters have gotten more powerful.
Yes. It's very important to note too how player taste impacts such a thing as well, when the question of what the casuals who are currently happy will like a year ago from now arises.
Because a player that is happy now may not necessarily be unhappy a year later as the original question speculated, although it is true some won't be.
Well, with that attitude they could just stop updating the game or adding any new systems at all. Because some players are happy now. Doesn't seem to matter that many people went away or are unhappy with things. Some are happy...
spartaxoxo wrote: »Here I will do my own one of these
1) No Vet Overland options at all
Pros
Costs literally nothing
Cons
Doesn't address any current concerns
2) Forced Vet Overland
Pros
The players that stick around will have to become better at the game, increasing the quality of groups.
Cons
When Arenanet did this a lot of their players quit and this game would probably also see a large exodus
3) Debuffs
Pros
Unified playerbase
Cheap to implement
Difficulty is customizable to the individual player's needs
Cons
Doesn't leave room for new mechs
Requires micromanagement
Many would find it immersion breaking
No incentives
4) Separate instance
Pros
You can adjust how often mobs attack or create new mechanics
It is highly immersive
More popular
You can push it to a higher difficulty
Cons
Splits the playerbase
Costly time wise for devs
Incentive issue
Edit
5) Challenge Banners
Pros
Makes the big bad of the story an actual threat
Can give new mechanics
Has no impact on anyone that doesn't want to use it
Cons
Only works on bosses and does no address trash packs or non-instanced minibosses
6) Brand New Standalone Zones
Pros
These can be tuned to any vet difficulty
new mechs
Will have the shiny new content feel each year
Can give incentives without the incentive problem of other two main solution
Cons
Few will be able to do it
Significantly less content impacted
Takes away a dungeon
Ton of work
spartaxoxo wrote: »I had a post somewhere compiling all the ideas that I personally liked but it didn't really generate much discussion.
Edit
Okay there it is and a couple of other ones that I really liked.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.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.
nice emplementation of "overland" i saw in Fallout 76. With identical HP pool, one mob will hit harder high level player, while low level player will get less punishment. Both players stand in one instance. F76 still have a casual overland lol, but it something at least.
Captain_OP wrote: »...we want longer fights.
SilverBride wrote: »In fact I find it unbelievable that a powerful character would find a wolf challenging.
Chilly-McFreeze wrote: »SilverBride wrote: »In fact I find it unbelievable that a powerful character would find a wolf challenging.
And I can't believe that the gist of 56 pages is that this topic is about critter level mobs.
SilverBride wrote: »Chilly-McFreeze wrote: »SilverBride wrote: »In fact I find it unbelievable that a powerful character would find a wolf challenging.
And I can't believe that the gist of 56 pages is that this topic is about critter level mobs.
Most of the posts say they want longer and more challenge fights because one hitting mobs isn't immersive. They don't distinguish between trash mobs or otherwise. If they don't care about trash mobs becoming more difficult then they could just use challenge banners for story bosses and world bosses and a separate veteran overland would not be necessary.
SilverBride wrote: »Captain_OP wrote: »...we want longer fights.
I have a hard time understanding this. There are countless quests and it can take several months for a character to get through every quest in every zone with easy mobs. Why make it take three to four times longer with difficult mobs? That doesn't make the story any more believable. In fact I find it unbelievable that a powerful character would find a wolf challenging.
SilverBride wrote: »Captain_OP wrote: »...we want longer fights.
I have a hard time understanding this. There are countless quests and it can take several months for a character to get through every quest in every zone with easy mobs. Why make it take three to four times longer with difficult mobs? That doesn't make the story any more believable. In fact I find it unbelievable that a powerful character would find a wolf challenging.
Sylvermynx wrote: »Eh, no dev needs to "satisfy" casuals. Those of us who exemplify "casual" are perfectly happy with the game as it is.
I feel sorry for the dev who has to try to satisfy the "harder harder harder" people - who aren't even on the same page with "HOW MUCH harder?" to begin with.
Difficulty needs to be in sync with lore, same with the story.
Oblivion and Skyrim are examples for what Overland Vet could be like. Many players play those games and then come into ESO ... not understanding why there is no challenge to Overland. I've said it, I've heard it said by others on numerous occasions.
What's being asked for is same difference that already exists in other Elder Scroll games, which is more lore accurate as well.
SilverBride wrote: »AlexanderDeLarge wrote: »There's no doubt in my mind that any acceptable implementation of a veteran overland is a lotta work but unfortunately for the team, it's inevitable work that needs to be done and anyone asking for it now is just ahead of the curve of where even the more casual playerbase will be down the line.
The power level in which the game becomes trivialized is super low (CP300-ish) and they're almost on their sixth year of selling standalone expansion packs at retail. Anyone who has played one or two of the chapters through completion in addition to the base game's story has reached the aforementioned CP300-ish power level by playing extremely casually. How many more years is it gonna be a sustainable business model to sell $40 expansions where anyone who has played the game for a decent amount of time is one-shotting the enemy NPCs?
I really don't believe casual players are going to become less casual over time. It's a playstyle and the desire for a relaxed gaming experience doesn't go away just because the player gets more powerful.
A lot of players enjoy feeling strong, and one shotting mobs gives that feeling much better than struggling with wolves and bears.
Sylvermynx wrote: »Eh, no dev needs to "satisfy" casuals. Those of us who exemplify "casual" are perfectly happy with the game as it is.
I feel sorry for the dev who has to try to satisfy the "harder harder harder" people - who aren't even on the same page with "HOW MUCH harder?" to begin with.
SilverBride wrote: »Captain_OP wrote: »...we want longer fights.
I have a hard time understanding this. There are countless quests and it can take several months for a character to get through every quest in every zone with easy mobs. Why make it take three to four times longer with difficult mobs? That doesn't make the story any more believable. In fact I find it unbelievable that a powerful character would find a wolf challenging.
But it does. It does make the story less believable because there is nothing to risk in taking down the enemies, where applicable.
That's what I enjoyed about Oblivion, yeah some Goblins and Rats were easy to kill and others were not but it always felt like a well-tempered experience. The hard fights are what makes a quest memorable. But I think part of the problem, unfort, is maybe they focused on putting in too many quests and it all blends together. For example, in Oblivion we have the hunt for Mehrunes Razor. My favorite quest from Oblivion by far. You meet varying degrees of enemies and solve interesting problems and in general it takes some time to get to know the place in order to pass the quest.
Now in Oblivion, all quests aren't like this and they don't need to be. But this is the point. Oblivion quests were engaging, intriguing, sparked the imagination a little bit and made the player question their build, their choices, the direction they were heading in the game. But if everything was just ridiculously easy like it is now with ESO Overland, no one would care about the content. ESO has some of this but overtime given the sheer volume of quests it all sort of blends together. And I say this respectfully, its also a Balance thing. It is not just about difficulty however I think that any disagreement over how difficulty should be assigned can be resolved thru lore, as this has worked just fine for all previous Elder Scrolls games.
It is literally the difference between reading a good murder mystery and reading something with no depth. I don't have much of a library anymore but growing up I had all kinds of science fiction novels and horror/murder mysteries which I always took my time reading because they were interesting and presented me with unique situations.