Overland content is quite complex as well - it requires to keep track of the state of the quests again for any character doing those - if a quest is completed, some areas look different to when they were not completed - these states are basically instances inside an instance - like I helped out a town to get rid of something - and now the town is no longer in peril, but looks nice and people are cheering when you come along - this is an instance in an instance basically - other players coming along in the same area, are seeing it in a different way, when the quest wasn't done yet, the town still in peril - and there are a lot of places like this in overland - this is far more complex than normal repeatable veteran content is.
colossalvoids wrote: »That's a big derail here. So buying every zone and dlc, subbing and buying cs stuff isn't "enough" so people should also add on top something to have some of the content working (without a divide between narrative and gameplay). It would be virtually the same as releasing a dungeon pack in normal difficulty and charge extra for vet and more for HM on top.
To help the game this feature absolutely should be free and optional. A lot of people coming to check the game and finding themselves not interested when zones gameplay wise are virtually the same, some won't be there to experience different kinds of content after said experience. Imagine them finding out that the difficulty and part of the elder scrolls flavour (another part is extreme powerfantasy of alchemy-enchanting-smithing loop) is locked with a token or a different purchase even when store is already kinda mandatory thing to be engaged with for any dedicated play.
Considering instanced problem it had different rules before in vr times in them so not sure what's the issue really, instead of 5 same ones it would be 4+1 or 3+2 in the very worst case. The problem is a "community" one, where one party considers it healthy for everyone to be on a same field even though it would mean people not playing this said field at all or disliking their experience.
Overland content is quite complex as well - it requires to keep track of the state of the quests again for any character doing those - if a quest is completed, some areas look different to when they were not completed - these states are basically instances inside an instance - like I helped out a town to get rid of something - and now the town is no longer in peril, but looks nice and people are cheering when you come along - this is an instance in an instance basically - other players coming along in the same area, are seeing it in a different way, when the quest wasn't done yet, the town still in peril - and there are a lot of places like this in overland - this is far more complex than normal repeatable veteran content is.
Don't see how. If its the same instance for my character then only my character is experiencing it. Game already uses instances I don't see why this would matter.
SilverBride wrote: »Captain_OP wrote: »SilverBride wrote: »There is actually a lot of resistance against a separate veteran overland with many reasons given why we think this would be bad for the game. It was also noted by Rich Lambert in a Twitch stream that it would require a lot of work to implement.
Where is the resistance you are talking about?
Every comment that is positive for vet overland/story content has much more awesome, insightful and agree then the comments against it.
The resistance is "the comments against it" referred to above.
We can't go just by the number of agrees because there is no option to disagree with a post. But there are multiple posts in this and previous threads arguing against a separate veteran overland starting with page 1 of this thread.
All ZOS is interested in is is it worth doing it or not - and so far it seem you guys expect it to be free - so the answer for ZOS is most likely - not worth it - offer something, maybe then it will be considered, but expecting it for free, why would they want to engage with the complexity of this upgrade, if there is nothing to gain from it?
Chilly-McFreeze wrote: »All ZOS is interested in is is it worth doing it or not - and so far it seem you guys expect it to be free - so the answer for ZOS is most likely - not worth it - offer something, maybe then it will be considered, but expecting it for free, why would they want to engage with the complexity of this upgrade, if there is nothing to gain from it?
If they implement an option that overland content (biggest part of the game) offers some fun for me, I am willing to buy more stuff from the CS. As simple as that. There is your gain.
Chilly-McFreeze wrote: »All ZOS is interested in is is it worth doing it or not - and so far it seem you guys expect it to be free - so the answer for ZOS is most likely - not worth it - offer something, maybe then it will be considered, but expecting it for free, why would they want to engage with the complexity of this upgrade, if there is nothing to gain from it?
If they implement an option that overland content (biggest part of the game) offers some fun for me, I am willing to buy more stuff from the CS. As simple as that. There is your gain.
you will buy that anyway, as well if they do nothing at all
SilverBride wrote: »Captain_OP wrote: »There are no additional instances need, because the whole game is already instanced with multiple instances per zone.
The identical instances of the megaserver to accommodate how many people are playing at one time is not the same as an instance with completely different difficulty and mechanics. These new instances with veteran difficulty would have to be created and applied to every platform, then maintained.
yeah that is the problem, it requires not just new servers but as well more staff to care about it - this is not a simple upgrade, but a serious investment.
Now I know why they chose the Ouroboros as the symbol for this game.
This game started out with 3 factions to start from, each with a Silver and a Gold level (other faction play throughs as VR levels). Each new zone had an increased difficulty and you had folks grinding trash mobs just to make level cap by the time they hit their last zone in their home faction. Once you hit Silver and Gold you had to put about 10 times as much work in to gain a level. If you tried to play a zone too far ahead of your level you got your tail handed to ya. If you tried to play a zone that you were to far ahead of things fell over like dominoes and you got no credit for your efforts. A VR level character could go back and have a solo cake walk through Group Dungeons in their starting faction zones (at least the ones available at the time). Also, Craglorn overland was tuned for max level characters to at least run in pairs and if you could solo a bunch of bees you were doing good, and if you could solo a pack of Welwa (when the last one hulked out) then you were real good.
Why is it that none of this stuff exist now??????? Folks asked for it.
Because that concept was really bad - you could outlevel a zone easily and then the whole thing falls apart and is no fun anymore - and gated gaming is a matter of the past, nowadays the raisin picker generation is on the rise, and we want the raisins now without having to eat the whole cake - and are willing to pay for not having to eat the whole cake - that is why.
Chilly-McFreeze wrote: »
Because that concept was really bad - you could outlevel a zone easily and then the whole thing falls apart and is no fun anymore - and gated gaming is a matter of the past, nowadays the raisin picker generation is on the rise, and we want the raisins now without having to eat the whole cake - and are willing to pay for not having to eat the whole cake - that is why.
Sylvermynx wrote: »
Because that concept was really bad - you could outlevel a zone easily and then the whole thing falls apart and is no fun anymore - and gated gaming is a matter of the past, nowadays the raisin picker generation is on the rise, and we want the raisins now without having to eat the whole cake - and are willing to pay for not having to eat the whole cake - that is why.
If I could have a dollar for every time I outleveled a zone in WoW and RIFT.... I'd be a lot richer. Gated content pissed me off in those games, so I was really happy not to find it here.
I'm fairly sure someone has probably already thought of this, but what about adding player debuffs to the negative effect table in Alchemy? Experiencing these debuffs would be avoidable if you rank up Snakeblood--making everything entirely optional, of course. This way, we could craft potions that add interesting debuffs to our character, so we can find the exact type of difficulty we might be looking for. The debuffs could increase in their percentage, the higher level solvent we use, so, for example, using Lorkhan's Tears to combine these negative effects would net us their strongest versions.
Negative Effects/Debuffs could look something like:With each new DLC, they could add new alchemy reagents introducing fun ways to debuff us, if we so choose. I would find new Chapters a lot more exciting to play through with a system like this in place.
- Decrease damage to Overland non-group enemies by player by %
- Increase damage to Player by Overland non-group enemies by %
- Reduce healing on player by %
- Reduce player's run speed and magicka recovery when in a cold weather state for a period of time by % when not sufficiently geared in cold weather armor, leading to death and resurrection at the nearest inn after a significant amount of time in this state
- Reduce player's run speed and stamina recovery when in a hot weather state for a period of time by % when not sufficiently geared in warm weather armor, leading to death and resurrection at the nearest inn after a significant amount of time in this state
- Reduce the likelihood of a soul gem resurrection by % (forcing player to resurrect at nearest wayshrine instead)
- Eliminating soul gem resurrection and restricting wayshrine resurrection to the nearest major city
I, personally, would NOT be satisfied with only quest bosses and delves debuffed, I want the complete experience. And I do NOT need incentives. The value is in the journey. Just like in the single player games.
I'm fairly sure someone has probably already thought of this, but what about adding player debuffs to the negative effect table in Alchemy? Experiencing these debuffs would be avoidable if you rank up Snakeblood--making everything entirely optional, of course. This way, we could craft potions that add interesting debuffs to our character, so we can find the exact type of difficulty we might be looking for. The debuffs could increase in their percentage, the higher level solvent we use, so, for example, using Lorkhan's Tears to combine these negative effects would net us their strongest versions.
Negative Effects/Debuffs could look something like:With each new DLC, they could add new alchemy reagents introducing fun ways to debuff us, if we so choose. I would find new Chapters a lot more exciting to play through with a system like this in place.
- Decrease damage to Overland non-group enemies by player by %
- Increase damage to Player by Overland non-group enemies by %
- Reduce healing on player by %
- Reduce player's run speed and magicka recovery when in a cold weather state for a period of time by % when not sufficiently geared in cold weather armor, leading to death and resurrection at the nearest inn after a significant amount of time in this state
- Reduce player's run speed and stamina recovery when in a hot weather state for a period of time by % when not sufficiently geared in warm weather armor, leading to death and resurrection at the nearest inn after a significant amount of time in this state
- Reduce the likelihood of a soul gem resurrection by % (forcing player to resurrect at nearest wayshrine instead)
- Eliminating soul gem resurrection and restricting wayshrine resurrection to the nearest major city
I, personally, would NOT be satisfied with only quest bosses and delves debuffed, I want the complete experience. And I do NOT need incentives. The value is in the journey. Just like in the single player games.
I'm fairly sure someone has probably already thought of this, but what about adding player debuffs to the negative effect table in Alchemy? Experiencing these debuffs would be avoidable if you rank up Snakeblood--making everything entirely optional, of course. This way, we could craft potions that add interesting debuffs to our character, so we can find the exact type of difficulty we might be looking for. The debuffs could increase in their percentage, the higher level solvent we use, so, for example, using Lorkhan's Tears to combine these negative effects would net us their strongest versions.
Negative Effects/Debuffs could look something like:With each new DLC, they could add new alchemy reagents introducing fun ways to debuff us, if we so choose. I would find new Chapters a lot more exciting to play through with a system like this in place.
- Decrease damage to Overland non-group enemies by player by %
- Increase damage to Player by Overland non-group enemies by %
- Reduce healing on player by %
- Reduce player's run speed and magicka recovery when in a cold weather state for a period of time by % when not sufficiently geared in cold weather armor, leading to death and resurrection at the nearest inn after a significant amount of time in this state
- Reduce player's run speed and stamina recovery when in a hot weather state for a period of time by % when not sufficiently geared in warm weather armor, leading to death and resurrection at the nearest inn after a significant amount of time in this state
- Reduce the likelihood of a soul gem resurrection by % (forcing player to resurrect at nearest wayshrine instead)
- Eliminating soul gem resurrection and restricting wayshrine resurrection to the nearest major city
I, personally, would NOT be satisfied with only quest bosses and delves debuffed, I want the complete experience. And I do NOT need incentives. The value is in the journey. Just like in the single player games.
Second, all dlc alchemy ingredients already hard to come by, they expensive and rare even if they useless (looking at charius eggs and clam gall here). So even if i overcome first point, do i have to spend extra effort and gold so surrounded me players can run around, one-shotting everything and thinking what a noob I am for struggling to kill generic enemies?
You want a challenge in an environment, which is basically made for new players - overland - so to have this challenge you will have to feel like a newbie feels in those zones and struggle with generic enemies - where would otherwise be the challenge?
You cannot have both, the world of Tamriel will not be newly invented and everything changed just because you want more challenge and when you get it, you don't like it because you have to struggle with creatures, which you one-shotted before. It is clear if you want more challenge, you will not kill them in one shot anymore, but in several and some might even be able to kill you outright - like those can do this with new player now - either you want a challenge or you don't - you cannot have both.
Second, all dlc alchemy ingredients already hard to come by, they expensive and rare even if they useless (looking at charius eggs and clam gall here). So even if i overcome first point, do i have to spend extra effort and gold so surrounded me players can run around, one-shotting everything and thinking what a noob I am for struggling to kill generic enemies?
You want a challenge in an environment, which is basically made for new players - overland - so to have this challenge you will have to feel like a newbie feels in those zones and struggle with generic enemies - where would otherwise be the challenge?
You cannot have both, the world of Tamriel will not be newly invented and everything changed just because you want more challenge and when you get it, you don't like it because you have to struggle with creatures, which you one-shotted before. It is clear if you want more challenge, you will not kill them in one shot anymore, but in several and some might even be able to kill you outright - like those can do this with new player now - either you want a challenge or you don't - you cannot have both.