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.
Well, that’s the problem. Every new chapter and dlc designed for new players only. I had fun there when i was new too (it still posed no challenge and I didn’t die where I should’ve logically), but how long can you remain a new player with minimal understanding of the game you play? There are probably thousands hours worth of content by now designed exclusively for new players and it’s hard to stay positive for new releases when it would be same old tutorial difficulty you played several years ago.
And what do you mean we can’t have both? The whole discussion (1800 replies btw) full of different suggestions and ideas, some of them does provide a solutions so new and veteran players could have fun experience, I disagreed with the one i quoted because, in my opinion, it’s poorly thought out and didn’t address the reasons of complaints.
It’s not the struggle to kill something that turn me off in those kind of suggestions, but struggle to have genuine fun and sense of accomplishment in environment where most other players wouldn’t choose to nerf themselves for no reasons.
Personally, at this point, I mostly expect for some kind of experiment in new dlc only, whole Tamriel rework - unlikely. But if it’s ever going to happen i hope for quality solution.
I would like the option of increased difficulty in overland content. I'm not sure the best way to do that without splitting up the population again though. Perhaps some type of 'nerf' to the character that selects a higher difficulty so they can co-exist with those on lower difficulties. (and get better rewards for their effort perhaps)
I dont think it can be globally increased for everyone though. There are still plenty of people who struggle with some enemies as it is.
jad11mumbler wrote: »They become tedious when you have to walk into a place to just one shot a boss, to then backtrack out right away.
ShalidorsHeir wrote: »I would like the option of increased difficulty in overland content. I'm not sure the best way to do that without splitting up the population again though. Perhaps some type of 'nerf' to the character that selects a higher difficulty so they can co-exist with those on lower difficulties. (and get better rewards for their effort perhaps)
I dont think it can be globally increased for everyone though. There are still plenty of people who struggle with some enemies as it is.
That would not splitt the community directly since, accordng to this thread, more people would come back and enjoy overland content. Besides that - they are empty zones already (most of the time) and nobody cares because people tend to quest and explore in their own speed anyways. So besides world bosses & anchor locations which are always populated nothing would really change, that would have a negative impact.
Steven19eighty101 wrote: »<snip>
Don't get me wrong I still love the game but I want that feeling when I used to play morrowwind and skyrim, walking into the last cavern in a delve and having a mage shout at me, "YOU WILL DIE," and having to fight to an inch of my life for that staff or sword in the last chest then going through all his drawers and shelves for goodies. Maybe I'm just selfish.
Steven19eighty101 wrote: »<snip>
Hell I thought my 300 ping in New Zealand was bad lol. Fully agree it should be optional or some how split up, It would suck if new or lesser skilled players could still not enjoy it and the game would slowly die.
Sylvermynx wrote: »Steven19eighty101 wrote: »<snip>
Hell I thought my 300 ping in New Zealand was bad lol. Fully agree it should be optional or some how split up, It would suck if new or lesser skilled players could still not enjoy it and the game would slowly die.
Yeah, your ping isn't any good either (I have second cousins in both AU and NZ... they are NOT complimentary about the ping when it comes to games without AU/SEA servers) - and sure, I love where I live (or I would if it wasn't Utah....) with the cleanest air and water, the fewest neighbors for probably a 200 mile radius - but satellite it is, and it's not getting better. I'm sure it will eventually, but I'm not probably going to see it.
I'm all for a vet overland, as long as it's something each person can toggle as s/he wishes. I truly love playing this game (and beating my head on the single player TES games as well); not being able to play ESO would really.... upset me.
Steven19eighty101 wrote: »I understand the game needs to attract new players but what about us endgame players that have stuck with the game through thick and thin? That have spent 1000s of dollars on ESO plus? Don't we deserve a bit more?
Fair enough. It's just something I thought of off the top of my head. I don't know why, but it occurred to me the that the negative effects in the Alchemy system have always been something we simply take Snakeblood to ignore, giving them no real value in the game. There is no point for their existence. So, adding (desired) debuffs there could change that, since a lot of us would kill for a way to legitimately debuff ourselves in the Overland, while still being able to use our fun armor sets. I, myself, even see problems with what I described because I would probably want every debuff they threw at us, and one potion would only give us, at most, 4.colossalvoids wrote: »Would agree with stated above by Tony, it would be a major turn off for a new player also - overland is problematic not only for a "veteran" as we know. Punishing approach is something a small niche would surely enjoy but not a solution for the other part of players asking for a different kind of challenge. Probably some also see veteran content all along as punishment lol.
So it... might kinda work is in a single player instances but we don't have those and it's also impossible to implement one for each exact player. Imagine lagging more because zone also calculated it's weather for everyone now even not utilising this if forced yet again on everyone's experience this way. What if a last pot runned out out in a wilds? And if I'm a newbie, I probably would have none to begin with.
Would also need a separate inventory or have a zero weight which is also unrealistic because idem IDs are a thing that can clutter database as we also know. Something like a memento might be a gimmick for that I'd guess?
Then there should be no cooldown on such potions, as when you are about to die you probs would need to change your cold zone one for a no resurrection with soulgem one immediately, leading also for a probably separate quick slot wheel...
Yeah, a fun non punishing system right? Can continue on an on but see no point.
I can surely understand how those ideas gor flowing but that's very far from a lot of people's problems and solutions if looked close to, it would be nice addition for a roleplay community though but not for ones who find eso laughable and who shouldn't be using tens of hoops to enjoy it properly. People want to log in and play, not farming reagents/tokens to have % of their damage eaten out whilst persisting in current zones being a farm fest. That's roughly like One Tamriel patch to be an introduction of a potion boosting your damage output and that's it, you're together now lmao.
Steven19eighty101 wrote: »
Hell I thought my 300 ping in New Zealand was bad lol. Fully agree it should be optional or some how split up, It would suck if new or lesser skilled players could still not enjoy it and the game would slowly die.
Sylvermynx wrote: »Thanks @Steven19eighty101 - have a great day, and Happy New Year!
Fair enough. It's just something I thought of off the top of my head. I don't know why, but it occurred to me the that the negative effects in the Alchemy system have always been something we simply take Snakeblood to ignore, giving them no real value in the game. There is no point for their existence. So, adding (desired) debuffs there could change that, since a lot of us would kill for a way to legitimately debuff ourselves in the Overland, while still being able to use our fun armor sets. I, myself, even see problems with what I described because I would probably want every debuff they threw at us, and one potion would only give us, at most, 4.colossalvoids wrote: »Would agree with stated above by Tony, it would be a major turn off for a new player also - overland is problematic not only for a "veteran" as we know. Punishing approach is something a small niche would surely enjoy but not a solution for the other part of players asking for a different kind of challenge. Probably some also see veteran content all along as punishment lol.
So it... might kinda work is in a single player instances but we don't have those and it's also impossible to implement one for each exact player. Imagine lagging more because zone also calculated it's weather for everyone now even not utilising this if forced yet again on everyone's experience this way. What if a last pot runned out out in a wilds? And if I'm a newbie, I probably would have none to begin with.
Would also need a separate inventory or have a zero weight which is also unrealistic because idem IDs are a thing that can clutter database as we also know. Something like a memento might be a gimmick for that I'd guess?
Then there should be no cooldown on such potions, as when you are about to die you probs would need to change your cold zone one for a no resurrection with soulgem one immediately, leading also for a probably separate quick slot wheel...
Yeah, a fun non punishing system right? Can continue on an on but see no point.
I can surely understand how those ideas gor flowing but that's very far from a lot of people's problems and solutions if looked close to, it would be nice addition for a roleplay community though but not for ones who find eso laughable and who shouldn't be using tens of hoops to enjoy it properly. People want to log in and play, not farming reagents/tokens to have % of their damage eaten out whilst persisting in current zones being a farm fest. That's roughly like One Tamriel patch to be an introduction of a potion boosting your damage output and that's it, you're together now lmao.
But, whatever. However it eventually happens, I just want a system that allows for a few important things:[Oh, and also, I slipped in Skyrim Survival mode-like debuffs into that Alchemy system and was giggling as I was doing it. I just don't think a lot of people are very aware of just how fun it is to battle harsh weather in an RPG. I doubt they would EVER add anything like that into ESO, though, but I would squeal out loud if they did. ]
- For it to be absolutely optional (as there is a very loyal, excited fanbase that wants things to remain exactly as they are)
- For there to be some curation in the design. I don't think throwing up ONE difficulty setting in a Vet Overland instance or as a hardmode in delves or quest bosses is the answer. As we've seen from years of these threads being produced, everyone has a very different idea of just how difficult they want their difficulty to be. So, whatever is implemented, I just think there has to be some variety or choice involved. Whether that be sliders or potions, or mythics.
SilverBride wrote: »Steven19eighty101 wrote: »I understand the game needs to attract new players but what about us endgame players that have stuck with the game through thick and thin? That have spent 1000s of dollars on ESO plus? Don't we deserve a bit more?
Casual players spend just as much as end game players on ESO+ and the Crown Store, if not more. But it's not a matter of anyone deserving more than anyone else.
I don't understand why some players expect the questing zones to keep getting more powerful as they do. That's not how it works.
Edited to clarify.
Sylvermynx wrote: »@Lysette - I and friends of mine did. Some of them still do. But they don't play Dead is Dead that way any more.... I'm using iNeeds during this challenge run playthrough: found items only for everything - no crafting, no perk points, no upgrading except for basics (and you can't make ingots out of ore, or leather out of pelts), unless you find something better - and yes, we're all having to meta-game because the rules are so stringent.... I'm at about 60 deaths so far - and most of those are to "upper" draugr - the dragon priests fall really fast to a 2H axe known as the Battleaxe of Fiery Souls which I and another player actually got without meta-gaming when the "letter from a friend" sent us to the word wall in Ironbind.
A couple of our group started out with Frostfall and iNeeds - but gave it up as just too hard. I'm still using iNeeds, but the inability to perk is giving me a lot of trouble when it comes to "upper level" draugr.
It's interesting - first time I've done this sort of thing.
Steven19eighty101 wrote: »
Hell I thought my 300 ping in New Zealand was bad lol. Fully agree it should be optional or some how split up, It would suck if new or lesser skilled players could still not enjoy it and the game would slowly die.
You guys got that sea cable to Hawaii - that makes it reasonably fast for the distance to overcome.
StevieKingslayer wrote: »I would always go back to help others in their time of need, even if it meant helping a dude at a newbie level dolmen.
I think Rich made a valid point this is my experience with MMOs as well - players go for gain per hour and not fun per hour.
If people would prioritize fun per hour there wouldn't be complains about grind
Chilly-McFreeze wrote: »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.
The only ones who were out leveling zones "easily" at the time were the ones who spent a lot of hours in PvP,
newtinmpls wrote: »StevieKingslayer wrote: »I would always go back to help others in their time of need, even if it meant helping a dude at a newbie level dolmen.
Thank you for your kind words!I think Rich made a valid point this is my experience with MMOs as well - players go for gain per hour and not fun per hour.
I think that may or may not be true of MMO players in general, but MMORPG players are a slightly different group; and TES players are different yet.
RPG has no "gain per hour" in measurable money, items, wealthIf people would prioritize fun per hour there wouldn't be complains about grind
I think you have it backwards - it is BECAUSE people are prioritizing "fun per hour" OVER "gain per hour" that grinding is disliked. A lot of the folks who wander about overland BECAUSE it is not really hard, do so because they like it - fun per hour.
A lot of the folks who DON'T wander overland do it for the same reason/principle - what they CHOOSE is what has the highest "fun per hour" for THEM.
A gazillion peeps have quoted Lambert:
We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it.
And there is still disagreement about what this means, practically speaking.
I think that what it means is that IF something appears to enough people - demonstrably - as in "lots of people are doing it" THEN ZoS will make more of it. ESPECIALLY if they can charge for it.
This has been easy to see in:
Costumes
Housing
Companions (initially as furnishings, now as "side" adventures)
Bankers
Merchants
Outfits
So IF there was some sort of 'toggle' to change overland difficulty AND you could pay per character, would people pay for it?
A "no CP" toggle?
A "weather really matters and you take damage in snowy areas" toggle (based on a Skyrim mod "Frostfall")?
A "random debuff" (call it the Cheese curse) toggle?
A "animals are more dangerous" (based on the Skyrim "Realistic Animals and Predators") meaning wolves come in larger packs (more than just the "extra two" that die easy) or that after 1/2 damage they run away.
An "organized bandits" mod (another Skyrim steal) (you can encounter highwaymen in large groups that shake you down for money, and if you don't have enough they attack (and taunts and pulls don't work for long, they all run out of AoE damage)