You said overland was weak after you built with a dungeon build and the skills to go with it. That's the thing though, that kind of build will inherently make overland weaker. Many casuals and new players don't have a dungeon build.
FlopsyPrince wrote: »I still don't see a response to how long this "hard content" would keep people happy.
I am fairly certain that the current content keeps those who like it quite satisfied, even across many alts. I know I have done many quest lines literally dozens of times. Is that likely for "hard" versions of that content?
If not, how would such effort be really valuable in the long run? Would not the same ones wanting it get bored and move onto something else? After all, they don't see the Harrowstorms and such as things to keep repeating, so they do get bored with "hard" content of at least some types.
FlopsyPrince wrote: »I still don't see a response to how long this "hard content" would keep people happy.
I am fairly certain that the current content keeps those who like it quite satisfied, even across many alts. I know I have done many quest lines literally dozens of times. Is that likely for "hard" versions of that content?
If not, how would such effort be really valuable in the long run? Would not the same ones wanting it get bored and move onto something else? After all, they don't see the Harrowstorms and such as things to keep repeating, so they do get bored with "hard" content of at least some types.
...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
...eventually I got bored with them like with anything else
SilverBride wrote: »...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
If the reason for wanting more difficult overland is for the challenge, as has been stated repeatedly, then there is no need for increased rewards. The challenge is the goal and is its own reward.
Besides the fact that it would be completely unfair to players who may also want better rewards but will never be powerful enough for a veteran overland....eventually I got bored with them like with anything else
How would this be any different? And what then?
spartaxoxo wrote: »SilverBride wrote: »...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
If the reason for wanting more difficult overland is for the challenge, as has been stated repeatedly, then there is no need for increased rewards. The challenge is the goal and is its own reward.
Besides the fact that it would be completely unfair to players who may also want better rewards but will never be powerful enough for a veteran overland....eventually I got bored with them like with anything else
How would this be any different? And what then?
I think it depends on what the rewards are. Something like increased gold gain is completely fair, as they actually would lose gold gain if that wasn't changed. Same with like blue gear instead of green. Something like achievements for a non-repeatable quest that has two versions (normal and vet) would be a no go though, as I don't think it would be reasonable if it's not repeatable to place exclusive rewards on it.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
If the reason for wanting more difficult overland is for the challenge, as has been stated repeatedly, then there is no need for increased rewards. The challenge is the goal and is its own reward.
Besides the fact that it would be completely unfair to players who may also want better rewards but will never be powerful enough for a veteran overland....eventually I got bored with them like with anything else
How would this be any different? And what then?
I think it depends on what the rewards are. Something like increased gold gain is completely fair, as they actually would lose gold gain if that wasn't changed. Same with like blue gear instead of green. Something like achievements for a non-repeatable quest that has two versions (normal and vet) would be a no go though, as I don't think it would be reasonable if it's not repeatable to place exclusive rewards on it.
I'm not understanding how they would lose gold gain if they get the same amount of gold for quests and from drops as they would from normal overland.
In my mind, instead to do that, ZOS could make a lot more money, if they offered private instances for normal overland content, because here are a lot of single player enthusiast, who would be so happy, if they could just get rid of the other players in a private instance - to me it would definitely be worth 100 dollars a year to get rid of all the others in my game.
spartaxoxo wrote: »SilverBride wrote: »I'm not understanding how they would lose gold gain if they get the same amount of gold for quests and from drops as they would from normal overland.
Let's make a pretend world where each mob drops the same amount of coin each time just to make it easier to illustrate.
Let's say a normal player can kill 4 mobs in about 2 seconds. And each mob gave them 100 coins each. So they earned 400 coins.
Now let's look at our vet player. The mobs they fight die slower, so they can kill two mobs in that same 2 seconds for 100 coins each. So they earned 200 coins.
So they lost coins by going to vet. A gold gain increase of 2x would make them even with the normal player as 2*200=400 coins in 2 seconds.
I don't know what the actual values would need to be, but you'd want something so they can at least be even with normal players.
SilverBride wrote: »In my mind, instead to do that, ZOS could make a lot more money, if they offered private instances for normal overland content, because here are a lot of single player enthusiast, who would be so happy, if they could just get rid of the other players in a private instance - to me it would definitely be worth 100 dollars a year to get rid of all the others in my game.
ZoS would lose money from all the players who don't want ESO to become a single player game. I know I wouldn't want to play a multiplayer game that is a ghost town because everyone is off in their own private instances. This would be the ultimate splitting of the playerbase.
I really don't understand why running into other players is such a bad thing anyway. I've had very few negative encounters and enjoy the social interactions.
SilverBride wrote: »...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
If the reason for wanting more difficult overland is for the challenge, as has been stated repeatedly, then there is no need for increased rewards. The challenge is the goal and is its own reward....eventually I got bored with them like with anything else
How would this be any different? And what then?
FlopsyPrince wrote: »I still don't see a response to how long this "hard content" would keep people happy.
I am fairly certain that the current content keeps those who like it quite satisfied, even across many alts. I know I have done many quest lines literally dozens of times. Is that likely for "hard" versions of that content?
If not, how would such effort be really valuable in the long run? Would not the same ones wanting it get bored and move onto something else? After all, they don't see the Harrowstorms and such as things to keep repeating, so they do get bored with "hard" content of at least some types.
Parasaurolophus wrote: »Now overland content is designed for those who play the game very, very little. It is empty and completed in a few evenings. The main thing is that overland is like a visual novel and not an RPG. And even more so, it is completely unlike the classic scrolls game. ZoS simply saves on development costs by creating an overland for new players and for those who come back to the game occasionally. But not for those who really play this game a lot, appreciate the immersion and gameplay.
You are binge-playing, if you can complete a Chapter zone in a few evenings. ZOS has to go for what an average player is doing and they basically have the data to decide what that is. If there is more content than an average player could possibly play with a normal time investment, then the average player would fall behind the story and after a while give a damn about new content, because he will never get there at his pace and with his time investment. ZOS cannot use a binge-player's time investment as rule of their development - they have to design it for an average player with an average time investment.
As for it would not be an RPG and unlike the classic TES games - it is very much like the classic TES games at "normal" difficulty - if you have played it with a different difficulty setting, then you have a different experience of course. What is different is that any new zone is designed so, that a newbie can do most of it's content - this is due to One Tamriel this way, a newbie should be able to do the content, regardless which zone he chooses to start in. That this works out at all, is really impressive, but it comes with the drawback, that a binge-player is likely to overpower himself and might not have a good experience anymore. Or if he is using add-ons, which by-pass exploration and lead directly to the goodies.
I know that I'm playing very slow paced - if some agency says, a game has easily 40 hours content, it lasts easily 800 hours for me, but I'm not rushing through a game, I take my time and try to do things not like a mass murderer, but in a more role compliant way, I don't have to kill everything and I don't want to kill everything, if I can get around in a different way, it is fine. It might take a little time to figure out, how I can sneak in and out, without to cause a mess, but that is the fun part for me. Playing it like a mass murderer is easier, but it is less fun to me - so I doubt that we all had the same experience with classic TES anyway - it has been different for anyone of us, as well because we might have played it with a bunch of different mods at very different difficulty levels. But if we just compare vanilla, ESO overland plays pretty much like TES in normal mode.
ShalidorsHeir wrote: »SilverBride wrote: »...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
If the reason for wanting more difficult overland is for the challenge, as has been stated repeatedly, then there is no need for increased rewards. The challenge is the goal and is its own reward....eventually I got bored with them like with anything else
How would this be any different? And what then?
The question I was replying “how long vet content would keep us happy”.
If you go just for genuine fun of combat without anything special than the focus should just on that aspect. Why longevity should matter in this case at all? I might do it only once, but enjoy it and it’s still would be a huge improvement.
If you go for longevity than you need to add actually good incentives to replay it, not just some fluff that doesn’t matter.
I’m not particularly against any of those options. And arenas example was to show that no matter how good combat and rewards are, there is still a limit at what point it stops being fun and becomes a grind. And, personally, I do enjoy grinding to some extent and it prolong the time I play certain part of the game.
Many players dont even play it at all atm because it sucks Forget about longlivety or gain per hour - questing and exploratioan does not require these. You play it for fun as the the term "exploration"Parasaurolophus wrote: »Now overland content is designed for those who play the game very, very little. It is empty and completed in a few evenings. The main thing is that overland is like a visual novel and not an RPG. And even more so, it is completely unlike the classic scrolls game. ZoS simply saves on development costs by creating an overland for new players and for those who come back to the game occasionally. But not for those who really play this game a lot, appreciate the immersion and gameplay.
You are binge-playing, if you can complete a Chapter zone in a few evenings. ZOS has to go for what an average player is doing and they basically have the data to decide what that is. If there is more content than an average player could possibly play with a normal time investment, then the average player would fall behind the story and after a while give a damn about new content, because he will never get there at his pace and with his time investment. ZOS cannot use a binge-player's time investment as rule of their development - they have to design it for an average player with an average time investment.
As for it would not be an RPG and unlike the classic TES games - it is very much like the classic TES games at "normal" difficulty - if you have played it with a different difficulty setting, then you have a different experience of course. What is different is that any new zone is designed so, that a newbie can do most of it's content - this is due to One Tamriel this way, a newbie should be able to do the content, regardless which zone he chooses to start in. That this works out at all, is really impressive, but it comes with the drawback, that a binge-player is likely to overpower himself and might not have a good experience anymore. Or if he is using add-ons, which by-pass exploration and lead directly to the goodies.
I know that I'm playing very slow paced - if some agency says, a game has easily 40 hours content, it lasts easily 800 hours for me, but I'm not rushing through a game, I take my time and try to do things not like a mass murderer, but in a more role compliant way, I don't have to kill everything and I don't want to kill everything, if I can get around in a different way, it is fine. It might take a little time to figure out, how I can sneak in and out, without to cause a mess, but that is the fun part for me. Playing it like a mass murderer is easier, but it is less fun to me - so I doubt that we all had the same experience with classic TES anyway - it has been different for anyone of us, as well because we might have played it with a bunch of different mods at very different difficulty levels. But if we just compare vanilla, ESO overland plays pretty much like TES in normal mode.
[snip] We want ZOS to address all players, no matter if 60% is more than 40% or whatever example you would lead. Nobody wants you to have to play more diffcult content that you dont want to. We want to participate there as well. [snip]
ShalidorsHeir wrote: »SilverBride wrote: »...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
If the reason for wanting more difficult overland is for the challenge, as has been stated repeatedly, then there is no need for increased rewards. The challenge is the goal and is its own reward....eventually I got bored with them like with anything else
How would this be any different? And what then?
The question I was replying “how long vet content would keep us happy”.
If you go just for genuine fun of combat without anything special than the focus should just on that aspect. Why longevity should matter in this case at all? I might do it only once, but enjoy it and it’s still would be a huge improvement.
If you go for longevity than you need to add actually good incentives to replay it, not just some fluff that doesn’t matter.
I’m not particularly against any of those options. And arenas example was to show that no matter how good combat and rewards are, there is still a limit at what point it stops being fun and becomes a grind. And, personally, I do enjoy grinding to some extent and it prolong the time I play certain part of the game.
Many players dont even play it at all atm because it sucks Forget about longlivety or gain per hour - questing and exploratioan does not require these. You play it for fun as the the term "exploration"Parasaurolophus wrote: »Now overland content is designed for those who play the game very, very little. It is empty and completed in a few evenings. The main thing is that overland is like a visual novel and not an RPG. And even more so, it is completely unlike the classic scrolls game. ZoS simply saves on development costs by creating an overland for new players and for those who come back to the game occasionally. But not for those who really play this game a lot, appreciate the immersion and gameplay.
You are binge-playing, if you can complete a Chapter zone in a few evenings. ZOS has to go for what an average player is doing and they basically have the data to decide what that is. If there is more content than an average player could possibly play with a normal time investment, then the average player would fall behind the story and after a while give a damn about new content, because he will never get there at his pace and with his time investment. ZOS cannot use a binge-player's time investment as rule of their development - they have to design it for an average player with an average time investment.
As for it would not be an RPG and unlike the classic TES games - it is very much like the classic TES games at "normal" difficulty - if you have played it with a different difficulty setting, then you have a different experience of course. What is different is that any new zone is designed so, that a newbie can do most of it's content - this is due to One Tamriel this way, a newbie should be able to do the content, regardless which zone he chooses to start in. That this works out at all, is really impressive, but it comes with the drawback, that a binge-player is likely to overpower himself and might not have a good experience anymore. Or if he is using add-ons, which by-pass exploration and lead directly to the goodies.
I know that I'm playing very slow paced - if some agency says, a game has easily 40 hours content, it lasts easily 800 hours for me, but I'm not rushing through a game, I take my time and try to do things not like a mass murderer, but in a more role compliant way, I don't have to kill everything and I don't want to kill everything, if I can get around in a different way, it is fine. It might take a little time to figure out, how I can sneak in and out, without to cause a mess, but that is the fun part for me. Playing it like a mass murderer is easier, but it is less fun to me - so I doubt that we all had the same experience with classic TES anyway - it has been different for anyone of us, as well because we might have played it with a bunch of different mods at very different difficulty levels. But if we just compare vanilla, ESO overland plays pretty much like TES in normal mode.
[snip] We want ZOS to address all players, no matter if 60% is more than 40% or whatever example you would lead. Nobody wants you to have to play more diffcult content that you dont want to. We want to participate there as well. [snip]
What I can see is that you are no role players in a role playing game - and you play it not like a role player and that is why you can't enjoy it - it is you yourself, who is making the experience bad, because you play a role playing game in the wrong way.
ShalidorsHeir wrote: »ShalidorsHeir wrote: »SilverBride wrote: »...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
If the reason for wanting more difficult overland is for the challenge, as has been stated repeatedly, then there is no need for increased rewards. The challenge is the goal and is its own reward....eventually I got bored with them like with anything else
How would this be any different? And what then?
The question I was replying “how long vet content would keep us happy”.
If you go just for genuine fun of combat without anything special than the focus should just on that aspect. Why longevity should matter in this case at all? I might do it only once, but enjoy it and it’s still would be a huge improvement.
If you go for longevity than you need to add actually good incentives to replay it, not just some fluff that doesn’t matter.
I’m not particularly against any of those options. And arenas example was to show that no matter how good combat and rewards are, there is still a limit at what point it stops being fun and becomes a grind. And, personally, I do enjoy grinding to some extent and it prolong the time I play certain part of the game.
Many players dont even play it at all atm because it sucks Forget about longlivety or gain per hour - questing and exploratioan does not require these. You play it for fun as the the term "exploration"Parasaurolophus wrote: »Now overland content is designed for those who play the game very, very little. It is empty and completed in a few evenings. The main thing is that overland is like a visual novel and not an RPG. And even more so, it is completely unlike the classic scrolls game. ZoS simply saves on development costs by creating an overland for new players and for those who come back to the game occasionally. But not for those who really play this game a lot, appreciate the immersion and gameplay.
You are binge-playing, if you can complete a Chapter zone in a few evenings. ZOS has to go for what an average player is doing and they basically have the data to decide what that is. If there is more content than an average player could possibly play with a normal time investment, then the average player would fall behind the story and after a while give a damn about new content, because he will never get there at his pace and with his time investment. ZOS cannot use a binge-player's time investment as rule of their development - they have to design it for an average player with an average time investment.
As for it would not be an RPG and unlike the classic TES games - it is very much like the classic TES games at "normal" difficulty - if you have played it with a different difficulty setting, then you have a different experience of course. What is different is that any new zone is designed so, that a newbie can do most of it's content - this is due to One Tamriel this way, a newbie should be able to do the content, regardless which zone he chooses to start in. That this works out at all, is really impressive, but it comes with the drawback, that a binge-player is likely to overpower himself and might not have a good experience anymore. Or if he is using add-ons, which by-pass exploration and lead directly to the goodies.
I know that I'm playing very slow paced - if some agency says, a game has easily 40 hours content, it lasts easily 800 hours for me, but I'm not rushing through a game, I take my time and try to do things not like a mass murderer, but in a more role compliant way, I don't have to kill everything and I don't want to kill everything, if I can get around in a different way, it is fine. It might take a little time to figure out, how I can sneak in and out, without to cause a mess, but that is the fun part for me. Playing it like a mass murderer is easier, but it is less fun to me - so I doubt that we all had the same experience with classic TES anyway - it has been different for anyone of us, as well because we might have played it with a bunch of different mods at very different difficulty levels. But if we just compare vanilla, ESO overland plays pretty much like TES in normal mode.
[snip] We want ZOS to address all players, no matter if 60% is more than 40% or whatever example you would lead. Nobody wants you to have to play more diffcult content that you dont want to. We want to participate there as well. [snip]
What I can see is that you are no role players in a role playing game - and you play it not like a role player and that is why you can't enjoy it - it is you yourself, who is making the experience bad, because you play a role playing game in the wrong way.
Absolutey wrong. [snip] I tried overland a lot in the recent years. Once i loved that. no matter if i am a progressive player in PvE and PvP otherwise. I just started it felt nothing anymore in there and left it again. It is not me being unable to see how this game's overland does not appeal to huge part of the community anymore. Its you having serious issues accepting other people's opinions ... What is so wrong about making this game a way more appealing to everyong than just you?? You literally dont want us to have fun -- for what by the 8? You can stay there happy as always in your normal content. Just give the us something that we feel right about as well which does not affect your experience. We are no Grinding monsters or monster slayers 101... What the hell do you even think what we are? As you already mentioned we all different experiences from the TES single player games. And we would not have stayed there if we could just get everything with just a finger snapping. And by leading your inaccurate argument about ""its not them, its you"" --> why do you have issues making overland more difficult then??? Because you can not enjoy it. period. Thats just so wrong in all ways you could possibly think of.
No. When I do quests, I usually play no more than 2-3 hours. I also always do this with my boyfriend and he often has no time anymore. At the same time, I do not miss dialogues, I read notes and lore books. All the same, I'm a big fan of the TES series and I play this one largely because of the lore.You are binge-playing, if you can complete a Chapter zone in a few evenings. ZOS has to go for what an average player is doing and they basically have the data to decide what that is. If there is more content than an average player could possibly play with a normal time investment, then the average player would fall behind the story and after a while give a damn about new content, because he will never get there at his pace and with his time investment. ZOS cannot use a binge-player's time investment as rule of their development - they have to design it for an average player with an average time investment.
It's not about difficulties at all. It's a completely different game experience where story, exploration, and combat create a cohesive experience. Overland ECO is such a simple POI completer, after which the location becomes empty and useless.As for it would not be an RPG and unlike the classic TES games - it is very much like the classic TES games at "normal" difficulty - if you have played it with a different difficulty setting, then you have a different experience of course.
I'm talking about this. But not all players are newbies, many newbies grow further. But many leave, finding the game too trivial from the first days. One friend of mine, also a big fan of TES and Skyrim in particular, compared eso to NMS. He said that he was expecting adventure and got a boring walk from the beginning of the location to the end, where the only gameplay is dialogues.What is different is that any new zone is designed so, that a newbie can do most of it's content - this is due to One Tamriel this way, a newbie should be able to do the content, regardless which zone he chooses to start in. That this works out at all, is really impressive, but it comes with the drawback, that a binge-player is likely to overpower himself and might not have a good experience anymore. Or if he is using add-ons, which by-pass exploration and lead directly to the goodies.
It actually sounds like "You are not playing correctly. Try playing differently." I play exactly as this game offers me. I have been playing since 2015 and even then, having completedA possible solution for your problem would be to make a new character, when a new zone comes out and let him play as if he would be your first character - not using any help from the others of your characters - not using money, he possibly wouldn't have, not using knowledge, he possibly can't have - you know, role playing - what the character doesn't have or can't know is not used by you while playing him or her. And no, he is not using one of your mounts, until he is able to afford one by own means. This is role playing. He will craft his own gear after his abilities and cook his own food after his abilities - if you give him everything you already have, he will just overpower himself again and it will be the same bad experience again - do really role play this character, it is your new chance to enjoy the content instead to just consume it.
ShalidorsHeir wrote: »SilverBride wrote: »...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
If the reason for wanting more difficult overland is for the challenge, as has been stated repeatedly, then there is no need for increased rewards. The challenge is the goal and is its own reward....eventually I got bored with them like with anything else
How would this be any different? And what then?
The question I was replying “how long vet content would keep us happy”.
If you go just for genuine fun of combat without anything special than the focus should just on that aspect. Why longevity should matter in this case at all? I might do it only once, but enjoy it and it’s still would be a huge improvement.
If you go for longevity than you need to add actually good incentives to replay it, not just some fluff that doesn’t matter.
I’m not particularly against any of those options. And arenas example was to show that no matter how good combat and rewards are, there is still a limit at what point it stops being fun and becomes a grind. And, personally, I do enjoy grinding to some extent and it prolong the time I play certain part of the game.
Many players dont even play it at all atm because it sucks Forget about longlivety or gain per hour - questing and exploratioan does not require these. You play it for fun as the the term "exploration"Parasaurolophus wrote: »Now overland content is designed for those who play the game very, very little. It is empty and completed in a few evenings. The main thing is that overland is like a visual novel and not an RPG. And even more so, it is completely unlike the classic scrolls game. ZoS simply saves on development costs by creating an overland for new players and for those who come back to the game occasionally. But not for those who really play this game a lot, appreciate the immersion and gameplay.
You are binge-playing, if you can complete a Chapter zone in a few evenings. ZOS has to go for what an average player is doing and they basically have the data to decide what that is. If there is more content than an average player could possibly play with a normal time investment, then the average player would fall behind the story and after a while give a damn about new content, because he will never get there at his pace and with his time investment. ZOS cannot use a binge-player's time investment as rule of their development - they have to design it for an average player with an average time investment.
As for it would not be an RPG and unlike the classic TES games - it is very much like the classic TES games at "normal" difficulty - if you have played it with a different difficulty setting, then you have a different experience of course. What is different is that any new zone is designed so, that a newbie can do most of it's content - this is due to One Tamriel this way, a newbie should be able to do the content, regardless which zone he chooses to start in. That this works out at all, is really impressive, but it comes with the drawback, that a binge-player is likely to overpower himself and might not have a good experience anymore. Or if he is using add-ons, which by-pass exploration and lead directly to the goodies.
I know that I'm playing very slow paced - if some agency says, a game has easily 40 hours content, it lasts easily 800 hours for me, but I'm not rushing through a game, I take my time and try to do things not like a mass murderer, but in a more role compliant way, I don't have to kill everything and I don't want to kill everything, if I can get around in a different way, it is fine. It might take a little time to figure out, how I can sneak in and out, without to cause a mess, but that is the fun part for me. Playing it like a mass murderer is easier, but it is less fun to me - so I doubt that we all had the same experience with classic TES anyway - it has been different for anyone of us, as well because we might have played it with a bunch of different mods at very different difficulty levels. But if we just compare vanilla, ESO overland plays pretty much like TES in normal mode.
[snip] We want ZOS to address all players, no matter if 60% is more than 40% or whatever example you would lead. Nobody wants you to have to play more diffcult content that you dont want to. We want to participate there as well. [snip]
What I can see is that you are no role players in a role playing game - and you play it not like a role player and that is why you can't enjoy it - it is you yourself, who is making the experience bad, because you play a role playing game in the wrong way.
ShalidorsHeir wrote: »ShalidorsHeir wrote: »SilverBride wrote: »...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
If the reason for wanting more difficult overland is for the challenge, as has been stated repeatedly, then there is no need for increased rewards. The challenge is the goal and is its own reward....eventually I got bored with them like with anything else
How would this be any different? And what then?
The question I was replying “how long vet content would keep us happy”.
If you go just for genuine fun of combat without anything special than the focus should just on that aspect. Why longevity should matter in this case at all? I might do it only once, but enjoy it and it’s still would be a huge improvement.
If you go for longevity than you need to add actually good incentives to replay it, not just some fluff that doesn’t matter.
I’m not particularly against any of those options. And arenas example was to show that no matter how good combat and rewards are, there is still a limit at what point it stops being fun and becomes a grind. And, personally, I do enjoy grinding to some extent and it prolong the time I play certain part of the game.
Many players dont even play it at all atm because it sucks Forget about longlivety or gain per hour - questing and exploratioan does not require these. You play it for fun as the the term "exploration"Parasaurolophus wrote: »Now overland content is designed for those who play the game very, very little. It is empty and completed in a few evenings. The main thing is that overland is like a visual novel and not an RPG. And even more so, it is completely unlike the classic scrolls game. ZoS simply saves on development costs by creating an overland for new players and for those who come back to the game occasionally. But not for those who really play this game a lot, appreciate the immersion and gameplay.
You are binge-playing, if you can complete a Chapter zone in a few evenings. ZOS has to go for what an average player is doing and they basically have the data to decide what that is. If there is more content than an average player could possibly play with a normal time investment, then the average player would fall behind the story and after a while give a damn about new content, because he will never get there at his pace and with his time investment. ZOS cannot use a binge-player's time investment as rule of their development - they have to design it for an average player with an average time investment.
As for it would not be an RPG and unlike the classic TES games - it is very much like the classic TES games at "normal" difficulty - if you have played it with a different difficulty setting, then you have a different experience of course. What is different is that any new zone is designed so, that a newbie can do most of it's content - this is due to One Tamriel this way, a newbie should be able to do the content, regardless which zone he chooses to start in. That this works out at all, is really impressive, but it comes with the drawback, that a binge-player is likely to overpower himself and might not have a good experience anymore. Or if he is using add-ons, which by-pass exploration and lead directly to the goodies.
I know that I'm playing very slow paced - if some agency says, a game has easily 40 hours content, it lasts easily 800 hours for me, but I'm not rushing through a game, I take my time and try to do things not like a mass murderer, but in a more role compliant way, I don't have to kill everything and I don't want to kill everything, if I can get around in a different way, it is fine. It might take a little time to figure out, how I can sneak in and out, without to cause a mess, but that is the fun part for me. Playing it like a mass murderer is easier, but it is less fun to me - so I doubt that we all had the same experience with classic TES anyway - it has been different for anyone of us, as well because we might have played it with a bunch of different mods at very different difficulty levels. But if we just compare vanilla, ESO overland plays pretty much like TES in normal mode.
[snip] We want ZOS to address all players, no matter if 60% is more than 40% or whatever example you would lead. Nobody wants you to have to play more diffcult content that you dont want to. We want to participate there as well. [snip]
What I can see is that you are no role players in a role playing game - and you play it not like a role player and that is why you can't enjoy it - it is you yourself, who is making the experience bad, because you play a role playing game in the wrong way.
Absolutey wrong. [snip] I tried overland a lot in the recent years. Once i loved that. no matter if i am a progressive player in PvE and PvP otherwise. I just started it felt nothing anymore in there and left it again. It is not me being unable to see how this game's overland does not appeal to huge part of the community anymore. Its you having serious issues accepting other people's opinions ... What is so wrong about making this game a way more appealing to everyong than just you?? You literally dont want us to have fun -- for what by the 8? You can stay there happy as always in your normal content. Just give the us something that we feel right about as well which does not affect your experience. We are no Grinding monsters or monster slayers 101... What the hell do you even think what we are? As you already mentioned we all different experiences from the TES single player games. And we would not have stayed there if we could just get everything with just a finger snapping. And by leading your inaccurate argument about ""its not them, its you"" --> why do you have issues making overland more difficult then??? Because you can not enjoy it. period. Thats just so wrong in all ways you could possibly think of.
I tell you what I fear - if you will get your harder content and it is not separated from the normal overland, it is likely to be flooded by lunatics who will ruin my game experience, killing all and everything because now they have a new large combat zone - I do not believe for a minute, that you would be in that harder overland for the quests, you are there for the combat - and if that is not separated from normal overland, then ESO will not be fun for me - that is why I suggested to offer a private instance - I would gladly pay for it, if I don't have to see you guys and have no interaction at all with you guys - the good thing now is that you don't like overland, because then you are staying clear of it - but this would change, if it goes your way.
ShalidorsHeir wrote: »ShalidorsHeir wrote: »ShalidorsHeir wrote: »SilverBride wrote: »...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
If the reason for wanting more difficult overland is for the challenge, as has been stated repeatedly, then there is no need for increased rewards. The challenge is the goal and is its own reward....eventually I got bored with them like with anything else
How would this be any different? And what then?
The question I was replying “how long vet content would keep us happy”.
If you go just for genuine fun of combat without anything special than the focus should just on that aspect. Why longevity should matter in this case at all? I might do it only once, but enjoy it and it’s still would be a huge improvement.
If you go for longevity than you need to add actually good incentives to replay it, not just some fluff that doesn’t matter.
I’m not particularly against any of those options. And arenas example was to show that no matter how good combat and rewards are, there is still a limit at what point it stops being fun and becomes a grind. And, personally, I do enjoy grinding to some extent and it prolong the time I play certain part of the game.
Many players dont even play it at all atm because it sucks Forget about longlivety or gain per hour - questing and exploratioan does not require these. You play it for fun as the the term "exploration"Parasaurolophus wrote: »Now overland content is designed for those who play the game very, very little. It is empty and completed in a few evenings. The main thing is that overland is like a visual novel and not an RPG. And even more so, it is completely unlike the classic scrolls game. ZoS simply saves on development costs by creating an overland for new players and for those who come back to the game occasionally. But not for those who really play this game a lot, appreciate the immersion and gameplay.
You are binge-playing, if you can complete a Chapter zone in a few evenings. ZOS has to go for what an average player is doing and they basically have the data to decide what that is. If there is more content than an average player could possibly play with a normal time investment, then the average player would fall behind the story and after a while give a damn about new content, because he will never get there at his pace and with his time investment. ZOS cannot use a binge-player's time investment as rule of their development - they have to design it for an average player with an average time investment.
As for it would not be an RPG and unlike the classic TES games - it is very much like the classic TES games at "normal" difficulty - if you have played it with a different difficulty setting, then you have a different experience of course. What is different is that any new zone is designed so, that a newbie can do most of it's content - this is due to One Tamriel this way, a newbie should be able to do the content, regardless which zone he chooses to start in. That this works out at all, is really impressive, but it comes with the drawback, that a binge-player is likely to overpower himself and might not have a good experience anymore. Or if he is using add-ons, which by-pass exploration and lead directly to the goodies.
I know that I'm playing very slow paced - if some agency says, a game has easily 40 hours content, it lasts easily 800 hours for me, but I'm not rushing through a game, I take my time and try to do things not like a mass murderer, but in a more role compliant way, I don't have to kill everything and I don't want to kill everything, if I can get around in a different way, it is fine. It might take a little time to figure out, how I can sneak in and out, without to cause a mess, but that is the fun part for me. Playing it like a mass murderer is easier, but it is less fun to me - so I doubt that we all had the same experience with classic TES anyway - it has been different for anyone of us, as well because we might have played it with a bunch of different mods at very different difficulty levels. But if we just compare vanilla, ESO overland plays pretty much like TES in normal mode.
[snip] We want ZOS to address all players, no matter if 60% is more than 40% or whatever example you would lead. Nobody wants you to have to play more diffcult content that you dont want to. We want to participate there as well. [snip]
What I can see is that you are no role players in a role playing game - and you play it not like a role player and that is why you can't enjoy it - it is you yourself, who is making the experience bad, because you play a role playing game in the wrong way.
Absolutey wrong. [snip] I tried overland a lot in the recent years. Once i loved that. no matter if i am a progressive player in PvE and PvP otherwise. I just started it felt nothing anymore in there and left it again. It is not me being unable to see how this game's overland does not appeal to huge part of the community anymore. Its you having serious issues accepting other people's opinions ... What is so wrong about making this game a way more appealing to everyong than just you?? You literally dont want us to have fun -- for what by the 8? You can stay there happy as always in your normal content. Just give the us something that we feel right about as well which does not affect your experience. We are no Grinding monsters or monster slayers 101... What the hell do you even think what we are? As you already mentioned we all different experiences from the TES single player games. And we would not have stayed there if we could just get everything with just a finger snapping. And by leading your inaccurate argument about ""its not them, its you"" --> why do you have issues making overland more difficult then??? Because you can not enjoy it. period. Thats just so wrong in all ways you could possibly think of.
I tell you what I fear - if you will get your harder content and it is not separated from the normal overland, it is likely to be flooded by lunatics who will ruin my game experience, killing all and everything because now they have a new large combat zone - I do not believe for a minute, that you would be in that harder overland for the quests, you are there for the combat - and if that is not separated from normal overland, then ESO will not be fun for me - that is why I suggested to offer a private instance - I would gladly pay for it, if I don't have to see you guys and have no interaction at all with you guys - the good thing now is that you don't like overland, because then you are staying clear of it - but this would change, if it goes your way.
[snip] We all recommented harder overland for the sake of immersion, not only combat, AND as an optional content. We also asked for deeper dialogs and more variety, even environmental effects in overland. [snip]
Again: we are here to discuss the topic - all opinions have their right and yes, i can understand your fear but nobody wants that you can not have fun anymore...
ShalidorsHeir wrote: »ShalidorsHeir wrote: »ShalidorsHeir wrote: »SilverBride wrote: »...If you want to extend time spend there you have to add decent rewards.
...compensate for time spent.
If the reason for wanting more difficult overland is for the challenge, as has been stated repeatedly, then there is no need for increased rewards. The challenge is the goal and is its own reward....eventually I got bored with them like with anything else
How would this be any different? And what then?
The question I was replying “how long vet content would keep us happy”.
If you go just for genuine fun of combat without anything special than the focus should just on that aspect. Why longevity should matter in this case at all? I might do it only once, but enjoy it and it’s still would be a huge improvement.
If you go for longevity than you need to add actually good incentives to replay it, not just some fluff that doesn’t matter.
I’m not particularly against any of those options. And arenas example was to show that no matter how good combat and rewards are, there is still a limit at what point it stops being fun and becomes a grind. And, personally, I do enjoy grinding to some extent and it prolong the time I play certain part of the game.
Many players dont even play it at all atm because it sucks Forget about longlivety or gain per hour - questing and exploratioan does not require these. You play it for fun as the the term "exploration"Parasaurolophus wrote: »Now overland content is designed for those who play the game very, very little. It is empty and completed in a few evenings. The main thing is that overland is like a visual novel and not an RPG. And even more so, it is completely unlike the classic scrolls game. ZoS simply saves on development costs by creating an overland for new players and for those who come back to the game occasionally. But not for those who really play this game a lot, appreciate the immersion and gameplay.
You are binge-playing, if you can complete a Chapter zone in a few evenings. ZOS has to go for what an average player is doing and they basically have the data to decide what that is. If there is more content than an average player could possibly play with a normal time investment, then the average player would fall behind the story and after a while give a damn about new content, because he will never get there at his pace and with his time investment. ZOS cannot use a binge-player's time investment as rule of their development - they have to design it for an average player with an average time investment.
As for it would not be an RPG and unlike the classic TES games - it is very much like the classic TES games at "normal" difficulty - if you have played it with a different difficulty setting, then you have a different experience of course. What is different is that any new zone is designed so, that a newbie can do most of it's content - this is due to One Tamriel this way, a newbie should be able to do the content, regardless which zone he chooses to start in. That this works out at all, is really impressive, but it comes with the drawback, that a binge-player is likely to overpower himself and might not have a good experience anymore. Or if he is using add-ons, which by-pass exploration and lead directly to the goodies.
I know that I'm playing very slow paced - if some agency says, a game has easily 40 hours content, it lasts easily 800 hours for me, but I'm not rushing through a game, I take my time and try to do things not like a mass murderer, but in a more role compliant way, I don't have to kill everything and I don't want to kill everything, if I can get around in a different way, it is fine. It might take a little time to figure out, how I can sneak in and out, without to cause a mess, but that is the fun part for me. Playing it like a mass murderer is easier, but it is less fun to me - so I doubt that we all had the same experience with classic TES anyway - it has been different for anyone of us, as well because we might have played it with a bunch of different mods at very different difficulty levels. But if we just compare vanilla, ESO overland plays pretty much like TES in normal mode.
[snip] We want ZOS to address all players, no matter if 60% is more than 40% or whatever example you would lead. Nobody wants you to have to play more diffcult content that you dont want to. We want to participate there as well. [snip]
What I can see is that you are no role players in a role playing game - and you play it not like a role player and that is why you can't enjoy it - it is you yourself, who is making the experience bad, because you play a role playing game in the wrong way.
Absolutey wrong. [snip] I tried overland a lot in the recent years. Once i loved that. no matter if i am a progressive player in PvE and PvP otherwise. I just started it felt nothing anymore in there and left it again. It is not me being unable to see how this game's overland does not appeal to huge part of the community anymore. Its you having serious issues accepting other people's opinions ... What is so wrong about making this game a way more appealing to everyong than just you?? You literally dont want us to have fun -- for what by the 8? You can stay there happy as always in your normal content. Just give the us something that we feel right about as well which does not affect your experience. We are no Grinding monsters or monster slayers 101... What the hell do you even think what we are? As you already mentioned we all different experiences from the TES single player games. And we would not have stayed there if we could just get everything with just a finger snapping. And by leading your inaccurate argument about ""its not them, its you"" --> why do you have issues making overland more difficult then??? Because you can not enjoy it. period. Thats just so wrong in all ways you could possibly think of.
I tell you what I fear - if you will get your harder content and it is not separated from the normal overland, it is likely to be flooded by lunatics who will ruin my game experience, killing all and everything because now they have a new large combat zone - I do not believe for a minute, that you would be in that harder overland for the quests, you are there for the combat - and if that is not separated from normal overland, then ESO will not be fun for me - that is why I suggested to offer a private instance - I would gladly pay for it, if I don't have to see you guys and have no interaction at all with you guys - the good thing now is that you don't like overland, because then you are staying clear of it - but this would change, if it goes your way.
[snip] We all recommented harder overland for the sake of immersion, not only combat, AND as an optional content. We also asked for deeper dialogs and more variety, even environmental effects in overland. [snip]
Again: we are here to discuss the topic - all opinions have their right and yes, i can understand your fear but nobody wants that you can not have fun anymore...
Hm you are right, that is egoistic of me - it is born out of fear that you guys would ruin the game I love. It actually makes me so fearful, that I want to completely separate from you in an own private instance - that I can continue to have fun in this game.
ShalidorsHeir wrote: »As i already stated in my leading comment to this thread. This should address ALL players needs. It never has been about excluding players. That was basically the requirement for anything ZOS could come up with. It never should be a "change" that players simply have to take. It shall be an "extension" to the game. Making it optional was a requirement on from the beginning. And always it should be a grip to reach for more players without losing important parts of the community, such as you are as well.
ShalidorsHeir wrote: »We all recommented harder overland for the sake of immersion, not only combat, AND as an optional content.
ShalidorsHeir wrote: »We also asked for deeper dialogs and more variety, even environmental effects in overland.
Totally agree , and....tbqh...it's also one of the biggest problems with RL these days.Parasaurolophus wrote: »One of the biggest problems with these threads is that some players categorize other players too much.
This ^ is the nature of MMO's....and also, the nature of living in a society of other humans.Like questing at prime time - I like to do it in a sneaky stealthy way - carefully sneaking around, not been seen or recognized and just rarely having to fight - enjoying the dungeon - then a group of 4 comes in - kills all and everything and my fun is gone.
I respectfully disagree. The best developers, imho, design their game around what THEY themselves find fun & challenging. They should rarely (if ever) cater toward the lowest-common-denominator gamer. Make tweaks & such, sure np. But otherwise: Please yourself FIRST as a designer, then if you build it...well...players will hopefully come. And adapt.ZOS cannot use a binge-player's time investment as rule of their development - they have to design it for an average player with an average time investment..
Gamers are NEVER happy, not even when they're happy. The modern gamer---heck the modern consumer---is, quite simply, insatiable. But that's a topic for another discussion.For starters it will keep us happy in general because major part of new content would be targeted not exclusively to new players. .
Which is why the 'group scaling' idea i proposed on page 61 just might be able to help. Of course, that idea was basically ignored in favor of more thread bickering (also probably cuz it's a bit unrealistic, code-wise) so instead my wacky brain has come up with ANOTHER IDEA (mind you, as i've stated a few times, i'm fine either way w/ overland...but anyways) :SilverBride wrote: »How is it immersive to never be stronger than the base game [trash]mobs no matter how far a player has progressed their character?
NeeScrolls wrote: »Okay so, taking these examples ^ , what if those TYPES of elemental factors were toggle'able to also affect COMBAT diffiiculty?
So , no matter how powerful your CP level is, if you're fighting amidst an island surrounded by LAVA , you're gonna feel the *heat* and run out of stamina slightly faster than usual. Even if you're fighting "trash mobs" . --And fighting in snow/cold could make your magicka run out slightly faster. And fighting near swamp/water (walkable level) could make your health drop slightly faster during combat. Rain would = movement speed faster (aka slippery combat) . Nightime cycle would = less accuracy (less crits or procs) . And so on and so on, etc. etc.
Come on, i'm onto something here people! Let's gooooooooooooooo!!! /pep-talk Zenimax?