Ok great.
Well then I'll just keep ignoring/skipping Overland content as it's not applicable to me whatsoever, not engaging or interesting.
And I guess our ideas will continue to be what? ignored? If that's how it is then some changes I need to make.
ShalidorsHeir wrote: »Ok great.
Well then I'll just keep ignoring/skipping Overland content as it's not applicable to me whatsoever, not engaging or interesting.
And I guess our ideas will continue to be what? ignored? If that's how it is then some changes I need to make.
Doesnt work i didnt play overland for years because it is too easy and nothing changed. But by that logic - stop buying crowns and state that you will buy again when overland was extended.
ShalidorsHeir wrote: »Ok great.
Well then I'll just keep ignoring/skipping Overland content as it's not applicable to me whatsoever, not engaging or interesting.
And I guess our ideas will continue to be what? ignored? If that's how it is then some changes I need to make.
Doesnt work i didnt play overland for years because it is too easy and nothing changed. But by that logic - stop buying crowns and state that you will buy again when overland was extended.
I still claim normal and vet zones should solve the problem with a minimum of effort. Each zones already has multiple instances as you can see when your group mate is next to you but invisable. --> imagine 5 instances of zone (they scale dynamically anyways) and label 3 of them with normal and 2 with veteran. easy solution - no effort other than implementing a simply difficulty difference between those. More health so we can actually see boss mechanics before they die. they should deal more damage so we have to adept to boss mechanics. Its not that much but it is easy to implement and would help a lot already as a first step.
If ZOS can implement more of what players were wishing for inside this thread I would welcome these as well.
ShalidorsHeir wrote: »Ok great.
Well then I'll just keep ignoring/skipping Overland content as it's not applicable to me whatsoever, not engaging or interesting.
And I guess our ideas will continue to be what? ignored? If that's how it is then some changes I need to make.
Doesnt work i didnt play overland for years because it is too easy and nothing changed. But by that logic - stop buying crowns and state that you will buy again when overland was extended.
that won't work either - because those being happy with the game and the flood of new players recently will make up several times for it. If you look at what they like and don't like, there is no room for any overland solution - so it is basically a no.
ShalidorsHeir wrote: »Ok great.
Well then I'll just keep ignoring/skipping Overland content as it's not applicable to me whatsoever, not engaging or interesting.
And I guess our ideas will continue to be what? ignored? If that's how it is then some changes I need to make.
Doesnt work i didnt play overland for years because it is too easy and nothing changed. But by that logic - stop buying crowns and state that you will buy again when overland was extended.
I still claim normal and vet zones should solve the problem with a minimum of effort. Each zones already has multiple instances as you can see when your group mate is next to you but invisable. --> imagine 5 instances of zone (they scale dynamically anyways) and label 3 of them with normal and 2 with veteran. easy solution - no effort other than implementing a simply difficulty difference between those. More health so we can actually see boss mechanics before they die. they should deal more damage so we have to adept to boss mechanics. Its not that much but it is easy to implement and would help a lot already as a first step.
If ZOS can implement more of what players were wishing for inside this thread I would welcome these as well.
of course it could be done with separate instances - but that is what ZOS said they don't want to do. The problem with this is for them, that in the worst case it is doubling server capacity required.
ShalidorsHeir wrote: »ShalidorsHeir wrote: »Ok great.
Well then I'll just keep ignoring/skipping Overland content as it's not applicable to me whatsoever, not engaging or interesting.
And I guess our ideas will continue to be what? ignored? If that's how it is then some changes I need to make.
Doesnt work i didnt play overland for years because it is too easy and nothing changed. But by that logic - stop buying crowns and state that you will buy again when overland was extended.
I still claim normal and vet zones should solve the problem with a minimum of effort. Each zones already has multiple instances as you can see when your group mate is next to you but invisable. --> imagine 5 instances of zone (they scale dynamically anyways) and label 3 of them with normal and 2 with veteran. easy solution - no effort other than implementing a simply difficulty difference between those. More health so we can actually see boss mechanics before they die. they should deal more damage so we have to adept to boss mechanics. Its not that much but it is easy to implement and would help a lot already as a first step.
If ZOS can implement more of what players were wishing for inside this thread I would welcome these as well.
of course it could be done with separate instances - but that is what ZOS said they don't want to do. The problem with this is for them, that in the worst case it is doubling server capacity required.
They ARE already doing it. Read my comment correctly please.
[removed quote]
spartaxoxo wrote: »[Removed quote]
They never actually stated no mixed difficulty settings in the same zones rule. That's something some players don't like. They don't want different settings that would result in the playerbase not being unified but haven't rejected any ideas that would keep them together.
ShalidorsHeir wrote: »they made this rule to not split players - for the sake of not ending up having to low player amounts in both or X instances BUT ZOS need to remove this rule. Many, including you, want to be a way more separated + more people would come back to overland content in general, enough to fill more than just 1 or 2 instances. So it is an solution, no no no? [snip]
spartaxoxo wrote: »
oh, I understood that what Finn said as they think different settings in the same zone would split the community and they would therefore not have different settings inside the same zone - is that not how you interpret it?
spartaxoxo wrote: »spartaxoxo wrote: »
oh, I understood that what Finn said as they think different settings in the same zone would split the community and they would therefore not have different settings inside the same zone - is that not how you interpret it?
Oh I read it as different difficulty settings would require different instances, which would mean the players wouldn't be united anymore.
If you're reading that correctly then that really does kill any other options we could possibly have.
SilverBride wrote: »
SilverBride wrote: »I agree with Rich when he said "players are always going to do the thing that is the most efficient and is the least difficult thing for their time." because the evidence is right before our eyes. Just step foot in Alk'r any time of the day and note the multiple groups powerleveling through the dolmens. Our go to Belkarth in Craglorn and note all the players selling Skyreach runs for powerleveling, and others seeking them. How many veteran end game players will be satisfied slowly leveling and/or farming through veteran overland? How many will just use normal overland for farming and surveys and other daily activities?
This is why debuffs, in the forms of toggles, food, alchemy etc. and challenge banners make sense. They provide the individual player the choice of when or how often to choose more difficult content, and are the least disruptive solutions.
TequilaFire wrote: »I just wish just one of you would provide your source of who plays what in this game.
ZOS has those numbers.
ShalidorsHeir wrote: »TequilaFire wrote: »I just wish just one of you would provide your source of who plays what in this game.
ZOS has those numbers.
we have for instance this thread as a reference and you can count i guess. If you were about to create a statistics you would be surprised. I was guild leader for a long time having a huge amount of players there on discord, listening to them and why they left, pbserving this game for and its community for 8 years etc. But what does it matter - you will just come up with somehting like - its not real numbers blah and must therefore be wrong.
ShalidorsHeir wrote: »SilverBride wrote: »This is why debuffs, in the forms of toggles, food, alchemy etc. and challenge banners make sense. They provide the individual player the choice of when or how often to choose more difficult content, and are the least disruptive solutions.
When i want to do a dolmen then why should i give myself a debuff when there are 100 people who dont have this debuff and the dolmen is still done within 10 secs and was not even a challenge for me still.
TequilaFire wrote: »I just wish just one of you would provide your source of who plays what in this game.
ZOS has those numbers.