Thanks for tagging me, SilverBride.
Several of us have been keeping tabs on and reading this forum post over the last several weeks since starting it up. We will be going through this thread to build out a report specifically on this topic and sharing that with the team at large for their consideration in the future. We think this thread will be helpful to get to the root of player concern on various sides of this conversation of overland difficulty. So thank you all of the time put into having lively discourse around the topic.
Beyond that, nothing to report now, but we will be working toward having a more detailed answer regarding overland content in the future.
Thanks for tagging me, SilverBride.
Several of us have been keeping tabs on and reading this forum post over the last several weeks since starting it up. We will be going through this thread to build out a report specifically on this topic and sharing that with the team at large for their consideration in the future. We think this thread will be helpful to get to the root of player concern on various sides of this conversation of overland difficulty. So thank you all of the time put into having lively discourse around the topic.
Beyond that, nothing to report now, but we will be working toward having a more detailed answer regarding overland content in the future.
[...] I feel it myself and I have just characters around level 35 yet - I do often not even need to fight, because my armor does the fighting for me - or I just stand there and wait for the enemies to get bored - that can happen actually, they run back to their spawn points if they achieve nothing and are not getting killed in a certain amount of time.
But I'm not here for the combat at all. but just to enjoy myself in the world of Nirn - my characters are deliberately no heroes or heroines - I role play them like that, so they do not have an urge to have challenging fights, as non-heroes they try to avoid confrontation.
In regards to overland difficulty when I was out adventuring in blackwood a while ago, I thought, would I be happy, if all those creatures around me would take me 2-3 hits more to take down - and after a while pondering I thought, certainly not, even I would want one or the other creatures to be more challenging, this is not the same for normal critters and standard wildlife - it would be incredibly annoying to double or triple the time to get rid of them.
So if difficulty is considered to be upscaled, could we limit the increase to those worth fighting and leave the normal ones as they are, maybe even give us some repellent against them attacking, because they are no challenge, but just incredibly annoying, and this would be even worse, if difficulty is overall scaled up - the scaling should not include trash mob, because this would make the game just cumbersome without to add a challenge - it would just increase annoyance.
ShalidorsHeir wrote: »@Lysette I think so far it was mostly referred to quest bosses, world bosses and world events such as dark anchors and, but thats is a personal opinion, all mobs inside public dungeons and delves.
Chilly-McFreeze wrote: »
[...] I feel it myself and I have just characters around level 35 yet - I do often not even need to fight, because my armor does the fighting for me - or I just stand there and wait for the enemies to get bored - that can happen actually, they run back to their spawn points if they achieve nothing and are not getting killed in a certain amount of time.
Well, that explains a chunk. Now imagine how someone well skilled with further leveled, may even good geared toons feels like.But I'm not here for the combat at all. but just to enjoy myself in the world of Nirn - my characters are deliberately no heroes or heroines - I role play them like that, so they do not have an urge to have challenging fights, as non-heroes they try to avoid confrontation.
And yet again. Nobody wants to take away any option for you to play that way. It's totally fine to play like that. But it's also fine for others to play differently. Yet I wouldn't dare to tell you "you're playing it wrong, they shouldn't cater to the likes of you. It's a you-problem, change your perspective!"In regards to overland difficulty when I was out adventuring in blackwood a while ago, I thought, would I be happy, if all those creatures around me would take me 2-3 hits more to take down - and after a while pondering I thought, certainly not, even I would want one or the other creatures to be more challenging, this is not the same for normal critters and standard wildlife - it would be incredibly annoying to double or triple the time to get rid of them.
So if difficulty is considered to be upscaled, could we limit the increase to those worth fighting and leave the normal ones as they are, maybe even give us some repellent against them attacking, because they are no challenge, but just incredibly annoying, and this would be even worse, if difficulty is overall scaled up - the scaling should not include trash mob, because this would make the game just cumbersome without to add a challenge - it would just increase annoyance.
Correct. People aren't talking about critter level mobs. Somehow the anti-vet crowd comes along with that every other page. It's mostly about bosses (chapter, dlc, quest, side, etc.) and to a good chunk about standard mobs. Not about mudcrabs or nix hounds.
If you have played the single player titles (don't know if you did), e.g. skyrim, you'd notice different power tiers of enemies. A wolf is a pushover, a bandit a bit tougher, a vampire or dremora gave you a beating.
It even scaled further. The everyday bandit was no issue, but a bandit leader could pose a threat.
To have such a fine scaling here may be asked for too much, but you get the idea. Plus, as a reminder, with a seperate instance not a single one of the "normal" enemies would get touched.
Chilly-McFreeze wrote: »It's mostly about bosses (chapter, dlc, quest, side, etc.) and to a good chunk about standard mobs. Not about mudcrabs or nix hounds
ShalidorsHeir wrote: »I think so far it was mostly referred to quest bosses, world bosses and world events such as dark anchors and, but thats is a personal opinion, all mobs inside public dungeons and delves
SilverBride wrote: »There is no consensus about what a veteran overland would include. Some want mostly bosses and a good chunk of standard mobs. Some want quest bosses, world bosses and dolmens and delves. And some want to include dangerous enemies such as river trolls.
Three very different suggestions, so no matter which is chosen only one group would be satisfied and the other two would be saying it needs to be changed.
SilverBride wrote: »There is no consensus about what a veteran overland would include. Some want mostly bosses and a good chunk of standard mobs. Some want quest bosses, world bosses and dolmens and delves. And some want to include dangerous enemies such as river trolls.
Three very different suggestions, so no matter which is chosen only one group would be satisfied and the other two would be saying it needs to be changed.
ShalidorsHeir wrote: »SilverBride wrote: »There is no consensus about what a veteran overland would include. Some want mostly bosses and a good chunk of standard mobs. Some want quest bosses, world bosses and dolmens and delves. And some want to include dangerous enemies such as river trolls.
Three very different suggestions, so no matter which is chosen only one group would be satisfied and the other two would be saying it needs to be changed.
doubt that - from what i gathered in many conversations with other players in ESO anyone would be happy about a first step - and maybe a second one after ZOS could get some more feedback, for instance. - a veteran instance would offer ZOS much more flexible space to do that and to make adjustments afterwards. Besides that i think the expection of what "more difficulty" means is very scalable. Vet zones offer another way to implement much harder content without interupting players who are fine with its current state.
ShalidorsHeir wrote: »One more thing i need to say because it really comes to my mind everytime. I need a toggle to slow down my horse. When im there just riding, not sprinting, just normal walk but on hourse it really feels unconfortable watching it ... its leveled to max speed and i cant take a chilled relaxing ride to enjoy the way through a zone. I dont know how you feel about this but for me thats one favourite thing to do honestly when im done with stuff. Im missing this slow relaxed ride on realistic speed since my mounts are max leveled.
ShalidorsHeir wrote: »Well im happy to have it in Cyrodiil but in overland i feel like mount speed level alone is too much since the animation of the mount looks so uncomfortable and its still a way to fast.
Chilly-McFreeze wrote: »
[...] I feel it myself and I have just characters around level 35 yet - I do often not even need to fight, because my armor does the fighting for me - or I just stand there and wait for the enemies to get bored - that can happen actually, they run back to their spawn points if they achieve nothing and are not getting killed in a certain amount of time.
Well, that explains a chunk. Now imagine how someone well skilled with further leveled, may even good geared toons feels like.But I'm not here for the combat at all. but just to enjoy myself in the world of Nirn - my characters are deliberately no heroes or heroines - I role play them like that, so they do not have an urge to have challenging fights, as non-heroes they try to avoid confrontation.
And yet again. Nobody wants to take away any option for you to play that way. It's totally fine to play like that. But it's also fine for others to play differently. Yet I wouldn't dare to tell you "you're playing it wrong, they shouldn't cater to the likes of you. It's a you-problem, change your perspective!"In regards to overland difficulty when I was out adventuring in blackwood a while ago, I thought, would I be happy, if all those creatures around me would take me 2-3 hits more to take down - and after a while pondering I thought, certainly not, even I would want one or the other creatures to be more challenging, this is not the same for normal critters and standard wildlife - it would be incredibly annoying to double or triple the time to get rid of them.
So if difficulty is considered to be upscaled, could we limit the increase to those worth fighting and leave the normal ones as they are, maybe even give us some repellent against them attacking, because they are no challenge, but just incredibly annoying, and this would be even worse, if difficulty is overall scaled up - the scaling should not include trash mob, because this would make the game just cumbersome without to add a challenge - it would just increase annoyance.
Correct. People aren't talking about critter level mobs. Somehow the anti-vet crowd comes along with that every other page. It's mostly about bosses (chapter, dlc, quest, side, etc.) and to a good chunk about standard mobs. Not about mudcrabs or nix hounds.
If you have played the single player titles (don't know if you did), e.g. skyrim, you'd notice different power tiers of enemies. A wolf is a pushover, a bandit a bit tougher, a vampire or dremora gave you a beating.
It even scaled further. The everyday bandit was no issue, but a bandit leader could pose a threat.
To have such a fine scaling here may be asked for too much, but you get the idea. Plus, as a reminder, with a seperate instance not a single one of the "normal" enemies would get touched.
Yes, I played all the TES since TES:Morrowind - I played as well all the Fallout games with the exception of Fallout 76 - even those not made by Bethesda. But I played them all in normal mode (Fallout 4 in hardcore though) - because I think that is the intended mode to play the game, so my game experience with those games might differ widely from yours.
The reason why I play so slow paced in ESO is, I don't want to overpower myself, because then overland would be for me like it is for you - and I rather keep it as it is for me now - a bit more challenge at specific points in quests would be ok though.
I do as well not upgrade my gear to higher than blue gear with purple enchants - and my stats are normally around 30k. So far I haven't used potions, food yes, potions no - there was no need to. I somewhat want to look into that, but then again, I have no real need for those - this might change, if there would be a more challenging option.
Some players are new to ESO, have overland been their first experience with the game, and perhaps have a higher standard of what an action rpg should be expecting of them combat wise and leave early thinking ESO is bland and boring.
This is the single most exciting thing I have read on the forums. Kevin, I think you are my new favorite human.Several of us have been keeping tabs on and reading this forum post over the last several weeks since starting it up. We will be going through this thread to build out a report specifically on this topic and sharing that with the team at large for their consideration in the future. We think this thread will be helpful to get to the root of player concern on various sides of this conversation of overland difficulty. So thank you all of the time put into having lively discourse around the topic.
Beyond that, nothing to report now, but we will be working toward having a more detailed answer regarding overland content in the future.
NightwindArcher wrote: »Veteran Mode for quests please!!
AlexanderDeLarge wrote: »None of us have the data so unfortunately the only thing we can do is observe and speculate. As mentioned above, I would love to see Zenimax Online publish more data so we can see how 'casual' the playerbase actually is because rudimentary observations in the open world illustrate a very different scenario than the rhetoric I see in these threads. It's not the top 1% of players killing stuff before they can even perform their attack animations or getting through quest dialog, it's easily a third of the active playerbase.FlopsyPrince wrote: »That is not sufficient to note. How many of those are not playing now? How many would it retain, even for those 2 costs? How many would it acquire? How many would keep playing past a short bit? Would it really pull $60/year in on all such players?
Those are the numbers to consider, not just how many would like it.
Frankly the seams are starting to show for anyone spending a reasonable amount of time in the buy2play game they've already paid for. How much longer will it be sustainable to sell content where a sizable portion of the playerbase is one-shotting enemies throughout a 20-30 hour long chapter?
AlexanderDeLarge wrote: »FlopsyPrince wrote: »This would be a lot of work for a very short play experience for a limited number of people. New content in any MMO is consumed at a fast rate already. Designing content (or updating it) for a smaller subset would take a lot of time to properly tune and then would likely only be interesting for a while, as Harrowstorms and such have shown.
I was hoping to see some notable exceptions to this in past questions I asked, but I did not. (Perhaps I missed them, but I find that unlikely.) Please tell me how this would not be true if you believe it would not.
How would the financial cost of all this work be offset by the benefits if this is true?
You're misrepresenting the argument by downplaying the number of people this affects as if it's a small handful of neckbeards that don't touch grass. The power creep problem is readily apparent in the open world and from what I've observed, CP300 is when players are basically one-shotting enemies in overland. The game is eight years old and there's been 15+ DLCs including five retail expansion packs. Even someone who only touches the game once a year when chapters release would be able to reach CP300. That's nothing, especially after CP2.0 essentially cut the XP needed in half.I'm in four super casual guilds on PC-NA that allow me to log out for six months and still be in them so they allow varying levels of lengthy inactivity. In one guild that has players that haven't logged in up to 40 months, over a third of the 471 players we have are above CP300. The others that don't keep inactive members around for years, the overwhelming majority of players in them are above CP300. I look around the open world and out of 25 people completely at random prime time, 16 of them were above the level of CP300. I observe combat encounters outside the cities, the vast majority of mobs are killed in a blink of an eye.
That was not the intent of what I wrote. It would take a whole lot more than that minimal number of players to justify the costs involved. A LOT more. Please do not twist what I am saying. You are free to disagree, but I would expect anything they devote serious time to would be cost justified by its positive financial contribution, not just for a portion of the players.
How many players are in the category you note? 10-20% of the playerbase? More? Less? How much revenue do those players drive?
Remember to separate those who want harder overland content and those who will quit (or not start) if they do not get it. I am asserting it is relatively low, but it would only be worth all the work
A sizable portion of the playerbase is capable of steamrolling the overwhelming majority of content being sold to us every year. What's the exact percentage? Not sure and I would love for ZOS to release their analytics on this because I am positive it would be favorable to me and my side of the argument but it's certainly a hell of a lot more than some individuals in this thread seem to be implying.Why would the community who have been told to shut up and stay in our instanced veteran content since One Tamriel (six years ago) be in the overland in 2021-2022? They're most likely taking the advice of staying in their instanced content running vMA for the 5000th time or not playing the game period (as you can see in the Reddit thread discussing ESO's lack of difficulty above)... Because expecting them to fork out $40 for an expansion where you one-shot mobs for twenty hours is a hard sell even if you're really invested in the lore.The players wanting this may not like Harrowstorms, but that would just reinforce my point. They are very hard content for most of us (really tough in a small group and impossible to solo - for a sizeable group of us). Yet they didn't hold the interest of those who want veteran content (according to posts here at least, and my own experience going by them in game) once they were farmed out
Thanks for tagging me, SilverBride.
Several of us have been keeping tabs on and reading this forum post over the last several weeks since starting it up. We will be going through this thread to build out a report specifically on this topic and sharing that with the team at large for their consideration in the future. We think this thread will be helpful to get to the root of player concern on various sides of this conversation of overland difficulty. So thank you all of the time put into having lively discourse around the topic.
Beyond that, nothing to report now, but we will be working toward having a more detailed answer regarding overland content in the future.
FlopsyPrince wrote: »
I would be quite fine if ZOS made something here, but I would also like to see many long-standing bugs fixed first at least (such as marking the ladders properly with quest markers in IC.
Chilly-McFreeze wrote: »FlopsyPrince wrote: »
I would be quite fine if ZOS made something here, but I would also like to see many long-standing bugs fixed first at least (such as marking the ladders properly with quest markers in IC.
Don't fool yourself. If they'd delay new content until every long standing bug is resolved, we'd be gray before the next DLC hit. With a game of this magnitude and the plan to rewrite fundamental parts of the code bug fixing is a never-ending work. Killer argument, so to say.
FlopsyPrince wrote: »AlexanderDeLarge wrote: »FlopsyPrince wrote: »This would be a lot of work for a very short play experience for a limited number of people. New content in any MMO is consumed at a fast rate already. Designing content (or updating it) for a smaller subset would take a lot of time to properly tune and then would likely only be interesting for a while, as Harrowstorms and such have shown.
I was hoping to see some notable exceptions to this in past questions I asked, but I did not. (Perhaps I missed them, but I find that unlikely.) Please tell me how this would not be true if you believe it would not.
How would the financial cost of all this work be offset by the benefits if this is true?
You're misrepresenting the argument by downplaying the number of people this affects as if it's a small handful of neckbeards that don't touch grass. The power creep problem is readily apparent in the open world and from what I've observed, CP300 is when players are basically one-shotting enemies in overland. The game is eight years old and there's been 15+ DLCs including five retail expansion packs. Even someone who only touches the game once a year when chapters release would be able to reach CP300. That's nothing, especially after CP2.0 essentially cut the XP needed in half.I'm in four super casual guilds on PC-NA that allow me to log out for six months and still be in them so they allow varying levels of lengthy inactivity. In one guild that has players that haven't logged in up to 40 months, over a third of the 471 players we have are above CP300. The others that don't keep inactive members around for years, the overwhelming majority of players in them are above CP300. I look around the open world and out of 25 people completely at random prime time, 16 of them were above the level of CP300. I observe combat encounters outside the cities, the vast majority of mobs are killed in a blink of an eye.
That was not the intent of what I wrote. It would take a whole lot more than that minimal number of players to justify the costs involved. A LOT more. Please do not twist what I am saying. You are free to disagree, but I would expect anything they devote serious time to would be cost justified by its positive financial contribution, not just for a portion of the players.
How many players are in the category you note? 10-20% of the playerbase? More? Less? How much revenue do those players drive?
Remember to separate those who want harder overland content and those who will quit (or not start) if they do not get it. I am asserting it is relatively low, but it would only be worth all the work
A sizable portion of the playerbase is capable of steamrolling the overwhelming majority of content being sold to us every year. What's the exact percentage? Not sure and I would love for ZOS to release their analytics on this because I am positive it would be favorable to me and my side of the argument but it's certainly a hell of a lot more than some individuals in this thread seem to be implying.Why would the community who have been told to shut up and stay in our instanced veteran content since One Tamriel (six years ago) be in the overland in 2021-2022? They're most likely taking the advice of staying in their instanced content running vMA for the 5000th time or not playing the game period (as you can see in the Reddit thread discussing ESO's lack of difficulty above)... Because expecting them to fork out $40 for an expansion where you one-shot mobs for twenty hours is a hard sell even if you're really invested in the lore.The players wanting this may not like Harrowstorms, but that would just reinforce my point. They are very hard content for most of us (really tough in a small group and impossible to solo - for a sizeable group of us). Yet they didn't hold the interest of those who want veteran content (according to posts here at least, and my own experience going by them in game) once they were farmed out
It may be, but how many will not pay it if they don't invest the significant amount of development work required to do this?
And the issue of "one-shotting mobs" has been shown to only be true for a limited subset. I would assume you really mean "easily kill" here, not literally a single shot, since many (likely most) of us cannot do that for all but things like deer. Even wolves in Summerset take me multiple shots on my main who is well outfitted.
I would also like to see you and others like you tell how whatever they do would keep you engaged for long. How long would it be until you had figured it out enough to be asking for even harder overland content? Keeping people happy with content is very hard for most MMOs, it would be even harder for this kind of content, especially since you would likely consume it even faster than normal, at least until you were tired of it.