ShalidorsHeir wrote: »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.
How long this will be reasonable? Given ZOS' current yearly schedule forever. I didnt quest in 4 years other than the recent 2 weeks for this forum thread. I would come back so would many others, so thinks a whole guild of mine and many more players i discussed this topic with in recent yrears- besides that. >60% of ZOS content in chapters and DLCs is overland and its the content they make advertisement for. I think its a bit more urgent than certain other things
Btw for me its oneshot - i go into stealth for crit damage and oneshot up 65K health. Besides that i can kill 20 mobs in 4-6 secs and 50 mobs + 4 dangerous foes in around 20 secs as tested in rimmer necropolis 2 days ago where i pulled the whole dungeon it seems, without dropping below 70% health. Also i removed all my CP and ALL gear. Quest boss with 250K health was dead in 6 secs. with only weapons equipped - also no need to care about the boss mechanic with literally 0 armor rating.
I just say this to underline that player like me do exist. It is not just a rumor.
FlopsyPrince wrote: »ShalidorsHeir wrote: »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.
How long this will be reasonable? Given ZOS' current yearly schedule forever. I didnt quest in 4 years other than the recent 2 weeks for this forum thread. I would come back so would many others, so thinks a whole guild of mine and many more players i discussed this topic with in recent yrears- besides that. >60% of ZOS content in chapters and DLCs is overland and its the content they make advertisement for. I think its a bit more urgent than certain other things
Btw for me its oneshot - i go into stealth for crit damage and oneshot up 65K health. Besides that i can kill 20 mobs in 4-6 secs and 50 mobs + 4 dangerous foes in around 20 secs as tested in rimmer necropolis 2 days ago where i pulled the whole dungeon it seems, without dropping below 70% health. Also i removed all my CP and ALL gear. Quest boss with 250K health was dead in 6 secs. with only weapons equipped - also no need to care about the boss mechanic with literally 0 armor rating.
I just say this to underline that player like me do exist. It is not just a rumor.
I am unclear how the last comment ties into what I said. I didn't deny your existence. I questioned how long you would be sufficient happy with the new difficulty to keep playing the game actively. I am betting you go through other content quite quickly, so why would this be different if that is the case?
FlopsyPrince wrote: »ShalidorsHeir wrote: »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.
How long this will be reasonable? Given ZOS' current yearly schedule forever. I didnt quest in 4 years other than the recent 2 weeks for this forum thread. I would come back so would many others, so thinks a whole guild of mine and many more players i discussed this topic with in recent yrears- besides that. >60% of ZOS content in chapters and DLCs is overland and its the content they make advertisement for. I think its a bit more urgent than certain other things
Btw for me its oneshot - i go into stealth for crit damage and oneshot up 65K health. Besides that i can kill 20 mobs in 4-6 secs and 50 mobs + 4 dangerous foes in around 20 secs as tested in rimmer necropolis 2 days ago where i pulled the whole dungeon it seems, without dropping below 70% health. Also i removed all my CP and ALL gear. Quest boss with 250K health was dead in 6 secs. with only weapons equipped - also no need to care about the boss mechanic with literally 0 armor rating.
I just say this to underline that player like me do exist. It is not just a rumor.
I am unclear how the last comment ties into what I said. I didn't deny your existence. I questioned how long you would be sufficient happy with the new difficulty to keep playing the game actively. I am betting you go through other content quite quickly, so why would this be different if that is the case?
I just started a new character and (now that I understand the mechanics of the game a little better) even with that new character who does not have any Champion points assigned the overland will often times feel too easy. I am not an elite player. I am likely only an average player. If I am experiencing that, then there is a need for it. The question of how long would players be happy with it, is irrelevant and really the wrong question to ask. If the overland content was harder, then I could easily see myself going through character after character trying to get every single achievement, completing quest after quest over and over. As it stands, I have gone through it once, but to go back again, barely has any draw.
I have played through Skyrim dozens of times. Yes, there are many times when I will want to just play easy button, but there are also times when I will try to start a character off at level one with max difficulty and see how far I can go.
There is enough content in ESO, that if they gave me a better challenge, specifically how much of a challenge I face, then I could easily see myself purchasing extra character slots just to run through the campaign again possibly for decades to come. Right now, it is almost a drag trying to take the rest of my 6 characters through the campaign. To focus on the question of how long it will be of interest misses the point. There is enough here that without adding anything but the ability to change difficulty, they could have me hooked for life.
Yeah i suggested that same concept wayyyy back on page 61 , but as spartaxoxo replied: It's probably just too massive of a code re-write overhaul to accomplish it on each & every overland zone i dunno.Something I never really understood is - if ESO is originally meant to be something like "Oblivion/Skyrim with a friend", why content is not scaling to a group then - .
NeeScrolls wrote: »Yeah i suggested that same concept wayyyy back on page 61 , but as spartaxoxo replied: It's probably just too massive of a code re-write overhaul to accomplish it on each & every overland zone i dunno.Something I never really understood is - if ESO is originally meant to be something like "Oblivion/Skyrim with a friend", why content is not scaling to a group then - .
By the way, quick question i probably should've asked a while ago....
Does everyone consider 'overland' to also include things like: Harrowstorms, WB's , Random-Roaming Exec bosses (like in 'Deadlands' ) , Dolmens, Oblivion Portals, etc. etc. ? And how about those Group Area red-fountain activator things in 'Craglorn' ? Or is Craglorn sorta considered to be like it's own special separate overland type?
Because if those ARE included , then it certainly makes it seem like Zenimax has indeed been trying (albeit subtly) to sprinkle in more & more challenges to discover amidst all the easy trash-grind-mobs.
NeeScrolls wrote: »Yeah i suggested that same concept wayyyy back on page 61 , but as spartaxoxo replied: It's probably just too massive of a code re-write overhaul to accomplish it on each & every overland zone i dunno.Something I never really understood is - if ESO is originally meant to be something like "Oblivion/Skyrim with a friend", why content is not scaling to a group then - .
By the way, quick question i probably should've asked a while ago....
Does everyone consider 'overland' to also include things like: Harrowstorms, WB's , Random-Roaming Exec bosses (like in 'Deadlands' ) , Dolmens, Oblivion Portals, etc. etc. ? And how about those Group Area red-fountain activator things in 'Craglorn' ? Or is Craglorn sorta considered to be like it's own special separate overland type?
Because if those ARE included , then it certainly makes it seem like Zenimax has indeed been trying (albeit subtly) to sprinkle in more & more challenges to discover amidst all the easy trash-grind-mobs.
I just started a new character and (now that I understand the mechanics of the game a little better) even with that new character who does not have any Champion points assigned the overland will often times feel too easy.
The question of how long would players be happy with it, is irrelevant and really the wrong question to ask.
SilverBride wrote: »I just started a new character and (now that I understand the mechanics of the game a little better) even with that new character who does not have any Champion points assigned the overland will often times feel too easy.
Too easy for what? Overland trash and quest mobs in general should be easy, especially for an experienced player. It doesn't make sense that every mob would be a challenge. That is what quest bosses are for, and World Bosses and Harrowstorms. Then there are also Delve Bosses and Public Dungeon Bosses and dangerous mobs such as River Trolls and Giants and Mammoths, and others of this type of mob that are stronger than the normal mobs. There is already a lot of challenge in overlan. Every little thing does not need to be a challenge and it doesn't make sense that they would be.The question of how long would players be happy with it, is irrelevant and really the wrong question to ask.
That is a very valid concern. Several players have stated that they aren't questing in overland but they would if it was more difficult. Others have stated they aren't playing the game at all but they would return if it was more difficult. If they were to return how do we know the new difficulty would be enough for them to stick around?
What about those of us who are currently playing and questing and are happy with overland just as it is? Why risk losing these players on the chance that some others may or may not return and may or may not stick around if they do?
ShalidorsHeir wrote: »"Optional" is the term that you are missing in your last sentence. Nobody wants to remove the fun content for you. I also still think it is the wrong question. Would be it reasonable to inlcude more players to over land again is the question as far as i understood it. My answer to that was: yes. It is ESO's main content. Most effort is going into overland content given ZOS' yearly dlc/chapter schedule. It should appeal to everyone. But again: the answer to these questions is for ZOS to decide. We should just provide our opinions in this thread so ZOS can generate some feedback out of that.
SilverBride wrote: »ShalidorsHeir wrote: »"Optional" is the term that you are missing in your last sentence. Nobody wants to remove the fun content for you. I also still think it is the wrong question. Would be it reasonable to inlcude more players to over land again is the question as far as i understood it. My answer to that was: yes. It is ESO's main content. Most effort is going into overland content given ZOS' yearly dlc/chapter schedule. It should appeal to everyone. But again: the answer to these questions is for ZOS to decide. We should just provide our opinions in this thread so ZOS can generate some feedback out of that.
Optional doesn't make it any better. In fact that creates a whole set of problems such as dividing the playerbase for one.
And how many would be happy with veteran overland if the rewards were the same as normal? This creates a situation where players who also want the better rewards but may never be strong enough for veteran overland would just miss out. This would only serve to create conflict among the playerbase.
As far as appealing to everyone, that is an impossible task because we all have different ideas of what is fun. The best they can do is appeal to their wider audience which they do very well.
This is my opinion and my feedback.
ShalidorsHeir wrote: »SilverBride wrote: »ShalidorsHeir wrote: »"Optional" is the term that you are missing in your last sentence. Nobody wants to remove the fun content for you. I also still think it is the wrong question. Would be it reasonable to inlcude more players to over land again is the question as far as i understood it. My answer to that was: yes. It is ESO's main content. Most effort is going into overland content given ZOS' yearly dlc/chapter schedule. It should appeal to everyone. But again: the answer to these questions is for ZOS to decide. We should just provide our opinions in this thread so ZOS can generate some feedback out of that.
Optional doesn't make it any better. In fact that creates a whole set of problems such as dividing the playerbase for one.
And how many would be happy with veteran overland if the rewards were the same as normal? This creates a situation where players who also want the better rewards but may never be strong enough for veteran overland would just miss out. This would only serve to create conflict among the playerbase.
As far as appealing to everyone, that is an impossible task because we all have different ideas of what is fun. The best they can do is appeal to their wider audience which they do very well.
This is my opinion and my feedback.
I see your point, no worries. But i dont see anything being divided that is not already. More players joining overland makes this argument less decontructive i guess. Comunity is already divided as you can see in this thread here and then when it comes to overland content / difficulty and that is okay. So far it simply results in less players joining overland than potentially would. So far the separation starts with a huge part of the playerbase which plays competetive and is therefore not there in overland. And even in the current overland there are conflicts. E.g. Some participants in this thread would pay for a private instances Separation doesnt seem to be a problem to them. Others find it to easy -> These conflicts are basically the reason why we are arguing here
And technically we already have separation in overland content in shape of multiple instances per zone. the number scales depending of players around. You have for example 5 instances. Now take 3 and label them as normal and 2 as veteran (or 4-1 depending on how many players will actually join which one) and you already have done some job without any serious costs and a playground to gather statistics for future updates. (Yes i am a software dev myself, methods like these are common to determine the value of improvements). As far as rewards can go: same reward but maybe a ways more like money or XP, or higher quality (purple instead of blue set item) of items would already do the job im sure. To me rewards dont even matter.
SilverBride wrote: »ShalidorsHeir wrote: »SilverBride wrote: »ShalidorsHeir wrote: »"Optional" is the term that you are missing in your last sentence. Nobody wants to remove the fun content for you. I also still think it is the wrong question. Would be it reasonable to inlcude more players to over land again is the question as far as i understood it. My answer to that was: yes. It is ESO's main content. Most effort is going into overland content given ZOS' yearly dlc/chapter schedule. It should appeal to everyone. But again: the answer to these questions is for ZOS to decide. We should just provide our opinions in this thread so ZOS can generate some feedback out of that.
Optional doesn't make it any better. In fact that creates a whole set of problems such as dividing the playerbase for one.
And how many would be happy with veteran overland if the rewards were the same as normal? This creates a situation where players who also want the better rewards but may never be strong enough for veteran overland would just miss out. This would only serve to create conflict among the playerbase.
As far as appealing to everyone, that is an impossible task because we all have different ideas of what is fun. The best they can do is appeal to their wider audience which they do very well.
This is my opinion and my feedback.
I see your point, no worries. But i dont see anything being divided that is not already. More players joining overland makes this argument less decontructive i guess. Comunity is already divided as you can see in this thread here and then when it comes to overland content / difficulty and that is okay. So far it simply results in less players joining overland than potentially would. So far the separation starts with a huge part of the playerbase which plays competetive and is therefore not there in overland. And even in the current overland there are conflicts. E.g. Some participants in this thread would pay for a private instances Separation doesnt seem to be a problem to them. Others find it to easy -> These conflicts are basically the reason why we are arguing here
And technically we already have separation in overland content in shape of multiple instances per zone. the number scales depending of players around. You have for example 5 instances. Now take 3 and label them as normal and 2 as veteran (or 4-1 depending on how many players will actually join which one) and you already have done some job without any serious costs and a playground to gather statistics for future updates. (Yes i am a software dev myself, methods like these are common to determine the value of improvements). As far as rewards can go: same reward but maybe a ways more like money or XP, or higher quality (purple instead of blue set item) of items would already do the job im sure. To me rewards dont even matter.
Overland would be separated into 2 different worlds, normal and veteran. Players would be in one or the other. It is not the same as the identical instances of the megaserver because the mobs would be completely different difficulties in each. Since overland is a large portion of the game and where most of the questing takes place it would divide the playerbase.
I am aware that one or two players prefer individual instances, but they want this not for more challenging fights but just to have the world to themselves.
The only reasonable solutions in my opinion are debuffs in the form of a toggle or foods or alchemy potions and challenge banners. These give the player increased challenge without negatively affecting anyone else, or the game in general.
Parasaurolophus wrote: »SilverBride wrote: »ShalidorsHeir wrote: »SilverBride wrote: »ShalidorsHeir wrote: »"Optional" is the term that you are missing in your last sentence. Nobody wants to remove the fun content for you. I also still think it is the wrong question. Would be it reasonable to inlcude more players to over land again is the question as far as i understood it. My answer to that was: yes. It is ESO's main content. Most effort is going into overland content given ZOS' yearly dlc/chapter schedule. It should appeal to everyone. But again: the answer to these questions is for ZOS to decide. We should just provide our opinions in this thread so ZOS can generate some feedback out of that.
Optional doesn't make it any better. In fact that creates a whole set of problems such as dividing the playerbase for one.
And how many would be happy with veteran overland if the rewards were the same as normal? This creates a situation where players who also want the better rewards but may never be strong enough for veteran overland would just miss out. This would only serve to create conflict among the playerbase.
As far as appealing to everyone, that is an impossible task because we all have different ideas of what is fun. The best they can do is appeal to their wider audience which they do very well.
This is my opinion and my feedback.
I see your point, no worries. But i dont see anything being divided that is not already. More players joining overland makes this argument less decontructive i guess. Comunity is already divided as you can see in this thread here and then when it comes to overland content / difficulty and that is okay. So far it simply results in less players joining overland than potentially would. So far the separation starts with a huge part of the playerbase which plays competetive and is therefore not there in overland. And even in the current overland there are conflicts. E.g. Some participants in this thread would pay for a private instances Separation doesnt seem to be a problem to them. Others find it to easy -> These conflicts are basically the reason why we are arguing here
And technically we already have separation in overland content in shape of multiple instances per zone. the number scales depending of players around. You have for example 5 instances. Now take 3 and label them as normal and 2 as veteran (or 4-1 depending on how many players will actually join which one) and you already have done some job without any serious costs and a playground to gather statistics for future updates. (Yes i am a software dev myself, methods like these are common to determine the value of improvements). As far as rewards can go: same reward but maybe a ways more like money or XP, or higher quality (purple instead of blue set item) of items would already do the job im sure. To me rewards dont even matter.
Overland would be separated into 2 different worlds, normal and veteran. Players would be in one or the other. It is not the same as the identical instances of the megaserver because the mobs would be completely different difficulties in each. Since overland is a large portion of the game and where most of the questing takes place it would divide the playerbase.
I am aware that one or two players prefer individual instances, but they want this not for more challenging fights but just to have the world to themselves.
The only reasonable solutions in my opinion are debuffs in the form of a toggle or foods or alchemy potions and challenge banners. These give the player increased challenge without negatively affecting anyone else, or the game in general.
This has been talked about so many times already:
1) Locations can accommodate a limited number of players. And it's not thousands as it seems to some. It doesn't seem to be more than a couple of hundred. So, each location, when there are many players in it, is divided into many instances.
2) Vet. players either complete the overland very quickly or not play it at all.
3) Overland does not have situations at all that would force players to unite. Yes, there are world bosses, anchors, but the whole overland is not limited to world bosses. Overland and questing is 99% solo. One of the constant points of criticism of eso is that it is anti-social. Other players seem to only interfere and do not participate in your game at all.
Parasaurolophus wrote: »This has been talked about so many times already:
1) Locations can accommodate a limited number of players. And it's not thousands as it seems to some. It doesn't seem to be more than a couple of hundred. So, each location, when there are many players in it, is divided into many instances.
"Parasaurolophus wrote: »2) Vet. players either complete the overland very quickly or not play it at all.
"Parasaurolophus wrote: »3) Overland does not have situations at all that would force players to unite. Yes, there are world bosses, anchors, but the whole overland is not limited to world bosses. Overland and questing is 99% solo. One of the constant points of criticism of eso is that it is anti-social. Other players seem to only interfere and do not participate in your game at all.
Yes... And what the wrong?SilverBride wrote: »The multiple identical instances of the megaserver that accommodate the number of players who are logged in at any given time is not the same thing as a completely separate veteran overland with different difficulty. This would be a completely separate world divided into its own instances, if there is enough population to require additional instances.
But it would bring much more excitement and enjoyment with each new chapter or dlc, doesn't that matter? In addition, I personally said that the overland experience as a whole is very poor and needs to be improved by adding not only difficulties, but also some new interesting activities.SilverBride wrote: »This is true of all players, not just veterans, and would be the same in a veteran overland as it is now. Some players don't like to quest, but rather prefer to zerg their way up, which is evident in Alik'r and Craglorn. And to clarify, I am a veteran player, I'm just not an end game player.
No way. Does anyone here talk about it?SilverBride wrote: »How is dividing the world even more going to make ESO more social?
ShalidorsHeir wrote: »The anti-social apsect comes mainly from people who think they are part of a "self-claimed majority" which is their way to create an artificial unreal argument simply to say: "i am right because most people do it like i do" ... Creating the illusion that someone else must be wrong as part of a minority which can be ignored for the sake of the bigger picture.
I see your point and can understand your assumption. I just do not agree to your conclusion. As far as my expierence reaches i am 100% sure things wont go this way. But i am also sure that we should leave these tries to convince each other since other people want to share their opinion as well and we are just polluting this thread.
This is phrased perfectly and summarizes my frustration with TESO's overland as of today. Entire quest chains are just busywork meanwhile the quest givers are really building the baddies up. Fast forward an hour, you're off to kill mr. super intimidating daedric cultist or whatever and you kill him in two or three hits before he can even get through his voiced lines.ZOS loves their year-long stories, but when I know going into the year, after the Q1 reveal what the plot is, all I'm thinking in the back of my mind is "why don't these people just give me the big bad's home address, so I can kick his teeth in now and get it over with?" Every quest with the friendly npcs going on about the end of the world in what not becomes so disingenuous when I know the threat isn't serious.
AlexanderDeLarge wrote: »This is phrased perfectly and summarizes my frustration with TESO's overland as of today. Entire quest chains are just busywork meanwhile the quest givers are really building the baddies up. Fast forward an hour, you're off to kill mr. super intimidating daedric cultist or whatever and you kill him in two or three hits before he can even get through his voiced lines.ZOS loves their year-long stories, but when I know going into the year, after the Q1 reveal what the plot is, all I'm thinking in the back of my mind is "why don't these people just give me the big bad's home address, so I can kick his teeth in now and get it over with?" Every quest with the friendly npcs going on about the end of the world in what not becomes so disingenuous when I know the threat isn't serious.
The chapters are the same format except instead of an hour of busywork, it's like twenty hours. It sucks.
AlexanderDeLarge wrote: »...you're off to kill mr. super intimidating daedric cultist or whatever and you kill him in two or three hits before he can even get through his voiced lines.
SilverBride wrote: »AlexanderDeLarge wrote: »...you're off to kill mr. super intimidating daedric cultist or whatever and you kill him in two or three hits before he can even get through his voiced lines.
I would love to see a video of someone killing the main quest boss in 2 or 3 hits if anyone would like to share. I can't come close to that and I'd like to see how they are doing it.
ShalidorsHeir wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »...you're off to kill mr. super intimidating daedric cultist or whatever and you kill him in two or three hits before he can even get through his voiced lines.
I would love to see a video of someone killing the main quest boss in 2 or 3 hits if anyone would like to share. I can't come close to that and I'd like to see how they are doing it.
I did it almost naked and without CP ... in my recent tests to validate what i am writting here.
in combat metrics it looked like crystal weapon pre cast into dizzing swing +LA out of stealth for crit damage hitting for 125K health, the boss 250K so i added 2 times executioner from 2h. done. I have no idea how you guys would record that. im not a youtuber Next time i add a combat metrics screenshot as well. Total fight time was like 2 secs, 3 secs if you include the pre casts. But the setup was made for RP with some proc conditions. so if you add plain stats only you go further than this.ShalidorsHeir wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »...you're off to kill mr. super intimidating daedric cultist or whatever and you kill him in two or three hits before he can even get through his voiced lines.
I would love to see a video of someone killing the main quest boss in 2 or 3 hits if anyone would like to share. I can't come close to that and I'd like to see how they are doing it.
I did it almost naked and without CP ... in my recent tests to validate what i am writting here.
ShalidorsHeir wrote: »in combat metrics it looked like crystal weapon pre cast into dizzing swing +LA out of stealth for crit damage hitting for 125K health, the boss 250K so i added 2 times executioner from 2h. done. I have no idea how you guys would record that. im not a youtuber Next time i add a combat metrics screenshot as wellShalidorsHeir wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »...you're off to kill mr. super intimidating daedric cultist or whatever and you kill him in two or three hits before he can even get through his voiced lines.
I would love to see a video of someone killing the main quest boss in 2 or 3 hits if anyone would like to share. I can't come close to that and I'd like to see how they are doing it.
I did it almost naked and without CP ... in my recent tests to validate what i am writting here.
SilverBride wrote: »ShalidorsHeir wrote: »in combat metrics it looked like crystal weapon pre cast into dizzing swing +LA out of stealth for crit damage hitting for 125K health, the boss 250K so i added 2 times executioner from 2h. done. I have no idea how you guys would record that. im not a youtuber Next time i add a combat metrics screenshot as wellShalidorsHeir wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »...you're off to kill mr. super intimidating daedric cultist or whatever and you kill him in two or three hits before he can even get through his voiced lines.
I would love to see a video of someone killing the main quest boss in 2 or 3 hits if anyone would like to share. I can't come close to that and I'd like to see how they are doing it.
I did it almost naked and without CP ... in my recent tests to validate what i am writting here.
Well thanks for the rundown.
This would be a good reason to use a challenge banner.
Yeah and it is quite normal to just let bugs in the game, if they do not effect a lot of people or are just rarely happening - take windows with it's roughly 250,000 unfixed bugs - it works most of the time, and fixing those, might introduce new bugs. In average development and bug fixing stops when it is "good enough" by that very reason.
ShalidorsHeir wrote: »SilverBride wrote: »ShalidorsHeir wrote: »in combat metrics it looked like crystal weapon pre cast into dizzing swing +LA out of stealth for crit damage hitting for 125K health, the boss 250K so i added 2 times executioner from 2h. done. I have no idea how you guys would record that. im not a youtuber Next time i add a combat metrics screenshot as wellShalidorsHeir wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »...you're off to kill mr. super intimidating daedric cultist or whatever and you kill him in two or three hits before he can even get through his voiced lines.
I would love to see a video of someone killing the main quest boss in 2 or 3 hits if anyone would like to share. I can't come close to that and I'd like to see how they are doing it.
I did it almost naked and without CP ... in my recent tests to validate what i am writting here.
Well thanks for the rundown.
This would be a good reason to use a challenge banner.
I reset the quest and did it again without gear and CP .... stop playing this card pls 6 secs was the result. I already wrote those test result down in here somewhere
Edit: this becomes even more interesting when you play out aoe dots and whirling blades --> you can kill like 1 enemie per second in statistic numbers. The more mobs you stack the faster it becomes. This way i just grinded Mirri Elendis (companion) to lv 20 with almost any skill max level as well in just 5 hours rampaging through rimmen necropolis