Ok @SilverBride, I understand you probably don't like it when I address you directly, but both yourself and other users seem confused about how instancing works and are worried about subdividing the community. Putting aside the fact that many of the players this change would impact don't even log in all that often, sort of like what happened to you pre-One Tamriel, here is how the system currently works.
Imagine you owned a place that had swimming pools. You have this magic hallway where you can open more pools over time to meet the demands of the number of people arriving. To keep things sane, you only allow, say, to keep the math simple, each pool can only fit 10 people max, but you only ever let them fill to say, 7 people before opening a new pool. This is done so if someone wants to join someone whose already in a pool they can without it becoming over crowded.
Lets say you have 40 people, you would have 5 pools with 7 people and a 6th with only 5. You could, if you wanted the numbers to be more even, have 4 with 7 and 2 with 6, and each group would have a comfortable number of people with room for people to join those who they wanted to be with directly.
Now, if all the pools were shallow and someone wanted a deeper pool to swim, not to worry, you have the ability to change the depth of the pools as need and let's say you change only one of them to accommodate those who want to swim. If only one person wanted this, you would have 1 pool with 1 person, and the rest would be 4 pools with 8 and one with 7. The people who aren't interested in swimming in the deeper pool have slightly more people but still aren't near cap, and those who are interested get to enjoy what they want.
Tweak this ratio as much as you like, but you wouldn't need to open any additional pools to accommodate the 40 people, and outside of extremes like the mentioned "only 1 person" example, and all of them maintain a comfortable number of people.
However, this number, 40 people, would likely rise as people who want to swim in a deeper pool catch wind that you've offered this and as you get more people you open more pools.
This is exactly how it works with zone instances. Divide players into sane numbers so zone chat doesn't become a blur and peoples computers don't fry while entering town, create new instances as the total population needs, and you can organize which instance people are in to curate their individual taste in exactly the same way you would curate players between zones. You, don't take issue with zos adding more zones, do you? Yet they divide players depended on what people want to do, same as this instancing system already does.
It is a good thing you enjoy the game as much as you do. MMO's live or die depending on the population they can maintain, and no one in the right mind would want to change that. But just because you enjoy it as is doesn't invalidate others, and just because you feel the way it is fine doesn't change the fact that every other piece of content in the game has options on how you would want to engage with it. Giving the option gives more players the ability to enjoy the game, and as you've said many times fun is subjective, so please don't assume that your own enjoyment invalidates other players concerns. I've spent thousands of hours in this game because I love it and want to see it succeed, and adding an option, even one you personally wouldn't use, would enable more people to keep enjoying it.
spartaxoxo wrote: »The devs disagree with you and explicitly cite that as a reason. It really can't get more clear that it's a detriment to their design goal of a unified playerbase.
Perhaps they will change their mind about it. Regardless they've made it very clear that it would split the playerbase and they don't want that.
Parasaurolophus wrote: »spartaxoxo wrote: »The devs disagree with you and explicitly cite that as a reason. It really can't get more clear that it's a detriment to their design goal of a unified playerbase.
Perhaps they will change their mind about it. Regardless they've made it very clear that it would split the playerbase and they don't want that.
Yes, developers may disagree. But the overland doesn't get any better than that.
SilverBride wrote: »The example given does not explain how veteran overland would not be different zones than normal.
Using the example given:
The normal zone only has shallow swimming. A player who wants to swim in a deep pool only has to ask and an instance with a deep pool appears. But where did it come from? There has to be separate instances with deep pools created and stored somewhere.
In the case of ESO there are a lot of zones on multiple platforms that would all need veteran level instances created.
spartaxoxo wrote: »Now you must always have 2 pools open, even if your population is low enough you'd be better served by one.
So you got 1 person in one pool, and 2 in the other. Let's hope Mr. Solo doesn't leave because there's nobody to swim with.
It's not adding a deep end to an existing pool (that's what debuffs do), it's permanently opening a brand new pool.
It's exactly the same as every single dungeon and trial in the game. When an instance is created, it has some rules to define it. Loading into vet banished cells makes the mobs in that dungeon have more health and do more damage by having different stats than their normal counterparts. A more advanced version of this can be seen in ICP, where lord warden's meteor attack will always one shot players on vet but is intentionally designed to only do about 95% of a players health in damage on normal. A veteran overland would do things like tweak mob stats to let them live long enough to do stuff, while replacing abilities that cause mobs to intentionally stall themselves in fights. A new rule set to define newly generated zones is not the same as having to hand craft dozens of new zones.
Sylvermynx wrote: »At this point, I think this is moot anyway. They're already planning a "re-architecture" of the base game programming due to the pvp (and likely, pve endgame) situation. It does not seem likely to me that they will act on anything regarding vet overland before that re-architecture is complete.
Beyond that, nothing to report now, but we will be working toward having a more detailed answer regarding overland content in the future.
Sylvermynx wrote: »At this point, I think this is moot anyway. They're already planning a "re-architecture" of the base game programming due to the pvp (and likely, pve endgame) situation. It does not seem likely to me that they will act on anything regarding vet overland before that re-architecture is complete.
This continual bickering is accomplishing nothing.
Sylvermynx wrote: »At this point, I think this is moot anyway. They're already planning a "re-architecture" of the base game programming due to the pvp (and likely, pve endgame) situation. It does not seem likely to me that they will act on anything regarding vet overland before that re-architecture is complete.
This continual bickering is accomplishing nothing.
That's why I didn't even touch the thread for months. I want to make those who are against the idea, at all cost for some reason, that changes in the game's past have served to improve it, and options help enable more people to enjoy the game. A mindset shown in the few post since my example just paints a picture of "you'll either play the way I enjoy or you're better off leaving," because while something like this would take time, ZOS at least showing some degree of care and effort, even if it took a while to realize, would allow more people to enjoy the game.
Time will tell what ZOS has to say, I'm just hoping their decision isn't too heavily swayed by those saying 'if this option is given to other's I'll quit.'
Sylvermynx wrote: »At this point, I think this is moot anyway. They're already planning a "re-architecture" of the base game programming due to the pvp (and likely, pve endgame) situation. It does not seem likely to me that they will act on anything regarding vet overland before that re-architecture is complete.
This continual bickering is accomplishing nothing.
That's why I didn't even touch the thread for months. I want to make those who are against the idea, at all cost for some reason, that changes in the game's past have served to improve it, and options help enable more people to enjoy the game. A mindset shown in the few post since my example just paints a picture of "you'll either play the way I enjoy or you're better off leaving," because while something like this would take time, ZOS at least showing some degree of care and effort, even if it took a while to realize, would allow more people to enjoy the game.
Time will tell what ZOS has to say, I'm just hoping their decision isn't too heavily swayed by those saying 'if this option is given to other's I'll quit.'
Higher difficulty based on just scaling is an illusion for those who have good sustain - it just takes longer for them to kill stuff in this case, but it isn't more difficult - what do they do what they wouldn't do anyway?- they keep up buffs, they maintain their resources and keep up their health - so as long as they do not run out of resources (as in having a sustainable sustain) it is not more challenge to scale enemies up - it is just a longer fight with a well in advance known result - the Sun Tzu kind of fight "don't start a fight you haven't won already" - so where is the challenge there - you just get the same in a longer version.
In my mind making it challenging should not scale it up too much, but add a lot of unpredictability - something one has to react to live instead to just spool up muscle memory rotations - the thing why this is not engaging is because it can be computed in advance how the outcome will be - see ShalidorsHeir's example - it is not more of a challenge for him if he kills that enemy in 2 or 4 or 6 or 8 hits more, it is just a longer version of an otherwise well known and boring outcome. It is always the same in the end - to be challenging, it would have to be less predictable and the outcome should be more uncertain.
spartaxoxo wrote: »Higher difficulty based on just scaling is an illusion for those who have good sustain - it just takes longer for them to kill stuff in this case, but it isn't more difficult - what do they do what they wouldn't do anyway?- they keep up buffs, they maintain their resources and keep up their health - so as long as they do not run out of resources (as in having a sustainable sustain) it is not more challenge to scale enemies up - it is just a longer fight with a well in advance known result - the Sun Tzu kind of fight "don't start a fight you haven't won already" - so where is the challenge there - you just get the same in a longer version.
In my mind making it challenging should not scale it up too much, but add a lot of unpredictability - something one has to react to live instead to just spool up muscle memory rotations - the thing why this is not engaging is because it can be computed in advance how the outcome will be - see ShalidorsHeir's example - it is not more of a challenge for him if he kills that enemy in 2 or 4 or 6 or 8 hits more, it is just a longer version of an otherwise well known and boring outcome. It is always the same in the end - to be challenging, it would have to be less predictable and the outcome should be more uncertain.
Scaling up absolutely can make things harder.
I mean I recently solo'ed Moongrave Fane on normal, and the 2nd to last boss doesn't have insane mechs I haven't been doing throughout the dungeon anyway. But it's way harder just because there's a lot more damage. I actually had to adjust my build to clear it, something I did not have to do the rest of the dungeon. I added a HoT and some CC and suddenly it went from punishing to challenging. It was the hardest but also most satisfying fight that run just because it hit harder.
spartaxoxo wrote: »Higher difficulty based on just scaling is an illusion for those who have good sustain - it just takes longer for them to kill stuff in this case, but it isn't more difficult - what do they do what they wouldn't do anyway?- they keep up buffs, they maintain their resources and keep up their health - so as long as they do not run out of resources (as in having a sustainable sustain) it is not more challenge to scale enemies up - it is just a longer fight with a well in advance known result - the Sun Tzu kind of fight "don't start a fight you haven't won already" - so where is the challenge there - you just get the same in a longer version.
In my mind making it challenging should not scale it up too much, but add a lot of unpredictability - something one has to react to live instead to just spool up muscle memory rotations - the thing why this is not engaging is because it can be computed in advance how the outcome will be - see ShalidorsHeir's example - it is not more of a challenge for him if he kills that enemy in 2 or 4 or 6 or 8 hits more, it is just a longer version of an otherwise well known and boring outcome. It is always the same in the end - to be challenging, it would have to be less predictable and the outcome should be more uncertain.
Scaling up absolutely can make things harder.
I mean I recently solo'ed Moongrave Fane on normal, and the 2nd to last boss doesn't have insane mechs I haven't been doing throughout the dungeon anyway. But it's way harder just because there's a lot more damage. I actually had to adjust my build to clear it, something I did not have to do the rest of the dungeon. I added a HoT and some CC and suddenly it went from punishing to challenging. It was the hardest but also most satisfying fight that run just because it hit harder.
Yeah, but once you have a sustainable sustain nothing will kill you before the enemy will be dead - the outcome is no longer unpredictable and the only challenge is then that it takes longer - and becomes a chore - that is not more fun, but more grind.
Higher difficulty based on just scaling is an illusion for those who have good sustain - it just takes longer for them to kill stuff in this case, but it isn't more difficult - what do they do what they wouldn't do anyway?- they keep up buffs, they maintain their resources and keep up their health - so as long as they do not run out of resources (as in having a sustainable sustain) it is not more challenge to scale enemies up - it is just a longer fight with a well in advance known result - the Sun Tzu kind of fight "don't start a fight you haven't won already" - so where is the challenge there - you just get the same in a longer version.
In my mind making it challenging should not scale it up too much, but add a lot of unpredictability - something one has to react to live instead to just spool up muscle memory rotations - the thing why this is not engaging is because it can be computed in advance how the outcome will be - see ShalidorsHeir's example - it is not more of a challenge for him if he kills that enemy in 2 or 4 or 6 or 8 hits more, it is just a longer version of an otherwise well known and boring outcome. It is always the same in the end - to be challenging, it would have to be less predictable and the outcome should be more uncertain.
spartaxoxo wrote: »spartaxoxo wrote: »Higher difficulty based on just scaling is an illusion for those who have good sustain - it just takes longer for them to kill stuff in this case, but it isn't more difficult - what do they do what they wouldn't do anyway?- they keep up buffs, they maintain their resources and keep up their health - so as long as they do not run out of resources (as in having a sustainable sustain) it is not more challenge to scale enemies up - it is just a longer fight with a well in advance known result - the Sun Tzu kind of fight "don't start a fight you haven't won already" - so where is the challenge there - you just get the same in a longer version.
In my mind making it challenging should not scale it up too much, but add a lot of unpredictability - something one has to react to live instead to just spool up muscle memory rotations - the thing why this is not engaging is because it can be computed in advance how the outcome will be - see ShalidorsHeir's example - it is not more of a challenge for him if he kills that enemy in 2 or 4 or 6 or 8 hits more, it is just a longer version of an otherwise well known and boring outcome. It is always the same in the end - to be challenging, it would have to be less predictable and the outcome should be more uncertain.
Scaling up absolutely can make things harder.
I mean I recently solo'ed Moongrave Fane on normal, and the 2nd to last boss doesn't have insane mechs I haven't been doing throughout the dungeon anyway. But it's way harder just because there's a lot more damage. I actually had to adjust my build to clear it, something I did not have to do the rest of the dungeon. I added a HoT and some CC and suddenly it went from punishing to challenging. It was the hardest but also most satisfying fight that run just because it hit harder.
Yeah, but once you have a sustainable sustain nothing will kill you before the enemy will be dead - the outcome is no longer unpredictable and the only challenge is then that it takes longer - and becomes a chore - that is not more fun, but more grind.
Even with a sustainable sustain you can mess up and get one shot and such if the attacks are strong enough. It doesn't have to be unpredictable and many people enjoy puzzling how how a boss's mechanics work and then getting them timed right to beat them.
spartaxoxo wrote: »spartaxoxo wrote: »Higher difficulty based on just scaling is an illusion for those who have good sustain - it just takes longer for them to kill stuff in this case, but it isn't more difficult - what do they do what they wouldn't do anyway?- they keep up buffs, they maintain their resources and keep up their health - so as long as they do not run out of resources (as in having a sustainable sustain) it is not more challenge to scale enemies up - it is just a longer fight with a well in advance known result - the Sun Tzu kind of fight "don't start a fight you haven't won already" - so where is the challenge there - you just get the same in a longer version.
In my mind making it challenging should not scale it up too much, but add a lot of unpredictability - something one has to react to live instead to just spool up muscle memory rotations - the thing why this is not engaging is because it can be computed in advance how the outcome will be - see ShalidorsHeir's example - it is not more of a challenge for him if he kills that enemy in 2 or 4 or 6 or 8 hits more, it is just a longer version of an otherwise well known and boring outcome. It is always the same in the end - to be challenging, it would have to be less predictable and the outcome should be more uncertain.
Scaling up absolutely can make things harder.
I mean I recently solo'ed Moongrave Fane on normal, and the 2nd to last boss doesn't have insane mechs I haven't been doing throughout the dungeon anyway. But it's way harder just because there's a lot more damage. I actually had to adjust my build to clear it, something I did not have to do the rest of the dungeon. I added a HoT and some CC and suddenly it went from punishing to challenging. It was the hardest but also most satisfying fight that run just because it hit harder.
Yeah, but once you have a sustainable sustain nothing will kill you before the enemy will be dead - the outcome is no longer unpredictable and the only challenge is then that it takes longer - and becomes a chore - that is not more fun, but more grind.
Even with a sustainable sustain you can mess up and get one shot and such if the attacks are strong enough. It doesn't have to be unpredictable and many people enjoy puzzling how how a boss's mechanics work and then getting them timed right to beat them.
Playing by the numbers - you describe exactly what is the problem with combat in ESO - it is too predictable, whilst at the same time too much certainty is in it's skills and abilities -. they work 100% of the time (or they are supposed to). Now compare that to pvp - it is most of the time unpredictable what the opponent will do and if your skills will have an effect is unclear, because your opponent will most likely not just stand there waiting to get killed, but move around, roll dodge, block and counter your attacks. And what do NPCs do?
I wouldn't give NPCs more hitpoints, but an extra strong damage shield, which strength and duration varies from encounter to encounter. This has a similar effect - that NPC will be much better protected (but for how long and how good exactly is unknown and will not be the same next time around). Now give this NPC as well some unpredictability on it's attack side, as in damage and use of special abilities varies from encounter to encounter - and auto-scale it to the incoming damage - in order to create a worthy opponent, it has to scale to what you guys are actually capable of - if you can deal extreme damage, so can this NPC then - and it is no longer clear, who will win this encounter - then you got your challenge.
ShalidorsHeir's problem would be solved by this as well - if he does 125k damage on the first hit - well, then he might not be able to do his second attack, if he cannot tank the 100k+ (auto-scaled) damage incoming to him in return by this NPC - so he won't attack like this anymore, because it would just get him killed. This kind of scaling hinders extreme self-overpowering quite a bit - one can still do it, but it could be lethal - and not just for the opponent.
ShalidorsHeir wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Higher difficulty based on just scaling is an illusion for those who have good sustain - it just takes longer for them to kill stuff in this case, but it isn't more difficult - what do they do what they wouldn't do anyway?- they keep up buffs, they maintain their resources and keep up their health - so as long as they do not run out of resources (as in having a sustainable sustain) it is not more challenge to scale enemies up - it is just a longer fight with a well in advance known result - the Sun Tzu kind of fight "don't start a fight you haven't won already" - so where is the challenge there - you just get the same in a longer version.
In my mind making it challenging should not scale it up too much, but add a lot of unpredictability - something one has to react to live instead to just spool up muscle memory rotations - the thing why this is not engaging is because it can be computed in advance how the outcome will be - see ShalidorsHeir's example - it is not more of a challenge for him if he kills that enemy in 2 or 4 or 6 or 8 hits more, it is just a longer version of an otherwise well known and boring outcome. It is always the same in the end - to be challenging, it would have to be less predictable and the outcome should be more uncertain.
Scaling up absolutely can make things harder.
I mean I recently solo'ed Moongrave Fane on normal, and the 2nd to last boss doesn't have insane mechs I haven't been doing throughout the dungeon anyway. But it's way harder just because there's a lot more damage. I actually had to adjust my build to clear it, something I did not have to do the rest of the dungeon. I added a HoT and some CC and suddenly it went from punishing to challenging. It was the hardest but also most satisfying fight that run just because it hit harder.
Yeah, but once you have a sustainable sustain nothing will kill you before the enemy will be dead - the outcome is no longer unpredictable and the only challenge is then that it takes longer - and becomes a chore - that is not more fun, but more grind.
Even with a sustainable sustain you can mess up and get one shot and such if the attacks are strong enough. It doesn't have to be unpredictable and many people enjoy puzzling how how a boss's mechanics work and then getting them timed right to beat them.
Playing by the numbers - you describe exactly what is the problem with combat in ESO - it is too predictable, whilst at the same time too much certainty is in it's skills and abilities -. they work 100% of the time (or they are supposed to). Now compare that to pvp - it is most of the time unpredictable what the opponent will do and if your skills will have an effect is unclear, because your opponent will most likely not just stand there waiting to get killed, but move around, roll dodge, block and counter your attacks. And what do NPCs do?
I wouldn't give NPCs more hitpoints, but an extra strong damage shield, which strength and duration varies from encounter to encounter. This has a similar effect - that NPC will be much better protected (but for how long and how good exactly is unknown and will not be the same next time around). Now give this NPC as well some unpredictability on it's attack side, as in damage and use of special abilities varies from encounter to encounter - and auto-scale it to the incoming damage - in order to create a worthy opponent, it has to scale to what you guys are actually capable of - if you can deal extreme damage, so can this NPC then - and it is no longer clear, who will win this encounter - then you got your challenge.
ShalidorsHeir's problem would be solved by this as well - if he does 125k damage on the first hit - well, then he might not be able to do his second attack, if he cannot tank the 100k+ (auto-scaled) damage incoming to him in return by this NPC - so he won't attack like this anymore, because it would just get him killed. This kind of scaling hinders extreme self-overpowering quite a bit - one can still do it, but it could be lethal - and not just for the opponent.
Remarkable idea Even better than just one definition of difficulty --> people could actualy make optimzied builds for this, depending on the rule set on how the damage return scales and armor rating becomes usefull again. Ofc bosses need mor health in general to survive that in the first place still.
The negative side effect is: People wont understand it i guess ^^