SilverBride wrote: »How then would you be worried about people in another instance enjoying the content differently than you?
Because it divides the playerbase.Just like with dungeons, some people are in normal instances, some in vet, and people on neither side are impacted by others in another instance enjoying the content differently than them.
Dungeons and trials etc. are end game content. They are created specifically as an option for end game players who want the challenge.
Overland is the base game. It is not created to be end game content but rather is for everyone.How do you feel an opt-in self nerf system would be any different from what we can already do? Why is it that everyone has to be in the same type of instance as you, even though you can't even begin to interact with all of them, what harm is there in people enjoying overland content rather than just logging out of the game? Is it better for people to stand around in town doing nothing or log out just so you can be content that they're all 'experiencing the same content as you', rather than efforts be made to allow them to actually enjoy the largest piece of content ESO has, the entire world of tamriel?
It would give players the flexibility to choose how much of a challenge they want and a very easy way to accomplish it. And it keeps us all in the same world.
Overland is not end game content and it shouldn't be turned into an end game alternative for players who choose not to participate in the end game content already provided.
"Because it divides the playerbase." Again, silver, you project this mentality of "people have to play with me my way or else leave." That divides people. When my trial group's raid ends, most of them leave until we run again the next week, because they don't feel like there is anything worth their time to do in the game. How does willfully pushing people away from the game help unify the community?
"Overland is the base game." And every single major and minor dlc. Nothing says "Overland must be for beginners at all times." Nothing says "Trials must be for veteran players only." either. By virtue of having a normal and veteran option, dungeons and trials are allowed to accommodate different types of players. Why is this a bad thing if applied to overland? Better to let people leave dissatisfied than to give them an option, in an instance you weren't going to ever visit in the first place?
"It would give players the flexibility to choose how much of a challenge they want and a very easy way to accomplish it. And it keeps us all in the same world."
Ok, so how? I suggest ZOS uses pre-existing tech, that they've already used in this application, to do something they already do everywhere else. What's your solution? A slider, that, depended on where it's set, applies some buffs or debuffs to players to make the content easier or harder? How would that fix the issue of enemies intentionally holding back and refusing to put up a memorable fight, basic mobs and bosses alike? How would that avoid making every fight nothing but a stale bullet sponge fight, like people suggest my idea would?
And as for your back and forth with Lysette, think of it this way. ESO is a video game. Most video games teach players during gameplay. The original Mario would kill players in the first 5s if they didn't jump. Was that too hard core? No, that game depended on a players' ability to jump to succeed, and they weren't going to lull players into the sense that 'all I need to do to win is walk right.' It made people know that 'these are the tools you need to learn, and as we go we'll teach you more.' That is where some players find the engaging content, being given a challenge and either learning a new tool to overcome it or learning how to apply the skills they already have. Let's see how overland fails at this.
Tank mobs have the same health, armor, and damage as their dps mob counterparts. Do players ever learn about the importance of armor penetration prior to doing vet pve or pvp? Honestly, no, there is no way for them to because the whole armor system is just this abstract thing until it becomes critical to know.
How about interrupting enemies? Real important skill, but name one enemy in overland who demand you interrupt them. Practicing skills like quickly interrupting or breaking free are vital for survival in more challenging content, but the only place to practice is where you're punished heavily for not already knowing.
How about getting out of red aoes. Or participating in fights where you have to actively know how your own skills work, or even fights where you have to use skills at all. I was in cloudrest and watched a player recast volley on multiple targets, and this player didn't know either that volley only starts damaging a few seconds after cast, and that you can only have 1 version of each skill out at a time. This player literally accomplished nothing, and at no point prior were they in a situation where they actually needed to understand what their skills did.
Veteran overland wouldn't be a "super try hard experience where every enemy is a boss fight." It would be a place where tank mobs actually tank, healer mobs actually demand priority, archer mobs actually apply ranged pressure and require a response, and where players can actually enjoy eso's gameplay at the most engaging it can be without needing to be in a group. And ZOS has the tech needed to do this, all without compromising your experience of power fantasy and new player approachability.
This said, I can certainly not tell them how to design the game - it is their game and their choice - but so is mine to choose, what I want to play and where my money goes - I will not allow them to force me to a playstyle I dislike.
SilverBride wrote: »This said, I can certainly not tell them how to design the game - it is their game and their choice - but so is mine to choose, what I want to play and where my money goes - I will not allow them to force me to a playstyle I dislike.
I agree that we should choose how we want to play any game, this one or otherwise. What I don't agree with is expecting any company to completely change their base game into something it isn't because some may not enjoy it as it is.
This is why I only participate in the parts of the game I find enjoyable, and don't participate in the parts I don't.
SilverBride wrote: »This said, I can certainly not tell them how to design the game - it is their game and their choice - but so is mine to choose, what I want to play and where my money goes - I will not allow them to force me to a playstyle I dislike.
I agree that we should choose how we want to play any game, this one or otherwise. What I don't agree with is expecting any company to completely change their base game into something it isn't because some may not enjoy it as it is.
This is why I only participate in the parts of the game I find enjoyable, and don't participate in the parts I don't.
Interesting to hear, but going through mobs and tweaking all their base abilities to do special things to people with a particular debuff seems to be the same kind of task as duplicating them and modifying them. Plus it doesn't change their behaviors since those can't be player specific.
It is good that it offers what it does, but why should overland be the only place in game that only offers one way to enjoy the content? Especially when that is the majority of the content in the game?
colossalvoids wrote: »If pvp performance would be fixed in 2-3 years from now this topic would kinda die out by itself. Edit: it won't fix overland, just I'm personally and a lot of people I know would quit it completely for good.
colossalvoids wrote: »If pvp performance would be fixed in 2-3 years from now this topic would kinda die out by itself. Edit: it won't fix overland, just I'm personally and a lot of people I know would quit it completely for good.
This is a very good point you made there, because I pretty much think the same - there is not more challenge than to fight real people - and if that part of the game works fluently, it will be the focus and questing is on the shelf of those loving pvp.
as it would just be a surrogate for the lack of fluently playable pvp content.
SilverBride wrote: »It is good that it offers what it does, but why should overland be the only place in game that only offers one way to enjoy the content? Especially when that is the majority of the content in the game?
Dungeons can only be played one way... in a group. I know a lot of players can solo many dungeons, but not everyone, and they are not designed to be solo. Some even have plates that need to be stood on by more than one player, for example, making them impossible to complete alone. Players have asked for solo dungeons for a very long time now but it's not happened.
colossalvoids wrote: »as it would just be a surrogate for the lack of fluently playable pvp content.
Not quite, some of us just have nowhere to go else (well, can quit the game at all lol) so it would be kinda "solution" - not engaging with it at all. I would love to have elder scrolls in ESO (which I have only in dungeons now) but I'd be personally fine with just working pvp as it's better than nothing. I'm surely not a majority with that, not even inside the very minority circles.
colossalvoids wrote: »as it would just be a surrogate for the lack of fluently playable pvp content.
Not quite, some of us just have nowhere to go else (well, can quit the game at all lol) so it would be kinda "solution" - not engaging with it at all. I would love to have elder scrolls in ESO (which I have only in dungeons now) but I'd be personally fine with just working pvp as it's better than nothing. I'm surely not a majority with that, not even inside the very minority circles.
We have quite different experiences with what a TES game is though - I played those on "normal" difficulty, because I think that is the intended way to play it and then it doesn't feel that much different from how it is in ESO I have tried both though, playing it on both ends of the spectrum - the only thing what changed, was the order in which I acquired the skills in this case - and not even that was consistent - like in Skyrim it was beneficial to have blocking skills and a shield, whereas in Oblivion on hardest difficulty, using a shield was just begging to be slaughtered.
We don't have a real common experience about what a TES game actually is like - we all made different experiences with it.
colossalvoids wrote: »colossalvoids wrote: »as it would just be a surrogate for the lack of fluently playable pvp content.
Not quite, some of us just have nowhere to go else (well, can quit the game at all lol) so it would be kinda "solution" - not engaging with it at all. I would love to have elder scrolls in ESO (which I have only in dungeons now) but I'd be personally fine with just working pvp as it's better than nothing. I'm surely not a majority with that, not even inside the very minority circles.
We have quite different experiences with what a TES game is though - I played those on "normal" difficulty, because I think that is the intended way to play it and then it doesn't feel that much different from how it is in ESO I have tried both though, playing it on both ends of the spectrum - the only thing what changed, was the order in which I acquired the skills in this case - and not even that was consistent - like in Skyrim it was beneficial to have blocking skills and a shield, whereas in Oblivion on hardest difficulty, using a shield was just begging to be slaughtered.
We don't have a real common experience about what a TES game actually is like - we all made different experiences with it.
Obviously so, that's why a lot of people explained what it was to them pages and pages back me included. And yeah Oblivion was strange no matter it was my favourite from them all (nostalgic reasons), probably the only game I've played when you're adjusting difficulty down the more you level due to scaling.
colossalvoids wrote: »colossalvoids wrote: »as it would just be a surrogate for the lack of fluently playable pvp content.
Not quite, some of us just have nowhere to go else (well, can quit the game at all lol) so it would be kinda "solution" - not engaging with it at all. I would love to have elder scrolls in ESO (which I have only in dungeons now) but I'd be personally fine with just working pvp as it's better than nothing. I'm surely not a majority with that, not even inside the very minority circles.
We have quite different experiences with what a TES game is though - I played those on "normal" difficulty, because I think that is the intended way to play it and then it doesn't feel that much different from how it is in ESO I have tried both though, playing it on both ends of the spectrum - the only thing what changed, was the order in which I acquired the skills in this case - and not even that was consistent - like in Skyrim it was beneficial to have blocking skills and a shield, whereas in Oblivion on hardest difficulty, using a shield was just begging to be slaughtered.
We don't have a real common experience about what a TES game actually is like - we all made different experiences with it.
Obviously so, that's why a lot of people explained what it was to them pages and pages back me included. And yeah Oblivion was strange no matter it was my favourite from them all (nostalgic reasons), probably the only game I've played when you're adjusting difficulty down the more you level due to scaling.
See. again a quite different experience - I had to scale it up more and more, because I started to feel more and more like a demi-goddess in Oblivion - with just enchanted clothes - no armor at all, I would have to repair that, didn't want to do that. Using absorbing fast weapons, which absorb the strength and endurance from opponents - which makes me increasingly stronger and more powerful with every hit, whilst draining their very life-force from them with every scratch of my dagger. It was not even important that the dagger doesn't do much damage - but it is fast and lethal due to it's absorbing powers.
colossalvoids wrote: »colossalvoids wrote: »colossalvoids wrote: »as it would just be a surrogate for the lack of fluently playable pvp content.
Not quite, some of us just have nowhere to go else (well, can quit the game at all lol) so it would be kinda "solution" - not engaging with it at all. I would love to have elder scrolls in ESO (which I have only in dungeons now) but I'd be personally fine with just working pvp as it's better than nothing. I'm surely not a majority with that, not even inside the very minority circles.
We have quite different experiences with what a TES game is though - I played those on "normal" difficulty, because I think that is the intended way to play it and then it doesn't feel that much different from how it is in ESO I have tried both though, playing it on both ends of the spectrum - the only thing what changed, was the order in which I acquired the skills in this case - and not even that was consistent - like in Skyrim it was beneficial to have blocking skills and a shield, whereas in Oblivion on hardest difficulty, using a shield was just begging to be slaughtered.
We don't have a real common experience about what a TES game actually is like - we all made different experiences with it.
Obviously so, that's why a lot of people explained what it was to them pages and pages back me included. And yeah Oblivion was strange no matter it was my favourite from them all (nostalgic reasons), probably the only game I've played when you're adjusting difficulty down the more you level due to scaling.
See. again a quite different experience - I had to scale it up more and more, because I started to feel more and more like a demi-goddess in Oblivion - with just enchanted clothes - no armor at all, I would have to repair that, didn't want to do that. Using absorbing fast weapons, which absorb the strength and endurance from opponents - which makes me increasingly stronger and more powerful with every hit, whilst draining their very life-force from them with every scratch of my dagger. It was not even important that the dagger doesn't do much damage - but it is fast and lethal due to it's absorbing powers.
Yes, some would be using custom spells, doing alch-enchant loops etc resulting in various outcomes and difficult level needs, for example I'm mostly played without actually imbuing my gear or using much ability altering potions so I'm oblivion it would a turning down for me to avoid "damage sponges", whilst in Skyrim no matter what I do it's going up, even on a thief wearing clothes and no armour. Mix up mods here and it's different games from player to player (esp Skyrim, for a lot of people it's just a sandbox and they didn't saw vanilla since it's release).
But it's eso anyway, which already have preset levels of difficulty be it normal group one, hm or solo arenas ones for different content. I'd guess using those formulas won't be that hard of an issue while designing any solution. At least as a starting point. Hoping for whole new experience would be probably unrealistic even for new content going forward.
SilverBride wrote: »It is good that it offers what it does, but why should overland be the only place in game that only offers one way to enjoy the content? Especially when that is the majority of the content in the game?
Dungeons can only be played one way... in a group. I know a lot of players can solo many dungeons, but not everyone, and they are not designed to be solo. Some even have plates that need to be stood on by more than one player, for example, making them impossible to complete alone. Players have asked for solo dungeons for a very long time now but it's not happened.
SilverBride wrote: »It is good that it offers what it does, but why should overland be the only place in game that only offers one way to enjoy the content? Especially when that is the majority of the content in the game?
Dungeons can only be played one way... in a group. I know a lot of players can solo many dungeons, but not everyone, and they are not designed to be solo. Some even have plates that need to be stood on by more than one player, for example, making them impossible to complete alone. Players have asked for solo dungeons for a very long time now but it's not happened.
Like ShalidorsHeir pointed out, normal dungeons and veteran dungeons both offer different experiences. If they didn't, and if they played out the same, then adding a veteran overland would also result in a similar experience. By intent normal and vet dungeons play differently, and I would be surprised if you would suggest otherwise.
SilverBride wrote: »SilverBride wrote: »It is good that it offers what it does, but why should overland be the only place in game that only offers one way to enjoy the content? Especially when that is the majority of the content in the game?
Dungeons can only be played one way... in a group. I know a lot of players can solo many dungeons, but not everyone, and they are not designed to be solo. Some even have plates that need to be stood on by more than one player, for example, making them impossible to complete alone. Players have asked for solo dungeons for a very long time now but it's not happened.
Like ShalidorsHeir pointed out, normal dungeons and veteran dungeons both offer different experiences. If they didn't, and if they played out the same, then adding a veteran overland would also result in a similar experience. By intent normal and vet dungeons play differently, and I would be surprised if you would suggest otherwise.
Regardless of normal or veteran difficulty, dungeons are still designed to be played only one way... in a group. Some players want veteran overland and some want solo dungeons, but we have neither because that is not how the game is designed.
SilverBride wrote: »SilverBride wrote: »It is good that it offers what it does, but why should overland be the only place in game that only offers one way to enjoy the content? Especially when that is the majority of the content in the game?
Dungeons can only be played one way... in a group. I know a lot of players can solo many dungeons, but not everyone, and they are not designed to be solo. Some even have plates that need to be stood on by more than one player, for example, making them impossible to complete alone. Players have asked for solo dungeons for a very long time now but it's not happened.
Like ShalidorsHeir pointed out, normal dungeons and veteran dungeons both offer different experiences. If they didn't, and if they played out the same, then adding a veteran overland would also result in a similar experience. By intent normal and vet dungeons play differently, and I would be surprised if you would suggest otherwise.
Regardless of normal or veteran difficulty, dungeons are still designed to be played only one way... in a group. Some players want veteran overland and some want solo dungeons, but we have neither because that is not how the game is designed.
What would be your answer to that, for an experienced player who finds anything outside of group content to be painfully dull.