FlopsyPrince wrote: »Sylvermynx wrote: »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.
That's an awesome explanation. Thank you for taking the time to post it; probably the best explanation I've seen yet when it comes to this sort of "instance setup".
No it is not. Making a deeper swimming pool is trivial compared to making "harder" overland content, whatever that really means.
Though even with the pool idea, would you go to all the effort to make multiple "deep" pools if someone was only going to swim in them for an hour or so and then find them not deep enough?
FlopsyPrince wrote: »Sylvermynx wrote: »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.
That's an awesome explanation. Thank you for taking the time to post it; probably the best explanation I've seen yet when it comes to this sort of "instance setup".
No it is not. Making a deeper swimming pool is trivial compared to making "harder" overland content, whatever that really means.
Though even with the pool idea, would you go to all the effort to make multiple "deep" pools if someone was only going to swim in them for an hour or so and then find them not deep enough?
FlopsyPrince wrote: »No it is not. Making a deeper swimming pool is trivial compared to making "harder" overland content, whatever that really means.
Though even with the pool idea, would you go to all the effort to make multiple "deep" pools if someone was only going to swim in them for an hour or so and then find them not deep enough?
I don't get why casual players make such claims. You obviously don't play endgame content. We do. So casual players and endgame players don't share the same mindset and idea of fun/engaging gameplay, and that's perfectly fine. Yet how do casual players predict what we will do when we don't get exactly what we asked for?Some even want changes to the mechanics NPCs are using - which seems to me totally out of scope, because it is a massive redesign of old content. Pretty much any solution to this is likely to just satisfy a few and disappoint the rest, if not even alienating them and making them leave.
I actually think, that offering no solution at all - like they are doing currently - might cause less harm than actually trying to make some happy - as long as there is no solution, people have hope and stick around - but if a solution is offered, which is not making them happy, there is no hope anymore and they might just leave for good.
FlopsyPrince wrote: »Sylvermynx wrote: »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.
That's an awesome explanation. Thank you for taking the time to post it; probably the best explanation I've seen yet when it comes to this sort of "instance setup".
No it is not. Making a deeper swimming pool is trivial compared to making "harder" overland content, whatever that really means.
Though even with the pool idea, would you go to all the effort to make multiple "deep" pools if someone was only going to swim in them for an hour or so and then find them not deep enough?
"Whatever that really means." Every other piece of pve and pvp content has optional settings to enjoy it differently, except overland. As it is, overland offers one kind of experience that many players enjoy, but for some players who enter ESO expecting more, and for others who have progressed to harder content, the "shallow" combat of overland makes the task of fighting enemies tiresome, and take the joy out of the stories.
What "deep" means, is that I need to pay attention in combat to what I'm actually fighting. If an enemy mender exist, they should be able to heal enough to actually justify my attention. An enemy tank should be durable enough to survive my attacks and defend their allies, but instead they take as much damage to kill while also using their time in the fight to leap into the air, leaving their allies for dead.
Deeper, to me, means a combination of replacing skills on enemies that exist to waste their own time, and giving them enough stats to survive and fight back. This isn't some incredibly small niche of elitist, but anyone who would both want to explore the world and stories of the game, while also taking as much advantage of the combat system eso offers.
FlopsyPrince wrote: »No it is not. Making a deeper swimming pool is trivial compared to making "harder" overland content, whatever that really means.
Though even with the pool idea, would you go to all the effort to make multiple "deep" pools if someone was only going to swim in them for an hour or so and then find them not deep enough?I don't get why casual players make such claims. You obviously don't play endgame content. We do. So casual players and endgame players don't share the same mindset and idea of fun/engaging gameplay, and that's perfectly fine. Yet how do casual players predict what we will do when we don't get exactly what we asked for?Some even want changes to the mechanics NPCs are using - which seems to me totally out of scope, because it is a massive redesign of old content. Pretty much any solution to this is likely to just satisfy a few and disappoint the rest, if not even alienating them and making them leave.
I actually think, that offering no solution at all - like they are doing currently - might cause less harm than actually trying to make some happy - as long as there is no solution, people have hope and stick around - but if a solution is offered, which is not making them happy, there is no hope anymore and they might just leave for good.
I'm not a child, I'm not gonna throw a temper tantrum, flip the tables and leave the game for good if I don't get exactly what I want.
ZoS knows how to make challenging content. This is not uncharted territory for them, it's something they have done for years. They have already made quite a bit of veteran dungeons, trials, arenas and they are designed really well, for people who enjoy getting good at the game. Only problem I have with such content is that they are designed for groups. There's only 2 solo arenas for the whole game. And I got perfect clears (no death and/or speed run) for both of them long ago. I can't be grouped with 3+ players every time I play ESO.
For me, ideal solution would be optional veteran instances where the difficulty is similar to veteran solo arenas or veteran non-DLC dungeons. But I would still be ok with lesser difficulties (like normal DLC dungeons or normal base game version 2 dungeons). I'd still be fine with only challenge banners for quest bosses, I'd even use self-debuffs (as long as they come with some sort of extra reward). It's just that I can't stand visual novel type gameplay to be the ONLY option available in questing. I have played a couple of visual novel games before, they just aren't my cup of tea.
FlopsyPrince wrote: »No it is not. Making a deeper swimming pool is trivial compared to making "harder" overland content, whatever that really means.
Though even with the pool idea, would you go to all the effort to make multiple "deep" pools if someone was only going to swim in them for an hour or so and then find them not deep enough?
FlopsyPrince wrote: »Sylvermynx wrote: »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.
That's an awesome explanation. Thank you for taking the time to post it; probably the best explanation I've seen yet when it comes to this sort of "instance setup".
No it is not. Making a deeper swimming pool is trivial compared to making "harder" overland content, whatever that really means.
Though even with the pool idea, would you go to all the effort to make multiple "deep" pools if someone was only going to swim in them for an hour or so and then find them not deep enough?
"Whatever that really means." Every other piece of pve and pvp content has optional settings to enjoy it differently, except overland. As it is, overland offers one kind of experience that many players enjoy, but for some players who enter ESO expecting more, and for others who have progressed to harder content, the "shallow" combat of overland makes the task of fighting enemies tiresome, and take the joy out of the stories.
What "deep" means, is that I need to pay attention in combat to what I'm actually fighting. If an enemy mender exist, they should be able to heal enough to actually justify my attention. An enemy tank should be durable enough to survive my attacks and defend their allies, but instead they take as much damage to kill while also using their time in the fight to leap into the air, leaving their allies for dead.
Deeper, to me, means a combination of replacing skills on enemies that exist to waste their own time, and giving them enough stats to survive and fight back. This isn't some incredibly small niche of elitist, but anyone who would both want to explore the world and stories of the game, while also taking as much advantage of the combat system eso offers.
Yeah, but they would need a lot more hit points - my normal experience is, I'm jumping on them with stampede, add another AoE effect and a DoT and the whole group will be dead on the ground long before the initial stampede effect ends. And this would not change a lot even if they would have twice as many hit point - then I'll kill them a few seconds later - it doesn't matter to me, but it would be a drama for a true newbie, to come across these guys then.
I think in a quest no one wants a challenge which could stop them from completing the quest - they want to complete the quest and enemies are supposed to die in a single run - they aren't there to provide a challenge which could make the quest fail. Don't forget what Rich said, people do not want difficulty in their story.
"Whatever that really means." Every other piece of pve and pvp content has optional settings to enjoy it differently, except overland. As it is, overland offers one kind of experience that many players enjoy, but for some players who enter ESO expecting more, and for others who have progressed to harder content, the "shallow" combat of overland makes the task of fighting enemies tiresome, and take the joy out of the stories.
What "deep" means, is that I need to pay attention in combat to what I'm actually fighting. If an enemy mender exist, they should be able to heal enough to actually justify my attention. An enemy tank should be durable enough to survive my attacks and defend their allies, but instead they take as much damage to kill while also using their time in the fight to leap into the air, leaving their allies for dead.
Deeper, to me, means a combination of replacing skills on enemies that exist to waste their own time, and giving them enough stats to survive and fight back. This isn't some incredibly small niche of elitist, but anyone who would both want to explore the world and stories of the game, while also taking as much advantage of the combat system eso offers.
I don't get why casual players make such claims. You obviously don't play endgame content. We do. So casual players and endgame players don't share the same mindset and idea of fun/engaging gameplay, and that's perfectly fine. Yet how do casual players predict what we will do when we don't get exactly what we asked for?
I'm not a child, I'm not gonna throw a temper tantrum, flip the tables and leave the game for good if I don't get exactly what I want.
ZoS knows how to make challenging content. This is not uncharted territory for them, it's something they have done for years. They have already made quite a bit of veteran dungeons, trials, arenas and they are designed really well, for people who enjoy getting good at the game. Only problem I have with such content is that they are designed for groups. There's only 2 solo arenas for the whole game. And I got perfect clears (no death and/or speed run) for both of them long ago. I can't be grouped with 3+ players every time I play ESO.
For me, ideal solution would be optional veteran instances where the difficulty is similar to veteran solo arenas or veteran non-DLC dungeons. But I would still be ok with lesser difficulties (like normal DLC dungeons or normal base game version 2 dungeons). I'd still be fine with only challenge banners for quest bosses, I'd even use self-debuffs (as long as they come with some sort of extra reward). It's just that I can't stand visual novel type gameplay to be the ONLY option available in questing. I have played a couple of visual novel games before, they just aren't my cup of tea.
Red_Feather wrote: »All overland content is so boring it's unbelievable it's lasted this long.
SilverBride wrote: »
FlopsyPrince wrote: »Sylvermynx wrote: »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.
That's an awesome explanation. Thank you for taking the time to post it; probably the best explanation I've seen yet when it comes to this sort of "instance setup".
No it is not. Making a deeper swimming pool is trivial compared to making "harder" overland content, whatever that really means.
Though even with the pool idea, would you go to all the effort to make multiple "deep" pools if someone was only going to swim in them for an hour or so and then find them not deep enough?
"Whatever that really means." Every other piece of pve and pvp content has optional settings to enjoy it differently, except overland. As it is, overland offers one kind of experience that many players enjoy, but for some players who enter ESO expecting more, and for others who have progressed to harder content, the "shallow" combat of overland makes the task of fighting enemies tiresome, and take the joy out of the stories.
What "deep" means, is that I need to pay attention in combat to what I'm actually fighting. If an enemy mender exist, they should be able to heal enough to actually justify my attention. An enemy tank should be durable enough to survive my attacks and defend their allies, but instead they take as much damage to kill while also using their time in the fight to leap into the air, leaving their allies for dead.
Deeper, to me, means a combination of replacing skills on enemies that exist to waste their own time, and giving them enough stats to survive and fight back. This isn't some incredibly small niche of elitist, but anyone who would both want to explore the world and stories of the game, while also taking as much advantage of the combat system eso offers.
Yeah, but they would need a lot more hit points - my normal experience is, I'm jumping on them with stampede, add another AoE effect and a DoT and the whole group will be dead on the ground long before the initial stampede effect ends. And this would not change a lot even if they would have twice as many hit point - then I'll kill them a few seconds later - it doesn't matter to me, but it would be a drama for a true newbie, to come across these guys then.
I think in a quest no one wants a challenge which could stop them from completing the quest - they want to complete the quest and enemies are supposed to die in a single run - they aren't there to provide a challenge which could make the quest fail. Don't forget what Rich said, people do not want difficulty in their story.
Rich is just one opinion because if people did not want difficulty in their stories a lot of games would not exist. All we would have is Myst without the puzzles.
FlopsyPrince wrote: »SilverBride wrote: »
That is almost certainly what they think (at least I would hope so), but that doesn't prove it would satisfy them for long. The latter is the huge question in the room that needs strong consideration given the depth of effort required for any changes to existing content in this area.
spartaxoxo wrote: »
Stories are more interesting to many people when the interactive elements support the narrative. Even if a player here eventually gets burnt out, some new player that also enjoys that would replace them, no different to how it works with casual content..
FlopsyPrince wrote: »SilverBride wrote: »
That is almost certainly what they think (at least I would hope so), but that doesn't prove it would satisfy them for long. The latter is the huge question in the room that needs strong consideration given the depth of effort required for any changes to existing content in this area.
Or new players coming to eso expecting more out of the combat leave before giving the game a chance with a bad taste in their mouth talking about how stale of an experience it was.
FlopsyPrince wrote: »SilverBride wrote: »
That is almost certainly what they think (at least I would hope so), but that doesn't prove it would satisfy them for long. The latter is the huge question in the room that needs strong consideration given the depth of effort required for any changes to existing content in this area.
Any effort is better than no effort. People aren't engaging with the game as much as they would otherwise like, not because they are just burnt out, but because outside the group content they've run to death the game fails to engage them, and they leave. Or new players coming to eso expecting more out of the combat leave before giving the game a chance with a bad taste in their mouth talking about how stale of an experience it was. Those two issues should be addressed, and any means of doing that would take effort, and I honestly feel doing nothing would be the worst solution in the long run.
SilverBride wrote: »Or new players coming to eso expecting more out of the combat leave before giving the game a chance with a bad taste in their mouth talking about how stale of an experience it was.
We don't know what new players may be looking for in a game, or assume they all want difficult content. We can only accurately give our own feedback from our own experiences.
You should never be cheering on people who enter a game with high hopes, only to be let down and leave. "The Elder Scrolls" isn't about difficulty, it is a world, the lore, the history, the characters. Difficulty is entirely disconnected from that, and binding your preferred way to play as the 'correct' way to play, and showing a positive reaction to people leaving isn't how you support a game going for the long term. You can't say what people coming to the game are looking for, [snip]
SilverBride wrote: »Or new players coming to eso expecting more out of the combat leave before giving the game a chance with a bad taste in their mouth talking about how stale of an experience it was.
We don't know what new players may be looking for in a game, or assume they all want difficult content. We can only accurately give our own feedback from our own experiences.
And if they don't stick around long enough to even bother giving feedback, we can't judge how many players that is, but just like you and others had issues with early ESO, so to could many others.
SilverBride wrote: »Or new players coming to eso expecting more out of the combat leave before giving the game a chance with a bad taste in their mouth talking about how stale of an experience it was.
We don't know what new players may be looking for in a game, or assume they all want difficult content. We can only accurately give our own feedback from our own experiences.
And if they don't stick around long enough to even bother giving feedback, we can't judge how many players that is, but just like you and others had issues with early ESO, so to could many others.
That is like in EVE - 50% do not even make it over their first 2 hours and 80% drop the game within a week - that is a win, because it takes a certain kind of player to enjoy a pvp everywhere game and those leaving are just not the kind of player who will benefit the community of the game - it is a win that they leave early.
SilverBride wrote: »Or new players coming to eso expecting more out of the combat leave before giving the game a chance with a bad taste in their mouth talking about how stale of an experience it was.
We don't know what new players may be looking for in a game, or assume they all want difficult content. We can only accurately give our own feedback from our own experiences.
And if they don't stick around long enough to even bother giving feedback, we can't judge how many players that is, but just like you and others had issues with early ESO, so to could many others.
That is like in EVE - 50% do not even make it over their first 2 hours and 80% drop the game within a week - that is a win, because it takes a certain kind of player to enjoy a pvp everywhere game and those leaving are just not the kind of player who will benefit the community of the game - it is a win that they leave early.
They don't leave because its PVP everywhere to which you could play the game in the high sec systems if you want and be protected. They leave because it has an extreme learning curve. They tried revamping the new play experience years ago.
I will never accept a solution that raises difficulty for all players in a forced manner. Said it many times before. Let's get that out of the way. My response about the concern of us leaving over solutions was aimed at someone else.FlopsyPrince wrote: »I don't get why casual players make such claims. You obviously don't play endgame content. We do. So casual players and endgame players don't share the same mindset and idea of fun/engaging gameplay, and that's perfectly fine. Yet how do casual players predict what we will do when we don't get exactly what we asked for?
No, I don't play endgame content. That is not what I seek out of the game. I do not want almost every battle to be a near death experience.I'm not a child, I'm not gonna throw a temper tantrum, flip the tables and leave the game for good if I don't get exactly what I want.
Who is doing that? I only see those who want the generally vague "harder overland" saying they would do anything close.
I would of course stop playing if this became something I had to stress out all the time. I play this to relax, not stress myself. My days of trying to play Civilization on the top difficulty level (or trying to do that) are long past.
I actually do understand if ZoS is not willing to rework all the overland zones they have released. What I'm hoping for is, they will consider these difficulty settings when they release new overland content in the future.FlopsyPrince wrote: »Of course they know how to make hard content, that is why we have Trials, Vet dungeons, Harrowstorms, etc. But refitting existing content is not a trivial switch flip. It would take a lot of time to overhaul all the zones and the payoff is still uncertain.
Would you stay challenged for more than a week, at best? How much would you replay the new "harder version" of overland? Do you have anything to validate that?
I can validate that I do replay "easy content" repeatedly. I have done it on over 40 characters now.
SilverBride wrote: »Or new players coming to eso expecting more out of the combat leave before giving the game a chance with a bad taste in their mouth talking about how stale of an experience it was.
We don't know what new players may be looking for in a game, or assume they all want difficult content. We can only accurately give our own feedback from our own experiences.
And if they don't stick around long enough to even bother giving feedback, we can't judge how many players that is, but just like you and others had issues with early ESO, so to could many others.
That is like in EVE - 50% do not even make it over their first 2 hours and 80% drop the game within a week - that is a win, because it takes a certain kind of player to enjoy a pvp everywhere game and those leaving are just not the kind of player who will benefit the community of the game - it is a win that they leave early.
They don't leave because its PVP everywhere to which you could play the game in the high sec systems if you want and be protected. They leave because it has an extreme learning curve. They tried revamping the new play experience years ago.
Statistics show though, that highsec is the most dangerous with the most kills - and that it has a huge learning curve cannot be experienced in 2 hours or a week - they leave by other reasons. CONCORD is not there to protect you anyway, to think this would be protective is what gets people killed. I think they are leaving because getting killed has consequences - it is unlike in other pvp games.