Any effort spent on difficulty for content that most players play once and then do no revisit is wasted effort. Time should be spent improving repeatable content, like the myriad PVP issues, or end game dungeons/trials. Not for content that players are just going to burn through anyways, at whatever difficulty is picked.
Overland content, for the most part, is meant to be story driven, not combat driven.
To add as well, there are no meaningful changes they could make that would satisfy the tiny group of players who even want a change. That tiny group is broken into smaller subsets who can't even agree on what it is they want:
Difficulty slider? Well what should that slider do, scale mob health, damage, resistances? Or should they have more mechanics?
Scaling Health and such? Well, how is beating on a damage sponge any more difficult? Oh, that mob lives for 2 extra seconds against your vet trial ready DPS. Good job, I guess.
Changing enemy mechanics? So you basically want them to remake the entire game, redoing all enemy mechanics to suit some intangible level of difficulty, for a tiny subset of players? Why would any company ever make a decision to do something like this? The cost alone would be insane, and for what, players to burn through the quests anyways and never return, or never even engage with it in the first place.
What about a debuff food? Well, you can already choose not to equip your best gear, or eat food, or whatever you want to depower your character. But no one wants to do that because it breaks their progression or something. Why would a debuff food be any different.
How about a separate instance for solo quests? Again, a tiny subset of players. For content that is done once and then never returned to. It works for dungeons and trials and arenas because those are repeatable areas.
And I'll repeat, dev time is better spent on fixing PVP issues and making better dungeons and trials. Time should be spent on content that actually offers repeatable engagement.
I'll also add, there is a reason that new dungeons get nerfs after a few patches. The level of player engagement in the vet versions gets low enough that Zos has to make it easier in order to encourage participation. That alone is telling enough.
I've been here since closed beta, and I'm perfectly fine with how overland is. Vet players have plenty to do, you can't speak for all of us to suit a narrative. All content SHOULD NOT be scaled to what any given player is capable of and thus thinks everyone else should be able to do as well.Veteran players have nothing to do in overland zones.
Having listened to NPCs explaining how a big a threat this upcoming quest challenge is, defeating a boss with a few skills is just anti-climactic.
All overland should be on the same level as craglorn and new content (chapters) should offer progressive challenge.
Alternatively, an toggleable option to scale the overland to grant higher challenge and higher rewards would please all categories of players. Don't want any trouble and want to just experience the story? Here you go - every mob is oneshot. You're a living human being who wants to have fun playing the game? Sure, buddy, here's Craglorn + for you.
Ironically, this exact arguement can be made for not making overland content harder to be designed around the people wanting it. *shrug*So, a fair example of my alts goes something like this:
Gear: Mother's Sorrow/Julianos/Zaan/Ring of Pale Order (or Wild Hunt). All legendary.
Champion Points: thoroughly researched and tweaked.
Companion: Fully maximized and all purple gear that is well balanced.
Setup this way I can do overland content in a much-preferred non-stressful way. Delves and Public Dungeons are quite doable.
I have quit doing DLC dungeons altogether, and I'd never consider Trials or PvP. Those things are either too stressful or well beyond my capability or game expectations.
I am 80 years old, recovering from multiple strokes, severe tremor and rheumatoid arthritis. Obviously on the very low end of the spectrum. I just quit playing SWTOR because its 7.0 expansion screwed over people like me -- because a lot of min-max players in raid-level gear complained content was too easy. Don't want to be forced to quit this game AGAIN because players wearing end-game armor think overland content is too easy.
I don't want a single piece of content to be designed around a certain group of people. This is why we have varying difficulties (normal - veteran - veteran hardmode), so that people can decide how "stressful" they want their content to be. I think making the same commitment to the overland wouild benefit big time.
[snip] Although i do recognize that certain aspects should be adjusted around disabilities, but they should never be designed around.
[edited for baiting]
I think I figured it out
Make a Monster Helm
Cursed Oblivion Helm
1 item: Removes 666 Weapon and Spell Damage, Removes 6666 Penetration, Removes 3666 Armor, Removes 2666 Maximum Stamina, Removes 2666 Maximum Health... ETC
2 items: When you hit an enemy an Random Oblivion Overpowered Foe will be summoned attacking only you for X time
Any effort spent on difficulty for content that most players play once and then do no revisit is wasted effort. Time should be spent improving repeatable content, like the myriad PVP issues, or end game dungeons/trials. Not for content that players are just going to burn through anyways, at whatever difficulty is picked.
Overland content, for the most part, is meant to be story driven, not combat driven.
To add as well, there are no meaningful changes they could make that would satisfy the tiny group of players who even want a change. That tiny group is broken into smaller subsets who can't even agree on what it is they want:
Difficulty slider? Well what should that slider do, scale mob health, damage, resistances? Or should they have more mechanics?
Scaling Health and such? Well, how is beating on a damage sponge any more difficult? Oh, that mob lives for 2 extra seconds against your vet trial ready DPS. Good job, I guess.
Changing enemy mechanics? So you basically want them to remake the entire game, redoing all enemy mechanics to suit some intangible level of difficulty, for a tiny subset of players? Why would any company ever make a decision to do something like this? The cost alone would be insane, and for what, players to burn through the quests anyways and never return, or never even engage with it in the first place.
What about a debuff food? Well, you can already choose not to equip your best gear, or eat food, or whatever you want to depower your character. But no one wants to do that because it breaks their progression or something. Why would a debuff food be any different.
How about a separate instance for solo quests? Again, a tiny subset of players. For content that is done once and then never returned to. It works for dungeons and trials and arenas because those are repeatable areas.
And I'll repeat, dev time is better spent on fixing PVP issues and making better dungeons and trials. Time should be spent on content that actually offers repeatable engagement.
I'll also add, there is a reason that new dungeons get nerfs after a few patches. The level of player engagement in the vet versions gets low enough that Zos has to make it easier in order to encourage participation. That alone is telling enough.
Why do u speak in the name of others? Tiny player base? How do u know this? Have u been asking all active players from ESO about this topic? I don t understand how you did the math to come up to such a conclusion. If you just came up with this because u have 2,3 guildies that agree woth this all of other things you have said are invalid based on your judgement.
Related to this thread and thank you for making it, I think something should be done about it, like others say, I fall asleep questing and I die meanwhile so somehow this can be included in the difficulty part )
Now let s be serious, there is nothing less appealing than rushing in a delve or a public dungeon and melting everything in my way like mobs are some kind of flies.
How about specific armor sets for the zone you are. For example, one gets for the first time in Greymoor, without any gear on him, 1st quest on this zone is to aquire some random weak gear but strong enough to help u aquire better and better up untill the end, at the final boss u need to have completed a number of previous quests (can be daily also) in order to defeat this boss.
I mean I know how excited I have always been starting a new game, being weak and then progresivly evolving, getting new better gear and being able to kill the last bosses. It can be a start all over for each new zone, with the specific armor sets for each zone. Like I ve said, in Greymoor some armor set/s that gives u protection against vamp and also provides u with weaknesses (fire) against vamps. Same gear can be used for the trial, dungeon of the that zone but in order to kill the last boss, u need to kill the other side bosses to aquire the specific, unique gear in order to defeat the mama boss of that dungeon.
I know it s a lot to digest and many changes should be made but in time and with your proffesionals this can be achived. Of course this idea would make rnds troublesome, but I have an idea for this aswell, if i see interest in this thread I might share it.
I've been here since closed beta, and I'm perfectly fine with how overland is. Vet players have plenty to do, you can't speak for all of us to suit a narrative. All content SHOULD NOT be scaled to what any given player is capable of and thus thinks everyone else should be able to do as well.Veteran players have nothing to do in overland zones.
Having listened to NPCs explaining how a big a threat this upcoming quest challenge is, defeating a boss with a few skills is just anti-climactic.
All overland should be on the same level as craglorn and new content (chapters) should offer progressive challenge.
Alternatively, an toggleable option to scale the overland to grant higher challenge and higher rewards would please all categories of players. Don't want any trouble and want to just experience the story? Here you go - every mob is oneshot. You're a living human being who wants to have fun playing the game? Sure, buddy, here's Craglorn + for you.
You cannot have a toggle or slider that affects world difficulty. The game cannot make enemies both harder AND easier if there are people with different difficulty settings present. For example, a World Boss cannot have its Health and damage increased and its mechanics happen more frequently for someone with max difficulty, and at the same time have its Health and damage lowered and its mechanics happen less frequently for someone with minimum difficulty. And this WOULD happen, people with different difficulty settings would be doing the same content at the same time. The only way an optional slider would work is if it applied self debuffs of some kind.
It's also extremely rude to trivialize players who are happy with overland being like it is, or even struggle with it, by insinuating they aren't "living people", and putting down how they enjoy playing also isn't a good look.Ironically, this exact arguement can be made for not making overland content harder to be designed around the people wanting it. *shrug*So, a fair example of my alts goes something like this:
Gear: Mother's Sorrow/Julianos/Zaan/Ring of Pale Order (or Wild Hunt). All legendary.
Champion Points: thoroughly researched and tweaked.
Companion: Fully maximized and all purple gear that is well balanced.
Setup this way I can do overland content in a much-preferred non-stressful way. Delves and Public Dungeons are quite doable.
I have quit doing DLC dungeons altogether, and I'd never consider Trials or PvP. Those things are either too stressful or well beyond my capability or game expectations.
I am 80 years old, recovering from multiple strokes, severe tremor and rheumatoid arthritis. Obviously on the very low end of the spectrum. I just quit playing SWTOR because its 7.0 expansion screwed over people like me -- because a lot of min-max players in raid-level gear complained content was too easy. Don't want to be forced to quit this game AGAIN because players wearing end-game armor think overland content is too easy.
I don't want a single piece of content to be designed around a certain group of people. This is why we have varying difficulties (normal - veteran - veteran hardmode), so that people can decide how "stressful" they want their content to be. I think making the same commitment to the overland wouild benefit big time.
[snip] Although i do recognize that certain aspects should be adjusted around disabilities, but they should never be designed around.
[edited for baiting]
Sylvermynx wrote: »@Vulkunne - you'll probably laugh at me.... I have 7 CP 160 characters. I have 53 lower level alts. Guess what I play most?
Yeah, the 53 alts from level 10 to level 38....
I have no problem with the devs implementing some way for players to have optional harder difficulty. But you cannot code the same enemies to be both harder AND easier at the same time to account for people using those optional...well, options, if they were to affect the world. If one person has the game set to Easy and another person has the game set to Hard, which of those does it apply? The game can't be asked to do both, you can't lower a boss' damage and increase it at the same time against the same group of mixed players. The optional slider or toggle would have to apply to each character, either buffing or debuffing them in some way depending on their setting. Yet many people seem to be against debuffs to their characters, even official ones that wouldn't require them to give up their gear and everything.I've been here since closed beta, and I'm perfectly fine with how overland is. Vet players have plenty to do, you can't speak for all of us to suit a narrative. All content SHOULD NOT be scaled to what any given player is capable of and thus thinks everyone else should be able to do as well.Veteran players have nothing to do in overland zones.
Having listened to NPCs explaining how a big a threat this upcoming quest challenge is, defeating a boss with a few skills is just anti-climactic.
All overland should be on the same level as craglorn and new content (chapters) should offer progressive challenge.
Alternatively, an toggleable option to scale the overland to grant higher challenge and higher rewards would please all categories of players. Don't want any trouble and want to just experience the story? Here you go - every mob is oneshot. You're a living human being who wants to have fun playing the game? Sure, buddy, here's Craglorn + for you.
You cannot have a toggle or slider that affects world difficulty. The game cannot make enemies both harder AND easier if there are people with different difficulty settings present. For example, a World Boss cannot have its Health and damage increased and its mechanics happen more frequently for someone with max difficulty, and at the same time have its Health and damage lowered and its mechanics happen less frequently for someone with minimum difficulty. And this WOULD happen, people with different difficulty settings would be doing the same content at the same time. The only way an optional slider would work is if it applied self debuffs of some kind.
It's also extremely rude to trivialize players who are happy with overland being like it is, or even struggle with it, by insinuating they aren't "living people", and putting down how they enjoy playing also isn't a good look.Ironically, this exact arguement can be made for not making overland content harder to be designed around the people wanting it. *shrug*So, a fair example of my alts goes something like this:
Gear: Mother's Sorrow/Julianos/Zaan/Ring of Pale Order (or Wild Hunt). All legendary.
Champion Points: thoroughly researched and tweaked.
Companion: Fully maximized and all purple gear that is well balanced.
Setup this way I can do overland content in a much-preferred non-stressful way. Delves and Public Dungeons are quite doable.
I have quit doing DLC dungeons altogether, and I'd never consider Trials or PvP. Those things are either too stressful or well beyond my capability or game expectations.
I am 80 years old, recovering from multiple strokes, severe tremor and rheumatoid arthritis. Obviously on the very low end of the spectrum. I just quit playing SWTOR because its 7.0 expansion screwed over people like me -- because a lot of min-max players in raid-level gear complained content was too easy. Don't want to be forced to quit this game AGAIN because players wearing end-game armor think overland content is too easy.
I don't want a single piece of content to be designed around a certain group of people. This is why we have varying difficulties (normal - veteran - veteran hardmode), so that people can decide how "stressful" they want their content to be. I think making the same commitment to the overland wouild benefit big time.
[snip] Although i do recognize that certain aspects should be adjusted around disabilities, but they should never be designed around.
[edited for baiting]
So looking at this post, there's quite a bit of really strong language here regarding what cannot, should not, be done.
The thing is this, its really the Devs who determines what cannot or should not be done. Respect. They know best and I'm fine with that. However, in actuality there's alot that could be done and other things that even though they should not be done happen regardless hah.
Its all a matter of perspective and how we look at problem solving. I mean, I realize ESO is kind of an older game so I don't think anyone is looking for anything too spectacular or earth shattering that the Devs could never finish doing at the expense of the game itself. However, someone with the right attitude and approach concerning this issue could possibly find some middle ground as well as a few ideas on how to make necessary adjustments.
Because we can't pretend there is no problem. If it can't be fixed then it can be fixed however it seems to me that overland is missing difficulty progression okay, as well as a number of other issues like faction behaviours. So you see, it isn't just one issue people are pushing to resolve there are other problems, somewhat minor, yet still noticeable that are going on as well.
And that's why its important for everyone to have a voice in this so the folks who enjoy difficulty the way it is can let the Devs know they want it to stay that way and yet, for those of who have noticed issues as well as features commonly found in other games missing and want not just a challenge but difficulty that matches how far the character has grown, we need to be heard as well to help the Devs realize there are further problems needing to be solved to, at their leisure.
Yes, we can have those choices, if the zones are instanced. Whether ZOS would (or even could) actually implement that is another matter.You cannot have a toggle or slider that affects world difficulty. The game cannot make enemies both harder AND easier if there are people with different difficulty settings present. For example, a World Boss cannot have its Health and damage increased and its mechanics happen more frequently for someone with max difficulty, and at the same time have its Health and damage lowered and its mechanics happen less frequently for someone with minimum difficulty. And this WOULD happen, people with different difficulty settings would be doing the same content at the same time. The only way an optional slider would work is if it applied self debuffs of some kind.
If it's an instanced thing then there would be no need for sliders or toggles, if the instance itself would be made harder. Though I suppose giving the instance its own toggles would remove the "what is too hard or what is hard enough" problem that would come from a flat increase in difficulty for Vet overland/any other kind of instancing. But the way they implemented AwA because of apparently wanting less data being read so the database is "more performant" (which still reads to me like "we don't have enough room in the database for all this data and so we need to remove existing features") makes me really doubt they'd do instances or Vet versions.Yes, we can have those choices, if the zones are instanced. Whether ZOS would (or even could) actually implement that is another matter.You cannot have a toggle or slider that affects world difficulty. The game cannot make enemies both harder AND easier if there are people with different difficulty settings present. For example, a World Boss cannot have its Health and damage increased and its mechanics happen more frequently for someone with max difficulty, and at the same time have its Health and damage lowered and its mechanics happen less frequently for someone with minimum difficulty. And this WOULD happen, people with different difficulty settings would be doing the same content at the same time. The only way an optional slider would work is if it applied self debuffs of some kind.
I have no problem with the devs implementing some way for players to have optional harder difficulty. But you cannot code the same enemies to be both harder AND easier at the same time to account for people using those optional...well, options, if they were to affect the world. If one person has the game set to Easy and another person has the game set to Hard, which of those does it apply? The game can't be asked to do both, you can't lower a boss' damage and increase it at the same time against the same group of mixed players. The optional slider or toggle would have to apply to each character, either buffing or debuffing them in some way depending on their setting. Yet many people seem to be against debuffs to their characters, even official ones that wouldn't require them to give up their gear and everything.I've been here since closed beta, and I'm perfectly fine with how overland is. Vet players have plenty to do, you can't speak for all of us to suit a narrative. All content SHOULD NOT be scaled to what any given player is capable of and thus thinks everyone else should be able to do as well.Veteran players have nothing to do in overland zones.
Having listened to NPCs explaining how a big a threat this upcoming quest challenge is, defeating a boss with a few skills is just anti-climactic.
All overland should be on the same level as craglorn and new content (chapters) should offer progressive challenge.
Alternatively, an toggleable option to scale the overland to grant higher challenge and higher rewards would please all categories of players. Don't want any trouble and want to just experience the story? Here you go - every mob is oneshot. You're a living human being who wants to have fun playing the game? Sure, buddy, here's Craglorn + for you.
You cannot have a toggle or slider that affects world difficulty. The game cannot make enemies both harder AND easier if there are people with different difficulty settings present. For example, a World Boss cannot have its Health and damage increased and its mechanics happen more frequently for someone with max difficulty, and at the same time have its Health and damage lowered and its mechanics happen less frequently for someone with minimum difficulty. And this WOULD happen, people with different difficulty settings would be doing the same content at the same time. The only way an optional slider would work is if it applied self debuffs of some kind.
It's also extremely rude to trivialize players who are happy with overland being like it is, or even struggle with it, by insinuating they aren't "living people", and putting down how they enjoy playing also isn't a good look.Ironically, this exact arguement can be made for not making overland content harder to be designed around the people wanting it. *shrug*So, a fair example of my alts goes something like this:
Gear: Mother's Sorrow/Julianos/Zaan/Ring of Pale Order (or Wild Hunt). All legendary.
Champion Points: thoroughly researched and tweaked.
Companion: Fully maximized and all purple gear that is well balanced.
Setup this way I can do overland content in a much-preferred non-stressful way. Delves and Public Dungeons are quite doable.
I have quit doing DLC dungeons altogether, and I'd never consider Trials or PvP. Those things are either too stressful or well beyond my capability or game expectations.
I am 80 years old, recovering from multiple strokes, severe tremor and rheumatoid arthritis. Obviously on the very low end of the spectrum. I just quit playing SWTOR because its 7.0 expansion screwed over people like me -- because a lot of min-max players in raid-level gear complained content was too easy. Don't want to be forced to quit this game AGAIN because players wearing end-game armor think overland content is too easy.
I don't want a single piece of content to be designed around a certain group of people. This is why we have varying difficulties (normal - veteran - veteran hardmode), so that people can decide how "stressful" they want their content to be. I think making the same commitment to the overland wouild benefit big time.
[snip] Although i do recognize that certain aspects should be adjusted around disabilities, but they should never be designed around.
[edited for baiting]
So looking at this post, there's quite a bit of really strong language here regarding what cannot, should not, be done.
The thing is this, its really the Devs who determines what cannot or should not be done. Respect. They know best and I'm fine with that. However, in actuality there's alot that could be done and other things that even though they should not be done happen regardless hah.
Its all a matter of perspective and how we look at problem solving. I mean, I realize ESO is kind of an older game so I don't think anyone is looking for anything too spectacular or earth shattering that the Devs could never finish doing at the expense of the game itself. However, someone with the right attitude and approach concerning this issue could possibly find some middle ground as well as a few ideas on how to make necessary adjustments.
Because we can't pretend there is no problem. If it can't be fixed then it can be fixed however it seems to me that overland is missing difficulty progression okay, as well as a number of other issues like faction behaviours. So you see, it isn't just one issue people are pushing to resolve there are other problems, somewhat minor, yet still noticeable that are going on as well.
And that's why its important for everyone to have a voice in this so the folks who enjoy difficulty the way it is can let the Devs know they want it to stay that way and yet, for those of who have noticed issues as well as features commonly found in other games missing and want not just a challenge but difficulty that matches how far the character has grown, we need to be heard as well to help the Devs realize there are further problems needing to be solved to, at their leisure.
The thing I am 100% against is other people speaking for all veteran players like we all want or need harder overland, just to suit their narrative. I DON'T want harder overland, not because I have a hard time with it now but just because for me it's not an issue. I also don't want getting from point A to point B to be a hassle if every trash mob takes longer to kill. I also am against people who want harder overland imposed on everyone by making the game itself harder. [snip]
At the end of the day, overland is meant to deliver the bulk of ESO's stories. It's not meant to make anyone feel strong or to prove the challenge I think most people are looking for. Quest and story bosses could stand to have an option that makes them harder, which I've already agreed to considering most of them are fairly easy (speaking for myself). It doesn't really fit the story when I can murder them in a handful of moments.
And I can't help but wonder when it'll be enough. How hard is hard enough? How long will it stay hard enough before people no longer find it a challenge and want stuff even harder? Some people might want things 10% harder, others might want things 50% harder. This is why making overland itself harder would be a problem as well because some people will say they didn't want it that much harder and others will say it's not hard enough and ZOS isn't listening. It's another reason why an optional toggle or slider is really the only way to implement increased difficulty, because this would be the problem even if they decided to do a Vet version of every zone.
I like ur approach, and at least the final bosses to be made harder to kill or at least higher dmg and same defence/hp
Sylvermynx wrote: »SilverBride wrote: »Rust_in_Peace wrote: »I also wish open world and delves bosses had the kind of AI and punishing mechanics as some of the optional bosses in Elden Ring.
I don't play a game to be punished.
Me either - nor "challenged". I play this game for sheer escapism from the real world, which has quite enough challenges for me.
AlexanderDeLarge wrote: »Why does your fun have to come at the expense of mine and what makes your money and sentiment worth more than my own? I'm fundamentally asking for an option and you're opposing me even having a choice or say in the matter.
Don't like the veteran toggle? Don't play it. You already accepted that reality for dungeons and trials.
Sylvermynx wrote: »I've always said optional is fine. If it's for challenge banner/scroll option, that's fine, as would be instanced harder overland. I don't think the debuff thing is logical at all, though it might be the simplest to accomplish.
FlopsyPrince wrote: »I think I figured it out
Make a Monster Helm
Cursed Oblivion Helm
1 item: Removes 666 Weapon and Spell Damage, Removes 6666 Penetration, Removes 3666 Armor, Removes 2666 Maximum Stamina, Removes 2666 Maximum Health... ETC
2 items: When you hit an enemy an Random Oblivion Overpowered Foe will be summoned attacking only you for X time
That is too simple. Too many won't support that!
Woozywyvern wrote: »Be careful what you wish for ..... given the divisive way AWA has been implemented, I have very little confidence Vet Overland could be introduced by ZOS in a way that maintains happiness in both camps of the overland debate.
FeedbackOnly wrote: »Try overland content without healing.
There's a quest in shadowfen with such a situation. Made the content lot more interesting when it mattered if you could take the hit
I like overland as it is. For me, overland is a place where I enjoy the scenery, gather materials and stuff like that. Moreover, being a long time ES player, I'm used to become a sort of god later in game, so I wouldn't expect anything different than one-shotting wolves or whatever crosses my path. On top of that, I would really love to have an option, like the boots we had in Oblivion that makes wildlife not to attack, a mythic maybe? When I want challenging content I do dungeons and trials. I mean, I play mostly to relax in the evenings, I don't want to encounter something that threatens me at every step.