-
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.
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.
-
[Making overland content more difficult] would also allow newer players a place to learn more about the game in an environment that would have higher expectations of them, and many players who don't feel confident moving beyond overland may find that they are in fact capable of doing more, if only needing a chance to prove it to themselves outside the stress of group content.
...it would also allow newer players a place to learn more about the game in an environment that would have higher expectations of them...
-
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.
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.
-
Just wanted to touch on a few things here. On "Vet players have plenty to do," what if you don't want to do group content? Trials are out the window, and if you don't feel like brute forcing 4 man content you have 2 arenas, arenas that those players have likely run to the point of tedium from just having done it so many times to have it down to memory. What if people want to explore the world, engage in the stories and narratives that drive the year-long content? Just as some can say excessive difficulty would interrupt their ability to enjoy it, so too can people who are used to more challenging content say that the content's trivial nature makes it a chore to do.
On "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," dungeons and trials accommodate for different groups of people by the rules based on the normal and veteran instances, with an added layer in hard mode for veteran content for those looking for even more of a challenge, why is it that overland should be the only piece of pve content in the game omitted from this?
"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." I know some people don't like it, but this is one of the perks of instancing content. Overland zones are already subdivided to keep player counts in a given zone at a stable level, since too many players in one spot cause issues (see pvp or summerset during that last event). Leveraging those already existing instances, catering them to different player interest, is something that should be easy for ZOS to work with since it is tech they use everywhere, and that completely bypasses the issue of different difficulty minded players engaging with the same content at the same time. Yes, it means those two players won't cross paths, but when the alternative is for one of them to likely not even engage with the content in the first place, then the other player won't likely notice the difference.
At this point, given the issues that have plagued the game since the last update, and ZOS's inability to communicate during the entire duration of pts on AWA and the issues it alone was bringing, I don't feel confident in their ability to do anything major, but more than just the veteran crowd would be able to benefit from this, as it would also allow newer players a place to learn more about the game in an environment that would have higher expectations of them, and many players who don't feel confident moving beyond overland may find that they are in fact capable of doing more, if only needing a chance to prove it to themselves outside the stress of group content.
SilverBride wrote: »...it would also allow newer players a place to learn more about the game in an environment that would have higher expectations of them...
Not everyone wants an environment "that would have higher expectations of them". The player will set their own expectations. They don't need someone else's forced on them.
SilverBride wrote: »...it would also allow newer players a place to learn more about the game in an environment that would have higher expectations of them...
Not everyone wants an environment "that would have higher expectations of them". The player will set their own expectations. They don't need someone else's forced on them.
Optional. Compromising what people enjoy now is not an idea ZOS should ever entertain, but video games primarily teach people through gameplay. In the very first Mario if you don't jump when you come across the first enemy you will die, no way around it. That's because jumping is key to success, and that expectation is presented early so players know what to expect. Options would enable those who want something more engaging to have something that engages them, and a lack of engagement bores experienced players who are expecting more and fails to teach new players how to effectively engage with the game.
It isn't about denying what people enjoy now, it's about expanding what's available to engage more players.
SilverBride wrote: »...it would also allow newer players a place to learn more about the game in an environment that would have higher expectations of them...
Not everyone wants an environment "that would have higher expectations of them". The player will set their own expectations. They don't need someone else's forced on them.
Optional. Compromising what people enjoy now is not an idea ZOS should ever entertain, but video games primarily teach people through gameplay. In the very first Mario if you don't jump when you come across the first enemy you will die, no way around it. That's because jumping is key to success, and that expectation is presented early so players know what to expect. Options would enable those who want something more engaging to have something that engages them, and a lack of engagement bores experienced players who are expecting more and fails to teach new players how to effectively engage with the game.
It isn't about denying what people enjoy now, it's about expanding what's available to engage more players.
The issue, Silver, is that if players want to do things like dungeons and trials, where are they supposed to begin? Normal dungeons, sure, but those are filled with experienced players clearing them as fast as possible for daily rewards and the newer player stands to learn nothing. If they try to do vet content first, they're in for a poor experience, as even simple concepts like using buff skills or changing targets as the fight demands are things that were never expected of them. In Mario you're expected to jump, and in a majority of eso's quest you're expected to fight, having a form of overland that pushes players to the point of exploring their options would provide them a place to learn this without needing to be in a group where they're more likely to have a very negative experience.
SilverBride wrote: »The issue, Silver, is that if players want to do things like dungeons and trials, where are they supposed to begin? Normal dungeons, sure, but those are filled with experienced players clearing them as fast as possible for daily rewards and the newer player stands to learn nothing. If they try to do vet content first, they're in for a poor experience, as even simple concepts like using buff skills or changing targets as the fight demands are things that were never expected of them. In Mario you're expected to jump, and in a majority of eso's quest you're expected to fight, having a form of overland that pushes players to the point of exploring their options would provide them a place to learn this without needing to be in a group where they're more likely to have a very negative experience.
Overland is the story. It is not a training ground for dungeons and trials. I don't know of any mmo where players learned dungeons and raids except in dungeons and raids.
If normal dungeons are filled with experienced players clearing them as fast as possible, that is a problem that could be helped by having story/quest mode for dungeons. But it is not an overland problem.
And as far as story goes, the way people can enjoy a story is entirely subjective, but as it stands ESO's overland content is so basic for me that I would be better off watching a video or reading, the façade of stakes is gone and the tension is ruined when I'm able to directly pull back the curtain and show the villain to be nothing more than a hand puppet.
Overland questing is so trivial to the point where sets and CP don't matter. Mobs and their bosses have very little health and they do very little damage to you over a certain period of time. (they have lots of idle time). Some quest bosses do have interesting mechanics already, they are just often not seen because they die quick. Most who are asking for a change here don't want to force it on everybody. I don't want that, I'm sure CP5 mentioned that as well, possibly many times.And as far as story goes, the way people can enjoy a story is entirely subjective, but as it stands ESO's overland content is so basic for me that I would be better off watching a video or reading, the façade of stakes is gone and the tension is ruined when I'm able to directly pull back the curtain and show the villain to be nothing more than a hand puppet.
Might I suggest that you simply keep a set of white gear and wear that for overland content. But, yeah, no one wants to forego their prized endgame gear -- they'd rather see others have to struggle with the game.
Most who are asking for a change here don't want to force it on everybody. I don't want that, I'm sure CP5 mentioned that as well, possibly many times.
What are you trying to prove here? CPs were nerfed sure. But we all got extra stats instead (~5k more health and 1000 or so weapon and spell damage, all for free. even for a level 1 player)Time and again people have complained overland is too easy, and ZOS reacts by nerfing CPs -- those whatchamacallits we labored so hard to acquire.
I can only recall heavy attack builds being nerfed significantly and vampire mistform and toggle. What else has been significantly nerfed on player side without options?To retain those players and retain that content's relevancy developers will often beef up mobs or nerf players. Developers like to call this "balancing," but their real intent is to retain players and collect money. So, when people like you and CP5 get on here and plead a case for harder overland content, ZOS will happily oblige. Thank you very much for screwing the rest of us over, yet again.
And as far as story goes, the way people can enjoy a story is entirely subjective, but as it stands ESO's overland content is so basic for me that I would be better off watching a video or reading, the façade of stakes is gone and the tension is ruined when I'm able to directly pull back the curtain and show the villain to be nothing more than a hand puppet.
Might I suggest that you simply keep a set of white gear and wear that for overland content. But, yeah, no one wants to forego their prized endgame gear -- they'd rather see others have to struggle with the game.
More to one of your other points: for overland mobs/bosses, unless ZOS is willing to commit much developer time, which doesn't seem likely, all they can really do is increase mob/boss health or significantly nerf player dmg/health. Given that harder instanced content often relies on more complicated mechanics or procedures, simply upping mob health or dumbing down player damage won't be particularly instructive. SWTOR just pulled this stunt with their 7.0 release and the outcry from players for having to spend more time grinding junk mobs has been profound.
CharlieFreak wrote: »The problem is just that the combat is a snooze for anyone with any experience playing games.
SilverBride wrote: »CharlieFreak wrote: »The problem is just that the combat is a snooze for anyone with any experience playing games.
That is your opinion but not the opinion of "anyone with any experience playing games". Having the same experiences doesn't mean we have the same opinion. I have been playing games over 2 decades and I love overland difficulty just as it is.