You fail to acknowledge how instancing allows options in literally every other piece of content in the game, nor address how ESO can't be improved based on what other games have done.
As for your other response to LogicOfLian, it doesn't take an experienced player more skills or more powerful gear to overcome the obstacles of overland without effort. It comes down to learning the basics of the game itself. The largest piece of the game, the part unique to the franchise, the world itself, made trivial to some by simply committing themselves to learn it, why would ZOS want to sit back and let that large of a piece of content become worthless to many players?
ZOS putting forward effort to make sure more players can enjoy content is why every other piece of content in the game where difficulty is a factor has an option. Why shouldn't overland? "Overland is for the story," though as I explained, video games are interactive, and gameplay informs the story. Different players take that differently, as with my Doom example, but when the gameplay is trivial the story is lost for many and the sense of thrill from exploration is gone.
And, last I checked, I have 18 characters, 17 of which have barely done any overland, would sure be nice to take them through some of that content and enjoy it, or my oldest character through the newest content, or maybe even level new characters by questing rather than mindlessly farming mobs. Perhaps that is a good reason.
And besides, if we say we can't do this because of hardware limitations, why are they adding a new zone this coming quarter? If hardware is an issue that is on them to fix if they want the game to go on, and I think we can both agree that is what we want.
SilverBride wrote: »You fail to acknowledge how instancing allows options in literally every other piece of content in the game, nor address how ESO can't be improved based on what other games have done.
The fact that something can be done doesn't mean it should be. One Tamriel fixed the issue of the veteran zones being too difficult for a huge portion of the player base, the split player base and the forced grouping of Craglorn. Why would these things be any better now?As for your other response to LogicOfLian, it doesn't take an experienced player more skills or more powerful gear to overcome the obstacles of overland without effort. It comes down to learning the basics of the game itself. The largest piece of the game, the part unique to the franchise, the world itself, made trivial to some by simply committing themselves to learn it, why would ZOS want to sit back and let that large of a piece of content become worthless to many players?
Overland absolutely teaches the basics of the game and is far from worthless. It is where we enjoy the story and do quests and level and learn how to use our skills and meet others and find guilds to join if we choose, all those basic functions of the game.ZOS putting forward effort to make sure more players can enjoy content is why every other piece of content in the game where difficulty is a factor has an option. Why shouldn't overland? "Overland is for the story," though as I explained, video games are interactive, and gameplay informs the story. Different players take that differently, as with my Doom example, but when the gameplay is trivial the story is lost for many and the sense of thrill from exploration is gone.
The areas "where difficulty is a factor" that have options are areas that were created specifically for a challenge, such as dungeons, trials and arenas. That is their purpose and what they exist for. That is not overland's purpose.And, last I checked, I have 18 characters, 17 of which have barely done any overland, would sure be nice to take them through some of that content and enjoy it, or my oldest character through the newest content, or maybe even level new characters by questing rather than mindlessly farming mobs. Perhaps that is a good reason.
An individual's choice to not participate in any part of the game is not a good reason to change the way the basic game has functioned, and very successfully at that, for the past 6 years. They can't customize every aspect of the game to please every player. It is an impossible task.And besides, if we say we can't do this because of hardware limitations, why are they adding a new zone this coming quarter? If hardware is an issue that is on them to fix if they want the game to go on, and I think we can both agree that is what we want.
You have to ask ZoS that.
But I will ask you what I asked LogicofLiam. Why would anyone expect the base game to challenge a fully decked out player? That is like earning a phd in Mathematics then taking a job as an elementary school math teacher and being dissatisfied that it isn't challenging enough.
spartaxoxo wrote: »I have actually never played an MMO that overland taught people to do hard dungeons and I don't understand why people would expect that in this one.
The normal dungeons (equivalent to low level dungeons in other games) is how you learn to vet dungeons. And vet dungeons is how you prepare for trials.
I would like them to implement a harder overland in some way, but none of the challenges should need a group or teach people group mechanics. That's what dungeons are for. They should instead be more akin to solo arenas.
. But that isn't the case, and if you do something like the Vvardenfel hunger world boss, and you get pinned, good luck having any of the random players bash him off of you.
I see your point. Interruptible enemies on overland/questing isn't rare. It just doesn't matter at all. Like most of the basic combat mechanics.Are there any npc's in the world that do something impactful enough to warrant bashing?
Unless you are a project manager or a team lead working for ZoS, this is not your concern. I find it ridiculous people are making comments like this. And so what if it could only be done once per character? I have 17 of them. I could do veteran quests 17 times then, as opposed to the zero times I'm doing now. This attitude shows quite a lack of empathy for other players' playstyles.SilverBride wrote: »It would be bad for the game to divide the player base again, and a waste of time and resources to develop something that can only be done once per character.
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.
I answered it several pages ago. page 80- post#2400So again, maybe someone will finally answer this: How hard is too hard, how hard is hard enough, and which group of people wanting X or Y is ZOS supposed to cater to? There will always be people who don't feel challenged enough by overland, because overland isn't meant to be challenging.
I don't think that's how it works.A thought I just had regarding toggles that affect the world would be if that toggle puts a flag on characters who have it on, so they take more damage and so on. However, this would really only work on quest bosses because having every single mob in the game needing to check players for flag or not seems like it would be a lot of data being transferred any time people would be in combat.
Parasaurolophus wrote: »We want to see a fun overland. We want to play RPG, MMORPG or adventure game. Instead, we just have a chain of dialogues in different settings. This could be better. This can be done in a variety of ways. Finding the most optimal is already the task of developers.
SilverBride wrote: »@ZOS_Kevin
I did not really read everything. But i can already see that tons of People try to find constructive ideas to make Overland Content harder and worth to play, instead of beeing able to solo public dungeons with one hand on their keyboard and with half their attention to Netflix on the second screen. Even without any Gear Sets and Championpoints enabled.
Just as many are happy with overland just as it is and are against having more difficulty forced on them. Many are also against a separate veteran overland because it is overkill when the main complaint is about the quest story bosses, which are a one time fight per character.
The only options that do not affect anyone other than the player who is asking for more difficulty are debuffs and challenge banners for story quest bosses....reset the Overlanmd Difficulty back like it was in 2k14...
They changed that because most players didn't do 2/3 of the quests because they were veteran level and players didn't want difficulty in the story. It would be illogical to revert back to something that failed before.
[snip]
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I tried hard, but it was to difficult for me first. Then i played it on Normal.
spartaxoxo wrote: »[snip]
The equivalent of that for this game is ZOS making overland harder because people complained.
Dark Souls was designed by the game makers to be hard to cater to people who love a challenging game.
ESO's Overland was designed by the game makers to be easy to cater to their single player fans who just wanted to hear the story without a challenge.
People who complain about the difficulty of either Dark Souls being too hard, or ESO being too easy, are both asking the developer to change a fundamental design decision that both companies have defended to suit their tastes. As such, they shouldn't be surprised if they get push back. And should be looking for low impact, optional solutions.
spartaxoxo wrote: »[snip]
The equivalent of that for this game is ZOS making overland harder because people complained.
Dark Souls was designed by the game makers to be hard to cater to people who love a challenging game.
ESO's Overland was designed by the game makers to be easy to cater to their single player fans who just wanted to hear the story without a challenge.
People who complain about the difficulty of either Dark Souls being too hard, or ESO being too easy, are both asking the developer to change a fundamental design decision that both companies have defended to suit their tastes. As such, they shouldn't be surprised if they get push back. And should be looking for low impact, optional solutions.
Do you have any prove of ZOS how they planned to design the Overland Content? Eso wasnt designed to be easy. They made it easy because there were mostly people complaining in the forum about the Difficulty. Like i wrote in the Post before, i repeat it for you. It is always the frightening majority of people in the corresponding topics wich complain about something, than the people wich are happy about how it was. People go less to the forum to say something is awesome instead complaing about something. Because of that nobody can say its failed.
If the same people wich were fine with the difficulty, would give positive feedback how awesome the overland difficulty was at release, then i doubt ZOS would ever make it easy
spartaxoxo wrote: »[snip]
The equivalent of that for this game is ZOS making overland harder because people complained.
Dark Souls was designed by the game makers to be hard to cater to people who love a challenging game.
ESO's Overland was designed by the game makers to be easy to cater to their single player fans who just wanted to hear the story without a challenge.
People who complain about the difficulty of either Dark Souls being too hard, or ESO being too easy, are both asking the developer to change a fundamental design decision that both companies have defended to suit their tastes. As such, they shouldn't be surprised if they get push back. And should be looking for low impact, optional solutions.
Do you have any prove of ZOS how they planned to design the Overland Content? Eso wasnt designed to be easy. They made it easy because there were mostly people complaining in the forum about the Difficulty.
Players have asked for alternate difficulty options for the open-world questing experience, to have a challenge outside of dungeons and trials. Lambert says that this probably won't be coming because Zenimax Online wants the entire storyline to be accessible.
"Balance is obviously a tricky thing. What is too easy for one player is impossible for another," he tells us. "We try to balance so that the average player can have a good experience, especially with the main story content. That's our critical path. If they want to challenge themselves, they can go and do Public Dungeons, or Trials with 12 of their friends. We do make that conscious choice with the crit path to make it playable for as many people as possible."
Final Fantasy’s MMO, specifically, has been pretty popular recently. Why has it been doing well?
Lambert: They do a lot of things right in general. They know the game they want to be. They embrace that. And the fans that want that type of game know where to go and know where to get it. They’ve done a really good job in that regard. That is key, just in general, to making a good game — really understanding your community and what they want.
That was one of the lessons we had to learn really early on when we first launched in 2014. We didn’t really feel or have a clear understanding of what game we were trying to make. We tried to walk that line between Elder Scrolls and MMO, and we didn’t really hit either of those out of the park.
And so, we went back, and we listened to the community, and we listened to the team, and we focused on making it an Elder Scrolls game, first and foremost. And once we did that, the game just blew up and turned into what it is today.
But that doesn't answer the question of how hard is too hard and how hard is hard enough, because in this very thread there are people wanting different things. So who is it ZOS caters to? They literally can't make everyone happy, so someone is always going to claim the game is too easy because they aren't going to get what they imagined, or someone will claim the game is now too hard. Even making Vet and Vet Hardmode instances isn't that easy, because comparing dungeons and their difficulty to overland isn't really the best comparison. They're different types of content and ZOS would still need to decide how much stronger to make things, whether all mobs or just bosses were buffed, etc.I answered it several pages ago. page 80- post#2400So again, maybe someone will finally answer this: How hard is too hard, how hard is hard enough, and which group of people wanting X or Y is ZOS supposed to cater to? There will always be people who don't feel challenged enough by overland, because overland isn't meant to be challenging.
Have you done veteran and hardmode group content (dungeons, arenas and trials) in this game? I'm just asking.
Personally I would like the ability to select a difficulty level when accepting a quest. Normal, Veteran and Veteran hardmode. Hardmode would be like in every other group content in the game, only applied to bosses. This feels ideal to me. How ZoS implements this and the exact implementation details?, well that's up to dev team. They did it for all group content, without players telling the specifics. It shouldn't be an unsolvable problem. I will provide exact specifications if a ZoS employee comes here and asks for it.
Tbh I'm ok with many types of solutions. Debuff sliders, banners for quest bosses, vet instances etc. They all sound better than the static visual novel gaming difficulty we currently have. I've played visual novel games, don't like em.I don't think that's how it works.A thought I just had regarding toggles that affect the world would be if that toggle puts a flag on characters who have it on, so they take more damage and so on. However, this would really only work on quest bosses because having every single mob in the game needing to check players for flag or not seems like it would be a lot of data being transferred any time people would be in combat.
There are already debuffs and buffs that can increase/decrease player damage taken and player damage done in set percentages. (vulnerability, brittle, aegis, protection, slayer, berserk. battlespirit etc). There are also semi-dynamic values like stagger stacks, sorcerer amplitude class passive and even completely dynamic values like bloodthirsty trait, Bahsei unique buff, and some execute skills.
These flags/checks make much more sense to implement on player character's side. Otherwise imagine the rework that need to be done on every possible enemy when releasing a set like Bahsei. Or adjusting one. Doesn't sound like sustainable code.
But I admit, I've never looked at the ESO source code. So I can't make any concrete comments on such coding details. But I doubt anyone here can. Kinda pointless to argue over something none of has access to verify.
But the problem is your fun won't be the same as everyone elses', and theirs won't be yours. What's the point in doing any increase in difficulty if the time and resources spent doing it are only going to cater to a very small number of people? This is why flat difficulty spikes aren't really going to work, because you might find it fun but numerous others might find it too hard now or still not hard enough, and then we're right back in this situation with people claiming the game isn't challenging enough.Parasaurolophus wrote: »@Arunei this question has already been answered here. In fact, this question is not so important for the players. No one complains that dungeons or trials are too easy or difficult. The players are fine with that. Similarly, there can be consensus on the Quest/Overland problem. Are some dungeons too easy for me? Yes, but for some reason I'm fine with it and I'm having fun. While discussions about the fact that overland and questing are basically devoid of any gameplay have already gone far beyond the boundaries of this forum. We want to see a fun overland. We want to play RPG, MMORPG or adventure game. Instead, we just have a chain of dialogues in different settings. This could be better. This can be done in a variety of ways. Finding the most optimal is already the task of developers.
LogicOfLiam wrote: »But I will ask you what I asked LogicofLiam. Why would anyone expect the base game to challenge a fully decked out player?
That is like earning a phd in Mathematics then taking a job as an elementary school math teacher and being dissatisfied that it isn't challenging enough.
Overland fails to engage experienced players, fails to provide new players a proper idea of what ESO can offer, putting some off before they even get into it and failing to give those that stick around the confidence or skills needed to even progress into normal dungeons without issue.
I don't see why they can't use group content as a reference. Just need some adjustments to the usual formula on the account that it could be a solo player going through the vet zone. (so no pin mechanics or forced grouping). They could make vet DLC zones harder than vet base game zones for example, and keep the small starter vet zones easier. Pretty sure ZoS can figure it out if they actually attempt to give it another go. Btw, how did they make the very first dungeons and trials if they can't work without a reference hmm?And yes, I've done Vet DLC dungeons and Hardmode stuff. That doesn't matter because again, you can't compare how group content is structured to solo overland content. ZOS has a general idea now of how hard to make normal, Vet, and Vet HM dungeons these days. They don't have any sort of reference for making harder overland except for what failed before; VR zones and Original Craglorn™.
So the main issue is still how hard do they make these optional instances, because not everyone wanting harder content wants the same harder content. The only way to make it so as many people are catered to as possible is to make a slider that debuffs the player. That way no flat difficulty spikes are either too much or too little.
SilverBride wrote: »Overland fails to engage experienced players, fails to provide new players a proper idea of what ESO can offer, putting some off before they even get into it and failing to give those that stick around the confidence or skills needed to even progress into normal dungeons without issue.
I am a very experienced player and overland engages me quite fine. Some players, experienced or not, may not find it engaging but it is not a problem of all experienced players by a long shot.
And as I have mentioned before, overland does not train you for dungeons. Dungeons train you for dungeons.
Splitting playerbase. This is valid I guess. Wouldn't want to make the game look emptier. Though if the playerbase becomes fragmented by a significant amount because of vet overland, it only means one thing. More than a minority wanted vet overland. Kinda ironic.
^ That about sums it up. Honestly, it wouldn't result in an "empty" overland....instances themselves would just be reduced in number because you wouldn't need as many since some would be in a vet instance. Not only that....let's be honest for a second. How many people do you see around you when you're in quest areas? I usually see *maybe* one other person, but usually my quest partner and I wait for them to leave so we can quest in peace. I explore overland constantly as a crafter while I'm doing surveys. The overland itself is extremely quiet except in brand new zones. I would argue that reducing the number of instances with the exception of adding a harder overland (or at the very least, challenge banners for story content) would increase player participation. And as Lashan said- if it somehow becomes dead silent in basic overland....then there's your answer. People don't want to play it.