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Studio Director’s Letter: 2025 & Beyond

  • Ingenon
    Ingenon
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    merevie wrote: »
    phhe6b1c9z2n.png

    I'm sorry WHAT?!!

    You are deleting our builds and group dynamics rather than fixing performance at server end?

    Spend. Money. On servers.

    ZOS already spent money on new servers. And the ball groups relatively quickly changed their builds and skills/rotation to consume all of the new additional server capability, and more. As long as skilled ball groups can pick from all the sets available and all the skills available, they will be able to make deliberate changes and overload the server every time ZOS changes the server configuration.

    Replacing the standard player skills for everyone in Cyrodiil to a PvP skill set sounds to me like the best chance ZOS has of raising population levels while still allowing skilled players to group.
  • Sakiri
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    Mayrael wrote: »
    Overland content difficulty - Finally! I've been waiting for this since One Tamriel. If it's implemented well—making encounters more engaging by requiring blocking, dodge rolls, and break free mechanics, rather than just mobs with more HP—this is a reason for me to be excited.

    Cyrodiil - I feel like our (players') imagination might have run a bit wild here. Personally, I think the purpose of this change isn't to redefine balance but to actually address problematic skills - just like Matt wrote. I believe the main focus will be on ball groups and generally on AoE skills with complex effects.

    Seasons - The most important aspect here, in my opinion, is the cost and payment structure. I hope we won’t be forced to buy seasons four times a year at the price of a chapter each time.

    The matter of new and returning players - For a very, very long time, ESO has been focusing on this group of players. While I don’t mind making it easier for them to get into the game, it would be nice to also acknowledge the veteran players who have been supporting the game for years through its ups and downs. I hope you'll keep your promise and work on resolving the persistent issues in the game that have been reported for years.

    So long as trash is trivial or the whole thing is optional with no incentive to opt in.
  • SilverBride
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    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.
    PCNA
  • sarahthes
    sarahthes
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    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    The one thing I will say is, there's been a lot of power creep since Craglorn was released. They could increase the difficulty of overland without impacting players ability to clear the content.
  • TechMaybeHic
    TechMaybeHic
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    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    I remember it differently. I can remember going to Craglorn to get vet level stuff that was there. Once levels were no longer rellevant anywhere, there was no incentive to play the harder zone.

    Still, I tend to agree that I don't want harder trash. But a little less of them but maybe smarter and more fun to interact with would be welcome
  • Aldoss
    Aldoss
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    Ingenon wrote: »
    merevie wrote: »
    phhe6b1c9z2n.png

    I'm sorry WHAT?!!

    You are deleting our builds and group dynamics rather than fixing performance at server end?

    Spend. Money. On servers.

    ZOS already spent money on new servers. And the ball groups relatively quickly changed their builds and skills/rotation to consume all of the new additional server capability, and more. As long as skilled ball groups can pick from all the sets available and all the skills available, they will be able to make deliberate changes and overload the server every time ZOS changes the server configuration.

    Replacing the standard player skills for everyone in Cyrodiil to a PvP skill set sounds to me like the best chance ZOS has of raising population levels while still allowing skilled players to group.

    It seems like you identified a problem, outlined a cause, but then miss the obvious solution...

    Why invest months (years?) of dev time on creating new skills when they could just institute something they had already done for 1 week in the past?

    It solved the problems during that week. It can do it again.
  • SilverBride
    SilverBride
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    sarahthes wrote: »
    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    The one thing I will say is, there's been a lot of power creep since Craglorn was released. They could increase the difficulty of overland without impacting players ability to clear the content.

    Power creep hasn't affected players new to ESO. Or casual players that have no interest in end game. Or players that have physical limitations. These are the players whose game revolves around overland and if that is taken from them what is left? And there are way more of these than end game players.

    Besides the fact that not every single content in the game is going to appeal to all play styles. Players should participate in the parts that meet their desires and not take away the parts that don't from those that rely on it.
    Edited by SilverBride on 18 December 2024 16:37
    PCNA
  • heaven13
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    sarahthes wrote: »
    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    The one thing I will say is, there's been a lot of power creep since Craglorn was released. They could increase the difficulty of overland without impacting players ability to clear the content.

    Power creep hasn't affected players new to ESO. Or casual players that have no interest in end game. Or players that have physical limitations. These are the players whose game revolves around overland and if that is taken from them what is left? And there are way more of these than end game players.

    Besides the fact that not every single content in the game is going to appeal to all play styles. Players should participate in the parts that meet their desires and not take away the parts that don't from those that rely on it.

    There are definitely ways to accomplish both without leaning too far to one side or the other. Whether that's how this directive will be accomplished remains to be seen.

    A player can be both an endgame content player that ALSO enjoys questing so let's not use the narrative that each player can only fit in a single box. I certainly don't want a single overland wolf to be a bullet sponge. But I would like to quest where I actually have to engage in the content instead of just lighting attack or tossing down a couple AOEs. The newer content that is "invulnerability phases with trash mobs" <> engaging mechanics for story/quest content.
    PC/NA
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    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • SilverBride
    SilverBride
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    heaven13 wrote: »
    sarahthes wrote: »
    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    The one thing I will say is, there's been a lot of power creep since Craglorn was released. They could increase the difficulty of overland without impacting players ability to clear the content.

    Power creep hasn't affected players new to ESO. Or casual players that have no interest in end game. Or players that have physical limitations. These are the players whose game revolves around overland and if that is taken from them what is left? And there are way more of these than end game players.

    Besides the fact that not every single content in the game is going to appeal to all play styles. Players should participate in the parts that meet their desires and not take away the parts that don't from those that rely on it.

    There are definitely ways to accomplish both without leaning too far to one side or the other. Whether that's how this directive will be accomplished remains to be seen.

    The only way to please both type of players is to make any increase in overland difficulty an opt in feature. I am not confident that this will happen.
    PCNA
  • Syldras
    Syldras
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    The only way to please both type of players is to make any increase in overland difficulty an opt in feature. I am not confident that this will happen.

    I agree. If it would, they probably wouldn't have called it "increasing the difficulty" but "new difficulty settings" or "optional hard mode" or something like that in the announcement.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
  • sarahthes
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    heaven13 wrote: »
    sarahthes wrote: »
    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    The one thing I will say is, there's been a lot of power creep since Craglorn was released. They could increase the difficulty of overland without impacting players ability to clear the content.

    Power creep hasn't affected players new to ESO. Or casual players that have no interest in end game. Or players that have physical limitations. These are the players whose game revolves around overland and if that is taken from them what is left? And there are way more of these than end game players.

    Besides the fact that not every single content in the game is going to appeal to all play styles. Players should participate in the parts that meet their desires and not take away the parts that don't from those that rely on it.

    There are definitely ways to accomplish both without leaning too far to one side or the other. Whether that's how this directive will be accomplished remains to be seen.

    A player can be both an endgame content player that ALSO enjoys questing so let's not use the narrative that each player can only fit in a single box. I certainly don't want a single overland wolf to be a bullet sponge. But I would like to quest where I actually have to engage in the content instead of just lighting attack or tossing down a couple AOEs. The newer content that is "invulnerability phases with trash mobs" <> engaging mechanics for story/quest content.

    I one shot everything I come across in overland. That's not a skill thing, I run around in zen alkosh most of the time so it's not proc sets either. A quest boss is dead before I complete half a rotation. That's not skill either. That's just overland being laughable.

    Also macabre vintage is available to everyone who either has gold road or has gold. It trivializes overland content.
  • Necrotech_Master
    Necrotech_Master
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    sarahthes wrote: »
    heaven13 wrote: »
    sarahthes wrote: »
    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    The one thing I will say is, there's been a lot of power creep since Craglorn was released. They could increase the difficulty of overland without impacting players ability to clear the content.

    Power creep hasn't affected players new to ESO. Or casual players that have no interest in end game. Or players that have physical limitations. These are the players whose game revolves around overland and if that is taken from them what is left? And there are way more of these than end game players.

    Besides the fact that not every single content in the game is going to appeal to all play styles. Players should participate in the parts that meet their desires and not take away the parts that don't from those that rely on it.

    There are definitely ways to accomplish both without leaning too far to one side or the other. Whether that's how this directive will be accomplished remains to be seen.

    A player can be both an endgame content player that ALSO enjoys questing so let's not use the narrative that each player can only fit in a single box. I certainly don't want a single overland wolf to be a bullet sponge. But I would like to quest where I actually have to engage in the content instead of just lighting attack or tossing down a couple AOEs. The newer content that is "invulnerability phases with trash mobs" <> engaging mechanics for story/quest content.

    I one shot everything I come across in overland. That's not a skill thing, I run around in zen alkosh most of the time so it's not proc sets either. A quest boss is dead before I complete half a rotation. That's not skill either. That's just overland being laughable.

    Also macabre vintage is available to everyone who either has gold road or has gold. It trivializes overland content.

    this

    ive killed some DLC WBs using a full stealth focused PVE character running 3pc night terror and 5pc of darloc brae

    the dps the character has isnt super high (about 15k) but its still more than enough to get through anything in overland without issue

    i remember doing all of the craglorn stuff back in the day, even before upper craglorn existed, there were a few areas there that were more challenging than some of the dungeons at the time lol, i spent most of my time there or imperial city, mostly because of 2 reasons:
    1. everything was level scaled so i earned nothing meaningful from any other zone, it was pointless to be in other zones because there was virtually no rewards
    2. because of the scaling there were only 3 open world options for a high lvl character: craglorn, IC, or cyro and 2 of those 3 are pvp zones

    one tamriel was a huge boon, i felt like i could actually explore every zone without it being a waste of time since i was still getting relevant drops and mats
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • The_Meathead
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    Ingenon wrote: »
    merevie wrote: »
    phhe6b1c9z2n.png

    I'm sorry WHAT?!!

    You are deleting our builds and group dynamics rather than fixing performance at server end?

    Spend. Money. On servers.

    ZOS already spent money on new servers. And the ball groups relatively quickly changed their builds and skills/rotation to consume all of the new additional server capability, and more. As long as skilled ball groups can pick from all the sets available and all the skills available, they will be able to make deliberate changes and overload the server every time ZOS changes the server configuration.

    Replacing the standard player skills for everyone in Cyrodiil to a PvP skill set sounds to me like the best chance ZOS has of raising population levels while still allowing skilled players to group.

    Then start by setting very hard limits on Cross-healing and -shielding to diminish the amount of calculations a Ball Group is placing on a small area.

    The only time I experience any let alone problematic lag in Cyrodiil personally is when a Ball Group is present, and I've seen the same voiced often enough that I know I'm not alone. It seems TREMENDOUSLY likely that the stacked cluster of 12 people on a single pixel of land hurling 12 Vigors, 12 shields, 12 etc on top of each other non-stop is the source of calculations troubling the server.

    Chop those down to a single one of each type on each player at a time and see if that reduces strain.
  • old_scopie1945
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    I have noticed some gloom and doom about maintenance mode. Though anything is possible, I don't think so. The exact opposite in fact. My reasoning, they are running out of areas on the map they can use. Add to that there may be some sort of temporary embargo on using Hammerfell by Bethesda. They may be planning on rationing the remaining areas. So it could be a sign of long term planning. Add to that some staff may or may not have been siphoned off for the rumoured new project, affecting development for new projects for ESO.

    Though I was not overjoyed by the announcement in many respects, the lack of new content didn't set off any alarm bells. The idea that they may/ probably put everything behind a pay wall did.
  • Lugaldu
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    sarahthes wrote: »
    heaven13 wrote: »
    sarahthes wrote: »
    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    The one thing I will say is, there's been a lot of power creep since Craglorn was released. They could increase the difficulty of overland without impacting players ability to clear the content.

    Power creep hasn't affected players new to ESO. Or casual players that have no interest in end game. Or players that have physical limitations. These are the players whose game revolves around overland and if that is taken from them what is left? And there are way more of these than end game players.

    Besides the fact that not every single content in the game is going to appeal to all play styles. Players should participate in the parts that meet their desires and not take away the parts that don't from those that rely on it.

    There are definitely ways to accomplish both without leaning too far to one side or the other. Whether that's how this directive will be accomplished remains to be seen.

    A player can be both an endgame content player that ALSO enjoys questing so let's not use the narrative that each player can only fit in a single box. I certainly don't want a single overland wolf to be a bullet sponge. But I would like to quest where I actually have to engage in the content instead of just lighting attack or tossing down a couple AOEs. The newer content that is "invulnerability phases with trash mobs" <> engaging mechanics for story/quest content.

    I one shot everything I come across in overland. That's not a skill thing, I run around in zen alkosh most of the time so it's not proc sets either. A quest boss is dead before I complete half a rotation. That's not skill either. That's just overland being laughable.

    Also macabre vintage is available to everyone who either has gold road or has gold. It trivializes overland content.

    This isn't directed at you, but reactions like this show that some players don't realize that there are also many ESO players who play the game to relax and who just don't want to spend two minutes fighting a wolf because they can't kill everything with one shot. These are perhaps people who already have enough stress in real life and are just looking for peace in the game - yes, maybe just running around picking flowers - and don't care about any sets, builds, etc. Especially if you have to search the Internet first to optimally equip and build your character. Maybe it's a generational thing, I don't know, but I'd like to keep the option of just running around comfortably and only being challenged in fights when I feel like it and then specifically going to the corresponding areas.
  • KingNutella
    KingNutella
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    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    To answer your question, as someone who has wanted harder overland for years, I don't think all NPCs need to be "challenging to fight". That is to say, I don't think a wolf should really ever be as strong as a daedra or a story boss, for example. It's silly that they pose the same degree of threat in my opinion. I don't think trash mobs need to be stronger, but I do think other mobs, particularly "boss" NPCs, should be more engaging.

    Also, to be fair, they announced plans to increase overland difficulty, but no details. Maybe they don't do it in the same way it was in the past. Anecdotally, though, the incredible ease of the game (especially quest bosses) takes me straight out of the game and I dont engage with overland very often anymore. I know some friends/guildmates who feel the same.

    Edited by KingNutella on 18 December 2024 18:35
  • disky
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    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    We've gone over it for a long time in the Overland thread, but to sum up, without any challenge many players find the overland game to be dissatisfying. We don't necessarily want to feel godlike, we want to be able to put our build to the test, even across overland. Not everyone wants the same thing, which is why, as we agree, optional challenge is a good thing.
  • OtarTheMad
    OtarTheMad
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    Lugaldu wrote: »
    sarahthes wrote: »
    heaven13 wrote: »
    sarahthes wrote: »
    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    The one thing I will say is, there's been a lot of power creep since Craglorn was released. They could increase the difficulty of overland without impacting players ability to clear the content.

    Power creep hasn't affected players new to ESO. Or casual players that have no interest in end game. Or players that have physical limitations. These are the players whose game revolves around overland and if that is taken from them what is left? And there are way more of these than end game players.

    Besides the fact that not every single content in the game is going to appeal to all play styles. Players should participate in the parts that meet their desires and not take away the parts that don't from those that rely on it.

    There are definitely ways to accomplish both without leaning too far to one side or the other. Whether that's how this directive will be accomplished remains to be seen.

    A player can be both an endgame content player that ALSO enjoys questing so let's not use the narrative that each player can only fit in a single box. I certainly don't want a single overland wolf to be a bullet sponge. But I would like to quest where I actually have to engage in the content instead of just lighting attack or tossing down a couple AOEs. The newer content that is "invulnerability phases with trash mobs" <> engaging mechanics for story/quest content.

    I one shot everything I come across in overland. That's not a skill thing, I run around in zen alkosh most of the time so it's not proc sets either. A quest boss is dead before I complete half a rotation. That's not skill either. That's just overland being laughable.

    Also macabre vintage is available to everyone who either has gold road or has gold. It trivializes overland content.

    This isn't directed at you, but reactions like this show that some players don't realize that there are also many ESO players who play the game to relax and who just don't want to spend two minutes fighting a wolf because they can't kill everything with one shot. These are perhaps people who already have enough stress in real life and are just looking for peace in the game - yes, maybe just running around picking flowers - and don't care about any sets, builds, etc. Especially if you have to search the Internet first to optimally equip and build your character. Maybe it's a generational thing, I don't know, but I'd like to keep the option of just running around comfortably and only being challenged in fights when I feel like it and then specifically going to the corresponding areas.

    I agree and this is me most of the time. Sure, I enjoy a challenge sometimes but most of the time I am coming home from working one or both of my jobs and I just want to sit back and relax... maybe joke with friends... maybe throw on some music or a tv show and run around. ZOS needs to find a balance and find a way so both sides are happy and honestly I don't envy that task.
  • erdYrrson
    erdYrrson
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    [...]
    Here are some of the ideas that we are working on, some of which you may see on the live servers as tests in 2025 and beyond. Some of these will be tests and some will be improvements based on player feedback: 
      [...]
    • Adding and refining tools to make guild recruitment, interaction, and management easier and more logical 
    [...]

    While you are at it, please add an auto-decline setting for guild invitations for players, who do not want to be in any guild or less than five guilds (current maximum). Similar to the existing auto-decline settings for duels or ToT-invites it would be an actual quality of life feature.
  • LadyGP
    LadyGP
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    Lugaldu wrote: »
    sarahthes wrote: »
    heaven13 wrote: »
    sarahthes wrote: »
    I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.

    What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.

    The one thing I will say is, there's been a lot of power creep since Craglorn was released. They could increase the difficulty of overland without impacting players ability to clear the content.

    Power creep hasn't affected players new to ESO. Or casual players that have no interest in end game. Or players that have physical limitations. These are the players whose game revolves around overland and if that is taken from them what is left? And there are way more of these than end game players.

    Besides the fact that not every single content in the game is going to appeal to all play styles. Players should participate in the parts that meet their desires and not take away the parts that don't from those that rely on it.

    There are definitely ways to accomplish both without leaning too far to one side or the other. Whether that's how this directive will be accomplished remains to be seen.

    A player can be both an endgame content player that ALSO enjoys questing so let's not use the narrative that each player can only fit in a single box. I certainly don't want a single overland wolf to be a bullet sponge. But I would like to quest where I actually have to engage in the content instead of just lighting attack or tossing down a couple AOEs. The newer content that is "invulnerability phases with trash mobs" <> engaging mechanics for story/quest content.

    I one shot everything I come across in overland. That's not a skill thing, I run around in zen alkosh most of the time so it's not proc sets either. A quest boss is dead before I complete half a rotation. That's not skill either. That's just overland being laughable.

    Also macabre vintage is available to everyone who either has gold road or has gold. It trivializes overland content.

    This isn't directed at you, but reactions like this show that some players don't realize that there are also many ESO players who play the game to relax and who just don't want to spend two minutes fighting a wolf because they can't kill everything with one shot. These are perhaps people who already have enough stress in real life and are just looking for peace in the game - yes, maybe just running around picking flowers - and don't care about any sets, builds, etc. Especially if you have to search the Internet first to optimally equip and build your character. Maybe it's a generational thing, I don't know, but I'd like to keep the option of just running around comfortably and only being challenged in fights when I feel like it and then specifically going to the corresponding areas.

    NGL I love to just run around zones and collect mats. Sounds dumb but it's kind of fun and relaxing.. until I ended my ESO+ that is and lost the crafting bag. Now it's stressful trying to determine what mats to keep/remove.
    Will the real LadyGP please stand up.
  • kensan62_ESO
    kensan62_ESO
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    After reading all of the responses to this letter for the past 10 pages fills me with little to no joy. It amazes me how I can go from loving a game one second to having the steam let out of me to the point I dont even feel like logging in at this point. Why should I put hours and hours into a game where the developers are basically scrapping the existing game and turning into a game unrecognizable. My needs as a player have pretty much stayed the same. I like open world exploration with new areas to enhance that. Dungeons and trials are also cool. By saying they are turning the page on chapters and not doing large areas basically tells me this game will not meet my needs any longer. Wether its from lack of passion from developers, lack of money , or just an overall need to tank the game so they can make something else, its clear that the player base is the LAST thing on their minds. I mean if you reread the letter they are literally throwing out what they've done so they can cheapen the experience. Ive seen this trend with other mmo's and they all end the same way. Maintenance mode. Elder Scrolls has always been about stories, by doing these "bite-sized" content really shows how little they care. Not interested in playing out a new story that lasts 3-4 hours and then have to wait another 3 months for the next bite sized update. All anyone has ever wanted was for them to fix the existing game while bringing out new areas with compelling stories and challenges. The letter is not what I wanted by a long shot. I hope someone comes to their senses soon before there is no longer a player base.
  • BasP
    BasP
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    BlueRaven wrote: »
    [Snip]

    Funny how we all perceive it so differently, like some claiming maintenance mode begins and different subset of people saying it's an exit from the maintenance mode it was in for the last few years. Time will tell ultimately.

    It’s “maintenance mode”.

    They are going from big impressive chapter expansions (remember when they sold collector box sets?) to “bit sized content” (their words).

    It’s “maintenance mode”.

    Doesn't maintenance mode mean that a game no longer receives any meaningful new content? It's a bit early to draw that conclusion, I think.

    Besides, I believe that some of the latest "bite sized content" we got - Zerith-Var's questline for example - was received pretty well. I believe some even called that ESO's best story in years (which I can't remember reading about any of the main quests in recent Chapters). Hence, I'd personally be fine with regular bite sized content and more smaller quest lines instead of one large Chapter a year - as long as the quality is good, of course.

    And if the boss fights in those quests will (optionally) be a lot more difficult and engaging, that will be icing on the cake for me.
  • TaintedKurse
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    While I think the current model has gone very stale. I worry this may be too far of step away from what people are used to. Our usual player boom is whenever a new chapter gets dropped people come back to check it out. Without the hype or excitement of what is to come. I worry we won’t be able to interest players enough to check it out. ESO is in a state where player count is pretty low. Most of the talk amongst my groups is that of dissatisfaction and "why are we here" attitudes.

    I'm just not sure if this is what's going to change their mind. Or bring in new players. I think it could be a great refresher for current players if the updates pan out but, I fear what we have seen in the past. Often when we are promised new things others are taken away. I just worry this lack of focus will end with us receiving less content. Resulting in a year that just feels like a year of maintenance with little result.

    I really think they should have kept the chapter model while still adding this seasons model. I don't think it's entirely a bad idea. I just think that by removing it they have convinced people that large scale ESO content is done/finished. We need a world where we have both things. A large zone and story may be time consuming for the dev team but, what that shows is they need a larger dev team. We should be able to release small side content and maintenance without shelving our usual updates. Maybe that's something you are working on but, it's how it comes across.

    I don't know many people who play this game to just quest. While all the overworld stuff is nice. That's not what most players who play this game are participating in. It would be nice to do but, just not worth a year of sole focus. Especially if it means we are not getting a full fledged chapter.

    Like if they had said they are planning to do all of these things. Maybe change up how the land mass is released and add more of different approach to keep people engaged the whole year. I think most would be more receptive. However, with the current announcement it sounds like major updates are "too much" and that we are scaling back to make it more manageable for the team.

    Overall I like the agenda I just don't like what we are sacrificing to make it happen. I also worry that if it doesn't come to fruition this could be one of the worst years for ESO we have ever seen. Your putting yourself in a place where you have no room to pivot. The reaction is going to be the final nail of decision for many who play this game. Because if the seasons don't work what then? Do we return to the old model? Feels like a dangerous place to be in.
  • TaintedKurse
    TaintedKurse
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    Also, on a positive note. I do like the idea of the zone being released in chunks. That is IF those chunks contain actual content. Such as trials, dungeons, and PVP activities. If not, there isn't much worth waiting for. So, unless this results in more of those things. You are probably going to see a negative response.
  • disky
    disky
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    BasP wrote: »
    Doesn't maintenance mode mean that a game no longer receives any meaningful new content? It's a bit early to draw that conclusion, I think.

    Yeah, the cries of maintenance mode really feel like hardcore dooming to me. All I'm seeing is the same amount of effort from the studio being put into the game we have now, which has been sorely needed for many years.
  • alternatelder
    alternatelder
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    Haven't they ever considered if the amount of outfit style and color combinations everyone is wearing is a big reason for the lag? I always figured the system throwing that information out to everyone constantly was a big factor. Is it really not that much stress? I don't understand code in gaming obviously. But if it is a reason, would faction styled outfits that get automatically equipped relieve some of that, rather than forcing us to use certain skills, if that's what they are actually planning?
  • Syldras
    Syldras
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    My reasoning, they are running out of areas on the map they can use. Add to that there may be some sort of temporary embargo on using Hammerfell by Bethesda. They may be planning on rationing the remaining areas. So it could be a sign of long term planning.

    There were always small parts they left out on the map between some larger areas, for years now. I always wondered what they would do with them.
    BasP wrote: »
    Besides, I believe that some of the latest "bite sized content" we got - Zerith-Var's questline for example - was received pretty well. I believe some even called that ESO's best story in years (which I can't remember reading about any of the main quests in recent Chapters).

    It was well-written and I enjoyed it. But only 4 of such storylines for a whole year (if they include one per season) would be very little. I hope it will be more than that.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
  • I_killed_Vivec
    I_killed_Vivec
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    [qu
    disky wrote: »
    BasP wrote: »
    Doesn't maintenance mode mean that a game no longer receives any meaningful new content? It's a bit early to draw that conclusion, I think.

    Yeah, the cries of maintenance mode really feel like hardcore dooming to me. All I'm seeing is the same amount of effort from the studio being put into the game we have now, which has been sorely needed for many years.

    The same amount of effort? Really? So we get the announcement of a new chapter in a couple of weeks? That same amount of effort into creating new content. Or do we wait until April until we get an announcement of... something? You can't even say what it will be.

    Whatever it is going forward, it is not the same amount of output over the next six months - and I have no confidence in some "announcement", which promises nothing, to turn things round.
  • SerafinaWaterstar
    SerafinaWaterstar
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    Ingenon wrote: »
    merevie wrote: »
    phhe6b1c9z2n.png

    I'm sorry WHAT?!!

    You are deleting our builds and group dynamics rather than fixing performance at server end?

    Spend. Money. On servers.

    ZOS already spent money on new servers. And the ball groups relatively quickly changed their builds and skills/rotation to consume all of the new additional server capability, and more. As long as skilled ball groups can pick from all the sets available and all the skills available, they will be able to make deliberate changes and overload the server every time ZOS changes the server configuration.

    Replacing the standard player skills for everyone in Cyrodiil to a PvP skill set sounds to me like the best chance ZOS has of raising population levels while still allowing skilled players to group.

    Then start by setting very hard limits on Cross-healing and -shielding to diminish the amount of calculations a Ball Group is placing on a small area.

    The only time I experience any let alone problematic lag in Cyrodiil personally is when a Ball Group is present, and I've seen the same voiced often enough that I know I'm not alone. It seems TREMENDOUSLY likely that the stacked cluster of 12 people on a single pixel of land hurling 12 Vigors, 12 shields, 12 etc on top of each other non-stop is the source of calculations troubling the server.

    Chop those down to a single one of each type on each player at a time and see if that reduces strain.

    This. Oh my gods this.

    Ball groups are the game killer - not because they are difficult to overcome, but because of the effect they have on the game - and no, my internet is superb.

    And ball groups are generally run by those involved in the more trolling type of play, which gets very tedious very fast.
  • disky
    disky
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    The same amount of effort? Really? So we get the announcement of a new chapter in a couple of weeks? That same amount of effort into creating new content. Or do we wait until April until we get an announcement of... something? You can't even say what it will be.

    Whatever it is going forward, it is not the same amount of output over the next six months - and I have no confidence in some "announcement", which promises nothing, to turn things round.

    You're right that we don't actually know what's going to happen, but I think it goes without saying that whatever happens they're not just going to let their developers idle without anything to do. The plans they've laid out show their intentions, which as far as I'm concerned, are all worthwhile and welcome. I can accept that many people are fine with the chapter formula as it has been for the past several years but personally I feel like they're all quite samey and largely follow a rote formula.

    Now we have a chance to shake that formula up. We have an opportunity to see new ideas within our already vast gameplay spaces. I don't feel like I'm losing anything if it means we still gain new ideas, new systems, new content, despite not seeing new zones. A new play area doesn't mean anything if it's boring.
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