I'm sorry WHAT?!!
You are deleting our builds and group dynamics rather than fixing performance at server end?
Spend. Money. On servers.
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.
SilverBride 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.
SilverBride 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.
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.
SilverBride 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.
SilverBride wrote: »SilverBride 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.
SilverBride wrote: »SilverBride 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.
SilverBride wrote: »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.
SilverBride wrote: »SilverBride 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.
SilverBride wrote: »SilverBride 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.
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.
SilverBride wrote: »SilverBride 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.
SilverBride 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.
SilverBride 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.
SilverBride wrote: »SilverBride 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.
ZOS_MattFiror wrote: »[...]
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
SilverBride wrote: »SilverBride 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.
colossalvoids wrote: »Danel_Vadan 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.
old_scopie1945 wrote: »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.
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).
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_Meathead wrote: »
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.
I_killed_Vivec wrote: »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.