old_scopie1945 wrote: »It has some info in the first section on overland which might please all.
Necrotech_Master wrote: »part of game progression is feeling more powerful...
SilverBride wrote: »Necrotech_Master wrote: »part of game progression is feeling more powerful...
And a powerful character should be able to easily take down overland mobs.
Also, the player progresses through the game, the enemies don't. So why should the enemies become more powerful, too?
old_scopie1945 wrote: »OtarTheMad wrote:- "So we got most of Hammerfell, most of Black Marsh, one more Cyrodiil area, a good amount of Skyrim, one more Elsweyr, a couple Morrowind, maybe an Orc/Breton, some islands like Solstheim, Roscrea, and about 5 more I don’t know the name of. We also got other planes of existence like Soul Cairn, other Daedric Prince Realms of Oblivion. Plus we have the Sea Elves home and also Sloads. There is even some I am missing so, we’ve taken up a good portion of the map in 10 years but we got a lot more."
I suspect such major expansions was even in their play book. I also suspect their plan was only ever to be Tamriel. I don't even know if the system could even handle anything more than Tamriel. After all it is over ten years old. As of now they could stretch what is left on the map for another ten years at least.
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.
I was running around last night in white training heavy armor, don't think I had a mundus, oakensoul, DSA 2h (golded), attributes and CP in correctly, barely any passives (just race and 2h passives), and I still was killing overland enemies very quickly. The only ones that put up a fight were bigger enemies and even then it wasn't very interesting.
I don't think it should just be a difficulty toggle unless there's increased rewards for toggling it on (ex. higher gold drops, mat drops, etc). Maybe zones that are set up more difficult. Someone around here suggested treating zones like base game dungeons and having a 2nd version that takes place in a later time, I think that could be an option.
NO.
NO REWARDS FOR TURNING IT ON.
Your reward is the challenge you want. Leave the rest of them alone.
WoW does this with it's precious war mode(pvp mode) and all I hear is incessant whinging from people that feel obligated to turn it on for the extra incentives, which don't really pan out because of all the dying and camping done by people to them.
If you can't do it without some sort of incentive, then maybe it doesn't need to be done.
Deleting our builds is nothing new. It's literally the ESO combat balance philosophy. It's also a major reason some endgamers just gave up and left. People got tired of all their grinding for gear and progress deleted every patch.
I'm sorry WHAT?!!
You are deleting our builds and group dynamics rather than fixing performance at server end?
Spend. Money. On servers.
old_scopie1945 wrote: »It has some info in the first section on overland which might please all.
If it turns out that a more difficult overland just means random world events, like incursions or some big baddie that will need 20 players to take down, okay. But I don't see hoards of players in the Deadlands taking down the wandering bosses. Or doing some of the more difficult static incursions we have now (unless there's an event). But if that's what it means, I'd be happy with that. Just wondering if that's what people want when they say "more difficult overland".
I don't care about rewards, I just want to actually have a satisfying game to play, but there's no reason it couldn't affect rewards. If you enable the mode the rewards could come with it. It seems trivial to implement alongside the rest of the code and make no mistake, ZOS knows that most people think like you. I don't think they'd do something like this without also incentivizing it in some way, either directly or laterally.
Why would they need to incentivize it? Apparently there are hoards of players begging for a more challenging overland so they can enjoy the game again. They've posted that overland will be wonderful again if it's more difficult. If ZOS would only do that, they'd return to the game (if they've left), or they'd spend more time in overland. So why is an incentive required? If these people are now saying they should get rewards for turning on a hard mode, then they don't really want challenge. They just want more rewards. If they really want challenge, they'll do the content without expecting anything extra.
Having said that, yeah, it's an MMO, so they'll incentivize it because they have to keep those little hamster wheels spinning, but it just exposes the hypocrisy of *some* poster asking for this. As another poster said, few of these players try to solo dragons. Few are soloing lava vents, mirror incursions, and other more difficult overland content. I run dungeons a lot now and whenever there's a player just running through the mobs, I always wonder why when it's actually faster to take the mobs down than to run through them (and often we have to eventually take them down anyway). But most players loathe combat. They actively avoid combat in delves, public dungeons, dungeons, and overland, but I'm supposed to believe that if the mobs are made more difficult, they'll be happy to spend hours in combat in Grahtwood? Uh-huh.
I'm hoping it'll just be a revamp to the storyline bosses and delve bosses, because I agree that they can be anti-climactic (though not for new players). However, given ZOS's tendency to use a sledgehammer (I'm looking at you, AwA), I'm not sure how this will work out. Unfortunately if they get it wrong, they'll lose a lot of people. So hopefully they'll give it a lot of thought. A lot.
Then a difficulty increase of any kind will not be something you will want to interact with. Understandable, it's not going to be for everyone no matter how it's implemented. Continue enjoying the game as you always have.Necrotech_Master wrote: »part of game progression is feeling more powerful, at least in my opinion, not making yourself weaker
You can 100% still fully interact with the build system with a player-level difficulty setting. That's what makes it great, there is no need to hobble yourself by not wearing your best gear and using the full library of abilities at your disposal. There is functionally no difference in your perception of challenge versus a global change, and no disadvantage other than what you perceive other players to be doing, and I don't see why that should make a difference if all you really want is a challenge.Necrotech_Master wrote: »scaled up enemies is the ideal challenge because you can actually build for it
The argument has been made that the increase in time spent should render a reward which is equivalent to the time spent on a lower difficulty, meaning that if you were to spend the same amount of time doing that task on a lower difficulty you would have received more rewards. That makes sense to me. I don't feel like I need it personally, but it is logical.
The argument has been made that the increase in time spent should render a reward which is equivalent to the time spent on a lower difficulty, meaning that if you were to spend the same amount of time doing that task on a lower difficulty you would have received more rewards. That makes sense to me. I don't feel like I need it personally, but it is logical.
If you're saying that at the higher difficulty it would take longer to kill something, and at the normal difficulty it would take less time, that's not true. It could take a level 4 player a long time to kill a normal enemy, and a CP2000+ player a short time to kill the same vet enemy. So that would mean the level 4 player should get better rewards. But maybe I'm not understanding what you're saying.
In any event, I think you missed the point of my post, but that's okay. We both know ZOS will incentivize a more difficult overland. Hopefully that will mean the more difficult overland, however it will look, will be optional, which would be good news.
I know it's a little confusing. I'm just saying that a player will acquire more rewards in less time on a lower difficulty, and so it makes sense that they would receive a greater degree of reward on a higher difficulty to compensate for the extra time it takes to acquire rewards in general.If you're saying that at the higher difficulty it would take longer to kill something, and at the normal difficulty it would take less time, that's not true. It could take a level 4 player a long time to kill a normal enemy, and a CP2000+ player a short time to kill the same vet enemy. So that would mean the level 4 player should get better rewards. But maybe I'm not understanding what you're saying.
New and returning player experience
I know it's a little confusing. I'm just saying that a player will acquire more rewards in less time on a lower difficulty, and so it makes sense that they would receive a greater degree of reward on a higher difficulty to compensate for the extra time it takes to acquire rewards in general.
I don't personally care if the loot is improved at all, but the argument does hold water.
Are these "pvp specific" skills going to be animation changes only? Are there plans to change the functionality of cross healing/shielding?
I don't think it's hypocrisy, it's just about how a reward-driven player values their time. That player may honestly believe that overland is too easy and so they want the option to enable a challenge mode, but if they're reward-driven and they find that the rewards don't make sense for the time spent then they won't use the feature, that's that. So the developer provides a reward commensurate with the increased time spent to acquire rewards. I wish it didn't work this way but that's just how some people are.I know it's a little confusing. I'm just saying that a player will acquire more rewards in less time on a lower difficulty, and so it makes sense that they would receive a greater degree of reward on a higher difficulty to compensate for the extra time it takes to acquire rewards in general.
I don't personally care if the loot is improved at all, but the argument does hold water.
But why should anyone be compensated for something they're asking for? Plus, quantity doesn't mean quality. If you're only getting the usual trash awards on normal, so what if you can get them faster?
I don't care if a more difficult overland has greater rewards. Like I said, I'm just pointing out the hypocrisy. I'm not naive enough to think that the typical MMO player will do anything unless they get a reward (myself included at times). There WILL be rewards, otherwise that content will quickly become a wasteland, just like dragons, harrowstorms, wandering bosses in the Deadlands, etc. are wastelands unless there's an event, despite them offering the challenge so many players say they want. (yes, I know some players can solo these, but they're not the typical ESO player)
Anyway, since we don't know what this more difficult overland will look like, we don't even know if having a different tier of rewards will make sense. I guess we'll see...
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.
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.
I wish it didn't work this way but that's just how some people are.
TaintedKurse wrote: »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.
ZOS_MattFiror wrote: »
- Increasing the difficulty of standard overworld combat
GatheredMyst wrote: »This is some of the best news that I've seen from the game since I started playing it back at launch.
Why?
I have super fond memories of the time before the "Chapter Model" was introduced, and ZOS was throwing things at the wall to see what stuck. Those were the days that brought us the small but really well done Thieves Guild and Dark Brotherhood storylines. Those were the days that introduced the dye system that we have now. Those were the days that they did Player Housing. Heck, those were the days that they did Tamriel Unlimited (Which had its own issues, but I won't get into that here)
Cutting them loose from the yearly release schedule means that you can hopefully get your team back to doing stuff like this again, because... take it from a Final Fantasy XIV player...
**A Set Schedule is Not Always a Benefit**
Final Fantasy XIV is nothing if not consistent. We know exactly what we're getting every year and every patch cycle, because they've been following the same cadence that they have every year since Heavensward.
What's the problem with this? That schedule is so carved in stone that the dev team cannot pivot once issues arise.
XIV releases a new relic quest and people don't like how it's implemented? Sorry, but that's the way it's going to be for the foreseeable future up to the next expansion. Want to offer feedback on the current state of class design? Please wait until the next expansion to see how that comes to fruition, because the dev team isn't going to upset the applecart before then. Doing so would "throw off the entire design of their current patch cycle".
Sometimes these cycles are long, too. Final Fantasy players wanting to see some of their feedback being put in place are going to have to wait until *2027*. Hell, the feedback from the the latest expansion's story couldn't even be considered for their most recently released patch coming out months after Dawntrail's launch. Why? It was basically already done.
ZOS, to my understanding, works on a two year cycle. That means that *if* they get an idea they want to implement, the schedule is probably already set for *two whole years*. That's a *lot* of time that they can't spend pivoting to player feedback, and when the list of things they want to do gets long, that means they're staring at years of time before they can address certain pain points or design flaws of the game.
The best that a rigid content schedule does provide is an expected content release schedule for players, but even then, that's not a benefit anymore. Every expansion is being met with more and more of a shrug by the community and MMO Press. Heck, this year, Gold Road came out at the exact same time as three expansions from its major competitors. The result? It got buried underneath everyone else because of how "formulaic the release schedule has become", something that they really seem to want to address.
I also really don't get people who are saying the game is going into Maintenance Mode. It's like they didn't read the letter. We were just promised:
~A much requested change to overland content difficulty.
~A redesign of the game's UI
~An updated patcher
~Expansions to key functionality
~New art across the oldest content in the game.
~New combat feel/animation/effects/audio work?
All of that is a *ton of work*, and we're still getting new zones, new stories, and new quests? I think what people who are screaming about this are *meaning* to say is that "I don't know when i'm going to get new content that *matters to me*, so the game must be dying."
TLDR:
* Overland Content Difficulty Adjustments have been on my wishlist since Tamriel Unlimited.
* Decoupling PVP and PVE abilities not only allows for better balance in PVP and PVE, but an ability for them to experiment with their class/ability design without having to worry about how it might impact one game mode or the other.
* Having some open-world content that is structured around groups brings the social element back again without shoving us all into dungeons/trials. So long as there is solo content to support it, this is nothing short of a plus.
I'm very excited for what the future of the game might look like. Sure, ZOS still has to deliver on everything they're planning, but with how stale the current content release schedule has become, this feels like just the shot in the arm that the game needed.
If I could offer some feedback, though: Don't call it seasons :P Clearly it has a negative connotation. Think of something else. Maybe you can even keep the "Chapter" monicker, and call each little release in that "Chapter" a "Page".
And in the future, if you want to come out swinging with a big change like this, it might be a good idea to at least have some FAQ's answered to head some of the good questions off at the pass. It will save both the team and us a little headache, and make Kevin, Gina, and Jessica's life a lot easier as well.
(Edit to fix a few typos)
SilverBride wrote: »Necrotech_Master wrote: »part of game progression is feeling more powerful...
And a powerful character should be able to easily take down overland mobs.
Also, the player progresses through the game, the enemies don't. So how would overland enemies become more powerful?
Attorneyatlawl wrote: »SilverBride wrote: »Necrotech_Master wrote: »part of game progression is feeling more powerful...
And a powerful character should be able to easily take down overland mobs.
Also, the player progresses through the game, the enemies don't. So how would overland enemies become more powerful?
They used to pre one Tamriel. That was much more fun when it was a challenge. The boring overland changes were one of the reasons I left. Once there was no progression through the game world, it got boring in the overland.
Quests and farming had zero meaning, except for gaining champ ranks every 400k xp, and you didn't need a super high rank to get most of the power.
I was heavily into trials and cyrodiil too, but server performance killed cyro when running in organized groups. I also had health issues which kept me away for awhile, after which I just quit.
The overland was never seriously tough, just enough to see some of the mechanics from mobs and be a bit more challenging in craglorn (upper). You got more reward for clearing some monsters because the animal mobs could drop nirnstones in exchange, as could the normal nodes.
I want an adjustable difficulty overland with reward bumps. More xp in particular. Extra mechanics would make it fun, as well as mobs hitting like trucks and needing to use cc, dodges, interrupts, etc. again like during closed beta.
In a lot of ways I didn't leave the game... The game's design changed and left me.