silky_soft wrote: »Over 300 posts since last staff interaction.
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.
Necrotech_Master wrote: »Necrotech_Master wrote: »It wouldn't need to. The scaling works as normal and the player receives debuffs which increase their own level of difficulty, which is functionally identical to any other form of difficulty implementation from that player's point of view. The only difference is that players who don't use the feature don't receive the associated debuffs. This way, everyone can engage with the same content at the same time.Necrotech_Master wrote: »if its a player level difficulty setting, it will not work in the overworld, because how would it scale the spawned enemy for each player if they had different settings?
And if you're about to say "but why would anyone want this if we're going to be standing next to players who don't bear the same burden?" Well, that's something you have to accept when you choose to enable a challenge setting. It's your choice to play the game at a higher difficulty, and I don't personally think it should matter what other people around you are doing.
As far as I'm concerned, my experience, and only my experience, is what defines my enjoyment of the game.So what do you really want, then? Do you want to feel godlike, or do you want to be challenged? The seem kind of mutually-exclusive to me.Necrotech_Master wrote: »also im not sure how you got that i wouldnt want any kind of difficulty increase, i run vet dungeons, trials, and arenas, and have gotten to arc 10 in infinite archive. by being more powerful i meant improving your build (gear) and skills rotation, telling someone to unequip their gear/skills to make things more difficult is the direct opposite of trying to improve yourself. you dont have to instagib everything to feel more powerful
self debuffs only go so far though, i mean you could reduce your healing/dmg/shields by 90% basically a self only battle spirit type of thing, but it doesnt make the content harder, it again just makes things take longer, literally no different than just running without gear or skills
you could be slogging your way in a public dungeon with those debuffs and another player could come through without any self debuffs (aka the "normal" game) and blitz through everything anyway, thats not increasing your challenge
for instances though they could easily scale the enemies using the current "normal" and "vet" difficulties
for your 2nd point, they are not mutually exclusive, we have easy overland, and easy or hard instanced content (dungeons/trialas/arenas/archive), there are times i dont want to run vet dungeons and just go solo a normal dungeon, etc
i would personally be fine if they released a zone that was slightly more challenging, that would be similar in scope to old craglorn, i did all of the old craglorn content, i improved myself and my build and overcame the challenge that existed. in fact im personally fine with the game difficulty as it currently is, the overland as is allows more enjoyment of the story, though the final boss fights dont necessarily have the feel of a final boss fight because of the lack of "urgency" theres a lot of times in the fights that the npcs are yelling at you to "hurry do some mechanic now before its all over" but theres never any real rush that if you didnt perform said action you would die or would fail the quest or something
one tamriel was not the "death knell" of old craglorn, but it was the heavy nerfs that followed sometime after that which changed it to basically the public dungeon of overland zones
Based on the letter, it sounds like you're going to get your new Craglorn. Congrats.
Again, if someone comes along who isn't using challenge mode and they work through content faster, that's part of the game. There are plenty of players who deal with this kind of thing right now, and all it would look like to me is a balancing of that high-level group back down to the level of the normal players who struggle with the content we have now. They would just be doing it voluntarily.
We have discussed segregating the population into normal and hard mode instances in the Overland Content Feedback thread recently, and I really don't think it will ever happen because MMOs generally don't like separating players unless there is more than enough people to sustain servers for both groups, and I just don't think we'll have enough players who want a challenge for that implementation to be worth the effort.
For these reasons, if there is a way to keep everyone playing together, I think it's for the best.
i agree that there wont be normal and vet overland instances either, overland is likely going to only remain 1 difficulty
the only option they would have is likely self nerfs, which wont really make the overland more challenging or engaging for someone, i mean if you can do 100k dps on a trial dummy, and then you apply the "self nerf 'challenge' mode" which reduces your dmg and healing by 90%, your now on a fully geared up 100k dps setup, doing 10k dps with a full rotation, thats just going to feel bad because people dont like seeing smaller numbers, and its going to take 10x longer to kill something without changing anything else about the encounter including rewards
i have no idea what the devs have in mind to try to make overland more "engaging" for the folks who want more of a challenge, but i dont think the idea of a self nerf is the answer, i see that as something very few people would actually use, especially if it provided no additional incentive
it might also have to be something that only works in overland too, how would you feel getting into a dungeon with a bunch of people who are running -90% self nerfs and doing 30k combined dps because thats how your adding "challenge"?
It would be an overland system so it would only affect overland. Dungeons would remain unchanged as they have their own difficulty system. I fully expect that there would be rewards for enabling this kind of system otherwise reward-focused players won't use it and ZOS understands that.
Regarding more engaging overland content, my hope is that they're taking the time they're regaining from not building a new chapter in order to work on things like dynamic and repeatable content which occurs within the zones we already have. There's really so much that could be done.
Vet overland with perfected overland sets
No.
Another doomsdayer coming to say her piece. We’re a household of 4 who play ESO together on Xbox EU and NA. Affording 4 ESO+ subs is not an option. We buy the chapter updates one on day one and the rest when on sale.
I’ve already been bitter a long time that if you buy a dlc for someone in household on NA server or an assistant or house, it doesn’t carry over to the EU server. our Gold Road collectors editions work across both servers so why can’t crown bought items do the same. Even twitch stream drops go on accounts ok both servers. Make dlc bundles available in an add on store so you can have same benefits on both NA and EU instead of having to buy twice.
I worry the new releases will cost crowns or be locked to eso + if we want to enjoy them on both servers again and effectively play them together… well. We cannot afford that.
Also gloomy about more difficult overland. Example. Each of the “newer” zones have public dungeon bosses that are quite difficult to solo and hardly anyone in them and sometimes difficult to get help on EU server. I think the games overland should still should be soloable to the average new-ish player.
ZOS_MattFiror wrote: »Since 2017, we have released amazing content and systems every year - but always on the same schedule. This annual cadence pushed the team to focus on short deadlines – every June – where all types of content (systems, content, zones, etc.) had to be completed at the same time and has not left us much time for experimentation or thinking about doing things differently.
ZOS_MattFiror wrote: »Turning the Page on Chapters
We have been incredibly successful with our strong annual Chapter releases: starting with Morrowind in 2017 up through Gold Road just six months ago. Zone design and quest/content is at the core of every Elder Scrolls game, as our annual Chapter release model highlighted. We will still do lots of story content, but now, looking into 2025, we need to concentrate on different types of content to support all types of ESO players. So, we are putting Chapters aside and will be focusing on new types of content, and a new release philosophy. More on that below.
As 2025 will be a transition year for new content, we are going to have new zone-based content launch in 2025 - but you'll have to wait until April to hear the specifics about how it is different. Stay tuned!
ZOS_MattFiror wrote: »Introducing Seasons
Over the course of 2025 we will be moving more towards a seasonal content model and away from launching massive content updates once a year, as we did with Chapters. We will be talking much more about this in the future, but in 2025 expect to see named Seasons of three or six months duration with a mix of themed story content, events, store items, dungeons and more.
2025 will be a mix of old and new as we move the dev team towards creating smaller bite-sized pieces of content. We will still have some larger items that we've been working on for over a year, which you'll see launch as well.
Freeing up the dev team from needing to adhere to a strict annual cycle means we will be able to have teams launch content when it is ready throughout the year and not work to a date in June – this will let us focus on a greater variety of content spread over the year. This supports the new Seasons model, and will enable us to release content, updates, fixes, and systems in a more efficient manner.
ZOS_MattFiror wrote: »A new focus on change and experimentation
We have been hearing from you, the community, that we need to experiment more, to shake things up and not be so predictable. The game needs new and different types of content, and for long-standing feedback to be addressed. We have already started on some ideas that will be tested in 2025. These systems and ideas will be clearly marked as "experiments" in patch notes and are ideas that may or may not be fleshed out into full game systems. With our new focus on breaking up content into seasons and away from years, it gives us time to do these experiments and changes.
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:
- We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign.
- Increasing the difficulty of standard overworld combat
- Improving the overall feel of combat with animation, FX, and potentially audio work
- Experimenting with more zones like Craglorn (although not as large in area or scope), created exclusively for high-end group and soft-group content with associated gear chase
- Adding and refining tools to make guild recruitment, interaction, and management easier and more logical
- We have many more ideas here, and of course we are listening to you and will be coming up with new ideas based on your feedback
ZOS_MattFiror wrote: »Concentrating on new and returning user experience
It is long past time that we address ESO's new and returning user experience. The game is so large at this point that we need to refine the new user experience. Our goal is to shield new players from being overwhelmed by dozens of content options presented to them on entering the world, and instead give them the essential guidance they need to enjoy the game before opening it up to all possibilities.
Additionally, we have many millions of players who return to the game every year after taking months to years off – and it is often confusing to them what they should be doing. We need to address this by making sure that the game’s map and other quest/informational UI areas clearly show the user where they were when they left, what has been added since then, and where they will find content they will love.
Here are just a few of the items planned to improve the new and returning user experience – some of these will launch in 2025, some afterwards:
- A new patcher, with improved visuals and performance (PC only)
- Returning to the original Wailing Prison tutorial area for all new players - this has already launched, but we will be regularly tweaking it to improve the experience
- Visually improving base game zones with updated textures and art assets, starting with the "starter islands" - these should start rolling out in March 2025
- Not showing new players prologue quest or Chapter quest compass pins. The jury is still out on how Stuga will feel about this
- Sprucing up the game's PC UI, which is long overdue for a modern visual upgrade
- Other map and UI systems (still in design/idea stage) to make returning to the game more seamless and get you back into the action quickly
ZOS_MattFiror wrote: »Continuing to tell great stories
With the changes to our content release model, please be assured that we are not abandoning new quest content – but we will do it in different ways than we previously have. As our focus will not be on adding giant new landmasses – although we will do that from time to time – instead, we will use existing zones and areas to tell new stories. Some of these are:
- Continuing the stories in existing zones and storylines and bringing back familiar characters
- New stories focused on hallmark Elder Scrolls organizations like Dark Brotherhood, Thieves Guild, Fighters Guild, and Mages Guild
- Splitting a large zone across multiple updates
New and returning player experience
Here's a thing that I just ran into: Make skill-line leveling faster. Much faster.
I just got my new alt to level 50, and none of my class lines are maxed, even though I handicapped myself throughout the leveling process by keeping the latest skill from all three class lines + my backbar weapon on my front bar the whole time. I haven't even gotten to the point where I can morph the last skills in those lines. They're still at rank III. My backbar weapon isn't at 50 either, in spite of wasting my #5 slot for 50 levels.
A new player shouldn't have to be well into champion points before they get to play with their whole skill bar. By 50, they should be able to have all the skills they want to actually play with arranged the way they want to play with them. (Edit: I guess maybe excluding alliance/guild skills).
I disagree. Champion Points are an integral part of the levelling process, and shouldn't come after you have maxed all your skill lines. One of the commonest complaints about LoTRO is that you run out of skills to develop long before you've got anywhere near the maximum level. When that happens, all the players are left with is the question "What's the point in continuing? What does levelling some more actually give me?"
New and returning player experience
Here's a thing that I just ran into: Make skill-line leveling faster. Much faster.
I just got my new alt to level 50, and none of my class lines are maxed, even though I handicapped myself throughout the leveling process by keeping the latest skill from all three class lines + my backbar weapon on my front bar the whole time. I haven't even gotten to the point where I can morph the last skills in those lines. They're still at rank III. My backbar weapon isn't at 50 either, in spite of wasting my #5 slot for 50 levels.
A new player shouldn't have to be well into champion points before they get to play with their whole skill bar. By 50, they should be able to have all the skills they want to actually play with arranged the way they want to play with them. (Edit: I guess maybe excluding alliance/guild skills).
JonnytheKing wrote: »
Necrotech_Master wrote: »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
This is not interesting or fun progression as I see it. I never want to feel like I'm godlike, I want to feel like I have a wider breadth of tools at my disposal to overcome a challenge. This is exactly why difficulty should be optional, people just have different ideas of what is fun and we can still all play together if it's handled properly.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
if its a player level difficulty setting, it will not work in the overworld, because how would it scale the spawned enemy for each player if they had different settings?
also im not sure how you got that i wouldnt want any kind of difficulty increase, i run vet dungeons, trials, and arenas, and have gotten to arc 10 in infinite archive. by being more powerful i meant improving your build (gear) and skills rotation, telling someone to unequip their gear/skills to make things more difficult is the direct opposite of trying to improve yourself. you dont have to instagib everything to feel more powerful
magnusthorek wrote: »By the sound of it, for now, I liked the removal of Chapters. Being locked behind a stupid and abusive currency exchange ratio paywall (because my country sucks at taxes and such) having to play the game a year late, when zones are kinda dead already, is awful — Necrom's increased difficulty of World Bosses and bastion Nymic, although appreciated was… complicated as a mostly solo player. I'm kinda really hopeful they come to Crown Store sooner. Fingers crossed!
New and returning player experience
Here's a thing that I just ran into: Make skill-line leveling faster. Much faster.
I just got my new alt to level 50, and none of my class lines are maxed, even though I handicapped myself throughout the leveling process by keeping the latest skill from all three class lines + my backbar weapon on my front bar the whole time. I haven't even gotten to the point where I can morph the last skills in those lines. They're still at rank III. My backbar weapon isn't at 50 either, in spite of wasting my #5 slot for 50 levels.
A new player shouldn't have to be well into champion points before they get to play with their whole skill bar. By 50, they should be able to have all the skills they want to actually play with arranged the way they want to play with them. (Edit: I guess maybe excluding alliance/guild skills).
I disagree. Champion Points are an integral part of the levelling process, and shouldn't come after you have maxed all your skill lines. One of the commonest complaints about LoTRO is that you run out of skills to develop long before you've got anywhere near the maximum level. When that happens, all the players are left with is the question "What's the point in continuing? What does levelling some more actually give me?"
How's that supposed to work? How am I supposed to know where I want to put my new Champ Points if I haven't even had a chance to play around with all the skills yet, much less seen what the morph options are? How do I know whether to put points into extra DD damage, extra DOT damage, extra AOE damage, or extra single-target damage when the skills I don't have might morph into any of those and I can't tell until they hit rank V and I can see the morphs?
If you don't even know whether a group of skills will fit your playstyle or not, how do you know where to put champ points?
We should be able to get our hands into all of our core skills and decide how we want to use them, and which ones we want to use, before we need to start making choices about how to fine-tune the build with CP.
Necrotech_Master wrote: »Necrotech_Master wrote: »It wouldn't need to. The scaling works as normal and the player receives debuffs which increase their own level of difficulty, which is functionally identical to any other form of difficulty implementation from that player's point of view. The only difference is that players who don't use the feature don't receive the associated debuffs. This way, everyone can engage with the same content at the same time.Necrotech_Master wrote: »if its a player level difficulty setting, it will not work in the overworld, because how would it scale the spawned enemy for each player if they had different settings?
And if you're about to say "but why would anyone want this if we're going to be standing next to players who don't bear the same burden?" Well, that's something you have to accept when you choose to enable a challenge setting. It's your choice to play the game at a higher difficulty, and I don't personally think it should matter what other people around you are doing.
As far as I'm concerned, my experience, and only my experience, is what defines my enjoyment of the game.So what do you really want, then? Do you want to feel godlike, or do you want to be challenged? The seem kind of mutually-exclusive to me.Necrotech_Master wrote: »also im not sure how you got that i wouldnt want any kind of difficulty increase, i run vet dungeons, trials, and arenas, and have gotten to arc 10 in infinite archive. by being more powerful i meant improving your build (gear) and skills rotation, telling someone to unequip their gear/skills to make things more difficult is the direct opposite of trying to improve yourself. you dont have to instagib everything to feel more powerful
self debuffs only go so far though, i mean you could reduce your healing/dmg/shields by 90% basically a self only battle spirit type of thing, but it doesnt make the content harder, it again just makes things take longer, literally no different than just running without gear or skills
you could be slogging your way in a public dungeon with those debuffs and another player could come through without any self debuffs (aka the "normal" game) and blitz through everything anyway, thats not increasing your challenge
for instances though they could easily scale the enemies using the current "normal" and "vet" difficulties
for your 2nd point, they are not mutually exclusive, we have easy overland, and easy or hard instanced content (dungeons/trialas/arenas/archive), there are times i dont want to run vet dungeons and just go solo a normal dungeon, etc
i would personally be fine if they released a zone that was slightly more challenging, that would be similar in scope to old craglorn, i did all of the old craglorn content, i improved myself and my build and overcame the challenge that existed. in fact im personally fine with the game difficulty as it currently is, the overland as is allows more enjoyment of the story, though the final boss fights dont necessarily have the feel of a final boss fight because of the lack of "urgency" theres a lot of times in the fights that the npcs are yelling at you to "hurry do some mechanic now before its all over" but theres never any real rush that if you didnt perform said action you would die or would fail the quest or something
one tamriel was not the "death knell" of old craglorn, but it was the heavy nerfs that followed sometime after that which changed it to basically the public dungeon of overland zones
Based on the letter, it sounds like you're going to get your new Craglorn. Congrats.
Again, if someone comes along who isn't using challenge mode and they work through content faster, that's part of the game. There are plenty of players who deal with this kind of thing right now, and all it would look like to me is a balancing of that high-level group back down to the level of the normal players who struggle with the content we have now. They would just be doing it voluntarily.
We have discussed segregating the population into normal and hard mode instances in the Overland Content Feedback thread recently, and I really don't think it will ever happen because MMOs generally don't like separating players unless there is more than enough people to sustain servers for both groups, and I just don't think we'll have enough players who want a challenge for that implementation to be worth the effort.
For these reasons, if there is a way to keep everyone playing together, I think it's for the best.
i agree that there wont be normal and vet overland instances either, overland is likely going to only remain 1 difficulty
the only option they would have is likely self nerfs, which wont really make the overland more challenging or engaging for l
They should remove perfected gear from vet content, and trifecta mounts, as well. No extra stuff for doing the harder version. After all, it's optional.
That's not overworld. We're talking about overworld. And as someone that does vet trials that don't give perfected gear, I'd be perfectly fine with that. Challenge is its own reward.
Your comparison is moot.
old_scopie1945 wrote: »Whatever may happen I still have Skyblivion to look forward to. It is due to be released in '25, all being well. I can hardly wait. I guess this will be deleted then
OtarTheMad wrote: »old_scopie1945 wrote: »Whatever may happen I still have Skyblivion to look forward to. It is due to be released in '25, all being well. I can hardly wait. I guess this will be deleted then
This too. I am excited if this happens. If not, Skyblivion.
https://gamerant.com/elder-scrolls-4-oblivion-remake-january-announcement-leak/
OtarTheMad wrote: »old_scopie1945 wrote: »Whatever may happen I still have Skyblivion to look forward to. It is due to be released in '25, all being well. I can hardly wait. I guess this will be deleted then
This too. I am excited if this happens. If not, Skyblivion.
https://gamerant.com/elder-scrolls-4-oblivion-remake-january-announcement-leak/
colossalvoids wrote: »OtarTheMad wrote: »old_scopie1945 wrote: »Whatever may happen I still have Skyblivion to look forward to. It is due to be released in '25, all being well. I can hardly wait. I guess this will be deleted then
This too. I am excited if this happens. If not, Skyblivion.
https://gamerant.com/elder-scrolls-4-oblivion-remake-january-announcement-leak/
After seeing some stuff about this one I'm way less surprised about zos dedicating next year for a different audience than some last years, big landmass plus story people are probably expected to buy a remaster and spend more time in mainline title again. And if next tes also on an observable horizon it makes even more sense that way.
New and returning player experience
Here's a thing that I just ran into: Make skill-line leveling faster. Much faster.
I just got my new alt to level 50, and none of my class lines are maxed, even though I handicapped myself throughout the leveling process by keeping the latest skill from all three class lines + my backbar weapon on my front bar the whole time. I haven't even gotten to the point where I can morph the last skills in those lines. They're still at rank III. My backbar weapon isn't at 50 either, in spite of wasting my #5 slot for 50 levels.
A new player shouldn't have to be well into champion points before they get to play with their whole skill bar. By 50, they should be able to have all the skills they want to actually play with arranged the way they want to play with them. (Edit: I guess maybe excluding alliance/guild skills).
I disagree. Champion Points are an integral part of the levelling process, and shouldn't come after you have maxed all your skill lines. One of the commonest complaints about LoTRO is that you run out of skills to develop long before you've got anywhere near the maximum level. When that happens, all the players are left with is the question "What's the point in continuing? What does levelling some more actually give me?"
How's that supposed to work? How am I supposed to know where I want to put my new Champ Points if I haven't even had a chance to play around with all the skills yet, much less seen what the morph options are? How do I know whether to put points into extra DD damage, extra DOT damage, extra AOE damage, or extra single-target damage when the skills I don't have might morph into any of those and I can't tell until they hit rank V and I can see the morphs?
If you don't even know whether a group of skills will fit your playstyle or not, how do you know where to put champ points?
We should be able to get our hands into all of our core skills and decide how we want to use them, and which ones we want to use, before we need to start making choices about how to fine-tune the build with CP.
silky_soft wrote: »Over 300 posts since last staff interaction.
I have to say that making PvP a separate game by giving it its own gear and skills kills the game for me. I know that this is a very unpopular opinion on these boards, as most PvP players left long ago.
I enjoy playing PvE because I work towards upgrading my role in PvP. For a lot of people, that's the value of MMO in comparison to some battle royale or quick jump in and out games. Having a separate everything for PvP will disconnect me from the experience and make PvE not rewarding. Having to re-learn my character and key bindings every time I switch between PvP and PvE also doesn't sound like a lot of fun.
Let's be real. The only people that asked for splitting PvE and PvP entirely were PvE players complaining about set and skill nerfs. Once more, instead of thinking of PvP players, you're catering towards PvE by restricting PvP. What about Cyrodil improvements that would attract new players? You know, things such as castle upgrades so they will be worth defending, claiming, and won't fall in 30 seconds? Making sieges longer and epic, so the whole experience won't rely on mounting 50 times within 10 minutes to run from castle to castle?
Aside from that, other patch notes sound very exciting. Finally something more than a bunch of quests in a game that has probably close to 10 thousand quests already.