They don't reduce content tho.
RIP harder overland. Disappointing, as I'd love to play the quests but just can't force myself to slog through the unimmersive combat.
As someone who very much focusses on lore and stories, it's very noticeable that there was/is a decrease.
Instead of story mode, it would be better to have a +three companions dungeonqueue that grants transmutes. This way players can do dungeons at their own pace.
If storymode dungeons is their solution to speedrunners/fake roles, it won't work. There is a major difference between going slow(story mode), going fast(killing everything on the main path), and going "let's ignore everything in the dungeon and every other player" fast(speedrunner). Even I want dungeons done fast, just not ignore everything fast.
This must not happen under any circumstances. The only reason transmutes are granted for rnd is to keep the queues healthy, therefore they are earned for grouping up specifically. If someone can't be bothered to play with others, they also shouldn't be bothered with the respective rewards.
Story mode dungeons (with adjusted rewards, so no transmutes) are a fine addition, as they make content (not rewards!) more accessible for players of lesser skill. To form groups, which reflect our custom preferences, we already have guilds, chat and group finder. Use this options instead of trying to enforce soloism.
SilverBride wrote: »RIP harder overland. Disappointing, as I'd love to play the quests but just can't force myself to slog through the unimmersive combat.
The vast majority of overland mobs are bears and wolves and big cats and occasional trolls that most players just run past and don't even engage when questing. Making these more difficult would not aid in immersion unless the player stopped and engaged every mob they saw as they were questing. It is very doubtful that this would happen.
The quest objective mobs are often humanoids of some type that would not logically be as strong as the hero that is coming to save others from this threat.
Some players feel the quest bosses aren't hard enough, but changing all of overland isn't going to affect that. Just creating a challenge banner or hard mode for these bosses would solve this issue rather than increasing difficulty for all overland mobs that most players aren't even engaging.
As someone who very much focusses on lore and stories, it's very noticeable that there was/is a decrease.
Agreed. Dungeon content was cut in half. Zone content was cut by about 1/3rd.
Yes, we got some QoL and bug fix stuff, but honestly, my assessment is that they should have been doing that every update. Things never should have gotten to the point where they needed to single out an update for the purpose, or even call out that they are doing it on the quarterly summary.
This year we get two companions and PVP content that is "not Cyrodiil" in the 4th quarter. The companions should have been in Update 42. The PVP content is taking the place of an entire DLC, like Infinite Archive, so I have very high expectations. Knock-your-socks-off level expectations.
spartaxoxo wrote: »Just going to directly quote the article here "ZOS says years 1-9 were all about figuring the game out, figuring out what the game is and who wanted to play it.
OtarTheMad wrote: »As someone who very much focusses on lore and stories, it's very noticeable that there was/is a decrease.
Agreed. Dungeon content was cut in half. Zone content was cut by about 1/3rd.
Yes, we got some QoL and bug fix stuff, but honestly, my assessment is that they should have been doing that every update. Things never should have gotten to the point where they needed to single out an update for the purpose, or even call out that they are doing it on the quarterly summary.
This year we get two companions and PVP content that is "not Cyrodiil" in the 4th quarter. The companions should have been in Update 42. The PVP content is taking the place of an entire DLC, like Infinite Archive, so I have very high expectations. Knock-your-socks-off level expectations.
While I can see your point for sure, to be fair to ZOS, this new yearly format was a good decision so that the map didn’t fill up quickly. I also doubt it’s a permanent change.
OtarTheMad wrote: »As someone who very much focusses on lore and stories, it's very noticeable that there was/is a decrease.
Agreed. Dungeon content was cut in half. Zone content was cut by about 1/3rd.
Yes, we got some QoL and bug fix stuff, but honestly, my assessment is that they should have been doing that every update. Things never should have gotten to the point where they needed to single out an update for the purpose, or even call out that they are doing it on the quarterly summary.
This year we get two companions and PVP content that is "not Cyrodiil" in the 4th quarter. The companions should have been in Update 42. The PVP content is taking the place of an entire DLC, like Infinite Archive, so I have very high expectations. Knock-your-socks-off level expectations.
While I can see your point for sure, to be fair to ZOS, this new yearly format was a good decision so that the map didn’t fill up quickly. I also doubt it’s a permanent change.
I do think it is a permanent change. I think they have a new cadence and they will be sticking with it.
I think ESO Plus needs to catch up with their new cadence. It has less value in 2023 and 2024 than it had in earlier years. I know a lot of people like the crafting bag, but I also want the zone content. Right now, ESO Plus is not worth it for the whole year, so all my accounts that have it are currently "canceled".
I am not concerned about the map filling up too quickly. There are things they can do. They can branch out into one of the other continents. They can spend more time in Oblivion.
OtarTheMad wrote: »As someone who very much focusses on lore and stories, it's very noticeable that there was/is a decrease.
Agreed. Dungeon content was cut in half. Zone content was cut by about 1/3rd.
Yes, we got some QoL and bug fix stuff, but honestly, my assessment is that they should have been doing that every update. Things never should have gotten to the point where they needed to single out an update for the purpose, or even call out that they are doing it on the quarterly summary.
This year we get two companions and PVP content that is "not Cyrodiil" in the 4th quarter. The companions should have been in Update 42. The PVP content is taking the place of an entire DLC, like Infinite Archive, so I have very high expectations. Knock-your-socks-off level expectations.
While I can see your point for sure, to be fair to ZOS, this new yearly format was a good decision so that the map didn’t fill up quickly. I also doubt it’s a permanent change.
I do think it is a permanent change. I think they have a new cadence and they will be sticking with it.
I think ESO Plus needs to catch up with their new cadence. It has less value in 2023 and 2024 than it had in earlier years. I know a lot of people like the crafting bag, but I also want the zone content. Right now, ESO Plus is not worth it for the whole year, so all my accounts that have it are currently "canceled".
I am not concerned about the map filling up too quickly. There are things they can do. They can branch out into one of the other continents. They can spend more time in Oblivion.
Darkstorne wrote: »Story Mode for Dungeons - I think this one is pretty simple tbh. Allow us to take a full party of Companions with us into dungeons. Normal mode is already pretty easy to solo, and allowing three Companions to join us in solo mode would mean we can have a full setup of DPS, tank, and healer, and a guaranteed ~30k DPS before the player's DPS is factored in. It also provides a solid reason for us to level and gear multiple companions rather than picking only one of the 6 (soon to be 8) available and ignoring the rest.
This exact model already works really well in FF14 and is incredibly popular among solo players there. ESO already has the hard part done for this (the companions themselves) and just needs to figure out a system for letting us choose to use multiple at once in group-designed situations (still limit to one in overland content). Then just tweak the few dungeons that have progression locks currently due to group puzzles.
Twohothardware wrote: »1. ZOS knows we want cross-save but they won't promise anything.
At least this wasn't a flat out no plans answer. ESO really needs Crossplay or at least some form of cross save because the game has way too large of an investment in time and money to just expect players to start over from zero if they want to change platform and you also can't play with friends on other platforms like you can other competing games.
Twohothardware wrote: »1. ZOS knows we want cross-save but they won't promise anything.
At least this wasn't a flat out no plans answer. ESO really needs Crossplay or at least some form of cross save because the game has way too large of an investment in time and money to just expect players to start over from zero if they want to change platform and you also can't play with friends on other platforms like you can other competing games.
So they needed 7 years of development and 9 years for game to be online to "figure the game out"? These excuses are getting more and more silly every year.
SilverBride wrote: »I just hope they give us the option to skip the Companion unlocking quests once we've completed it on one character. These quests keep getting longer and longer and less enjoyable.
SilverBride wrote: »I just hope they give us the option to skip the Companion unlocking quests once we've completed it on one character. These quests keep getting longer and longer and less enjoyable.
Its almost like there is a need for more engaging content. Huh.
Darkstorne wrote: »Story Mode for Dungeons - I think this one is pretty simple tbh. Allow us to take a full party of Companions with us into dungeons. Normal mode is already pretty easy to solo, and allowing three Companions to join us in solo mode would mean we can have a full setup of DPS, tank, and healer, and a guaranteed ~30k DPS before the player's DPS is factored in. It also provides a solid reason for us to level and gear multiple companions rather than picking only one of the 6 (soon to be 8) available and ignoring the rest.
This exact model already works really well in FF14 and is incredibly popular among solo players there. ESO already has the hard part done for this (the companions themselves) and just needs to figure out a system for letting us choose to use multiple at once in group-designed situations (still limit to one in overland content). Then just tweak the few dungeons that have progression locks currently due to group puzzles.
I don’t think it’s that simple. Although your general premise I do agree with.
They will have to program different ai for each of the roles. A tank needs to rush in, while a healer needs to hang back.
Right now I can seriously see the companions clumping up and all attacking the same mob.
In other words the companions need to act as a group and not a bunch of companions not understanding there are other group members.
SilverBride wrote: »SilverBride wrote: »I just hope they give us the option to skip the Companion unlocking quests once we've completed it on one character. These quests keep getting longer and longer and less enjoyable.
Its almost like there is a need for more engaging content. Huh.
There is plenty of engaging content.
But companions have a lot of account bound features already, such as their level, their gear and skills, the outfits they wear etc.. Players should have the option to unlock these without the quests again, just like they already can with the Tales of Tribute tutorial.
cyclonus11 wrote: »SIEGE STACKING
Fata1moose wrote: »The note on vet overland is massively disappointing. I hope they reconsider it as a priority. I know I’d find the chapters much more enjoyable with vet overland and I know I’m not alone.
Hopefully one day. 😔
SilverBride wrote: »SilverBride wrote: »I just hope they give us the option to skip the Companion unlocking quests once we've completed it on one character. These quests keep getting longer and longer and less enjoyable.
Its almost like there is a need for more engaging content. Huh.
There is plenty of engaging content.
But companions have a lot of account bound features already, such as their level, their gear and skills, the outfits they wear etc.. Players should have the option to unlock these without the quests again, just like they already can with the Tales of Tribute tutorial.
Yeah, its great when there are options.
SilverBride wrote: »SilverBride wrote: »I just hope they give us the option to skip the Companion unlocking quests once we've completed it on one character. These quests keep getting longer and longer and less enjoyable.
Its almost like there is a need for more engaging content. Huh.
There is plenty of engaging content.
But companions have a lot of account bound features already, such as their level, their gear and skills, the outfits they wear etc.. Players should have the option to unlock these without the quests again, just like they already can with the Tales of Tribute tutorial.