SilverBride wrote: »SilverBride wrote: »Players come and go for a lot of reasons. This is just how MMOs work. A game doesn't fail because some players leave, as long as there are also new players joining.
We don't know why every player left and I very seriously doubt they all went just because overland was too easy. Most of the time when a player moves on it's because of burnout from doing the same thing for a long time. Just changing one thing the player doesn't like won't bring them back because the burnout is still there.
I seriously doubt that anything that is done to increase overland difficulty will result in a big influx of returning players.
"changing one thing" is pretty reductive. I'm sure there are plenty of people, and I include myself among them, who consider overland to be the actual TES experience that this game provides. It's the kind of content that a lot of people who have played TES games in the past expect when they come to this game. I have no doubt that many TES fans who turned up the difficulty in older games have felt that ESO's insignificant overland challenge isn't enough to keep them engaged, and so they leave unsatisfied. Even if some of them don't return, I'm betting that if word gets out that the game might actually be fun for them again, a lot of them could come back. MMOs are funny like that, they tend to stay in the back of an ex-player's mind, even years after they've stopped playing. There are definitely those who would be drawn back with some good news.
And we also have to consider prospective players who might otherwise leave if their interests aren't accounted for.
I'm just saying that their experiment to increase overland difficulty has led to the belief that this is going to result in a huge amount of players coming back to the game, or coming in as new players. But I don't believe that will happen.
For one, if they don't increase the difficulty a LOT it's not going to satisfy those that want more difficulty.
But if they do increase the difficulty a LOT they will lose a LOT of players. Way more than they would gain, in my opinion.
That is why I don't believe that their experiment to increase general overland difficulty is going to be the great change that some may be expecting.
I don't believe anyone expects that a huge number of players will return to the game. Some probably will, maybe quite a few, but it's not as if anyone is expecting peak numbers because of a change like this. Not ZOS, certainly, and I don't think anyone here is either. It's just something a lot of players have asked for over the years and ZOS now has the ability to address it.
SilverBride wrote: »SilverBride wrote: »Players come and go for a lot of reasons. This is just how MMOs work. A game doesn't fail because some players leave, as long as there are also new players joining.
We don't know why every player left and I very seriously doubt they all went just because overland was too easy. Most of the time when a player moves on it's because of burnout from doing the same thing for a long time. Just changing one thing the player doesn't like won't bring them back because the burnout is still there.
I seriously doubt that anything that is done to increase overland difficulty will result in a big influx of returning players.
"changing one thing" is pretty reductive. I'm sure there are plenty of people, and I include myself among them, who consider overland to be the actual TES experience that this game provides. It's the kind of content that a lot of people who have played TES games in the past expect when they come to this game. I have no doubt that many TES fans who turned up the difficulty in older games have felt that ESO's insignificant overland challenge isn't enough to keep them engaged, and so they leave unsatisfied. Even if some of them don't return, I'm betting that if word gets out that the game might actually be fun for them again, a lot of them could come back. MMOs are funny like that, they tend to stay in the back of an ex-player's mind, even years after they've stopped playing. There are definitely those who would be drawn back with some good news.
And we also have to consider prospective players who might otherwise leave if their interests aren't accounted for.
I'm just saying that their experiment to increase overland difficulty has led to the belief that this is going to result in a huge amount of players coming back to the game, or coming in as new players. But I don't believe that will happen.
For one, if they don't increase the difficulty a LOT it's not going to satisfy those that want more difficulty.
But if they do increase the difficulty a LOT they will lose a LOT of players. Way more than they would gain, in my opinion.
That is why I don't believe that their experiment to increase general overland difficulty is going to be the great change that some may be expecting.
I don't believe anyone expects that a huge number of players will return to the game. Some probably will, maybe quite a few, but it's not as if anyone is expecting peak numbers because of a change like this. Not ZOS, certainly, and I don't think anyone here is either. It's just something a lot of players have asked for over the years and ZOS now has the ability to address it.
"if they don't increase the difficulty a LOT it's not going to satisfy those that want more difficulty."
I don't expect the difficulty to increase to anything like a veteran dungeon level, but I do expect the game to provide an adequate level of resistance beyond the sensation of a light breeze wafting across my cheek. I think you're setting your expectations a little too high. Anyway, in an ideal world we'll be able to choose.
"But if they do increase the difficulty a LOT they will lose a LOT of players."
Assuming that it's going to be mandatory, which I don't think there is any reason to do. Even you have argued against that perspective, and not very long ago.
SilverBride wrote: »I don't believe anyone expects that a huge number of players will return to the game. Some probably will, maybe quite a few, but it's not as if anyone is expecting peak numbers because of a change like this. Not ZOS, certainly, and I don't think anyone here is either. It's just something a lot of players have asked for over the years and ZOS now has the ability to address it.
One of the biggest arguments that's been presented for increasing overland difficulty is that a lot of former players would return and a lot of new players would come. But I don't see that happening for reasons I've already given.
SilverBride wrote: »SilverBride wrote: »Players come and go for a lot of reasons. This is just how MMOs work. A game doesn't fail because some players leave, as long as there are also new players joining.
We don't know why every player left and I very seriously doubt they all went just because overland was too easy. Most of the time when a player moves on it's because of burnout from doing the same thing for a long time. Just changing one thing the player doesn't like won't bring them back because the burnout is still there.
I seriously doubt that anything that is done to increase overland difficulty will result in a big influx of returning players.
"changing one thing" is pretty reductive. I'm sure there are plenty of people, and I include myself among them, who consider overland to be the actual TES experience that this game provides. It's the kind of content that a lot of people who have played TES games in the past expect when they come to this game. I have no doubt that many TES fans who turned up the difficulty in older games have felt that ESO's insignificant overland challenge isn't enough to keep them engaged, and so they leave unsatisfied. Even if some of them don't return, I'm betting that if word gets out that the game might actually be fun for them again, a lot of them could come back. MMOs are funny like that, they tend to stay in the back of an ex-player's mind, even years after they've stopped playing. There are definitely those who would be drawn back with some good news.
And we also have to consider prospective players who might otherwise leave if their interests aren't accounted for.
I'm just saying that their experiment to increase overland difficulty has led to the belief that this is going to result in a huge amount of players coming back to the game, or coming in as new players. But I don't believe that will happen.
For one, if they don't increase the difficulty a LOT it's not going to satisfy those that want more difficulty.
But if they do increase the difficulty a LOT they will lose a LOT of players. Way more than they would gain, in my opinion.
That is why I don't believe that their experiment to increase general overland difficulty is going to be the great change that some may be expecting.
I don't believe anyone expects that a huge number of players will return to the game. Some probably will, maybe quite a few, but it's not as if anyone is expecting peak numbers because of a change like this. Not ZOS, certainly, and I don't think anyone here is either. It's just something a lot of players have asked for over the years and ZOS now has the ability to address it.
"if they don't increase the difficulty a LOT it's not going to satisfy those that want more difficulty."
I don't expect the difficulty to increase to anything like a veteran dungeon level, but I do expect the game to provide an adequate level of resistance beyond the sensation of a light breeze wafting across my cheek. I think you're setting your expectations a little too high. Anyway, in an ideal world we'll be able to choose.
"But if they do increase the difficulty a LOT they will lose a LOT of players."
Assuming that it's going to be mandatory, which I don't think there is any reason to do. Even you have argued against that perspective, and not very long ago.
I actually came back in part because I heard they were planning on increasing overland difficulty haha. If it's good, I might stay, and if not, I'll probably lose interest and go play some other game again tbh.
DeathStalker wrote: »SilverBride wrote: »SilverBride wrote: »Players come and go for a lot of reasons. This is just how MMOs work. A game doesn't fail because some players leave, as long as there are also new players joining.
We don't know why every player left and I very seriously doubt they all went just because overland was too easy. Most of the time when a player moves on it's because of burnout from doing the same thing for a long time. Just changing one thing the player doesn't like won't bring them back because the burnout is still there.
I seriously doubt that anything that is done to increase overland difficulty will result in a big influx of returning players.
"changing one thing" is pretty reductive. I'm sure there are plenty of people, and I include myself among them, who consider overland to be the actual TES experience that this game provides. It's the kind of content that a lot of people who have played TES games in the past expect when they come to this game. I have no doubt that many TES fans who turned up the difficulty in older games have felt that ESO's insignificant overland challenge isn't enough to keep them engaged, and so they leave unsatisfied. Even if some of them don't return, I'm betting that if word gets out that the game might actually be fun for them again, a lot of them could come back. MMOs are funny like that, they tend to stay in the back of an ex-player's mind, even years after they've stopped playing. There are definitely those who would be drawn back with some good news.
And we also have to consider prospective players who might otherwise leave if their interests aren't accounted for.
I'm just saying that their experiment to increase overland difficulty has led to the belief that this is going to result in a huge amount of players coming back to the game, or coming in as new players. But I don't believe that will happen.
For one, if they don't increase the difficulty a LOT it's not going to satisfy those that want more difficulty.
But if they do increase the difficulty a LOT they will lose a LOT of players. Way more than they would gain, in my opinion.
That is why I don't believe that their experiment to increase general overland difficulty is going to be the great change that some may be expecting.
I don't believe anyone expects that a huge number of players will return to the game. Some probably will, maybe quite a few, but it's not as if anyone is expecting peak numbers because of a change like this. Not ZOS, certainly, and I don't think anyone here is either. It's just something a lot of players have asked for over the years and ZOS now has the ability to address it.
"if they don't increase the difficulty a LOT it's not going to satisfy those that want more difficulty."
I don't expect the difficulty to increase to anything like a veteran dungeon level, but I do expect the game to provide an adequate level of resistance beyond the sensation of a light breeze wafting across my cheek. I think you're setting your expectations a little too high. Anyway, in an ideal world we'll be able to choose.
"But if they do increase the difficulty a LOT they will lose a LOT of players."
Assuming that it's going to be mandatory, which I don't think there is any reason to do. Even you have argued against that perspective, and not very long ago.
I actually came back in part because I heard they were planning on increasing overland difficulty haha. If it's good, I might stay, and if not, I'll probably lose interest and go play some other game again tbh.
I stopped playing completely when they said they were planning on increasing overland difficulty. If they do increase it, even though I've played off and on since beta and spent thousands of dollars on this game, it will be my time to walk away and I will most likely not play anymore at all.
I'm hoping for something, but I'm not too optimistic. About 10 years of ESO tells us that ZOS' approach to difficult content is to keep it localized (world bosses, incursions) or instanced (dungeons, arenas, trials). If either of those worked we would not be having this conversation. And yet I fear that's what we're going to get in one form or another...... again.
I don't think overland content should be made more difficult 'cause it will make it harder for newer and solo players.
If people want a challenge there's PVP and plenty of dungeons and trials specifically for that reason.
I don't think overland content should be made more difficult 'cause it will make it harder for newer and solo players.
colossalvoids wrote: »I don't think overland content should be made more difficult 'cause it will make it harder for newer and solo players.
That's the whole point of it, the optional way to make those players being able to enjoy their time. Vets should take a second sit with this one imo, or have another, more severe option at that. Not being able to get friends to play ESO because the game is a joke is one of the most common things you'd read on the web. Some of us endured, many didn't.
tokeinskyblu wrote: »I hear that they are putting in vet overland soon or something?
Any eta on it?
Me and the Mrs keen as to get back into ESO especially with this sort of update.
For me, it will either be the end of ESO or a new life in this game. April 17 (or whenever PTS is there...) will make it clear.
SilverBride wrote: »I don't believe anyone expects that a huge number of players will return to the game. Some probably will, maybe quite a few, but it's not as if anyone is expecting peak numbers because of a change like this. Not ZOS, certainly, and I don't think anyone here is either. It's just something a lot of players have asked for over the years and ZOS now has the ability to address it.
One of the biggest arguments that's been presented for increasing overland difficulty is that a lot of former players would return and a lot of new players would come. But I don't see that happening for reasons I've already given.
Franchise408 wrote: »I don't think this change is going to end up being significant enough one way or another to be a boom or bust.
I'm not expecting anything optional. This game isn't very good at optional....
spartaxoxo wrote: »
I'm not expecting anything optional. This game isn't very good at optional....
The content creator teased optional. But who knows. I really hope that it is so that people who enjoy the current experience can continue to enjoy it. Also, I think having it be optional gives them a lot more wriggle room in making it something that will actually be enjoyable to those of us who enjoy other challenging content in the game. It just makes the most sense. But, again, who knows what they will do! Fingers crossed.
Red_Feather wrote: »On one of Rich Lambert's streams I suggested that beating the main villain of an expansion unlocks a curse on your account depending on the villain. Each curse unlocked adds a new layer to combat in the overland. And if you don't want a curse just go to a Shrine to toggle it off. I've posted about it so many times on the forums over the years and it never got traction, but I honestly feel it would please so many people.
How many creative curses could you come up with? Have fun with it.
edit: If you ever played the Division 2 game, it's known as 'directives' there. I use a few directives when playing as they make combat WAY more interesting. I like the Ragers, Fragile Armour, Fog of War, Cool Skills, Scavenged Skills and Special Ammo directives. But there is way more than that! They rotate 5 togglable directives each week for general PVE, and only certain game modes have all existing directives available to toggle on/off to make things pretty wild.
I don't think overland content should be made more difficult 'cause it will make it harder for newer and solo players.
If people want a challenge there's PVP and plenty of dungeons and trials specifically for that reason.