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Overland Content Feedback Thread

  • loveeso
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    loveeso wrote: »
    Excited to see ZOS finally working on overland difficulty options—especially with multiple levels. Great move.

    If you’re aiming to avoid separate instances and leaning toward a system like LotRO’s landscape difficulty (which works well overall), I hope you’ll address one key issue:
    Players on lower difficulty shouldn’t be able to undermine the experience for those on higher difficulty by one-shotting enemies already engaged in tougher combat.

    Two potential solutions come to mind:

    1. Enraged Tagging System
    Once an enemy is attacked by someone on higher difficulty, it becomes visibly “enraged” or marked. Anyone who joins the fight is automatically pulled into that difficulty tier for that encounter. This keeps the challenge intact and avoids trivializing the fight.

    2. Ghost Phase System
    To players not on the higher difficulty, those enemies appear as ghostly, semi-transparent figures—like phantoms in Dark Souls. They’re untouchable and don’t interfere with normal spawns, which continue as usual for lower-difficulty players.
    This could actually look stunning in-game: seeing others locked in intense battles with spectral foes while you engage your own tier.

    Either approach would preserve immersion and prevent cross-tier interference. Just hoping ZOS nails the implementation so difficulty feels meaningful without fragmenting the world.

    Importantly, this kind of system doesn’t just protect higher-difficulty players from having their challenge spoiled—it also prevents abuse.
    Without safeguards, players could switch to high difficulty and let a friend on minimum difficulty tank and kill enemies for them, farming high-tier rewards without actually engaging with the challenge. That would undermine the whole point.

    And let’s be honest: if higher difficulty doesn’t offer meaningful rewards, most players won’t bother. They’ll just switch to another game where challenge and reward go hand-in-hand.

    I do not understand how it would work. Let's say player A on higher difficulty engages a boss and it becomes enraged or ghost phased. Then, comes player B on lower difficulty. Does it mean that player B has to wait for the player A to finish because the boss is simply unavailable because it's in a ghost phase or at the difficulty higher than player B wants (enraged). How would it be fair to make player B to wait? How would one prevent higher difficulty player from camping mobs and denying them for the lower level players in this case?

    You wrote "They’re untouchable and don’t interfere with normal spawns, which continue as usual for lower-difficulty players." Would we see two bosses at the same location - one ghost phased and another not? That would be really weird.

    Yes—level-0 players would see their own mobs and bosses as normal, while the Heroic+2 enemies (for the sake off this example: that's LotRO’s highest landscape difficulty) would appear ghost-phased.

    Conversely, players in the Heroic+2 group would see their enemies in full detail, while level 0 mobs and bosses would appear ghost-phased to them.

    I.e. No one would have to wait.
    Edited by loveeso on 18 September 2025 10:31
    MMOs: ESO (PS & PC), GW2 (😍) & Souls/Elden (😍)
  • loveeso
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    Recent wrote: »
    My main issue with this topic is that overland includes dailies and resource farming and treasure maps/surveys and antiquities...when you are in a rush to get those things done you don't want to spend so much time fighting off mobs.

    I dont know about you guys but I let my surveys accumulated before going out and doing them and when I do them I get annoyed by how many of those are far from the wayshrines...so time consuming when I have so many other eso activities I want to engage in.

    I find the difficult setting as a toggle a bit much for zos to deal with when there is less content coming out as is. Like someone mentioned, they would have to change the entire game.

    I have issue with players wanting more challenging content as long as my content ive paid for over 10 yrs doesn't change to feeling again like a completely new game. Im trying to adjust to subclassing. Give me a break please.

    Oh, in the second implementation I described, nothing would change for you—aside from occasionally seeing ghost-phased figures and players battling them. You’d still be mapping / zoning as usual.

    In fact, having others on different difficulty tiers could actually make things easier. Fewer players competing for your tier delve or public dungeon bosses means less chance of arriving just in time to find someone standing over a freshly killed boss and having to wait around for a respawn.
    MMOs: ESO (PS & PC), GW2 (😍) & Souls/Elden (😍)
  • colossalvoids
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    I honestly can't see a world where anything complex would be implemented, especially if it creates something visually weird and potentially confusing for new players, being still their target audience. They just do not do that as a company, all the features ar based on something we already have in essence. It's most probably either a debuff or enrage system, both are already in the game so it's the easiest way to go but in the end one side would get a short end of the stick as we already know they still insisting on not separating players by their interests. So either new players would finish bosses in couple hits or they would be joining an enraged monster that would one shot them, none of those experiences sounds good tbh. I'd be glad proven wrong on all of that, just my 2 cents.
  • loveeso
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    I honestly can't see a world where anything complex would be implemented, especially if it creates something visually weird and potentially confusing for new players, being still their target audience. They just do not do that as a company, all the features ar based on something we already have in essence. It's most probably either a debuff or enrage system, both are already in the game so it's the easiest way to go but in the end one side would get a short end of the stick as we already know they still insisting on not separating players by their interests. So either new players would finish bosses in couple hits or they would be joining an enraged monster that would one shot them, none of those experiences sounds good tbh. I'd be glad proven wrong on all of that, just my 2 cents.


    Both options rely on mechanisms that are already there. For example, option 2:

    1. Simple debuff on players: the higher the difficulty, the bigger the debuff on the player (this is how they have done it in LotRO, it seems)
    2. Existing enemies—no need to create anything new.
    3. The mechanism of spawning enemies—already there.
    4. No collision detection and mobs ignoring your attacks (for enemies not on your difficulty tier) —both mechanisms already implemented in game.
    5. Making models semitransparent / ghostlike—also already there.

    All of this is technically feasible—it’s just a matter of integrating the pieces that are already there. Will ZOS do it? We’ll see. If not, or if they don’t come up with something better, no hard feelings. But let’s be honest: players who are tired of the current state will move on. So many of my friends already have. I myself play ESO less and less—probably should’ve cancelled ESO+ a while ago.
    MMOs: ESO (PS & PC), GW2 (😍) & Souls/Elden (😍)
  • spartaxoxo
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    Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into someone who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.

    Personally, I'd expect sharing to be annoying at first when everyone is flooding the zone to try the new stuff. And then for excitement to die down and things to proceed how they already do on overland. You only occasionally run into someone on the same quest.
    Edited by spartaxoxo on 18 September 2025 12:19
  • loveeso
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    spartaxoxo wrote: »
    Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.

    They’re not standing in the same spot during combat—mobs and players move constantly. As mentioned earlier, the alternate copy only appears when a player from a different difficulty tier approaches.

    Ghost-phased figures don’t break immersion. If anything, they enhance it—just look at how well it works in Souls games.

    And if that’s a dealbreaker for your immersion, let’s be honest: ESO already breaks it in far more jarring ways. Players chatting with NPCs you can’t see, enemies you just killed respawning like nothing happened, heroic actions that leave zero impact on the world… 😉
    This isn’t Mass Effect. The immersion ship sailed long ago—and it wasn’t even a lore-friendly ship. 😉
    MMOs: ESO (PS & PC), GW2 (😍) & Souls/Elden (😍)
  • spartaxoxo
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    loveeso wrote: »
    spartaxoxo wrote: »
    Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.

    They’re not standing in the same spot during combat—mobs and players move constantly. As mentioned earlier, the alternate copy only appears when a player from a different difficulty tier approaches.

    Ghost-phased figures don’t break immersion. If anything, they enhance it—just look at how well it works in Souls games.

    And if that’s a dealbreaker for your immersion, let’s be honest: ESO already breaks it in far more jarring ways. Players chatting with NPCs you can’t see, enemies you just killed respawning like nothing happened, heroic actions that leave zero impact on the world… 😉
    This isn’t Mass Effect. The immersion ship sailed long ago—and it wasn’t even a lore-friendly ship. 😉

    The souls games I have played had other players be ghosts not enemies.

    I don't recall ever seeing a player chatting with an NPC I couldn't see. Respawning enemies are a normal part of games. Heroic actions do leave an impact narratively and sometimes we even get to see it, which is my favorite.

    The immersion ship is very much still here. And the story is the most popular piece of content in the game.
  • loveeso
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    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.

    They’re not standing in the same spot during combat—mobs and players move constantly. As mentioned earlier, the alternate copy only appears when a player from a different difficulty tier approaches.

    Ghost-phased figures don’t break immersion. If anything, they enhance it—just look at how well it works in Souls games.

    And if that’s a dealbreaker for your immersion, let’s be honest: ESO already breaks it in far more jarring ways. Players chatting with NPCs you can’t see, enemies you just killed respawning like nothing happened, heroic actions that leave zero impact on the world… 😉
    This isn’t Mass Effect. The immersion ship sailed long ago—and it wasn’t even a lore-friendly ship. 😉

    The souls games I have played had other players be ghosts not enemies.

    I don't recall ever seeing a player chatting with an NPC I couldn't see. Respawning enemies are a normal part of games. Heroic actions do leave an impact narratively and sometimes we even get to see it, which is my favorite.

    The immersion ship is very much still here. And the story is the most popular piece of content in the game.

    Re: Souls—other players, enemies… what’s the difference in this context? There were such enemies and even ghost-phased NPCs you couldn’t attack or interact with under certain conditions. That you didn't encounter them or don't remember doesn't change the fact.

    Anyway, fair enough. Glad you feel immersed and impactful in ESO. Some of us just measure “impact” differently—and that's okay. You do you 🙂
    MMOs: ESO (PS & PC), GW2 (😍) & Souls/Elden (😍)
  • spartaxoxo
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    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.

    They’re not standing in the same spot during combat—mobs and players move constantly. As mentioned earlier, the alternate copy only appears when a player from a different difficulty tier approaches.

    Ghost-phased figures don’t break immersion. If anything, they enhance it—just look at how well it works in Souls games.

    And if that’s a dealbreaker for your immersion, let’s be honest: ESO already breaks it in far more jarring ways. Players chatting with NPCs you can’t see, enemies you just killed respawning like nothing happened, heroic actions that leave zero impact on the world… 😉
    This isn’t Mass Effect. The immersion ship sailed long ago—and it wasn’t even a lore-friendly ship. 😉

    The souls games I have played had other players be ghosts not enemies.

    I don't recall ever seeing a player chatting with an NPC I couldn't see. Respawning enemies are a normal part of games. Heroic actions do leave an impact narratively and sometimes we even get to see it, which is my favorite.

    The immersion ship is very much still here. And the story is the most popular piece of content in the game.

    Re: Souls—other players, enemies… what’s the difference in this context? There were such enemies and even ghost-phased NPCs you couldn’t attack or interact with under certain conditions. That you didn't encounter them or don't remember doesn't change the fact.

    Anyway, fair enough. Glad you feel immersed and impactful in ESO. Some of us just measure “impact” differently—and that's okay. You do you 🙂

    The difference is, for example, when I run into a boss that I struggle with, I can call a stronger ghost to help me rather than having to watch a stronger ghost make mince meat of my bosses doppelganger while I sit there feeling dumb. And in this game, it would mean that stronger player wouldn't be able to help me either. So, let's say I'm a new player and I sit around waiting for someone to help me kill a boss. It takes 15 minutes and then the person runs up and attacks and suddenly they're both ghosts. And now I gotta wait even longer while watching a fight I can't participate in. That would feel pretty lame.
    Edited by spartaxoxo on 18 September 2025 13:01
  • loveeso
    loveeso
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    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.

    They’re not standing in the same spot during combat—mobs and players move constantly. As mentioned earlier, the alternate copy only appears when a player from a different difficulty tier approaches.

    Ghost-phased figures don’t break immersion. If anything, they enhance it—just look at how well it works in Souls games.

    And if that’s a dealbreaker for your immersion, let’s be honest: ESO already breaks it in far more jarring ways. Players chatting with NPCs you can’t see, enemies you just killed respawning like nothing happened, heroic actions that leave zero impact on the world… 😉
    This isn’t Mass Effect. The immersion ship sailed long ago—and it wasn’t even a lore-friendly ship. 😉

    The souls games I have played had other players be ghosts not enemies.

    I don't recall ever seeing a player chatting with an NPC I couldn't see. Respawning enemies are a normal part of games. Heroic actions do leave an impact narratively and sometimes we even get to see it, which is my favorite.

    The immersion ship is very much still here. And the story is the most popular piece of content in the game.

    Re: Souls—other players, enemies… what’s the difference in this context? There were such enemies and even ghost-phased NPCs you couldn’t attack or interact with under certain conditions. That you didn't encounter them or don't remember doesn't change the fact.

    Anyway, fair enough. Glad you feel immersed and impactful in ESO. Some of us just measure “impact” differently—and that's okay. You do you 🙂

    The difference is, for example, when I run into a boss that I struggle with, I can call a stronger ghost to help me rather than having to watch a stronger ghost make mince meat of my bosses doppelganger while I sit there feeling dumb. And in this game, it would mean that stronger player wouldn't be able to help me either. So, let's say I'm a new player and I sit around waiting for someone to help me kill a boss. It takes 15 minutes and then the person runs up and attacks and suddenly they're both ghosts. And now I gotta wait even longer while watching a fight I can't participate in. That would feel pretty lame.

    It looks like you didn’t read my earlier comments before replying. The scenario you just described wouldn’t happen—you wouldn’t end up waiting.

    Re. Souls: we are also talking about two different things.
    MMOs: ESO (PS & PC), GW2 (😍) & Souls/Elden (😍)
  • spartaxoxo
    spartaxoxo
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    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.

    They’re not standing in the same spot during combat—mobs and players move constantly. As mentioned earlier, the alternate copy only appears when a player from a different difficulty tier approaches.

    Ghost-phased figures don’t break immersion. If anything, they enhance it—just look at how well it works in Souls games.

    And if that’s a dealbreaker for your immersion, let’s be honest: ESO already breaks it in far more jarring ways. Players chatting with NPCs you can’t see, enemies you just killed respawning like nothing happened, heroic actions that leave zero impact on the world… 😉
    This isn’t Mass Effect. The immersion ship sailed long ago—and it wasn’t even a lore-friendly ship. 😉

    The souls games I have played had other players be ghosts not enemies.

    I don't recall ever seeing a player chatting with an NPC I couldn't see. Respawning enemies are a normal part of games. Heroic actions do leave an impact narratively and sometimes we even get to see it, which is my favorite.

    The immersion ship is very much still here. And the story is the most popular piece of content in the game.

    Re: Souls—other players, enemies… what’s the difference in this context? There were such enemies and even ghost-phased NPCs you couldn’t attack or interact with under certain conditions. That you didn't encounter them or don't remember doesn't change the fact.

    Anyway, fair enough. Glad you feel immersed and impactful in ESO. Some of us just measure “impact” differently—and that's okay. You do you 🙂

    The difference is, for example, when I run into a boss that I struggle with, I can call a stronger ghost to help me rather than having to watch a stronger ghost make mince meat of my bosses doppelganger while I sit there feeling dumb. And in this game, it would mean that stronger player wouldn't be able to help me either. So, let's say I'm a new player and I sit around waiting for someone to help me kill a boss. It takes 15 minutes and then the person runs up and attacks and suddenly they're both ghosts. And now I gotta wait even longer while watching a fight I can't participate in. That would feel pretty lame.

    It looks like you didn’t read my earlier comments before replying. The scenario you just described wouldn’t happen—you wouldn’t end up waiting.

    Re. Souls: we are also talking about two different things.

    I did read. You said it would be still be spawned. I'm saying if I needed help, I would be waiting. And then another person arrived but they can't help me because they're on a different setting. An enemy being able to be attacked when I'm not able to kill it by myself is meaningless in that scenario.

    The others ghosts I see in souls is PvP.
    Edited by spartaxoxo on 18 September 2025 13:42
  • loveeso
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    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.

    They’re not standing in the same spot during combat—mobs and players move constantly. As mentioned earlier, the alternate copy only appears when a player from a different difficulty tier approaches.

    Ghost-phased figures don’t break immersion. If anything, they enhance it—just look at how well it works in Souls games.

    And if that’s a dealbreaker for your immersion, let’s be honest: ESO already breaks it in far more jarring ways. Players chatting with NPCs you can’t see, enemies you just killed respawning like nothing happened, heroic actions that leave zero impact on the world… 😉
    This isn’t Mass Effect. The immersion ship sailed long ago—and it wasn’t even a lore-friendly ship. 😉

    The souls games I have played had other players be ghosts not enemies.

    I don't recall ever seeing a player chatting with an NPC I couldn't see. Respawning enemies are a normal part of games. Heroic actions do leave an impact narratively and sometimes we even get to see it, which is my favorite.

    The immersion ship is very much still here. And the story is the most popular piece of content in the game.

    Re: Souls—other players, enemies… what’s the difference in this context? There were such enemies and even ghost-phased NPCs you couldn’t attack or interact with under certain conditions. That you didn't encounter them or don't remember doesn't change the fact.

    Anyway, fair enough. Glad you feel immersed and impactful in ESO. Some of us just measure “impact” differently—and that's okay. You do you 🙂

    The difference is, for example, when I run into a boss that I struggle with, I can call a stronger ghost to help me rather than having to watch a stronger ghost make mince meat of my bosses doppelganger while I sit there feeling dumb. And in this game, it would mean that stronger player wouldn't be able to help me either. So, let's say I'm a new player and I sit around waiting for someone to help me kill a boss. It takes 15 minutes and then the person runs up and attacks and suddenly they're both ghosts. And now I gotta wait even longer while watching a fight I can't participate in. That would feel pretty lame.

    It looks like you didn’t read my earlier comments before replying. The scenario you just described wouldn’t happen—you wouldn’t end up waiting.

    Re. Souls: we are also talking about two different things.

    I did read. You said it would be still be spawned. I'm saying if I needed help, I would be waiting. And then another person arrived but they can't help me because they're on a different setting. An enemy being able to be attacked when I'm not able to kill it by myself is meaningless in that scenario.

    The others ghosts I see in souls is PvP.

    Well, that’s not what I wrote.

    Not being able to solo an overland enemy in ESO? Honestly, having enemies like that would be a welcome change :)
    Still, there’s no reason to deny higher-skilled players a meaningful challenge just to force them into easy mode for the sake of helping with content others can’t handle without them.

    Anyway—no hard feelings. Hope you have a great rest of the week 🙂
    MMOs: ESO (PS & PC), GW2 (😍) & Souls/Elden (😍)
  • spartaxoxo
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    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.

    They’re not standing in the same spot during combat—mobs and players move constantly. As mentioned earlier, the alternate copy only appears when a player from a different difficulty tier approaches.

    Ghost-phased figures don’t break immersion. If anything, they enhance it—just look at how well it works in Souls games.

    And if that’s a dealbreaker for your immersion, let’s be honest: ESO already breaks it in far more jarring ways. Players chatting with NPCs you can’t see, enemies you just killed respawning like nothing happened, heroic actions that leave zero impact on the world… 😉
    This isn’t Mass Effect. The immersion ship sailed long ago—and it wasn’t even a lore-friendly ship. 😉

    The souls games I have played had other players be ghosts not enemies.

    I don't recall ever seeing a player chatting with an NPC I couldn't see. Respawning enemies are a normal part of games. Heroic actions do leave an impact narratively and sometimes we even get to see it, which is my favorite.

    The immersion ship is very much still here. And the story is the most popular piece of content in the game.

    Re: Souls—other players, enemies… what’s the difference in this context? There were such enemies and even ghost-phased NPCs you couldn’t attack or interact with under certain conditions. That you didn't encounter them or don't remember doesn't change the fact.

    Anyway, fair enough. Glad you feel immersed and impactful in ESO. Some of us just measure “impact” differently—and that's okay. You do you 🙂

    The difference is, for example, when I run into a boss that I struggle with, I can call a stronger ghost to help me rather than having to watch a stronger ghost make mince meat of my bosses doppelganger while I sit there feeling dumb. And in this game, it would mean that stronger player wouldn't be able to help me either. So, let's say I'm a new player and I sit around waiting for someone to help me kill a boss. It takes 15 minutes and then the person runs up and attacks and suddenly they're both ghosts. And now I gotta wait even longer while watching a fight I can't participate in. That would feel pretty lame.

    It looks like you didn’t read my earlier comments before replying. The scenario you just described wouldn’t happen—you wouldn’t end up waiting.

    Re. Souls: we are also talking about two different things.

    I did read. You said it would be still be spawned. I'm saying if I needed help, I would be waiting. And then another person arrived but they can't help me because they're on a different setting. An enemy being able to be attacked when I'm not able to kill it by myself is meaningless in that scenario.

    The others ghosts I see in souls is PvP.

    Well, that’s not what I wrote.

    Not being able to solo an overland enemy in ESO? Honestly, having enemies like that would be a welcome change :)
    Still, there’s no reason to deny higher-skilled players a meaningful challenge just to force them into easy mode for the sake of helping with content others can’t handle without them.

    Anyway—no hard feelings. Hope you have a great rest of the week 🙂

    What do you mean by you wouldn't have to wait if not the enemies would not be spawned by both players then? Sorry. Just a bit confused then, genuine question.

    Lots of options to provide vet players with stuff while still keeping same instance imo. I agree that vets should have difficulty options. 🙂
  • shadoza
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    Sharp as Night loves fishing. This day, I noticed he stood by and watched while I fished. Can we not convince him that he can drop a line in as well?
  • mdjessup4906
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    This could actually look stunning in-game: seeing others locked in intense battles with spectral foes while you engage your own tier.

    This is legit lore friendly given eso's whole multidimensional not!dragonbreak thing going on.
  • mdjessup4906
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    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    loveeso wrote: »
    spartaxoxo wrote: »
    Two copies of the same enemy at the same spot and players can only interact with one sounds way more immersion breaking than occasionally running into who is hitting harder than you in a multiplayer setting, imo. Then again, because this isn't a single player game, I don't expect to always be the strongest on the map.

    They’re not standing in the same spot during combat—mobs and players move constantly. As mentioned earlier, the alternate copy only appears when a player from a different difficulty tier approaches.

    Ghost-phased figures don’t break immersion. If anything, they enhance it—just look at how well it works in Souls games.

    And if that’s a dealbreaker for your immersion, let’s be honest: ESO already breaks it in far more jarring ways. Players chatting with NPCs you can’t see, enemies you just killed respawning like nothing happened, heroic actions that leave zero impact on the world… 😉
    This isn’t Mass Effect. The immersion ship sailed long ago—and it wasn’t even a lore-friendly ship. 😉

    The souls games I have played had other players be ghosts not enemies.

    I don't recall ever seeing a player chatting with an NPC I couldn't see. Respawning enemies are a normal part of games. Heroic actions do leave an impact narratively and sometimes we even get to see it, which is my favorite.

    The immersion ship is very much still here. And the story is the most popular piece of content in the game.

    Re: Souls—other players, enemies… what’s the difference in this context? There were such enemies and even ghost-phased NPCs you couldn’t attack or interact with under certain conditions. That you didn't encounter them or don't remember doesn't change the fact.

    Anyway, fair enough. Glad you feel immersed and impactful in ESO. Some of us just measure “impact” differently—and that's okay. You do you 🙂

    The difference is, for example, when I run into a boss that I struggle with, I can call a stronger ghost to help me rather than having to watch a stronger ghost make mince meat of my bosses doppelganger while I sit there feeling dumb. And in this game, it would mean that stronger player wouldn't be able to help me either. So, let's say I'm a new player and I sit around waiting for someone to help me kill a boss. It takes 15 minutes and then the person runs up and attacks and suddenly they're both ghosts. And now I gotta wait even longer while watching a fight I can't participate in. That would feel pretty lame.

    It looks like you didn’t read my earlier comments before replying. The scenario you just described wouldn’t happen—you wouldn’t end up waiting.

    Re. Souls: we are also talking about two different things.

    I did read. You said it would be still be spawned. I'm saying if I needed help, I would be waiting. And then another person arrived but they can't help me because they're on a different setting. An enemy being able to be attacked when I'm not able to kill it by myself is meaningless in that scenario.

    The others ghosts I see in souls is PvP.

    Well, that’s not what I wrote.

    Not being able to solo an overland enemy in ESO? Honestly, having enemies like that would be a welcome change :)
    Still, there’s no reason to deny higher-skilled players a meaningful challenge just to force them into easy mode for the sake of helping with content others can’t handle without them.

    Anyway—no hard feelings. Hope you have a great rest of the week 🙂

    If a hardmode player shows up to a normal-instancd player who's having trouble with some quest boss, (something ive helped out with several times), world boss, etc with no wierd conditions (or pay to play ugh) attached, they could just flip off the hm and help the guy out.
    Edited by mdjessup4906 on 19 September 2025 19:53
  • SilverBride
    SilverBride
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    How will any player know which difficulty option any other player has chosen unless they ask them? I doubt it will be obvious just by looking at them.
    Edited by SilverBride on 19 September 2025 20:09
    PCNA
  • mdjessup4906
    mdjessup4906
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    How will any player know which difficulty option any other player has chosen unless they ask them? I doubt it will be obvious just by looking at them.

    Whisper?

    Or /say even. Zone chat? Why would that need to be locked?
    Edited by mdjessup4906 on 19 September 2025 20:54
  • SilverBride
    SilverBride
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    How will any player know which difficulty option any other player has chosen unless they ask them? I doubt it will be obvious just by looking at them.

    Whisper?

    A whisper would be asking them. But if 2 players of different difficulties are engaging the same mob how would they know the other player had chosen a different difficulty? I don't think it will be obvious to others.
    PCNA
  • mdjessup4906
    mdjessup4906
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    Zone chat:

    "Can someone help with [wb]"
    "X. What level u on?"
    "Normal, I think?"
    "K"
    (3 dps group waiting for a tank to q all flip their overland toggle to norm and help a guy out.)
    (Boss ded)
    "Thanks!"
    "np:)"
  • SilverBride
    SilverBride
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    I seriously doubt the mobs will change regardless of the difficulty the player chooses. Not if we are all going to be in the same world, which they stated we will be. I suspect that it is the player that will change to the difficulty level they choose.

    I doubt that players of higher difficulties would have to change anything to help lower difficulty players, just like higher level players don't have to remove their gear and skills to help a lower level player now.
    Edited by SilverBride on 19 September 2025 21:53
    PCNA
  • Lysorris
    Lysorris
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    I was questing on my new Warden which I spent a lot of money on Crates to dress up (bought every set of crates since I started). I was shocked to see that while questing I fought one of AD NPC monsters - but this time was it quest "boss" that died form one hit form my Deep Fissure and one hit of Flurry that I bought skill skin to (<3). I would love to hit "boss" monsters more than once - even normal monster (all AD are, Glory to DC!) with my skins, I would even buy every skin (I already did buy) to hit things with it - me a simple man. I wouldn't even know that this monster was a boss with unique name if not form him to respawn just after I finished reading eclectic memory.

    I can't help but wonder... are I just that good? Or is Tamriel secretly just a very well-designed theme park where everything is just a little too easy? And if the monsters are all this breezy, where's the real drama? Where's the spark?

    Maybe the true challenge isn't boss quest monsters, but finding a pair of fabulous skins in crates that match the Warden color palette. Because, darling, the monsters are the easy part. The fashion, now that's a tight spot.
    Edited by Lysorris on 19 September 2025 21:29
  • SilverBride
    SilverBride
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    Have they said when more will be announced about the difficulty changes?
    PCNA
  • shadoza
    shadoza
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    Zone chat:

    "Can someone help with [wb]"
    "X. What level u on?"
    "Normal, I think?"
    "K"
    (3 dps group waiting for a tank to q all flip their overland toggle to norm and help a guy out.)
    (Boss ded)
    "Thanks!"
    "np:)"

    If players are going to 'flip their overland toggle' at will, do they really need a more challenging overland?
    It should be an all or nothing situation. If one plans to turn difficulty levels on and off several times a day, they are not looking for more challenge in the overland.
  • Lysorris
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    shadoza wrote: »
    If players are going to 'flip their overland toggle' at will, do they really need a more challenging overland?
    It should be an all or nothing situation. If one plans to turn difficulty levels on and off several times a day, they are not looking for more challenge in the overland.

    shadoza wrote: »
    Wait a moment, please, you are telling me what I enjoy now?


  • shadoza
    shadoza
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    Lysorris wrote: »
    shadoza wrote: »
    If players are going to 'flip their overland toggle' at will, do they really need a more challenging overland?
    It should be an all or nothing situation. If one plans to turn difficulty levels on and off several times a day, they are not looking for more challenge in the overland.

    shadoza wrote: »
    Wait a moment, please, you are telling me what I enjoy now?


    You quote me why?
    Are you meaning to troll me or harass me with this?
    Since you chose not to quote what I was referencing are you meaning to bully my posts by taking them out of context?
    By having other accounts agree or awesome your quoting my posts are you suggesting I am awesome or are you, and they, mocking my views?
    Perhaps you simply need help with quoting the full argument.
    shadoza wrote: »
    Zone chat:

    "Can someone help with [wb]"
    "X. What level u on?"
    "Normal, I think?"
    "K"
    (3 dps group waiting for a tank to q all flip their overland toggle to norm and help a guy out.)
    (Boss ded)
    "Thanks!"
    "np:)"

    If players are going to 'flip their overland toggle' at will, do they really need a more challenging overland?
    It should be an all or nothing situation. If one plans to turn difficulty levels on and off several times a day, they are not looking for more challenge in the overland.



    There you go, let us be fair with out quotes. Now, what is your difficulty with my statements?
    shadoza wrote: »
    spartaxoxo wrote: »
    shadoza wrote: »
    How does this include 'me?'

    Overland is already at a level of difficulty that you enjoy. This is including people who were previously excluded.

    Wait a moment, please, you are telling me what I enjoy now?
    By "people who were previously excluded" are you meaning people like myself that are excluded from Group activities because we don't group?

  • colossalvoids
    colossalvoids
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    shadoza wrote: »

    There you go, let us be fair with out quotes. Now, what is your difficulty with my statements?

    Doubt there's any difficulty they're having, it's just pointing out a potential confusion and clouded judgement. Look, you're heavily biased against some of the player groups here and it's oozing though the text, if you're not even trying to put yourself in other's shoes your position will likely fall flat for other's who are actively trying to met both ends somewhere on a common ground, work out potential ways for the feature to truly work and not just be another dead on arrival addition.

    It looks like you want to make other's experience miserable because your experience was ruined by your standards, it's fine, but you can not expect to not be disagreed with. It's been 315 pages, we already been through "let them suffer" rhetoric a lot.
  • shadoza
    shadoza
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    shadoza wrote: »

    There you go, let us be fair with out quotes. Now, what is your difficulty with my statements?

    Doubt there's any difficulty they're having, it's just pointing out a potential confusion and clouded judgement. Look, you're heavily biased against some of the player groups here and it's oozing though the text, if you're not even trying to put yourself in other's shoes your position will likely fall flat for other's who are actively trying to met both ends somewhere on a common ground, work out potential ways for the feature to truly work and not just be another dead on arrival addition.

    It looks like you want to make other's experience miserable because your experience was ruined by your standards, it's fine, but you can not expect to not be disagreed with. It's been 315 pages, we already been through "let them suffer" rhetoric a lot.

    So, your answer is Yes, they are quoting to bully my post?

    It sounds like you are accusing me of deliberately causing people grief by not agreeing with them. I speak MY opinion, if your opinion is different and you do not want to discuss, skip past it. It is an opinion and a suggestion based on my opinion.

    "Look, you're heavily biased against some of the player groups here and it's oozing though the text" <--- What does this even mean? I didn't even know there were groups in the fora.

    I do not need to wear someone else's shoes. I have my own and they fit me well.

    Why do you call my judgement clouded? Is it because you are confused about something I said?

    I asked why a level of difficulty is needed in the overland if everyone wants to do quests, resource farming, gathering leads, running across overland without it being difficult. I did not make that up; it is in the threads. This thread.
    The comments say that difficult public dungeons and delves are not wanted...because farming is done there and it already takes too long to farm.
    The comments say stopping to fight a difficult mob when farming resources or surveys is not wanted because traveling across the map already takes too much time.
    The comments say they do not want instances in delves and dungeons because they want to help someone.
    The comments say they do not want instances in world bosses and dark anchors because they want to help someone or farm experience with a new character.
    These are comments that I read in this thread. My statements are not clouded at all. They are confused as to where the level of difficulty is supposed to be?
  • twisttop138
    twisttop138
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    shadoza wrote: »
    shadoza wrote: »

    There you go, let us be fair with out quotes. Now, what is your difficulty with my statements?

    Doubt there's any difficulty they're having, it's just pointing out a potential confusion and clouded judgement. Look, you're heavily biased against some of the player groups here and it's oozing though the text, if you're not even trying to put yourself in other's shoes your position will likely fall flat for other's who are actively trying to met both ends somewhere on a common ground, work out potential ways for the feature to truly work and not just be another dead on arrival addition.

    It looks like you want to make other's experience miserable because your experience was ruined by your standards, it's fine, but you can not expect to not be disagreed with. It's been 315 pages, we already been through "let them suffer" rhetoric a lot.

    So, your answer is Yes, they are quoting to bully my post?

    It sounds like you are accusing me of deliberately causing people grief by not agreeing with them. I speak MY opinion, if your opinion is different and you do not want to discuss, skip past it. It is an opinion and a suggestion based on my opinion.

    "Look, you're heavily biased against some of the player groups here and it's oozing though the text" <--- What does this even mean? I didn't even know there were groups in the fora.

    I do not need to wear someone else's shoes. I have my own and they fit me well.

    Why do you call my judgement clouded? Is it because you are confused about something I said?

    I asked why a level of difficulty is needed in the overland if everyone wants to do quests, resource farming, gathering leads, running across overland without it being difficult. I did not make that up; it is in the threads. This thread.
    The comments say that difficult public dungeons and delves are not wanted...because farming is done there and it already takes too long to farm.
    The comments say stopping to fight a difficult mob when farming resources or surveys is not wanted because traveling across the map already takes too much time.
    The comments say they do not want instances in delves and dungeons because they want to help someone.
    The comments say they do not want instances in world bosses and dark anchors because they want to help someone or farm experience with a new character.
    These are comments that I read in this thread. My statements are not clouded at all. They are confused as to where the level of difficulty is supposed to be?

    Because it's not all about you.
  • shadoza
    shadoza
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    shadoza wrote: »
    shadoza wrote: »

    There you go, let us be fair with out quotes. Now, what is your difficulty with my statements?

    Doubt there's any difficulty they're having, it's just pointing out a potential confusion and clouded judgement. Look, you're heavily biased against some of the player groups here and it's oozing though the text, if you're not even trying to put yourself in other's shoes your position will likely fall flat for other's who are actively trying to met both ends somewhere on a common ground, work out potential ways for the feature to truly work and not just be another dead on arrival addition.

    It looks like you want to make other's experience miserable because your experience was ruined by your standards, it's fine, but you can not expect to not be disagreed with. It's been 315 pages, we already been through "let them suffer" rhetoric a lot.

    So, your answer is Yes, they are quoting to bully my post?

    It sounds like you are accusing me of deliberately causing people grief by not agreeing with them. I speak MY opinion, if your opinion is different and you do not want to discuss, skip past it. It is an opinion and a suggestion based on my opinion.

    "Look, you're heavily biased against some of the player groups here and it's oozing though the text" <--- What does this even mean? I didn't even know there were groups in the fora.

    I do not need to wear someone else's shoes. I have my own and they fit me well.

    Why do you call my judgement clouded? Is it because you are confused about something I said?

    I asked why a level of difficulty is needed in the overland if everyone wants to do quests, resource farming, gathering leads, running across overland without it being difficult. I did not make that up; it is in the threads. This thread.
    The comments say that difficult public dungeons and delves are not wanted...because farming is done there and it already takes too long to farm.
    The comments say stopping to fight a difficult mob when farming resources or surveys is not wanted because traveling across the map already takes too much time.
    The comments say they do not want instances in delves and dungeons because they want to help someone.
    The comments say they do not want instances in world bosses and dark anchors because they want to help someone or farm experience with a new character.
    These are comments that I read in this thread. My statements are not clouded at all. They are confused as to where the level of difficulty is supposed to be?

    Because it's not all about you.

    Are you suggesting that my opinions do not matter to the Development team? Is that what you mean when you say it is not all about me?
    If not, then . . . my comments are about me. Only me and my perspective because I am not qualified to speak for anyone else. Let us stop focusing on me. Let us talk about the question I posed. Where is the level of difficulty supposed to be?
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