Cooperharley wrote: »spartaxoxo wrote: »People wanting questing to be both immersive and to maintain their functionality does not undermine the idea that they want them to be immersive. I also don't think most people will quit the game because of hard modes work the same as every other vet difficulty in the game as well how hard modes generally work across the entire industry. Some people might get upset but that's their own emotions and has nothing to do with something that is bog standard game design.
This is the one and only game I have ever played where the idea that people should be worse off for wanting to play a higher difficulty has been suggested unironically. In every other game I have played getting more stuff for doing more stuff is a given.
I'm glad the devs decided not to punish us for wanting a more immersive story experience.
So instead, the devs decided to punish those that don't do group /guild play. They said they did not want to divide the player base, but this difficulty toggle is doing just that. Players won't quit the game because of a hard mode. Players will migrate away from the game (quit casually) because that is one more tool for the elite and nothing for the new and repeat players. Players do get tired of being second class consumers. They will move on to a title where they feel heard and related to. Those that take the stance of too bad for the little guys will need to dig a little deeper into their own pockets because the 'little guys' will be taking their money with them.
I have been there; done that so many times that I can see what is coming. I can almost gauge how hard the fall will be.
We have already decided what we are going to do if the changes do not benefit the new and repeat players. What you do is on you.
This argument doesn't sit well with me as I have many, many friends who are new to MMOs that found ESO's overland way too easy. Your opinion isn't that of the masses just like mine probably isn't. This doesn't punish anybody. This is an optional difficulty increase for those that want it.
The game is horizontal progression and has an unbelieveable amount of content for new and repeat players. I just don't see logically where you're drawing these conclusions. "Oh gosh, they're adding a hard mode for those that want it. They hate new players." That doesn't make sense at all? If they were increasing difficulty across the board on a mandatory level, I'd agree 100%.
Your friends are like you so what you are reporting is from an echo-chamber environment.
The reason you cannot understand my PoV is because it is not your own.
I think most players do not want to spend time on the internet trying to figure out how to use their skills / build so they don't die. Any game that even suggests that is a necessity, is doomed. I think the average player (the majority of players) gets on the game to have fun. The fun is defined by their own PoV and their own experiences. It might be RPG, it might be casual story mode, it might be playing at being a mega hero. What ever their idea of fun is, should be addressed not just a Reddit echo-chamber voice. There are many players that do not go to social media or threads who also want to enjoy the game.
Perhaps you cannot see the logic in my conclusions is because you are being dismissive regarding the opinions of others.
I don't see how adding an optional difficulty mode for Overland is a bad change, considering that it is more than half of the entire game. ZOS even said that it won't be some sort of separate ''Vet Overland Instance'', so the playerbase won't be fragmented into different layers.
Is wanting an optional mode that is not balanced around lvl3 white gear, no food, no set, no cp characters seriously considered a toxic and elitist request?
Absolutely noone thinks asking for more difficult overland is toxic or elitist, atleast I do not. Honestly, I think it is a fair request from players and I may even use it if it feels good. Depending on how ZOS implements this feature.I don't see how adding an optional difficulty mode for Overland is a bad change, considering that it is more than half of the entire game. ZOS even said that it won't be some sort of separate ''Vet Overland Instance'', so the playerbase won't be fragmented into different layers.
Is wanting an optional mode that is not balanced around lvl3 white gear, no food, no set, no cp characters seriously considered a toxic and elitist request?
BananaBender wrote: »I refuse to believe the vast majority of players who have downloaded addons have done so to make overland content easier for them. They are really helpful and useful for dungeons and trials, but not needed for overland content.
Question: Are other roles than DD taken into account with increased overland difficulty? Missing out on being able to use increased difficulty overland(and any possible rewards it may grant) due to being specced a tank or healer should not happen, even if they are only specced healer/tank while queueing for groupcontent.
Question: Are other roles than DD taken into account with increased overland difficulty? Missing out on being able to use increased difficulty overland(and any possible rewards it may grant) due to being specced a tank or healer should not happen, even if they are only specced healer/tank while queueing for groupcontent.
Cooperharley wrote: »Cooperharley wrote: »spartaxoxo wrote: »People wanting questing to be both immersive and to maintain their functionality does not undermine the idea that they want them to be immersive. I also don't think most people will quit the game because of hard modes work the same as every other vet difficulty in the game as well how hard modes generally work across the entire industry. Some people might get upset but that's their own emotions and has nothing to do with something that is bog standard game design.
This is the one and only game I have ever played where the idea that people should be worse off for wanting to play a higher difficulty has been suggested unironically. In every other game I have played getting more stuff for doing more stuff is a given.
I'm glad the devs decided not to punish us for wanting a more immersive story experience.
So instead, the devs decided to punish those that don't do group /guild play. They said they did not want to divide the player base, but this difficulty toggle is doing just that. Players won't quit the game because of a hard mode. Players will migrate away from the game (quit casually) because that is one more tool for the elite and nothing for the new and repeat players. Players do get tired of being second class consumers. They will move on to a title where they feel heard and related to. Those that take the stance of too bad for the little guys will need to dig a little deeper into their own pockets because the 'little guys' will be taking their money with them.
I have been there; done that so many times that I can see what is coming. I can almost gauge how hard the fall will be.
We have already decided what we are going to do if the changes do not benefit the new and repeat players. What you do is on you.
This argument doesn't sit well with me as I have many, many friends who are new to MMOs that found ESO's overland way too easy. Your opinion isn't that of the masses just like mine probably isn't. This doesn't punish anybody. This is an optional difficulty increase for those that want it.
The game is horizontal progression and has an unbelieveable amount of content for new and repeat players. I just don't see logically where you're drawing these conclusions. "Oh gosh, they're adding a hard mode for those that want it. They hate new players." That doesn't make sense at all? If they were increasing difficulty across the board on a mandatory level, I'd agree 100%.
Your friends are like you so what you are reporting is from an echo-chamber environment.
The reason you cannot understand my PoV is because it is not your own.
I think most players do not want to spend time on the internet trying to figure out how to use their skills / build so they don't die. Any game that even suggests that is a necessity, is doomed. I think the average player (the majority of players) gets on the game to have fun. The fun is defined by their own PoV and their own experiences. It might be RPG, it might be casual story mode, it might be playing at being a mega hero. What ever their idea of fun is, should be addressed not just a Reddit echo-chamber voice. There are many players that do not go to social media or threads who also want to enjoy the game.
Perhaps you cannot see the logic in my conclusions is because you are being dismissive regarding the opinions of others.
Well, the reason I bring up learning about your class, which more people like to do than you think, is because there are many that find the veteran difficult in say, dungeons, to be very difficult and the reason is because there's no onboarding to learn about the game and combat up to that point. Only when you get 1 shot in these dungeons or perform poorly and have a bad time do you question, "why?" It'd be better if this happened naturally through solo gameplay in overland while questing than rudely with some toxic players in a dungeon is what I'm getting at.
I also feel as if you're being incredibly hostile over me not understanding you. Your idea of everyone with an opinion different than you coming from an echo chamber is equally dismissive. I welcome your opinion and am just trying to understand it. Do you find when you boot up any story-driven game that has several difficulty mode selections to be against new players? Or do you find that to be welcoming to many kinds of players (i.e. those who want to chill and relax, those who want to be challenged, those who want something in the middle)?
Cooperharley wrote: »Cooperharley wrote: »spartaxoxo wrote: »People wanting questing to be both immersive and to maintain their functionality does not undermine the idea that they want them to be immersive. I also don't think most people will quit the game because of hard modes work the same as every other vet difficulty in the game as well how hard modes generally work across the entire industry. Some people might get upset but that's their own emotions and has nothing to do with something that is bog standard game design.
This is the one and only game I have ever played where the idea that people should be worse off for wanting to play a higher difficulty has been suggested unironically. In every other game I have played getting more stuff for doing more stuff is a given.
I'm glad the devs decided not to punish us for wanting a more immersive story experience.
So instead, the devs decided to punish those that don't do group /guild play. They said they did not want to divide the player base, but this difficulty toggle is doing just that. Players won't quit the game because of a hard mode. Players will migrate away from the game (quit casually) because that is one more tool for the elite and nothing for the new and repeat players. Players do get tired of being second class consumers. They will move on to a title where they feel heard and related to. Those that take the stance of too bad for the little guys will need to dig a little deeper into their own pockets because the 'little guys' will be taking their money with them.
I have been there; done that so many times that I can see what is coming. I can almost gauge how hard the fall will be.
We have already decided what we are going to do if the changes do not benefit the new and repeat players. What you do is on you.
This argument doesn't sit well with me as I have many, many friends who are new to MMOs that found ESO's overland way too easy. Your opinion isn't that of the masses just like mine probably isn't. This doesn't punish anybody. This is an optional difficulty increase for those that want it.
The game is horizontal progression and has an unbelieveable amount of content for new and repeat players. I just don't see logically where you're drawing these conclusions. "Oh gosh, they're adding a hard mode for those that want it. They hate new players." That doesn't make sense at all? If they were increasing difficulty across the board on a mandatory level, I'd agree 100%.
Your friends are like you so what you are reporting is from an echo-chamber environment.
The reason you cannot understand my PoV is because it is not your own.
I think most players do not want to spend time on the internet trying to figure out how to use their skills / build so they don't die. Any game that even suggests that is a necessity, is doomed. I think the average player (the majority of players) gets on the game to have fun. The fun is defined by their own PoV and their own experiences. It might be RPG, it might be casual story mode, it might be playing at being a mega hero. What ever their idea of fun is, should be addressed not just a Reddit echo-chamber voice. There are many players that do not go to social media or threads who also want to enjoy the game.
Perhaps you cannot see the logic in my conclusions is because you are being dismissive regarding the opinions of others.
Well, the reason I bring up learning about your class, which more people like to do than you think, is because there are many that find the veteran difficult in say, dungeons, to be very difficult and the reason is because there's no onboarding to learn about the game and combat up to that point. Only when you get 1 shot in these dungeons or perform poorly and have a bad time do you question, "why?" It'd be better if this happened naturally through solo gameplay in overland while questing than rudely with some toxic players in a dungeon is what I'm getting at.
I also feel as if you're being incredibly hostile over me not understanding you. Your idea of everyone with an opinion different than you coming from an echo chamber is equally dismissive. I welcome your opinion and am just trying to understand it. Do you find when you boot up any story-driven game that has several difficulty mode selections to be against new players? Or do you find that to be welcoming to many kinds of players (i.e. those who want to chill and relax, those who want to be challenged, those who want something in the middle)?
Cooperharley wrote: »Cooperharley wrote: »spartaxoxo wrote: »People wanting questing to be both immersive and to maintain their functionality does not undermine the idea that they want them to be immersive. I also don't think most people will quit the game because of hard modes work the same as every other vet difficulty in the game as well how hard modes generally work across the entire industry. Some people might get upset but that's their own emotions and has nothing to do with something that is bog standard game design.
This is the one and only game I have ever played where the idea that people should be worse off for wanting to play a higher difficulty has been suggested unironically. In every other game I have played getting more stuff for doing more stuff is a given.
I'm glad the devs decided not to punish us for wanting a more immersive story experience.
So instead, the devs decided to punish those that don't do group /guild play. They said they did not want to divide the player base, but this difficulty toggle is doing just that. Players won't quit the game because of a hard mode. Players will migrate away from the game (quit casually) because that is one more tool for the elite and nothing for the new and repeat players. Players do get tired of being second class consumers. They will move on to a title where they feel heard and related to. Those that take the stance of too bad for the little guys will need to dig a little deeper into their own pockets because the 'little guys' will be taking their money with them.
I have been there; done that so many times that I can see what is coming. I can almost gauge how hard the fall will be.
We have already decided what we are going to do if the changes do not benefit the new and repeat players. What you do is on you.
This argument doesn't sit well with me as I have many, many friends who are new to MMOs that found ESO's overland way too easy. Your opinion isn't that of the masses just like mine probably isn't. This doesn't punish anybody. This is an optional difficulty increase for those that want it.
The game is horizontal progression and has an unbelieveable amount of content for new and repeat players. I just don't see logically where you're drawing these conclusions. "Oh gosh, they're adding a hard mode for those that want it. They hate new players." That doesn't make sense at all? If they were increasing difficulty across the board on a mandatory level, I'd agree 100%.
Your friends are like you so what you are reporting is from an echo-chamber environment.
The reason you cannot understand my PoV is because it is not your own.
I think most players do not want to spend time on the internet trying to figure out how to use their skills / build so they don't die. Any game that even suggests that is a necessity, is doomed. I think the average player (the majority of players) gets on the game to have fun. The fun is defined by their own PoV and their own experiences. It might be RPG, it might be casual story mode, it might be playing at being a mega hero. What ever their idea of fun is, should be addressed not just a Reddit echo-chamber voice. There are many players that do not go to social media or threads who also want to enjoy the game.
Perhaps you cannot see the logic in my conclusions is because you are being dismissive regarding the opinions of others.
Well, the reason I bring up learning about your class, which more people like to do than you think, is because there are many that find the veteran difficult in say, dungeons, to be very difficult and the reason is because there's no onboarding to learn about the game and combat up to that point. Only when you get 1 shot in these dungeons or perform poorly and have a bad time do you question, "why?" It'd be better if this happened naturally through solo gameplay in overland while questing than rudely with some toxic players in a dungeon is what I'm getting at.
I also feel as if you're being incredibly hostile over me not understanding you. Your idea of everyone with an opinion different than you coming from an echo chamber is equally dismissive. I welcome your opinion and am just trying to understand it. Do you find when you boot up any story-driven game that has several difficulty mode selections to be against new players? Or do you find that to be welcoming to many kinds of players (i.e. those who want to chill and relax, those who want to be challenged, those who want something in the middle)?Cooperharley wrote: »Cooperharley wrote: »spartaxoxo wrote: »People wanting questing to be both immersive and to maintain their functionality does not undermine the idea that they want them to be immersive. I also don't think most people will quit the game because of hard modes work the same as every other vet difficulty in the game as well how hard modes generally work across the entire industry. Some people might get upset but that's their own emotions and has nothing to do with something that is bog standard game design.
This is the one and only game I have ever played where the idea that people should be worse off for wanting to play a higher difficulty has been suggested unironically. In every other game I have played getting more stuff for doing more stuff is a given.
I'm glad the devs decided not to punish us for wanting a more immersive story experience.
So instead, the devs decided to punish those that don't do group /guild play. They said they did not want to divide the player base, but this difficulty toggle is doing just that. Players won't quit the game because of a hard mode. Players will migrate away from the game (quit casually) because that is one more tool for the elite and nothing for the new and repeat players. Players do get tired of being second class consumers. They will move on to a title where they feel heard and related to. Those that take the stance of too bad for the little guys will need to dig a little deeper into their own pockets because the 'little guys' will be taking their money with them.
I have been there; done that so many times that I can see what is coming. I can almost gauge how hard the fall will be.
We have already decided what we are going to do if the changes do not benefit the new and repeat players. What you do is on you.
This argument doesn't sit well with me as I have many, many friends who are new to MMOs that found ESO's overland way too easy. Your opinion isn't that of the masses just like mine probably isn't. This doesn't punish anybody. This is an optional difficulty increase for those that want it.
The game is horizontal progression and has an unbelieveable amount of content for new and repeat players. I just don't see logically where you're drawing these conclusions. "Oh gosh, they're adding a hard mode for those that want it. They hate new players." That doesn't make sense at all? If they were increasing difficulty across the board on a mandatory level, I'd agree 100%.
Your friends are like you so what you are reporting is from an echo-chamber environment.
The reason you cannot understand my PoV is because it is not your own.
I think most players do not want to spend time on the internet trying to figure out how to use their skills / build so they don't die. Any game that even suggests that is a necessity, is doomed. I think the average player (the majority of players) gets on the game to have fun. The fun is defined by their own PoV and their own experiences. It might be RPG, it might be casual story mode, it might be playing at being a mega hero. What ever their idea of fun is, should be addressed not just a Reddit echo-chamber voice. There are many players that do not go to social media or threads who also want to enjoy the game.
Perhaps you cannot see the logic in my conclusions is because you are being dismissive regarding the opinions of others.
Well, the reason I bring up learning about your class, which more people like to do than you think, is because there are many that find the veteran difficult in say, dungeons, to be very difficult and the reason is because there's no onboarding to learn about the game and combat up to that point. Only when you get 1 shot in these dungeons or perform poorly and have a bad time do you question, "why?" It'd be better if this happened naturally through solo gameplay in overland while questing than rudely with some toxic players in a dungeon is what I'm getting at.
I also feel as if you're being incredibly hostile over me not understanding you. Your idea of everyone with an opinion different than you coming from an echo chamber is equally dismissive. I welcome your opinion and am just trying to understand it. Do you find when you boot up any story-driven game that has several difficulty mode selections to be against new players? Or do you find that to be welcoming to many kinds of players (i.e. those who want to chill and relax, those who want to be challenged, those who want something in the middle)?
Where is the hostility? Because my opinion is not yours?
When people group, they do so because they have like minds (beliefs.) When the only people you listen to are those in your own circle or group, you are indeed in an echo chamber.
Everyone in my group agree (echo chamber style) that we are tired of financially supporting advancements in the game that do not interests us. We decided we do not control the game, therefore, we will simply pull our financial support and put our money where it will work for us.
What MMO allows a new player to decided a difficulty level?
I have only noticed single player games offering difficulty settings.
I am 100% sure one could not and that statement is stale.
If add-ons did not make the content easier, players wouldn't use them.
I just played a level 10 character and got rolled by the final attack of a soul reaper. The attacks were just higher than my health and recovery rates.
When one works in an echo-chamber, one voice sounds like a thousand. I believe it is a small percentage of players that are demanding more difficulty in overland. I stand on my statement: The folks that are demanding overland difficult have not shown the disciple to increase difficult where they can do it easier. If they did, they would use overland gear and empty their CP tray of combat assistance. They won't do it. They make excuses instead. This habit is not going to change with a new difficulty option. That feature is a waste of development time.
ESO_player123 wrote: »
I am 100% sure one could not and that statement is stale.
If add-ons did not make the content easier, players wouldn't use them.
I just played a level 10 character and got rolled by the final attack of a soul reaper. The attacks were just higher than my health and recovery rates.
When one works in an echo-chamber, one voice sounds like a thousand. I believe it is a small percentage of players that are demanding more difficulty in overland. I stand on my statement: The folks that are demanding overland difficult have not shown the disciple to increase difficult where they can do it easier. If they did, they would use overland gear and empty their CP tray of combat assistance. They won't do it. They make excuses instead. This habit is not going to change with a new difficulty option. That feature is a waste of development time.
If a level 10 player encounters something that they cannot beat just yet (I'm not talking about DLC world bosses here), all they need to do is level up and pick up several better pieces of gear in the process. Even a new player stays at level 10 for such a short period of time, that retreating and coming back later should not be too time consuming. If I remember correctly even one of the game screens says something along these lines (I do not remember exact text unfortunately).
The whole overland should not be designed around level 10s because leveling a toon to level 50 (and even to 160) takes such a short time that crafting any decent permanent gear is generally a waste of resources until 160.
Edit: messed up quotes
ESO_player123 wrote: »
I am 100% sure one could not and that statement is stale.
If add-ons did not make the content easier, players wouldn't use them.
I just played a level 10 character and got rolled by the final attack of a soul reaper. The attacks were just higher than my health and recovery rates.
When one works in an echo-chamber, one voice sounds like a thousand. I believe it is a small percentage of players that are demanding more difficulty in overland. I stand on my statement: The folks that are demanding overland difficult have not shown the disciple to increase difficult where they can do it easier. If they did, they would use overland gear and empty their CP tray of combat assistance. They won't do it. They make excuses instead. This habit is not going to change with a new difficulty option. That feature is a waste of development time.
If a level 10 player encounters something that they cannot beat just yet (I'm not talking about DLC world bosses here), all they need to do is level up and pick up several better pieces of gear in the process. Even a new player stays at level 10 for such a short period of time, that retreating and coming back later should not be too time consuming. If I remember correctly even one of the game screens says something along these lines (I do not remember exact text unfortunately).
The whole overland should not be designed around level 10s because leveling a toon to level 50 (and even to 160) takes such a short time that crafting any decent permanent gear is generally a waste of resources until 160.
Edit: messed up quotes
You missed the point of my statement.
ESO_player123 wrote: »ESO_player123 wrote: »
I am 100% sure one could not and that statement is stale.
If add-ons did not make the content easier, players wouldn't use them.
I just played a level 10 character and got rolled by the final attack of a soul reaper. The attacks were just higher than my health and recovery rates.
When one works in an echo-chamber, one voice sounds like a thousand. I believe it is a small percentage of players that are demanding more difficulty in overland. I stand on my statement: The folks that are demanding overland difficult have not shown the disciple to increase difficult where they can do it easier. If they did, they would use overland gear and empty their CP tray of combat assistance. They won't do it. They make excuses instead. This habit is not going to change with a new difficulty option. That feature is a waste of development time.
If a level 10 player encounters something that they cannot beat just yet (I'm not talking about DLC world bosses here), all they need to do is level up and pick up several better pieces of gear in the process. Even a new player stays at level 10 for such a short period of time, that retreating and coming back later should not be too time consuming. If I remember correctly even one of the game screens says something along these lines (I do not remember exact text unfortunately).
The whole overland should not be designed around level 10s because leveling a toon to level 50 (and even to 160) takes such a short time that crafting any decent permanent gear is generally a waste of resources until 160.
Edit: messed up quotes
You missed the point of my statement.
I do not think so. You keep bringing examples of what low level players cannot do as a proof of that they somehow are going to be penalized by the optional feature of harder overland.
Please note that I'm not one of the players that have been requesting this feature (even though I've been lately eyerolling at the ease of the quest line bosses). I just think that as long as it's a) not mandatory and b) not going to replace new areas to explore, it could be good for the game.
Any better reward(s) than the normal (now) overland difficulty setting should not exist. As this will make overland feel punishing/bad to everyone who does not increase the difficulty. Even if it is only 10 gold/10 exp, players will feel like they are missing out. Which is really demotivating. Catering to the tiny few who want tougher overland and granting them better rewards(no matter how tiny), will make overland content feel demotivating to play for other players who do not or can't turn up the difficulty. Not sure if that demotivation may have a negative effect on the playerbase though, but I personally would not play a game where it feels bad to play 24/7 due to knowing I am missing out on rewards. And I am someone who loves doing overland content at a relaxing pace.twisttop138 wrote: »I'm on the belief that they will be more gold and xp, with perhaps the zone gear garbage you would've gotten but in purple quality. We're close to the reveal of this optional system. Let's see what they have cooking before we flip the table.
The difficulty is/was supposed to be the reward. Atleast, that is how this thread started.
PS: Purple quality gear, and the purple deconstruction materials from deconstructing those, are a veteran dungeon level reward! Handing those out in overland would be a terrible decision.
spartaxoxo wrote: »People wanting questing to be both immersive and to maintain their functionality does not undermine the idea that they want them to be immersive. I also don't think most people will quit the game because of hard modes work the same as every other vet difficulty in the game as well how hard modes generally work across the entire industry. Some people might get upset but that's their own emotions and has nothing to do with something that is bog standard game design.
This is the one and only game I have ever played where the idea that people should be worse off for wanting to play a higher difficulty has been suggested unironically. In every other game I have played getting more stuff for doing more stuff is a given.
I'm glad the devs decided not to punish us for wanting a more immersive story experience.
So instead, the devs decided to punish those that don't do group /guild play. They said they did not want to divide the player base, but this difficulty toggle is doing just that. Players won't quit the game because of a hard mode. Players will migrate away from the game (quit casually) because that is one more tool for the elite and nothing for the new and repeat players. Players do get tired of being second class consumers. They will move on to a title where they feel heard and related to. Those that take the stance of too bad for the little guys will need to dig a little deeper into their own pockets because the 'little guys' will be taking their money with them.
I have been there; done that so many times that I can see what is coming. I can almost gauge how hard the fall will be.
We have already decided what we are going to do if the changes do not benefit the new and repeat players. What you do is on you.
Attorneyatlawl wrote: »Still standing by for the system details and introduction. I browse a lot of computer and game forums, and every time someone asks about playing eso, someone brings up how the overworld is easier than WOW, which is already considered so easy it's a complete bore and turnoff.
People don't wait until vet trials to care about the difficulty, they just quit because they don't want to play 100000 hours of boredom to get to interesting gameplay.
I've never seen anyone, in literally over a decade of talking about eso, say the questing is anything but trivial. Some found the vet overland hard for some quest bosses and world bosses, and would ask for help during beta and launch, but most even there found it straightforward enough to only be slightly challenging.
Adding no xp bonus and rewards would be contradictory to basic game design in every video game ever. Harder content must reward more or you're punishing yourself for playing it by getting less for doing more.
P. S. I have never seen such toxicity and hostility on an mmorpg forum against game options as I have on the eso boards over time, and I've played them since eq1 launch.
twisttop138 wrote: »spartaxoxo wrote: »People wanting questing to be both immersive and to maintain their functionality does not undermine the idea that they want them to be immersive. I also don't think most people will quit the game because of hard modes work the same as every other vet difficulty in the game as well how hard modes generally work across the entire industry. Some people might get upset but that's their own emotions and has nothing to do with something that is bog standard game design.
This is the one and only game I have ever played where the idea that people should be worse off for wanting to play a higher difficulty has been suggested unironically. In every other game I have played getting more stuff for doing more stuff is a given.
I'm glad the devs decided not to punish us for wanting a more immersive story experience.
So instead, the devs decided to punish those that don't do group /guild play. They said they did not want to divide the player base, but this difficulty toggle is doing just that. Players won't quit the game because of a hard mode. Players will migrate away from the game (quit casually) because that is one more tool for the elite and nothing for the new and repeat players. Players do get tired of being second class consumers. They will move on to a title where they feel heard and related to. Those that take the stance of too bad for the little guys will need to dig a little deeper into their own pockets because the 'little guys' will be taking their money with them.
I have been there; done that so many times that I can see what is coming. I can almost gauge how hard the fall will be.
We have already decided what we are going to do if the changes do not benefit the new and repeat players. What you do is on you.
Are we really turning this into an epic struggle against the toxic chad elites by the poor oppressed silent majority of casual players? This is the, bar none hands down, most casual friendly mmo out there. The other one being swtor. A great game by the by. There is no cabal of elitist players conspiring with the dev team to hurt players who don't want to group. There is no punishment. We don't even know the details. I wish we could dispense with stuff like this.
twisttop138 wrote: »spartaxoxo wrote: »People wanting questing to be both immersive and to maintain their functionality does not undermine the idea that they want them to be immersive. I also don't think most people will quit the game because of hard modes work the same as every other vet difficulty in the game as well how hard modes generally work across the entire industry. Some people might get upset but that's their own emotions and has nothing to do with something that is bog standard game design.
This is the one and only game I have ever played where the idea that people should be worse off for wanting to play a higher difficulty has been suggested unironically. In every other game I have played getting more stuff for doing more stuff is a given.
I'm glad the devs decided not to punish us for wanting a more immersive story experience.
So instead, the devs decided to punish those that don't do group /guild play. They said they did not want to divide the player base, but this difficulty toggle is doing just that. Players won't quit the game because of a hard mode. Players will migrate away from the game (quit casually) because that is one more tool for the elite and nothing for the new and repeat players. Players do get tired of being second class consumers. They will move on to a title where they feel heard and related to. Those that take the stance of too bad for the little guys will need to dig a little deeper into their own pockets because the 'little guys' will be taking their money with them.
I have been there; done that so many times that I can see what is coming. I can almost gauge how hard the fall will be.
We have already decided what we are going to do if the changes do not benefit the new and repeat players. What you do is on you.
Are we really turning this into an epic struggle against the toxic chad elites by the poor oppressed silent majority of casual players? This is the, bar none hands down, most casual friendly mmo out there. The other one being swtor. A great game by the by. There is no cabal of elitist players conspiring with the dev team to hurt players who don't want to group. There is no punishment. We don't even know the details. I wish we could dispense with stuff like this.
I have no idea what you are turning into. I am just expressing my opinion and placing my interests. To show how different we are in experience: I think Star Wars: The Old Republic is junk. I do not know any players who still plays it. TESO is not casual friendly.
I have no idea what you are turning into. I am just expressing my opinion and placing my interests. To show how different we are in experience: I think Star Wars: The Old Republic is junk. I do not know any players who still plays it. TESO is not casual friendly.
Perhaps you have never heard anyone say those things because your circle believes as you do. I have never in my more than a decade of play heard anyone say they wanted the game to be more difficult. Only here; never in game. j/s
P.S. I have. Most MMOs have toxic fora because the players are always divided and passionate about their side of any issue.
I have no idea what you are turning into. I am just expressing my opinion and placing my interests. To show how different we are in experience: I think Star Wars: The Old Republic is junk. I do not know any players who still plays it. TESO is not casual friendly.
ESO is the most casual friendly MMO out there, claiming it's not it's is beyond. But maybe it's truly isn't - like you said, giving players overland scaling is exactly what this game needs and it's player base wants - I mean it is not causal game then it has nothing to do with casual players. They don't know what kind of game they play? Are you claiming that you are causal player, playing non causal MMO demanding causal things? Or maybe ESO is already casual and that's why you enjoy playing it?
Make it make sense.
Perhaps you have never heard anyone say those things because your circle believes as you do. I have never in my more than a decade of play heard anyone say they wanted the game to be more difficult. Only here; never in game. j/s
P.S. I have. Most MMOs have toxic fora because the players are always divided and passionate about their side of any issue.
Forums are for sharing your thoughts about the game, game chat is not. When I play - I play, I don't discuss things over on the game chat to respect players that RP or simply to not stir drama. If someone comes to forums it is to share their thoughts. Are you saying these voices don't matter because it's on forums and not in game? Have you thought that maybe in game you are in your bubble of friends and guild that may think the same? It's very toxic behavior to disregard someone experience like that.
I mean I don't see anyone in game in game saying they want things easier... I mean.... recently I don't see much of life in game these days.... I wonder... What is the issue? Maybe it was discussed? Somewhere, I don't know? Maybe on forums? Bah! Forums don't matter - that's why this thread has only 323 pages!
On the topic of announced changes - I could not be happier. I am waiting for 2026 stream. I totally understand that changes like these are not easy, and they need to take their time. I will be happily waiting. Resilience of many players hoping for the best, still being here proves that ESO may have some great things ahead if done right.