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https://forums.elderscrollsonline.com/en/discussion/696147/playstation-5-patch-error-issue

I made a friend (in PVE) :)

Elderpatriot
Elderpatriot
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I made a friend

No, seriously.


For the very first time since One Tamriel, I made a friend in open-world PvE I switched to Vestige difficulty and, within ten minutes, I met another Vestige player. We teamed up, chatted, struggled against bosses and even talked about what we could craft for each other.

That's crazy.

THIS is teamplay and socializing. Not just players standing physically next to each other while playing on easy mode and not caring about each other at all. It was great fun. We actually had to pay attention, heal, revive each other and work together. And then something interesting happened:

About half the time, random Adventurer players jumped in, melted the boss in five seconds and disappeared again into a cloud of dust.

No hello. No interaction. No bye. Nothing ...just like we've been used to for the last decade.

And it made me realize something: The new difficulty system is good. But it is not complete.

The idea that shared space automatically creates interaction is misleading. Neither group of different difficulty is opposed to the other — they simply pursue different goals driven by different motivations. And it is those goals, not physical co-location, that creates meaningful interaction.

I am aware of Zenimax's reasoning and explanations. But honestly, the "we do not want to seperate people" argument increasingly feels like a giant moral club with very little substance behind it. People who are not looking for a shared experience in the first place cannot really be separated from those who do — they already separated themselves on their quest to rush through the content as fast and easy as possible....or they are so new and completely unaware of difficulty settings at all.

And that's perfectly fine.

But in the end you can say: We surely don't belong together. We are clearly not lovers and I demand a divorce.


Vestige difficulty created more meaningful social interaction for me in ten minutes than open-world PvE has created in years. Please protect that experience instead of constantly interrupting it.

Layer split, tag systems, whatever it will be. But something has to change to address this mixed-up experience. Right now, it feels like putting your head in a refrigerator and your feet in an oven and calling the overall body temperature "balanced". (i think you get the point)




Oh and one last thing i noticed:


Those level-up rewards and permanent popup messages really need another look. As a new character, you get flooded with welcome-back rewards, hero rewards, achievment notifications, daily rewards, got a blue two-handed 1/1 Set Sword before i reached lvl 8 for free, text boxes and notifications everywhere.

And honestly, you have absolutely no idea what half of that stuff is good for when you are new to the game.


Especially the levelup-system mainly benefit the "skip, rush and go" playstyle of easy mode power-leveling. They feel completely out of place in a challenge difficulty environment. If I'm playing on Vestige/Master difficulty, carefully managing resources and enjoying the journey, why am I being showered with free green/blue gear, endless rewards and popup windows every few level ups

Remember: Christmas feels only special, if you celebrate it once a year. Sometimes less is more.


Thank you for your attention - and hopefully you make some random PVE-Friends aswell very soon :)



  • SilverIce58
    SilverIce58
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    How funny that now, properly powered up, people yearn for (essentially) Vet ranked zones again. Back when the game had Vet 12, Vet 14, and Vet 16 ranked zones, that was properly hard overland, with barely anyone running around, but the problem there was that we didn't have all the bell and whistle upgrades then that we do now.
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • Elderpatriot
    Elderpatriot
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    I honestly don’t remember inexperienced or low-effort solo players deleting bosses others teams engaged in Vet zones within seconds. Maybe we played different versions of the game back then... or this comparison is missing the point of my post.

    My point is not about endgame difficulty/content or nostalgia for old Veteran zones.

    It’s about the ability to choose a consistent gameplay experience in open-world PvE....that was the intention about the system in the first place, wasn't it?
  • OsUfi
    OsUfi
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    It’s about the ability to choose a consistent gameplay experience in open-world PvE....that was the intention about the system in the first place, wasn't it?

    Consistent? Doubtful. They knew about the the mixed difficulty issues from the start, and this is what they chose to give us.

    As for the intention, people have bounced off this game for years with the questing difficulty being so completely boring. This is the one of the reasons I left the game a few years ago, and have now returned with the difficulty bump. It's been a real issue since One Tamriel, and has gotten worse with every power creep.

    I think the intention was to try and address the excessively easy playstyle. It's works OK for that. And is the best ESO/ZoS can do within the games limitations, tech, culture, and playstyle.
  • Usureki
    Usureki
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    @Elderpatriot this was a lovely story, thanks for sharing <3 I also love the Vestige difficulty and I'm very motivated to play with friends and also encounter other fellow Vestiges!

    It would be awesome if Vestige difficulty would have its own player instance, so players of the same mind could team up more easily. :3
  • SilverBride
    SilverBride
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    I honestly don’t remember inexperienced or low-effort solo players deleting bosses others teams engaged in Vet zones within seconds. Maybe we played different versions of the game back then... or this comparison is missing the point of my post.

    My point is not about endgame difficulty/content or nostalgia for old Veteran zones.

    It’s about the ability to choose a consistent gameplay experience in open-world PvE....that was the intention about the system in the first place, wasn't it?

    No, it wasn't. It was presented as an immersion problem. As not feeling the enemies were the danger they were being presented to be.

    This is an MMO which means all players share the same world, regardless of their level or skills or difficulty choice. It was made clear from the beginning that players would not be separated. Players will sometimes engage the same enemies as others and that is fine. No players should be given their own customized area so they won't be bothered by others. That is what single player games are for.
    PCNA
  • SilverIce58
    SilverIce58
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    I honestly don’t remember inexperienced or low-effort solo players deleting bosses others teams engaged in Vet zones within seconds. Maybe we played different versions of the game back then... or this comparison is missing the point of my post.

    My point is not about endgame difficulty/content or nostalgia for old Veteran zones.

    It’s about the ability to choose a consistent gameplay experience in open-world PvE....that was the intention about the system in the first place, wasn't it?

    I didnt say that was your point. I was making an observation that people now asking for separation between difficulties is essentially almost the same thing as asking for leveled zones like the Vet ranked ones. My point about Vet zones was exactly that. We all got put on the same playing field with 1Tamriel, and all the new gear and skills and whatnot they've added to the game over the years. Of course nobody was deleting bosses back then. Player power was never this high, especially with all the other tools like being able to properly gauge your dps on a real trial dummy.
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • lillybit
    lillybit
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    I remember the early game before One Tamriel. I was completely solo then and used to hang out in Reaper's March, my Gold zone. I almost never saw another person. Then came 1T and suddenly there were people everywhere (most much more powerful than me, because I was still treating eso like online Skyrim. So I know all about chipping away at a boss and someone else comes along and destroys it. It's always been part of the game).

    I still remember my first connection with another player. We were both separately farming dolmens for Soulshine jewellery and after seeing each other at a few we got to chatting. They convinced me I could solo dungeons, content that before that I considered something just for other people. That one interaction totally opened up the game for me.

    But it would have never happened if we were still separated in our own alliance zones.

    Challenge difficulty is the latest new shiny thing. Everyone wants to try it out, maybe get the title and a few dyes. Give it a few weeks and overland will probably be back to more normal low levels except for a few places like Alik'r dolmens and wherever tomes send us this week. I never saw anyone with just 3 instances, even with a more healthy population back then. If all four difficulties each had their own it would be even worse. There would be hardly any like-minded players teaming up because they happened to be at the same place, because the chances are they won't be more ofen than not.

    Overall ESO is a better game when other people are in it. I would hate to see us fragmented again.
    PS4 EU
  • Gabriel_H
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    Going to repeat myself, but here goes anyway.

    So you want a greater challenge in overland? You want the fights to be hard and the danger real? Then forget Vestige, that's for wimps.

    Whack it on Adventurer, then take off all your armour and jewellery. Equip white weapons only. Next clear all your CPs. Take that potion off your quickslot and wait for the buff food to run out, oh and no companion either. Welcome to Vestige+ difficulty. If you'd like Vestige++ then unmorph all your skills. For Vestige+++ remove all passive skill points.

    There is no fundamental difference between that and the official challenge system. Both are self-imposed nerfs that the player chooses to take.

    That said, I get that a lowbie/easy mode players is killing your mobs quick, but that's not a new thing. In fact it can still be found in Adventurer difficulty, when a 2000+ experienced overland player rocks up to a WB and shatters it from 90% top 0% in 60 seconds, despite the lowbie having been working on that first 10% for the last 3 minutes.

    Again, on a fundamental level there is no difference between that and what happens if an Adventurer rocks up to a Vestige fight. The only difference overall is that the lowbie is now the one doing the quicker killing, and the high level players is not, thereby reversing the roles/situation.

    So, lets separate the challenge difficulties. Cool, we've now set the precedent that different difficulties should have their own instances. So that's instances for every 10 levels up to 50, another at CP160, CP300, CP800, CP1200 and CP1800 - because all of those are different difficulties too.

    Edit: Typos
    Edited by Gabriel_H on 10 June 2026 23:26
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Gabriel_H
    Gabriel_H
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    I honestly don’t remember inexperienced or low-effort solo players deleting bosses others teams engaged in Vet zones within seconds. Maybe we played different versions of the game back then... or this comparison is missing the point of my post.

    My point is not about endgame difficulty/content or nostalgia for old Veteran zones.

    It’s about the ability to choose a consistent gameplay experience in open-world PvE....that was the intention about the system in the first place, wasn't it?

    I didnt say that was your point. I was making an observation that people now asking for separation between difficulties is essentially almost the same thing as asking for leveled zones like the Vet ranked ones. My point about Vet zones was exactly that. We all got put on the same playing field with 1Tamriel, and all the new gear and skills and whatnot they've added to the game over the years. Of course nobody was deleting bosses back then. Player power was never this high, especially with all the other tools like being able to properly gauge your dps on a real trial dummy.

    I take your point, but it's one sided. Those players complaining about the lack of that are also the same players who don't bat an eyelid when the rock up to an early game zone and vaporize a world boss for tome points - a WB a lower player may find a challenge, and a challenge they enjoy.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Elderpatriot
    Elderpatriot
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    @gabriel: I actually tested your suggestion.

    lowlevel character (around lvl 10), no CP in Bal Foyen a single random enemy guard in the open fields.

    Vestige difficulty with normal gear: dead in two hits after roughly five seconds (he almost one hitted me).

    Adventurer difficulty completely naked: thirteen hits and about thirty-six seconds before dying.

    So no, naked Adventurer mode is definetly not "Vestige+"....i had never doubts about that, but making such points that are so easy to refute do not help at all to discuss the topic.


    And think about the other argument of yours:


    We always had the problem that highlevel chars could jump into a fight and "steal" encounters from low level players. It is absolutley true.


    But you said it yourself:
    It is a problem that occurs from time to time. Now - the new difficulty system makes this occurrence much more frequent, because a lot of players even on your level are now godlike powerd compared to your vestige-character. So it is not the same on a fundamental level as you mentioned it. A Vestige player can not ruin an adventurers fight, but the other way around. They are players on the same level, doing the same quests probably for the first time. This is not bound do an advantage in progression or equipment. And Adventurer was so easy already, the difference to geared players adding to the fight was not so fundamental difference in experience. Instead of very easy it become even more easy.

    The difference from tough to extremly easy is much more noticeable.


    Why should increasing the frequency of a problematic scenario be an argument in favor of accepting it?
    It is unavoidable in an MMORPG that is designed like that to a certain degree - yes. But only to a certain degree.


    But more importantly, I think your comparison misses the entire point.

    Self-imposed restrictions only solve solo challenge. How do I find other people who share these rules?
    Do I advertise in zone chat like: "LF naked no CP no passive no companion white weapons challenge group"
    That sounds absurd to me.


    Official difficulty settings exist precisely so that players don't have to negotiate a social contract before every fight. Shared rules create shared expectations and private handicaps create solitude. (it might be cool for Youtube Challenge-Videos and applause....but that is another topic)

    And gear, weapons and progression are important parts of the game. A solution that effectively says "ignore half the game" is therefore not really a solution.


    ************************************************************************************************


    Now at last a few general words on the subject of "separation."


    I also find the wording itself interesting. Terms like "separation" or "splitting the playerbase" already imply that something valuable is being torn apart.

    But is that really what is happening? By that logic, the official forums here themselves separate people aswell.


    General Discussion.
    Support.
    Patch Notes/ News
    Combat & Mechanics
    Bug Reports
    Test Server
    Lore
    Maintenance


    and so on.........


    One could argue that this "separates" forum users from each other.
    And technically, it does. But in reality, it respects their goals to talk about something very specific and makes meaningful interaction easier.

    Structure is not necessarily the opposite of community.

    Structure is what allows communities to form in the first place.

    After all ( i mentioned that before), goals and motivation are the engine of interaction — not mere physical presence.

    People who want to discuss Lore gather in the Lore section for example. Any Discord Chat or Forum is structered more or less in that way for a reason.

    People who enjoy challenge naturally gravitate toward others who enjoy their idea of challenge aswell.


    To allow that to exist in its own space is not a negative form of unproductive fragmentation but organization.



    And perhaps we should stop treating every form of organization as if it were automatically a social tragedy.





    I also want to add that the discussion about separating players by difficulty is only one piece of a much larger puzzle when it comes to improving the overall experience.

    It’s not just about who shares the same world space. It’s also about how rewards are structured — when players receive them, how frequently they are given, and in what quantities.

    Because all of these systems shape pacing and immersion just as much as combat difficulty does. Right now, the experience often feels interrupted not only by other players, but also by constant (often meaningless) reward injections/systems, popups, and mass gear drops that break the natural flow of an adventure on your own. That is not a specific problem to the higher difficulty levels in my opinion....

    but it could provide a very interesting starting point for everyone in the game — something beyond simply tweaking health bars and damage multipliers.


    So in my opinion, the entire topic is not a single-system issue — difficulty settings are only the first step.
    It is a broader question of how the game balances challenge, pacing, and reward feedback as a whole.
    Some people approach it from the perspective of a shared experience, while others focus on speed, convenience, quantitative performance, or purely technical parameters. As a result, they are often not actually arguing about the same thing, which makes these discussions somewhat circular and difficult to resolve.

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