Yup. One way to do it --> https://forums.elderscrollsonline.com/en/discussion/349826/fixing-too-easy-and-no-incentive-to-replayThere are many things players disagree on, but one thing most seem to have a consensus on is that the overworld is just too easy, so here are a few suggestions:
1. Once you reach level 50 on any character, you have the option to raise the difficulty of the overworld (and delves) in a similar fashion that Veteran does to dungeons and trials.
If they introduce such weeklies (nice idea) they could also do "on another level" quests for Mages Guild, Fighters Guild, etc.2. Introduce weekly quests to clear all delves in a zone for a coffer that can contain either an Ambrosia or some items exclusive to those coffers (something actually useful, like an item set or some unique furniture blueprints). Undaunted already has something similar, but this'd be on a larger scale, instead of going into a single delve.
They have WB quests for (and only for) Wrothgar. Would be nice to see it expanded to the base game. It fits with a request some of us have made for inn-keepers to be quest givers (something they also only did in Wrothgar). And that fits with some prior Elder Scrolls games.3. Introduce daily quests where you have to kill a world boss or two (perhaps there could be scrolls like in Vet dungeons to make the bosses more difficult for an extra reward)
Had a somewhat similar idea, but however it is implemented having a chance at a stronger/different version of mobs would be fun.4. Create more variety in already existing mobs. Wherever you go, whatever you fight, Thunderbugs, Bandits, Spriggans, Tigers, whatever, they all have the same amount of health and deal similar amount of damage and can be taken down at level one. Introduce more variety, giving people reason to attack some enemies while avoiding others until they become stronger.
Would you like to see things that's introduce new content or spice up already existing content in the overworld?
There are many things players disagree on, but one thing most seem to have a consensus on is that the overworld is just too easy, so here are a few suggestions:
1. Once you reach level 50 on any character, you have the option to raise the difficulty of the overworld (and delves) in a similar fashion that Veteran does to dungeons and trials.
2. Introduce weekly quests to clear all delves in a zone for a coffer that can contain either an Ambrosia or some items exclusive to those coffers (something actually useful, like an item set or some unique furniture blueprints). Undaunted already has something similar, but this'd be on a larger scale, instead of going into a single delve.
3. Introduce daily quests where you have to kill a world boss or two (perhaps there could be scrolls like in Vet dungeons to make the bosses more difficult for an extra reward)
4. Create more variety in already existing mobs. Wherever you go, whatever you fight, Thunderbugs, Bandits, Spriggans, Tigers, whatever, they all have the same amount of health and deal similar amount of damage and can be taken down at level one. Introduce more variety, giving people reason to attack some enemies while avoiding others until they become stronger.
Would you like to see things that's introduce new content or spice up already existing content in the overworld?
GreenhaloX wrote: »Sounds like good ideas, but you can also spice it up and go head on into those world boss pits sololy. Those DLC ones.. ahh, can be very ghost peppers spicey.
Wasn't a mode you could toggle, just harder.problem is overworld once DID have a harder mode
Toggle with phasing or toggle with bonus. Telling people to go naked or drop their CP, which slows down game-play, misses the point. It's OK if you don't get or agree with the point, but there are ways to do it. If it feels rewarding to players and is optional it' win-win.Some concerns:
1. How exactly would you propose this works? A new server for anyone who chooses to raise the difficulty? Also, what do you consider raised difficulty? More health for the mobs/bosses? That doesn't really raise difficulty, as we've seen discussed time and again in these forums; it just means stuff takes longer to kill.
I can't see how this would work currently because you'd have vet difficulty people running with people under 50 (or people who chose not to switch to veteran overland) - whose settings do mobs/bosses scale to? First to tag them (has a lot of griefing potential)? Majority rules (whichever 'setting' has more players)?
Overland definitely can be easy, but I'm not sure what the best counter to it would be. Possibly some kind of debuff that you can apply to yourself (using a collectible) that lowers your stats without needing to take off your armor or remove CP. Since this can be controlled individually and affects the player, rather than the mobs, there wouldn't be issues like I pointed out in #1.
Unfortunately, I imagine that most players that want harder to content would find this an unacceptable option. Dragging out fights aren't generally considered increasing difficulty and people don't want to limit/handicap themselves to do it. They want harder mechanics and I can't think of a way to address this without addressing everyone and possibly alienating other players in the process.
No one has to run all dailies all the time, or even any dailies. Same with weeklies. The premise is simply more options to choose from. Not all of the suggestions are about making things harder.2. While the idea is nice, I'm not sure this game honestly needs even MORE dailies. It's exhausting trying to do a decent number of them to get the rewards, so I've had to pick and choose which reward is going to be my focus and just do those for awhile. I don't have enough time in a day to do every single daily in the this game as is, and certainly not on all my characters. Weekly does alleviate that some, but I'm honestly not entirely sure how that affect difficulty since delves are usually a cake walk for the people who already want harder content.
Same3. See above.
Agreed, which is why I proposed this only happen if you take a hunt quest that gives a random chance for a regular trash mob to be/become/reveal as a harder variety.4. Not sure I agree with this one. On a low level toon, there are mobs I avoid (depending on character usually). Even then, most of the time mobs drop such inconsequential loot that they're not worth the couple seconds it takes to drop them, unless I need something specific, like for Blackfeather Court dailies.
There are many things players disagree on, but one thing most seem to have a consensus on is that the overworld is just too easy, so here are a few suggestions:
1. Once you reach level 50 on any character, you have the option to raise the difficulty of the overworld (and delves) in a similar fashion that Veteran does to dungeons and trials.
2. Introduce weekly quests to clear all delves in a zone for a coffer that can contain either an Ambrosia or some items exclusive to those coffers (something actually useful, like an item set or some unique furniture blueprints). Undaunted already has something similar, but this'd be on a larger scale, instead of going into a single delve.
3. Introduce daily quests where you have to kill a world boss or two (perhaps there could be scrolls like in Vet dungeons to make the bosses more difficult for an extra reward)
4. Create more variety in already existing mobs. Wherever you go, whatever you fight, Thunderbugs, Bandits, Spriggans, Tigers, whatever, they all have the same amount of health and deal similar amount of damage and can be taken down at level one. Introduce more variety, giving people reason to attack some enemies while avoiding others until they become stronger.
Would you like to see things that's introduce new content or spice up already existing content in the overworld?
tinythinker wrote: »Toggle with phasing or toggle with bonus. Telling people to go naked or drop their CP, which slows down game-play, misses the point. It's OK if you don't get or agree with the point, but there are ways to do it. If it feels rewarding to players and is optional it' win-win.Some concerns:
1. How exactly would you propose this works? A new server for anyone who chooses to raise the difficulty? Also, what do you consider raised difficulty? More health for the mobs/bosses? That doesn't really raise difficulty, as we've seen discussed time and again in these forums; it just means stuff takes longer to kill.
I can't see how this would work currently because you'd have vet difficulty people running with people under 50 (or people who chose not to switch to veteran overland) - whose settings do mobs/bosses scale to? First to tag them (has a lot of griefing potential)? Majority rules (whichever 'setting' has more players)?
Overland definitely can be easy, but I'm not sure what the best counter to it would be. Possibly some kind of debuff that you can apply to yourself (using a collectible) that lowers your stats without needing to take off your armor or remove CP. Since this can be controlled individually and affects the player, rather than the mobs, there wouldn't be issues like I pointed out in #1.
Unfortunately, I imagine that most players that want harder to content would find this an unacceptable option. Dragging out fights aren't generally considered increasing difficulty and people don't want to limit/handicap themselves to do it. They want harder mechanics and I can't think of a way to address this without addressing everyone and possibly alienating other players in the process.
Toggle with phasing means something along the lines of having the mobs move/cast/attack faster (simpler) or may also have harder AI (more challenging).
Toggle with bonus means your damage/healing is reduced and your damage taken is increased, but not because you randomly remove gear to pay to reset CP -- you just click it on/off or visit a shrine to activate/deactivate. Moreover, there is some bonus received while playing in the mode. This bonus can have an RP element (explaining why you are taking on some burden) and a tangible element (earn experience faster, or have better RNG with chests and nodes, or earn achievements, or whatever). The bonus wouldn't be something so great as to make it seem obligatory.
Other options are also possible that also don't interfere with players who are content with the existing experience in PvE overland zones and open instances in those like delves and public dungeons.
1. Once you reach level 50 on any character, you have the option to raise the difficulty of the overworld (and delves) in a similar fashion that Veteran does to dungeons and trials.
Soldier224 wrote: »
1. Once you reach level 50 on any character, you have the option to raise the difficulty of the overworld (and delves) in a similar fashion that Veteran does to dungeons and trials.
Sounds good. But an Overwork of the world would be a very big Patch. in a forum are many dissatisfied people. The difficulty is very subjectiv.
On every time it will give people which say it is to easy and people which say it is to difficult. No new difficulty will change that. How much difficulty you want create? For everyone one difficulty?
What do you think should be the reward by questing in a higher difficulty world? Why should i do questing there without new rewards? And do you think that no people go to the forum and mimimi about the difficult world when they can´t get the new rewards?
The rest is ok for a Singleplayergame but not good implementable for an MMO. So i say no.
Hmmm, six and two threes.
I remember back in the day when I got my first character to Vet 1, stepped off the boat in Auridon for Cadwells Silver thinking I was all big and tough and nearly got my teeth kicked in by a couple of mudcrabs...
Did it teach me how to play ? Damn right it did.
So it's all good then ? Nope, not really.
On the days that the arthritis in my hands was bad I couldn't make any progress at all, just couldn't manage the combat and nearly quit the game.
Content needs to be able to be completed by all, and that includes players with disabilities etc, make overworld to difficult and you'll exclude those players.
I do like the idea of a Veteran mode clicky for normal delves though
That would not really work. Since dungeons and trials are instances, and the overworld is... not.There are many things players disagree on, but one thing most seem to have a consensus on is that the overworld is just too easy, so here are a few suggestions:
1. Once you reach level 50 on any character, you have the option to raise the difficulty of the overworld (and delves) in a similar fashion that Veteran does to dungeons and trials.
Personally i would rather see the current undaunted daily expanded... make it give out -three- dwelve visits instead of one, and give us good stuff for the extra effort.2. Introduce weekly quests to clear all delves in a zone for a coffer that can contain either an Ambrosia or some items exclusive to those coffers (something actually useful, like an item set or some unique furniture blueprints). Undaunted already has something similar, but this'd be on a larger scale, instead of going into a single delve.
Yes! We have those in all DLC regions from wrothgar onward, and now that the old world bosses got their buff to be hefty again... it would make total sense to have a daily quest from a bounty board in the hub city to slay one of them per map!3. Introduce daily quests where you have to kill a world boss or two (perhaps there could be scrolls like in Vet dungeons to make the bosses more difficult for an extra reward)
Agreed.4. Create more variety in already existing mobs. Wherever you go, whatever you fight, Thunderbugs, Bandits, Spriggans, Tigers, whatever, they all have the same amount of health and deal similar amount of damage and can be taken down at level one. Introduce more variety, giving people reason to attack some enemies while avoiding others until they become stronger.
More dialy missions for one. Not neccessarily combat oriented ones either...Would you like to see things that's introduce new content or spice up already existing content in the overworld?
tinythinker wrote: »Toggle with phasing or toggle with bonus. Telling people to go naked or drop their CP, which slows down game-play, misses the point. It's OK if you don't get or agree with the point, but there are ways to do it. If it feels rewarding to players and is optional it' win-win.Some concerns:
1. How exactly would you propose this works? A new server for anyone who chooses to raise the difficulty? Also, what do you consider raised difficulty? More health for the mobs/bosses? That doesn't really raise difficulty, as we've seen discussed time and again in these forums; it just means stuff takes longer to kill.
I can't see how this would work currently because you'd have vet difficulty people running with people under 50 (or people who chose not to switch to veteran overland) - whose settings do mobs/bosses scale to? First to tag them (has a lot of griefing potential)? Majority rules (whichever 'setting' has more players)?
Overland definitely can be easy, but I'm not sure what the best counter to it would be. Possibly some kind of debuff that you can apply to yourself (using a collectible) that lowers your stats without needing to take off your armor or remove CP. Since this can be controlled individually and affects the player, rather than the mobs, there wouldn't be issues like I pointed out in #1.
Unfortunately, I imagine that most players that want harder to content would find this an unacceptable option. Dragging out fights aren't generally considered increasing difficulty and people don't want to limit/handicap themselves to do it. They want harder mechanics and I can't think of a way to address this without addressing everyone and possibly alienating other players in the process.
Toggle with phasing means something along the lines of having the mobs move/cast/attack faster (simpler) or may also have harder AI (more challenging).
Toggle with bonus means your damage/healing is reduced and your damage taken is increased, but not because you randomly remove gear to pay to reset CP -- you just click it on/off or visit a shrine to activate/deactivate. Moreover, there is some bonus received while playing in the mode. This bonus can have an RP element (explaining why you are taking on some burden) and a tangible element (earn experience faster, or have better RNG with chests and nodes, or earn achievements, or whatever). The bonus wouldn't be something so great as to make it seem obligatory.
Other options are also possible that also don't interfere with players who are content with the existing experience in PvE overland zones and open instances in those like delves and public dungeons.
Just want to reply to something you responded to. I specifically suggested a self-debuff because I said the option needed to be something that was NOT taking off armor/removing CP. I'm not sure if you missed that part, since your reply seems to indicate that you thought I was suggesting people should do this. Which is why I think a debuff might not sit well with people either, unless, as you say, there were rewards that made using the debuff worth it.
TheShadowScout wrote: »That would not really work. Since dungeons and trials are instances, and the overworld is... not.There are many things players disagree on, but one thing most seem to have a consensus on is that the overworld is just too easy, so here are a few suggestions:
1. Once you reach level 50 on any character, you have the option to raise the difficulty of the overworld (and delves) in a similar fashion that Veteran does to dungeons and trials.
...
But... you could have a "handicap" slider that -lowered- your charcters combat power... yet gave you increased chances for -good- rewards for killing stuff with a handicap? Increased chances for motiv/blueprint drops? Increased chances to decent gear drops? that sort of thing...Personally i would rather see the current undaunted daily expanded... make it give out -three- dwelve visits instead of one, and give us good stuff for the extra effort.2. Introduce weekly quests to clear all delves in a zone for a coffer that can contain either an Ambrosia or some items exclusive to those coffers (something actually useful, like an item set or some unique furniture blueprints). Undaunted already has something similar, but this'd be on a larger scale, instead of going into a single delve.
Same for the other dailies... mages guild with the public dungeon visit is neat enough, fighters guild with three dolmen a bit on the meh side (send people for six dolmen at least, clearing two regions... with a chance of a "three plus one - in cyrodil" where daily doers face the added worry of gankage...)Yes! We have those in all DLC regions from wrothgar onward, and now that the old world bosses got their buff to be hefty again... it would make total sense to have a daily quest from a bounty board in the hub city to slay one of them per map!3. Introduce daily quests where you have to kill a world boss or two (perhaps there could be scrolls like in Vet dungeons to make the bosses more difficult for an extra reward)Agreed.4. Create more variety in already existing mobs. Wherever you go, whatever you fight, Thunderbugs, Bandits, Spriggans, Tigers, whatever, they all have the same amount of health and deal similar amount of damage and can be taken down at level one. Introduce more variety, giving people reason to attack some enemies while avoiding others until they become stronger.
I mean, now that everything is one level and we have battle levelling... would it not be neat if there were more varietee among mobs? Kinda vexing if wolves and tigers are about the same trouble, there should be more "strong" opponents mixed in for an "attack at your own risk" kind of way, methinks! Have several ranks of enemies, from "three are easy" trash mobs like bandits or wolves to stronger "one-on-one is still easy" mobs like trolls or giants... and then add even stronger "tough fight on your own" enemies like the guards in cyrodil or public dungeon minibosses to the overland, but in places where they can be avoided to fill the gap between "easy fights" mobs and "bring friends" like the current overland world bosses...
Oh, and I also would love it if all those trashy trash moby started thinking before attacking our characters. I mean, imagine this common scenario... a champoin dragonknight decked out in a full set of rubedite armor carrying an obviously heavily enchanted axe is riding his warhorse down a trail. Three bandits with leather armor and rusty swords they scavenged from some battlefield are waiting in the bushes... their toughts? "We can take 'him, lads..." and a few moments later... they are merely new bloodstains on the champions axe. Happens a dozend times a day all over tamriel. Why? Why doe the third keep fighting after seeing his buddies cut down without any effort at all and not... throw down his sword and make like a rabbit?
Why can't we have NPC "morale" that may make them hide or flee instead of attacking when they are too obviously overmatched and save the veterans the hassle of dealing with annoyance level fights on their way to something more important?More dialy missions for one. Not neccessarily combat oriented ones either...Would you like to see things that's introduce new content or spice up already existing content in the overworld?
I would love to see daily "messenger" missions, where you have to go to some far off place, find a NPC that wanders in some region (or possibly are busy with something in some dwelve or public dungeon, randomly determined), and give them their letter (evading or defeating mobs in your way as you shoose)
I would love to see daily "gathering" missions, especially if they were somewhat specific... like "grab twenty skins from -guars-" or "collect a dozend -nightshade-" or "catch fifteen -dhufish-" or "get a dozend heartwood from spriggans" or stuff like that? Random chance if its simple resource gathering of monster hunting...
I would love to see "bounty" missions like master fighter guilders get for cyrodil in other maps as well. "Kill two-score gobbos in stormhaven" or "slay a dozend trolls in the rift" or "take down twenty werewolves in glenumbra" and so on...
I would also love to see the dark brotherhood mixing things up from their usual "murder innocent" with some "execute not so innocent -named npc- who is hiding somewhere in -place-" (anyone remember the random missions back in TES:Daggerfall? Like that... with place options that could be randomly dwelves, public dungeons, or even cyrodil towns...)
I would also like to see some "trader escort" missions, like... "go from here to there with this 'trader cart' that prevents using wayshrine or any other sort of fast travel, and fight off any bandits trying to grab those goodies" (and this -definitely- should at least be a two-map journey! Occasionally perhaps even three maps)
The point being, there ought to be so many choices of daily missions that you cannot do them all, and thos pick which ones you wanna do each day, having a wide varietee of choices...