The issues have been resolved, and the ESO Store and Account System are now available. Thank you for your patience!
The issue is resolved, and the North American and European megaservers are now available. Thank you for your patience!

Spicing up the overworld

Saphayla
Saphayla
✭✭✭
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?

Spicing up the overworld 87 votes

Yes, and your ideas sound good
66%
theskymovesdaryl.rasmusenb14_ESODarcyMardinAstridSeptimus_MagnaKaaldeinjircris11lakaisltinythinkerToRelaxOcean_Charlie9EvilKiwiEirellaSkillzMFGHorkerFiremantimApplebladeMilwaukeeScottAjintseAliyavana 58 votes
Yes, but your ideas suck
12%
SagranaxAesthierGoodFella146notimetocareswirveJacen_VeronWilliscoolShadowMonarchWooticusBlood_againNexusvapor 11 votes
No
20%
NewBlacksmurfSoldier224heledironDanteYodaRomoHvzedaS_RavenlockgriffkhalifaSmitch_59DankstaFischblutJahneeOTyrobagCaiWenjiHokiewaCharliff1966MamauilasSergykid 18 votes
  • VoidBiscuit
    VoidBiscuit
    ✭✭✭
    Yes, and your ideas sound good
    Making a Veteran instance for Public Dungeons would be a good way of bringing a lot more content for higher level players to to, especially if they were to drop Gold Rings (even as a rarer drop as they are spammable).
    Scaling some world bosses difficulties would also be cool, where some will be just as hard whether there are 2 or 20 people, so people can still complete the world boss if need be, but other bosses will increase in health, and in how hard they hit someone depending on the health of the person they are hitting (making tanks feel more useful)
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, and your ideas sound good
    Saphayla wrote: »
    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.
    Yup. One way to do it --> https://forums.elderscrollsonline.com/en/discussion/349826/fixing-too-easy-and-no-incentive-to-replay

    Saphayla wrote: »
    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.
    If they introduce such weeklies (nice idea) they could also do "on another level" quests for Mages Guild, Fighters Guild, etc.

    In terms of your specific idea for UG, it sounds cool. To toss out some variants: Complete four themed delves across Tamriel (this week Dwemer delves, next week vampire delves, etc.). Or a scavenger hunt in a zone where something is randomly hidden with no quest marker in one of the delves -- no Googling either as it's different for each week or even each player.

    Saphayla wrote: »
    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)
    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.

    I also wouldn't mind sometimes having rare boss spawns appear. Kind of like WBs but not appearing at a fixed location shown on the map. Not sure where the link to that proposal is, but the last sentence really covers it.

    Saphayla wrote: »
    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.
    Had a somewhat similar idea, but however it is implemented having a chance at a stronger/different version of mobs would be fun.

    Saphayla wrote: »
    Would you like to see things that's introduce new content or spice up already existing content in the overworld?

    Already got the repeatable MG and FG dailies we requested (plus one for UG), but always looking for more. Especially when it fits in with the content/themes already there. Great ideas :smiley:





    Space for later thoughts/things I forgot:


    __________________________________________________

    __________________________________________________

    __________________________________________________
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • dsalter
    dsalter
    ✭✭✭✭✭
    ✭✭
    problem is overworld once DID have a harder mode, problem was it was TO hard at the time, requiring teamwork for big clusters.
    now the overworld is to EASY, i wont lie i sat and watched a new player from their PS4 LA spamming most things down effortlessly. this made me realise just how pathetic overworld is, its no wonder nobody is prepared for VET content or cyrodiil.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • Lunerdog
    Lunerdog
    ✭✭✭✭✭
    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 :)
  • GreenhaloX
    GreenhaloX
    ✭✭✭✭✭
    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. :#
  • heaven13
    heaven13
    ✭✭✭✭✭
    ✭✭✭
    Saphayla wrote: »
    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?

    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)?
    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.
    3. See above
    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.

    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.
    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    Yes, and your ideas sound good
    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. :#

    They mostly just take a bit of time tbh. But I don't mind them much, I just want there to be an option to challenge myself a little in quests (without running around naked or using my bare fists only, ty). As it is, the only interesting thing in quests are the dialogues/texts, with fighting and moving from one place to another just boring filler.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • hakan
    hakan
    ✭✭✭✭✭
    can some one explain me why it was harder before one tamriel?

    i remember i could do every content with green eqs. before one tamriel.

    after that patch wbs got extreme hard and to be honest, even tho the other contents are still easy, they are not easier than before.
  • Horker
    Horker
    ✭✭✭✭
    Yes, and your ideas sound good
    I'd rather have the old way, the level zones etc, where character levels actually ment something :)
    ROSES ARE RED, VIOLETS ARE BLUE, TRINIMAC IS DEAD, MALACATH IS TRUE
  • Ajintse
    Ajintse
    ✭✭✭
    Yes, and your ideas sound good
    Back in the days, I've always checked all my gear and stats before I leave a town, to be "ready". Always watched out my back for a mob who could almost insta kill me. I'd rather have THAT instead walking through 50 mobs and do some dancing and they are all dead.
    "The moon is my sun, the night is my day, blood is my life and you are my prey."
    Ajintse - (Magicka Vampire Nightblade)
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, and your ideas sound good
    dsalter wrote: »
    problem is overworld once DID have a harder mode
    Wasn't a mode you could toggle, just harder.
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • helediron
    helediron
    ✭✭✭✭✭
    No
    I prefer that overlands and public dungeons are a big easy pool of XP. I like killing twentypacks and when i get bored to that i can kill a worldboss or three - just for the fun of it. Anyway at overlands combat is only secondary aspect.

    Everything instanced can have multiple difficulties.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Katahdin
    Katahdin
    ✭✭✭✭✭
    ✭✭✭✭✭
    Because ESO is an open world where many different levels if characters can be in the same instance, the only way this can be done is with a completely different instance for a "veteran" level that becomes available when you reach a certain level/CP or whatever

    Not sure they would want to split the map populations further in this way.

    Or

    A slider or option list that allows you to nerf your character down to whatever level you want to be at relative to the world.

    Instanced delves, etc can offer a option list for level of difficulty upon entering
    Edited by Katahdin on May 3, 2018 2:52PM
    Beta tester November 2013
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, and your ideas sound good
    heaven13 wrote: »
    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 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.

    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.



    heaven13 wrote: »
    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.
    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.



    heaven13 wrote: »
    3. See above.
    Same :smile:




    heaven13 wrote: »
    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.
    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.




    Well expressed concerns. I would just posit that if these are all options rather than things forced on all players it could enhance the game for those that want them.
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • DanteYoda
    DanteYoda
    ✭✭✭✭✭
    ✭✭
    No
    No its too hard already.
  • jircris11
    jircris11
    ✭✭✭✭✭
    Yes, and your ideas sound good
    Saphayla wrote: »
    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?

    The division did something like this. Once Mac lvl you can increase the difficulty of the over world for you sadly that would not work on here due to it being a mmo
    IGN: Ki'rah
    Khajiit/Vampire
    DC/AD faction/NA server.
    RPer
  • heaven13
    heaven13
    ✭✭✭✭✭
    ✭✭✭
    heaven13 wrote: »
    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 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.

    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.
    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • Vanthras79
    Vanthras79
    ✭✭✭✭✭
    Yes, and your ideas sound good
    I would love some dailies to be added to old world content (in addition to what we already have). Spice up the content they put work in previously.
    Edited by Vanthras79 on May 3, 2018 4:50PM
    Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.

  • josiahva
    josiahva
    ✭✭✭✭✭
    Yes, and your ideas sound good
    Anything to make me actually WANT to do overland content rather than avoid the mind-numbing easiness of it all. As it stands, enemies in the overland are minor nuisances while I collect skyshards and books
  • Soldier224
    Soldier224
    ✭✭✭✭✭
    ✭✭✭
    No
    Saphayla 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.
    Edited by Soldier224 on May 3, 2018 5:03PM
    Man muss realistisch sein - Neunfinger Logan (First Law Trilogy)
    RP Guide: https://forums.elderscrollsonline.com/de/discussion/431297/rp-guide-aus-persoenlicher-sicht-was-ist-rp
    Für alle Einbrecher Tamriels oder die die es werden wollen:
    https://forums.elderscrollsonline.com/de/discussion/313750/diebestouren-guide-effektiver-diebstahl-in-teso (veraltet)
    Überblick über die Häuser der Dunmer (Enthält Interpretationen/Für Diskussionen offen):
    https://forums.elderscrollsonline.com/de/discussion/481389/die-haeuser-der-dunmer-in-der-zeit-von-eso-haus-hlaalu-redoran-telvanni

  • josiahva
    josiahva
    ✭✭✭✭✭
    Yes, and your ideas sound good
    Soldier224 wrote: »
    Saphayla 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.

    So what? there are rewards in vet trials inaccessible to to many people until they get better...that's why it would be optional. Lets be realistic here...it would STILL be overland content, therefore STILL easier than dungeons and trials, so the rewards wouldn't be that great...maybe some motifs or patterns, maybe a gold jewelry drop(not a big deal after jewelry crafting)...it wouldn't be anything crazy that people couldn't live without
  • ynimma
    ynimma
    ✭✭✭✭
    Yes, and your ideas sound good
    I'd definitely like a Tamriel full of dangers where I have to focus on more what and how I do, maybe get grouped to cross a valley if I want to be lazier :)
    On difficulty I mean more intense skills, more damage caused by the mobs and not increasing their health value, that only makes it longer to cut through them but does not represent better quality.

    One way I could imagine this is that half of the mobs in the same area could get a considerable boost on their dangerousness while the other half remained the same as now. The dangerous ones could have a little remark by their names (a * or something) to show which thinderbug on that field is more challenging so everyone could find their way around based on how they would like to play. Of course themore challenging ones would give a bit more XP or a specific rare loot sometimes.
    Just an idea.


  • griffkhalifa
    griffkhalifa
    ✭✭✭✭
    No
    If it was optional to increase the difficulty then I have no problem with it. But I honestly think it's fine the way it is. The feeling of being way stronger than your enemies is a nice refreshment after doing PvP and harder Endgame content. Sometimes I just want to relax and do some quests and smash stuff.
    PS4 NA
  • Corrinos
    Corrinos
    ✭✭✭
    Lunerdog wrote: »
    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 :)

    When you try and appeal to everyone, you end up appealing to no one.
  • Claudman
    Claudman
    ✭✭✭✭✭
    Yes, and your ideas sound good
    Please, ZoS.
    Elder Scrolls Online could use an actually challenging and fun overworld like Guild Wars 2. I can practically run through all the quests and burn every single boss (if you can call quest bosses a boss) just by using puncturing sweep on a Templar.
    And no, I shouldn't have to gimp myself to play the game especially when I'm using a basic Magplar burst skill, that's ridiculous.
    Welcome, Moon-and-Star, to this place where destiny is made.

    I play healers or DPS often for vet dungeons and trials (NA, CP810+). I play mostly elves or Argonians.
    I primarily play Damage-Based stuff in PvP, but occasionally I'll play something tanky or got the heals.
    I also love gaining more knowledge both metaphysical and mundane regarding TES lore.

    I also occasionally role-play, but I prefer playing the game.
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    No
    There is a very simple solution.....

    1. separate PvP from PvE (this deals with the constant balance changes)
    2. Use the difficulty from around Oct-Nov 2013 closed BETA
    3. You also should scale players DOWN to the level of the zone instead of scaling everything up (reverse the scaling concept but also offer a On/Off CP feature)
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • TheShadowScout
    TheShadowScout
    ✭✭✭✭✭
    ✭✭✭✭✭
    Saphayla wrote: »
    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.
    That would not really work. Since dungeons and trials are instances, and the overworld is... not.
    ...
    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...
    Saphayla wrote: »
    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.
    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.

    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...)
    Saphayla wrote: »
    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)
    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!
    Saphayla wrote: »
    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.
    Agreed.
    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?
    Saphayla wrote: »
    Would you like to see things that's introduce new content or spice up already existing content in the overworld?
    More dialy missions for one. Not neccessarily combat oriented ones either...

    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...
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, and your ideas sound good
    heaven13 wrote: »
    heaven13 wrote: »
    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 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.

    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.

    Misread, was having to read quick. My apologies. Skimming can be great but our brains sometimes give some errors when giving us the gist.
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, and your ideas sound good
    Saphayla wrote: »
    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.
    That would not really work. Since dungeons and trials are instances, and the overworld is... not.
    ...
    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...
    Saphayla wrote: »
    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.
    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.

    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...)
    Saphayla wrote: »
    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)
    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!
    Saphayla wrote: »
    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.
    Agreed.
    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?
    Saphayla wrote: »
    Would you like to see things that's introduce new content or spice up already existing content in the overworld?
    More dialy missions for one. Not neccessarily combat oriented ones either...

    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...

    Great list. I keep suggesting the escort thing for Cyrodiil as a kind of mobile capture the flag thing :tongue: I had high hopes for Abyssal Geysers in Summerset for new overland content in PvE but they turned out to be thinly reskinned dolmens.
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • Aebaradath
    Aebaradath
    ✭✭✭✭✭
    I'm all for making the game an actual challenge.
Sign In or Register to comment.