I like your write up, especially the part where the challenge IS the reward.
I don’t like that the end of stories require a group to complete, not everyone in the group will be there for the story. Those types of people that just click through quest text will be in direct conflict with people who wanted an epic ending to a great story. So story bosses need to be solo, Mano y Mano, or it will get the same conflict that dungeons currently get (“I’ve done this story a hundred times lol skip skip skip”)
This is why I wanted to take some things from Craglorn but I don’t copy it really At All.Crimsonwolf666 wrote: »Problem is, you have Craglorn and next to no one does it. So ZoS has to ask themselves, based off how well/not well Craglorn did, even after making the storyline at least soloable.
I remember when there was a halfway challenging (not really) story boss in Wrothgar. I think he was called Iceheart or something generic like that.
He actually had mechanics that did damage if you didn't do them, and we can't have that can we?
Got nerfed while still on the PTS because of complaints on the forum.
I think the reason why a hardmode will never be added is because a lot of the newer zonebosses don't actually have decently designed mechanics on their bosses, even if they were to do damage.
Take, for example, the dragons at the end of Elswyr and its epilogue. They are pure timegates.
Or the final boss of Summerset, did she even mechanics at all? All I remember was her doing light attacks.
I think that they just stopped bothering with trying since it's trivial anyways. Can't blame them for that.
If we got a hardmode right now, it would highlight this problem, hence why we will never get it.
Thechuckage wrote: »I think part of the problem craglorn failed was overtuning. But now powercreep has gotten to the point people are soloing all sorts of different things.
At the very least scaling needs a second look.
I feel like there should be a slight increase on rewards to make it feel worthwhile. The dopamine addiction is a big part of the gameplay loop. Build your character to be stronger, take on greater challenges, earn better rewards. It doesn't need to be much. Something like a very small chance for an overland drop to be higher quality or a small chance of a gold crafting material drop. Rewards matter in this genre. We keep mentioning Craglorn as an epic failure, but honestly why would I take on the challenge for a chance to earn three absolutely garbage sets? It's the enticement of treasure that makes the danger more appealing.
I feel like there should be a slight increase on rewards to make it feel worthwhile. The dopamine addiction is a big part of the gameplay loop. Build your character to be stronger, take on greater challenges, earn better rewards. It doesn't need to be much. Something like a very small chance for an overland drop to be higher quality or a small chance of a gold crafting material drop. Rewards matter in this genre. We keep mentioning Craglorn as an epic failure, but honestly why would I take on the challenge for a chance to earn three absolutely garbage sets? It's the enticement of treasure that makes the danger more appealing.
It's a hard line to manage.
Like mentioned in the OP - Many previous discussions brought up having more monetary reward and greater chance to earn higher quality in Veteran Overland Mode
It's a fair point that there are going to be people that want to be rewarded with better stats for their harder work.
The issue, as you may have seen, is that many people don't want gear & money rewards for increased difficulty because that could lead to people leaving Normal instance in droves.
They will then proceed to argue that people are not looking really for a "challenge" but opportunity for at an easier grind for gear & gold.
This is why I proposed the compromise of cosmetic rewards for completing achievements & challenges.
I also view it as reminiscent of the single player titles, which did not give greater reward for increased challenge but it felt rewarding to beat things on a higher difficulty.
So my advice would be to proceed with caution when discussing rewards for increased difficulty when it comes to overland content.
I feel that you don't understand this game and this playerbase. Cosmetics is much more important than sets or skills. That's why houses and motifs are the most expensive both in crown store and in guild stores. That's why carry price for cosmetic skins are astronomical. That's why completion ratio of vMA is neglectable. You can place vMA or nMA weapons in the crown store right now, but outfits of these weapons would sell better.
That's why locking better gear behind veteran content is counterproductive (they are already powerful to do this content, you don't need making them even more powerful, this will cause power creep). And at the same time that's why locking better cosmetics behind veteran content is the kick in the face of the majority of paying customers.
I feel that you don't understand this game and this playerbase. Cosmetics is much more important than sets or skills. That's why houses and motifs are the most expensive both in crown store and in guild stores. That's why carry price for cosmetic skins are astronomical. That's why completion ratio of vMA is neglectable. You can place vMA or nMA weapons in the crown store right now, but outfits of these weapons would sell better.
That's why locking better gear behind veteran content is counterproductive (they are already powerful to do this content, you don't need making them even more powerful, this will cause power creep). And at the same time that's why locking better cosmetics behind veteran content is the kick in the face of the majority of paying customers.
an interesting take
I think you understand that I am not, in anyway, proposing better gear or more obtainable power for Veteran as that is what I clearly stated in the post and reiterated more than once in this thread. So I will address the point about cosmetics.
The quality of cosmetic would entirely depend on the challenge/achievement.
Example - Story Boss:
Completing all the challenges of the Veteran Molag Bal would give you a house.
Along your journey to get the "Challenger achievement" you could attain a skin & personality too, maybe a mount.
Example - Dolmens:
The achievements for Dolmens & World Bosses in "Normal" only require beating them once.
So for Veteran it might be more of a grind to beat them "X" number of times or to beat every Big Bad that comes out of the dolmen.
Point being that the cosmetic rewards would not be hand-outs, you would actually have to earn them through playing activities.
Some would be easy, some would be hard.
1. There are already cosmetics (like titles, polymorphs, and costumes) that can be earned in overland, leveling, events, and even for logging in. So saying to put more of that in the playable content is not drastic.
2. Players have been asking for more cosmetics that can be earned in-game to balance the amount available in the crown store.
This is why the achievements & challenges in the proposal are centered around repeatable content - rather than questing as handling Normal & Veteran instance questing would be a nightmare.
As I also said in the OP the reason I put those rewards behind the Veteran instance is a compromise.
Whenever people asked for a "Veteran Overland Mode" in the past the issue always comes down to handling rewards.
Many people don't want gear & money rewards for increased difficulty because they think that people are not looking really for a "challenge" but opportunity at an easier grind for gear & gold.
That it could lead to people leaving the Normal instance in droves to grind in Veteran.
This is understandable however, players are still going to want a reward of some sort for playing the harder content.
So the compromise I proposed is various cosmetic rewards.
I hardly view it as a kick in the face, but giving something to both new & long term players
If you read the Q&A you would know that you would not have to repeat the quest in Veteran mode as the repeatable story boss activity would be unlocked whether you did the story on normal or veteran.I feel that you don't understand this game and this playerbase. Cosmetics is much more important than sets or skills. That's why houses and motifs are the most expensive both in crown store and in guild stores. That's why carry price for cosmetic skins are astronomical. That's why completion ratio of vMA is neglectable. You can place vMA or nMA weapons in the crown store right now, but outfits of these weapons would sell better.
That's why locking better gear behind veteran content is counterproductive (they are already powerful to do this content, you don't need making them even more powerful, this will cause power creep). And at the same time that's why locking better cosmetics behind veteran content is the kick in the face of the majority of paying customers.
an interesting take
I think you understand that I am not, in anyway, proposing better gear or more obtainable power for Veteran as that is what I clearly stated in the post and reiterated more than once in this thread. So I will address the point about cosmetics.
The quality of cosmetic would entirely depend on the challenge/achievement.
Example - Story Boss:
Completing all the challenges of the Veteran Molag Bal would give you a house.
Along your journey to get the "Challenger achievement" you could attain a skin & personality too, maybe a mount.
Example - Dolmens:
The achievements for Dolmens & World Bosses in "Normal" only require beating them once.
So for Veteran it might be more of a grind to beat them "X" number of times or to beat every Big Bad that comes out of the dolmen.
Point being that the cosmetic rewards would not be hand-outs, you would actually have to earn them through playing activities.
Some would be easy, some would be hard.
1. There are already cosmetics (like titles, polymorphs, and costumes) that can be earned in overland, leveling, events, and even for logging in. So saying to put more of that in the playable content is not drastic.
2. Players have been asking for more cosmetics that can be earned in-game to balance the amount available in the crown store.
This is why the achievements & challenges in the proposal are centered around repeatable content - rather than questing as handling Normal & Veteran instance questing would be a nightmare.
As I also said in the OP the reason I put those rewards behind the Veteran instance is a compromise.
Whenever people asked for a "Veteran Overland Mode" in the past the issue always comes down to handling rewards.
Many people don't want gear & money rewards for increased difficulty because they think that people are not looking really for a "challenge" but opportunity at an easier grind for gear & gold.
That it could lead to people leaving the Normal instance in droves to grind in Veteran.
This is understandable however, players are still going to want a reward of some sort for playing the harder content.
So the compromise I proposed is various cosmetic rewards.
I hardly view it as a kick in the face, but giving something to both new & long term players
RE: Story Boss
This will lead to the situation you claim you do not want ("The issue, as you may have seen, is that many people don't want gear & money rewards for increased difficulty because that could lead to people leaving Normal instance in droves"). People will leave normal for veteran in droves, because what is the point of doing the whole story on normal and then repeat it on veteran to get the house? And people will complain that it is too hard. You will simply get Craglorn v2, when everyone is in veteran for the cosmetics, struggle to go it and push developers to lower the difficulty.
I opted a "grind" as in beating it "X" number of times because I am thinking in the long term.RE: Dolmens
Do we really need even more grind? Do we really need the pain of farming the same dolmen bosses several times, when they are not linked to zones now? Crown crates are better than this, as they are at least fast to open.
What I proposed is various types of cosmetic rewards for various types of challenges & achievements.RE: Earning cosmetic rewards by playing
Why do you think ZOS puts in crown store or crown crates skins and mounts that are similar to rewards by playing? Yes, players have been asking, but you should look for the context. Players are usually asking for rewards that can actually be earned in game, not rewards that they will struggle to get for months (see vMA and HM trials).
Some would be easy, some would be hard.
Again. I already addressed this point.RE: A reward of some sort
The first thing you should ask is why people ask for veteran mode. If the reason is increased difficulty, then this difficulty is already a reward, the sense of struggle and accomplishment. If the reason is rewards, then why not give these rewards in the game as it is now?
Depends entirely on how it is executed.The most likely answer is that it will end just like Craglorn (the majority of players do not want to pay so something they will struggle at and maybe will not be able to do)
InterestingEXAMPLE of a REAL implementation of "veteran overland content" -- Secret World Legends. On many overland maps there is a special very-high-level zone of really killer mobs that you need a raid to handle. You do a specific repeatable quest chain there to get special loot and a chance to get an item that spawns an even tougher boss.
The key reason why that works is their overland is actually like a small INSTANCE. There is a CAP on the players in each instance -- around 14, or just a bit bigger than the maximum group size. It's not the same kind of huge-number-of-players-allowed overland here.
So what actually happens is that zone for endgamers works like a raid/trial -- controlled environment, controlled number of participants. But with the illusion of being "harder overland".
@Dusk_Coven This is a reasonable compromise.As for STORY and quests -- these fights and key encounters (e.g., stealth missions) should all be INSTANCED and possibly with some aggressive difficulty scaling. They key is to INSTANCE them all so that other people can't come by and reduce your difficulty or ruin your experience. You invite only who you want and if you want to invite a lot of people to ruin your challenge instead of leveling up and gearing up, go ahead and do that too.
That is not changing anything in the result that people will complain about content being too difficult for them to get a house.If you read the Q&A you would know that you would not have to repeat the quest in Veteran mode as the repeatable story boss activity would be unlocked whether you did the story on normal or veteran.
The activity itself is only available in Veteran.
This is why I said to read the Q&A in the OP because many of the questions people have posed were already addressed in the that section.
There is no such thing as a long term engagement in the zones that are already completed. Antiquities offered more grind for such zones. There is nothing else to do in Rivenspire, for example, except harversting every node possible in hope of getting the lead. Because you can't 'play the rest of the game' in Western Skyrim and get a lead from Rivenspire.I opted a "grind" as in beating it "X" number of times because I am thinking in the long term.
Like I said before this is not just for old player but also new players who get into the game.
Just like the antiquities system - When you add a new system you have to consider the long term engagement of that system not the immediate gratification.
The reason some people were miserable with antiquities is because they were trying to grind everything out at once when it was designed to be something you do as you play the rest of the game.
It is not addressed, I fear. If people will not do something with no incentive, then it is an excellent reason to not waste time on implementing this something at all. If people will not do something with no incentive, then it is not fun in itself. Why would any developer waste time and resources to make some not fun (=bad) content and then waste even more resources to make incentives?What I proposed is various types of cosmetic rewards for various types of challenges & achievements.
That does not mean they are equally hard or on par with vMA & HM Trials. I clearly stated that previously.Some would be easy, some would be hard.Again. I already addressed this point.RE: A reward of some sort
The first thing you should ask is why people ask for veteran mode. If the reason is increased difficulty, then this difficulty is already a reward, the sense of struggle and accomplishment. If the reason is rewards, then why not give these rewards in the game as it is now?
Whenever "Difficulty Settings" are discussed, rewards are inevitably brought up.
These leads to two sides
1. The Challenge is its own reward.
2. No One is going play something with no incentive.
People on this very thread said that the gear grind is essential to the cycle of gameplay while others don't want gameplay reward attached to difficulty at all.
This is why I went with this compromise. It still satisfies that feeling of earning something while not making the player more powerful or having an easier time at obtaining better gear.
Rather they get something they can show off which encourages people to play those activities.
The idea is to find a solution that works for both sides and is viable for the game.
vMA discussion has been active even more. It is so niche that even developers acknowledge it as 'very few players'.I would argue that optional difficulties for overland and/or story is not as niche as you are making it out to be. It has been a subject of discussion for some time now.
If people will not do something with no incentive, then it is not fun in itself. Why would any developer waste time and resources to make some not fun (=bad) content and then waste even more resources to make incentives?
As for STORY and quests -- these fights and key encounters (e.g., stealth missions) should all be INSTANCED and possibly with some aggressive difficulty scaling. They key is to INSTANCE them all so that other people can't come by and reduce your difficulty or ruin your experience. You invite only who you want and if you want to invite a lot of people to ruin your challenge instead of leveling up and gearing up, go ahead and do that too.
Have to? Strange. When I am playing forum RPGs as a player or as a GM, I am not receiving any extra rewards. When I am playing tabletop RPGs as a player or as a DM, I am not receiving any extra rewards. When I am playing almost any single-player games, I am not receiving extra rewards based on difficulty. It is the opposite, as competent developers usually implement starting handicaps and (or) give the less XP the higher the difficulty.You have to do both.If people will not do something with no incentive, then it is not fun in itself. Why would any developer waste time and resources to make some not fun (=bad) content and then waste even more resources to make incentives?
It has to be fun and it has to reward you for your efforts.
Given the number of players having fun from veteran content compared to all players you will end at ESO++ for $150/month to make this profitable to develop.The only way I see it happening is by Adding ESO + + Additional 5$ more per month to access this for them to be able to implement it
Recent podcast talked about this around 30 minutes into it.
https://www.loreseekerspodcast.com/loreseekers-vol-7-2-darkreach/
They make the point that the game should rise to meet you - not that you should have to handicap yourself in order to make it challenging again.
EDIT: A problem with having a handicap and sharing the instance with players who aren't using it is that it purposefully makes you less competent and useful. It discourages player progression.
Recent podcast talked about this around 30 minutes into it.
https://www.loreseekerspodcast.com/loreseekers-vol-7-2-darkreach/
They make the point that the game should rise to meet you - not that you should have to handicap yourself in order to make it challenging again.
EDIT: A problem with having a handicap and sharing the instance with players who aren't using it is that it purposefully makes you less competent and useful. It discourages player progression.
Recent podcast talked about this around 30 minutes into it.
https://www.loreseekerspodcast.com/loreseekers-vol-7-2-darkreach/
They make the point that the game should rise to meet you - not that you should have to handicap yourself in order to make it challenging again.
EDIT: A problem with having a handicap and sharing the instance with players who aren't using it is that it purposefully makes you less competent and useful. It discourages player progression.