The game is ridiculosly easy for you maybe and other leets sitting at 1k+ CP and fully kitted in gold gear from trials and veteran dungeons. For rest of the players the game has plenty of challenges to offer still. Sorry but you are in minority but hey by all means please continue to "demand". 🙄
You realize the reason Craglorn didn't work is because they released an MMO where simple MMO-y things like grouping were completely broken and most people stopped playing until it went buy2play... Right? You need a community for adventure zones to work. They were never even given a fair shot. Were you even around for launch?It's a waste of resources considering Craglorn is perfect example of what happens when devs force people to group up.
robertthebard wrote: »Fata1moose wrote: »robertthebard wrote: »So I was running around Stonefalls this morning, trying to find a quest that I missed on the map, and saw a player die to three scamps. CP level on the player? 0. Nope.
Then they could keep the overland toggled on Normal that changes nothing.
It changes everything. I've seen this discussion before. Here, and in DDO. When they finally got it in DDO, and started complaining that it was too hard, I picked up a nice little year ban from the forums for suggesting exactly what you suggest here, "Play a lower difficulty".
AlexanderDeLarge wrote: »
What are you even talking about? CP300s can easily triple-shot elite enemies in the overland.
You say this in all seriousness meanwhile players leave in droves or never even consider playing in the first place with the most common sentiment online against The Elder Scrolls Online is as follows...
#1 bad combat
#2 bad performance
#3 it's too easy
I don't know where this idea comes from that proponents of higher difficulty settings are weaving a conspiracy by saying they "just want a challenge" to hide that in reality it's all about the goodies. I've never seen people actually say that.
Many players are asking for this (me first). What would it cost for them to put a Veteran tag and instance zones ? Nothing.
I'm so tired in 2-shotting everything when new content goes out, especially during the main story, where I'm supposed to face super strong vilains that threaten Tamriel and can't even kill me naked and AFK. It's not worth the $$ I'm spending when buying new content.
We need a veteran tag. Like for dungeons in overland. That's it. Period. It's easy.
Many players are asking for this (me first). What would it cost for them to put a Veteran tag and instance zones ? Nothing.
I'm so tired in 2-shotting everything when new content goes out, especially during the main story, where I'm supposed to face super strong vilains that threaten Tamriel and can't even kill me naked and AFK. It's not worth the $$ I'm spending when buying new content.
We need a veteran tag. Like for dungeons in overland. That's it. Period. It's easy.
If there were really that many players asking for it I am sure they would have made veteran overland version by now. They have the data and stastics and so far it isn't in your favour. It's clear they want to focus on getting more new players and make game more casual friendly rather than cater to vocal minority on forums. And companion system is just going to do that. Attract more single rpg players of Elder scrolls and other titles.. *Shrugs*
Agenericname wrote: »Many players are asking for this (me first). What would it cost for them to put a Veteran tag and instance zones ? Nothing.
I'm so tired in 2-shotting everything when new content goes out, especially during the main story, where I'm supposed to face super strong vilains that threaten Tamriel and can't even kill me naked and AFK. It's not worth the $$ I'm spending when buying new content.
We need a veteran tag. Like for dungeons in overland. That's it. Period. It's easy.
If there were really that many players asking for it I am sure they would have made veteran overland version by now. They have the data and stastics and so far it isn't in your favour. It's clear they want to focus on getting more new players and make game more casual friendly rather than cater to vocal minority on forums. And companion system is just going to do that. Attract more single rpg players of Elder scrolls and other titles.. *Shrugs*
If it were a vocal minority on the forums it might be the case, but i doubt that it is. Most of the people that I play with do not quest, and it typically because the quests and overland in general arent engaging. Theyre written well enough and the aesthetics are good, but the level of difficulty is low enough that it doesnt feel engaging at all.
Those people, most anyway, dont have forum accounts. In the conversations we have had the result is "we will just play another game." Which is what happens. We always come back to do other things, dungeons, trials, pvp, etc, but overland is at this point scenery. If we want overland to feel even mildly engaging we find it other games.
If they can find a way to make everyone happy, they should. My main has 400 skill points or so missing just a few areas to complete the explorer/quest achievements and its a slog to do them.
Engaging isnt the same as challenging in every case. There's some overlap of course, but theyre not the same. If we want a challenge they exist already; vet arenas, dungeons, trials, and pvp serve to provide a challenge. Thats fine, that niche is filled. Engaging in the sense that I may need to occansionally pay attention or act defensively when I facing the biggest baddy of the land is whats lacking.
Agenericname wrote: »Many players are asking for this (me first). What would it cost for them to put a Veteran tag and instance zones ? Nothing.
I'm so tired in 2-shotting everything when new content goes out, especially during the main story, where I'm supposed to face super strong vilains that threaten Tamriel and can't even kill me naked and AFK. It's not worth the $$ I'm spending when buying new content.
We need a veteran tag. Like for dungeons in overland. That's it. Period. It's easy.
If there were really that many players asking for it I am sure they would have made veteran overland version by now. They have the data and stastics and so far it isn't in your favour. It's clear they want to focus on getting more new players and make game more casual friendly rather than cater to vocal minority on forums. And companion system is just going to do that. Attract more single rpg players of Elder scrolls and other titles.. *Shrugs*
If it were a vocal minority on the forums it might be the case, but i doubt that it is. Most of the people that I play with do not quest, and it typically because the quests and overland in general arent engaging. Theyre written well enough and the aesthetics are good, but the level of difficulty is low enough that it doesnt feel engaging at all.
Those people, most anyway, dont have forum accounts. In the conversations we have had the result is "we will just play another game." Which is what happens. We always come back to do other things, dungeons, trials, pvp, etc, but overland is at this point scenery. If we want overland to feel even mildly engaging we find it other games.
If they can find a way to make everyone happy, they should. My main has 400 skill points or so missing just a few areas to complete the explorer/quest achievements and its a slog to do them.
Engaging isnt the same as challenging in every case. There's some overlap of course, but theyre not the same. If we want a challenge they exist already; vet arenas, dungeons, trials, and pvp serve to provide a challenge. Thats fine, that niche is filled. Engaging in the sense that I may need to occansionally pay attention or act defensively when I facing the biggest baddy of the land is whats lacking.
This comes up every other week. For at least 4/5 years now. Zos has ALL the data, yet you are seriously saying it's the majority of the population that wants this and are actively supporting the idea?
In this very thread you have players claiming no one or just one or two players ever requested or were interested in companions yet we are getting them instead of them overhauling overworld that this majority has been asking for? For 5 years? That makes sense to you?
There is no way to make everyone happy if they implement this. If it has any sort of added rewards it will face an immediate negative response from the vast majority of the population who will not use this nor pay for it.
Which brings us to cost. Zos ISN'T going to get the ok from their bosses to do this for free. I'd fire whoever propose such a ridiculous idea. I see now that's the only way to truly kill this dead horse, bring up cost and discuss it like a business.
That's the only way. I'll keep saying it. They aren't going to risk the ire from the majority of their casual population adding better rewards for this content, take time and resources away from projects that will benefit the majority or simply bring in revenue, for free.
Agenericname wrote: »Agenericname wrote: »Many players are asking for this (me first). What would it cost for them to put a Veteran tag and instance zones ? Nothing.
I'm so tired in 2-shotting everything when new content goes out, especially during the main story, where I'm supposed to face super strong vilains that threaten Tamriel and can't even kill me naked and AFK. It's not worth the $$ I'm spending when buying new content.
We need a veteran tag. Like for dungeons in overland. That's it. Period. It's easy.
If there were really that many players asking for it I am sure they would have made veteran overland version by now. They have the data and stastics and so far it isn't in your favour. It's clear they want to focus on getting more new players and make game more casual friendly rather than cater to vocal minority on forums. And companion system is just going to do that. Attract more single rpg players of Elder scrolls and other titles.. *Shrugs*
If it were a vocal minority on the forums it might be the case, but i doubt that it is. Most of the people that I play with do not quest, and it typically because the quests and overland in general arent engaging. Theyre written well enough and the aesthetics are good, but the level of difficulty is low enough that it doesnt feel engaging at all.
Those people, most anyway, dont have forum accounts. In the conversations we have had the result is "we will just play another game." Which is what happens. We always come back to do other things, dungeons, trials, pvp, etc, but overland is at this point scenery. If we want overland to feel even mildly engaging we find it other games.
If they can find a way to make everyone happy, they should. My main has 400 skill points or so missing just a few areas to complete the explorer/quest achievements and its a slog to do them.
Engaging isnt the same as challenging in every case. There's some overlap of course, but theyre not the same. If we want a challenge they exist already; vet arenas, dungeons, trials, and pvp serve to provide a challenge. Thats fine, that niche is filled. Engaging in the sense that I may need to occansionally pay attention or act defensively when I facing the biggest baddy of the land is whats lacking.
This comes up every other week. For at least 4/5 years now. Zos has ALL the data, yet you are seriously saying it's the majority of the population that wants this and are actively supporting the idea?
In this very thread you have players claiming no one or just one or two players ever requested or were interested in companions yet we are getting them instead of them overhauling overworld that this majority has been asking for? For 5 years? That makes sense to you?
There is no way to make everyone happy if they implement this. If it has any sort of added rewards it will face an immediate negative response from the vast majority of the population who will not use this nor pay for it.
Which brings us to cost. Zos ISN'T going to get the ok from their bosses to do this for free. I'd fire whoever propose such a ridiculous idea. I see now that's the only way to truly kill this dead horse, bring up cost and discuss it like a business.
That's the only way. I'll keep saying it. They aren't going to risk the ire from the majority of their casual population adding better rewards for this content, take time and resources away from projects that will benefit the majority or simply bring in revenue, for free.
No, I didnt say the majority nor did I imply such. Vet DLCs arent played by a majority, neither are vet trials, or pvp, yet we have them. It doesnt need to be a majority. What I said was the majority of my friends, which is not only anecdotal but also not a large enough sample, but true none-the-less.
Yes, it does make sense if its feasable. If it isnt, then it isnt. You said it yourself, the topic comes up often so its apparently an idea that either many, maybe not most, but many, are in favor of or the same small group of people have been posting asking for it for the last 4/5 years. Either way, it has enough traction to be considered and if it can be done without upsetting the difficulty that new players face, then it should be.
I believe they have already considered it and even spoke about it. The results were, nothing in the works yet, but not out of the question.
Youre right about one thing though, no matter what they do they will face a negative response.
exeeter702 wrote: »
Yeah the whole “You just want rewards!” Argument doesn’t hold when all activities in this game are centered on incentive for participation.
Well, the argument was made repeatedly, that this is not about "rewards" but about "the challenge". Once you introduce a veteran mode for overland without better rewards, of course the same people will ask for "better gear" because "why would the noobs running only normal mode deserve the same stuff for less".
No surprise, really. I was just pointing out this hypocrisy.
People who say "it's about challenge' and not reward" should be politicians. I can smell the BS from miles away.
Septimus_Magna wrote: »What people dont understand is that the health of overland mobs has been roughly the same for a long time. Most players want a sense of progression so gimping yourself to run around without gear is a not an option. You dont need to necessarily buff PVE mobs, you can debuff the player as long as there is some reward for doing so.
Dark Souls had the ring of Calamity where the user would take twice the amount of damage. This got me thinking, what if there was an outfit piece (so you can keep all your gear equipped) that would do the same in ESO.
*If other party members dont have this outfit equipped XP gain will not be increased.
- Band of the Veteran
- Reduce outgoing damage by 75%
- Reduce incoming heals/shields by 50%
- Increase incoming damage by 50%
- Increase XP gain by 25%
**The numbers are just an indication of course.
Technically speaking its gimping yourself but gear/CP still make a difference. The good thing is that questing and overland content gets more challenging and you get compensated for dealing less damage and taking more damage by gaining more XP.
Septimus_Magna wrote: »What people dont understand is that the health of overland mobs has been roughly the same for a long time. Most players want a sense of progression so gimping yourself to run around without gear is a not an option. You dont need to necessarily buff PVE mobs, you can debuff the player as long as there is some reward for doing so.
Dark Souls had the ring of Calamity where the user would take twice the amount of damage. This got me thinking, what if there was an outfit piece (so you can keep all your gear equipped) that would do the same in ESO.
*If other party members dont have this outfit equipped XP gain will not be increased.
- Band of the Veteran
- Reduce outgoing damage by 75%
- Reduce incoming heals/shields by 50%
- Increase incoming damage by 50%
- Increase XP gain by 25%
**The numbers are just an indication of course.
Technically speaking its gimping yourself but gear/CP still make a difference. The good thing is that questing and overland content gets more challenging and you get compensated for dealing less damage and taking more damage by gaining more XP.
I even recently made a post with a very similar proposal. I am not sure why we cannot agree on something like this which will help those who like it harder, not bother those for whom it is already difficult enough, and don't split the population. I would only reverse the damage incoming/outgoing. Higher debuff percentage of incoming than outgoing damage, otherwise NPCs become just boring combat sponges. Overland enemies mechanics are just not engaging / varied enough to make them bearable
exeeter702 wrote: »
Yeah the whole “You just want rewards!” Argument doesn’t hold when all activities in this game are centered on incentive for participation.
Well, the argument was made repeatedly, that this is not about "rewards" but about "the challenge". Once you introduce a veteran mode for overland without better rewards, of course the same people will ask for "better gear" because "why would the noobs running only normal mode deserve the same stuff for less".
No surprise, really. I was just pointing out this hypocrisy.
exeeter702 wrote: »
Yeah the whole “You just want rewards!” Argument doesn’t hold when all activities in this game are centered on incentive for participation.
Well, the argument was made repeatedly, that this is not about "rewards" but about "the challenge". Once you introduce a veteran mode for overland without better rewards, of course the same people will ask for "better gear" because "why would the noobs running only normal mode deserve the same stuff for less".
No surprise, really. I was just pointing out this hypocrisy.
It is not hypocrisy. Because if you keep the rewards the same, you are literally punishing players that chose the vet version by giving them less rewards over time. More rewards on the vet version should be balanced towards the extra time spent so both normal and vet overland will have around the same rewards over time ratio.
Heck, it should reward a tiny bit more over time on vet to make sure vet version is not punished.
Hallothiel wrote: »Lordy people do forget.
Craglorn used to be hellish difficult. Groups of wasps would kill you just by looking at you.
And it was a dead zone. Hardly anyone went there. Which is why it was changed.
A few people on here may want overland HM but not the majority of players. That’s the reality.
Septimus_Magna wrote: »What people dont understand is that the health of overland mobs has been roughly the same for a long time. Most players want a sense of progression so gimping yourself to run around without gear is a not an option. You dont need to necessarily buff PVE mobs, you can debuff the player as long as there is some reward for doing so.
Dark Souls had the ring of Calamity where the user would take twice the amount of damage. This got me thinking, what if there was an outfit piece (so you can keep all your gear equipped) that would do the same in ESO.
*If other party members dont have this outfit equipped XP gain will not be increased.
- Band of the Veteran
- Reduce outgoing damage by 75%
- Reduce incoming heals/shields by 50%
- Increase incoming damage by 50%
- Increase XP gain by 25%
**The numbers are just an indication of course.
Technically speaking its gimping yourself but gear/CP still make a difference. The good thing is that questing and overland content gets more challenging and you get compensated for dealing less damage and taking more damage by gaining more XP.
I even recently made a post with a very similar proposal. I am not sure why we cannot agree on something like this which will help those who like it harder, not bother those for whom it is already difficult enough, and don't split the population. I would only reverse the damage incoming/outgoing. Higher debuff percentage of incoming than outgoing damage, otherwise NPCs become just boring combat sponges. Overland enemies mechanics are just not engaging / varied enough to make them bearable
exeeter702 wrote: »
Yeah the whole “You just want rewards!” Argument doesn’t hold when all activities in this game are centered on incentive for participation.
Well, the argument was made repeatedly, that this is not about "rewards" but about "the challenge". Once you introduce a veteran mode for overland without better rewards, of course the same people will ask for "better gear" because "why would the noobs running only normal mode deserve the same stuff for less".
No surprise, really. I was just pointing out this hypocrisy.
It is not hypocrisy. Because if you keep the rewards the same, you are literally punishing players that chose the vet version by giving them less rewards over time. More rewards on the vet version should be balanced towards the extra time spent so both normal and vet overland will have around the same rewards over time ratio.
Heck, it should reward a tiny bit more over time on vet to make sure vet version is not punished.
Hallothiel wrote: »Lordy people do forget.
Craglorn used to be hellish difficult. Groups of wasps would kill you just by looking at you.
And it was a dead zone. Hardly anyone went there. Which is why it was changed.
A few people on here may want overland HM but not the majority of players. That’s the reality.
Hallothiel wrote: »Lordy people do forget.
Craglorn used to be hellish difficult. Groups of wasps would kill you just by looking at you.
And it was a dead zone. Hardly anyone went there. Which is why it was changed.
A few people on here may want overland HM but not the majority of players. That’s the reality.
AlexanderDeLarge wrote: »Hallothiel wrote: »Lordy people do forget.
Craglorn used to be hellish difficult. Groups of wasps would kill you just by looking at you.
And it was a dead zone. Hardly anyone went there. Which is why it was changed.
A few people on here may want overland HM but not the majority of players. That’s the reality.
This is blatantly disingenuous veering into revisionist history territory. It was a dead zone because everyone left the game after a botched launch. Not to mention, something as basic as grouping in an MMO was broken and no one wanted to go to a zone that relied on grouped content at the time.
Adventure zones are great and would be received very well in TESO today post-One Tamriel with working grouping and phasing mechanics. It just wasn't given a fair chance under fair circumstances.
AlexanderDeLarge wrote: »Adventure zones are great and would be received very well in TESO today post-One Tamriel with working grouping and phasing mechanics. It just wasn't given a fair chance under fair circumstances.
AlexanderDeLarge wrote: »Adventure zones are great and would be received very well in TESO today post-One Tamriel with working grouping and phasing mechanics. It just wasn't given a fair chance under fair circumstances.
I doubt that. Many years ago when Everquest 2 launched they had the whole game build up around group content and players hated it because they couldnt progress without finding groups. For ESO you can see this issue with trial group finding as well.
When someone comes home from work or school they want to play, they dont want to spend to much time finding a group to get something done. ESO does a great job in achieving this with the way zones and queues work. The only thing realy lacking is some sort of trial grouping system.
Most players are not interested in spending 30 to 60 minutes fighting their way through one single quest considering there are over a thousand quests in the game and more being added every year. Most players just want to do the quest collection their loot and XP and move on to the next quest. Asking the devs to create a single player game type of difficulty option in a multiple player type of game will never happen.
AlexanderDeLarge wrote: »Most players are not interested in spending 30 to 60 minutes fighting their way through one single quest considering there are over a thousand quests in the game and more being added every year. Most players just want to do the quest collection their loot and XP and move on to the next quest. Asking the devs to create a single player game type of difficulty option in a multiple player type of game will never happen.
You're forgetting about the massive population that is already leveled up, fully geared and finally wants a challenge outside of weekly trial runs and veteran dungeons, assuming those people haven't stopped playing because of a lack of difficulty, which many have. The game is damn near unplayable above CP300 because it's such a bore fighting enemies that are supposed to be "intimidating".
How many times are we supposed to do a quest that takes 15-20 minutes of running around, only to find themselves in a phased instance with a boss that dies in three hits and "Quest Complete" flashes across our screen before people give up? The difficulty of the overland which we pay full expansion price for annually in addition to the Q4 zone DLCs is a joke and I have a pretty good feeling that the only people opposing this are either below 300 or somehow >CP300 but hardly clear 10K DPS (bad at the game).
AlexanderDeLarge wrote: »You're forgetting about the massive population that is already leveled up, fully geared and finally wants a challenge outside of weekly trial runs and veteran dungeons, assuming those people haven't stopped playing because of a lack of difficulty, which many have. The game is damn near unplayable above CP300 because it's such a bore fighting enemies that are supposed to be "intimidating".