With the addition of companions now more than ever a veteran overland is needed

  • poodlemasterb16_ESO
    poodlemasterb16_ESO
    ✭✭✭✭✭
    How can I put this. I will hunting Companions, any way I can. ;)

    At one time you could pull the entire dungeon. I'm not sure that's still possible, but I'll see what I can do.
  • Iccotak
    Iccotak
    ✭✭✭✭✭
    ✭✭✭✭
    There’s a “boss” in Markarth, who was engaging even for someone with 700 cp. sure I didn’t have a problem as a high level player but she made combat engaging.

    She transports around summoning waves of darkness as well as various minions as you fight her.

    If there were tougher witch enemies in the Reach who had her set of powers or at least half of them that zone would be more engaging on a mechanics level (good writing though)

    https://en.m.uesp.net/wiki/Online:

    Enemies don’t need to be damage sponges - they need to be able to do more in a fight to actually make combat engaging.
  • Xebov
    Xebov
    ✭✭✭✭✭
    Iccotak wrote: »
    Xebov 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.

    I could see it working if it were like a public dungeon, along with more engaging mechanics, rather than a required group dungeon

    You would just move the issue around and worst case you would end up with an additional issue. More engaging mechanics would mean higher difficulty. The problem with difficulty is that you will not find a single baseline to fit all users. Take a look at solo arenas. They try to have a single baseline for each difficulty. You end up with players where normal is to easy and vet is to hard. At the same time you have players that run through hard like its nothing. Having a public dungeon with harder mechanics would effectively end up with the same problem. You would have the lower end where players would be forced to group and the higher end thats still bored. Depending on where you put your baseline you are just stacking players from one side to the other.

    The main problem for engaging and difficult content is that the game has hidden mechanics that are not obvious but play a huge role in player efficiency. For example light attack weaving or the huge damage gap from choosing specific skills. This creates a huge gap between DD players. This gap has to be resolved to have them close enought together. At the same time you need better support for dual spec to allow Tank and Healer players to also have efficient DD builds without the needs for respecing. Otherwise you will just annoy that player group with ther natural lower efficiency.
  • Iccotak
    Iccotak
    ✭✭✭✭✭
    ✭✭✭✭
    Xebov wrote: »
    Iccotak wrote: »
    Xebov 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.

    I could see it working if it were like a public dungeon, along with more engaging mechanics, rather than a required group dungeon

    You would just move the issue around and worst case you would end up with an additional issue. More engaging mechanics would mean higher difficulty. The problem with difficulty is that you will not find a single baseline to fit all users. Take a look at solo arenas. They try to have a single baseline for each difficulty. You end up with players where normal is to easy and vet is to hard. At the same time you have players that run through hard like its nothing. Having a public dungeon with harder mechanics would effectively end up with the same problem. You would have the lower end where players would be forced to group and the higher end thats still bored. Depending on where you put your baseline you are just stacking players from one side to the other.

    The main problem for engaging and difficult content is that the game has hidden mechanics that are not obvious but play a huge role in player efficiency. For example light attack weaving or the huge damage gap from choosing specific skills. This creates a huge gap between DD players. This gap has to be resolved to have them close enought together. At the same time you need better support for dual spec to allow Tank and Healer players to also have efficient DD builds without the needs for respecing. Otherwise you will just annoy that player group with ther natural lower efficiency.

    So what would you like to see?

    Something like the difficulty scaling and n Skyrim which had a few settings rather than only two?
  • Larcomar
    Larcomar
    ✭✭✭✭✭
    I couldn't get through all 7 pages. So this has prob been said before but.... wouldn't the simplest thing just be to add a buff (debuff) like battle spirit that increases damage taken, decreases done and maybe offers some small additiomal rewards....
  • Iccotak
    Iccotak
    ✭✭✭✭✭
    ✭✭✭✭
    Larcomar wrote: »
    I couldn't get through all 7 pages. So this has prob been said before but.... wouldn't the simplest thing just be to add a buff (debuff) like battle spirit that increases damage taken, decreases done and maybe offers some small additiomal rewards....

    Doesn’t solve the problem and would potentially make it worse.

    It also goes against the idea of progression
  • Faulgor
    Faulgor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Iccotak wrote: »
    Xebov 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.

    I could see it working if it were like a public dungeon, along with more engaging mechanics, rather than a required group dungeon

    I've been moaning about this for years.

    There is no PvE endgame unless you play in groups of exactly 4 or 12 people. That's just horrendously limiting. It's also entirely different from the game up to that point (mainly overland), where you play either alone or in a come-as-you-are group of any size.

    PvP does this perfectly, so much so that I prefer it to anything else in the game right now although I usually hate PvP and I suck at it.
    I can go into Cyrodiil, join a group of any size and leave at any time.

    That's the feeling I want for overland PvE. And I don't want it to stop once my character is maxed out. That's all.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • TheImperfect
    TheImperfect
    ✭✭✭✭✭
    This is my opinion, maybe I'm wrong. It seems to me that people on the forums ask for things sometimes thinking they want it but when they get it they moan about it. Lots of people seemed to want CP2 and some are heavily moaning (others are very happy) I think veteran overland is like that. I think we'd end up with whingeing that getting from a to b while doing quests was taking too long and a chore and grind and why can't we just have the occasional boss that's more difficult (basically what we have now).
  • Kesstryl
    Kesstryl
    ✭✭✭✭✭
    ✭✭
    I think a lot of the nerfs on PTS and the new CP system will address this.
    HEARTHLIGHT - A guild for housing enthusiasts! Contact @Kesstryl in-game to join.
  • AlexanderDeLarge
    AlexanderDeLarge
    ✭✭✭✭✭
    Now that we've seen the CP overhaul and companion systems in action I really hope this is the first step towards reintroducing adventure zones or implementing a veteran overland system. The overwhelming majority of the game was already trivial to play and now it's a joke difficulty-wise.
    Difficulty scaling is desperately needed. 10 years. 7 paid expansions. 22 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the vast majority of this game.

    "ESO doesn't need a harder overland" on YouTube for a video of a naked level 3 character AFKing in front of a bear for a minute and a half before dying
  • Ergele
    Ergele
    ✭✭✭
    It's getting harder for ZoS to ignore this.

    AFAIK LOTRO introduced some sort of difficulty slider?
  • BlueRaven
    BlueRaven
    ✭✭✭✭✭
    ✭✭✭✭✭
    Necro thread.

    And companions are just a shade above being absolutely useless. They won’t magically enable players who can’t do difficult content to suddenly be able to.
  • Wolf_Eye
    Wolf_Eye
    ✭✭✭✭✭
    BlueRaven wrote: »
    Necro thread.

    And companions are just a shade above being absolutely useless. They won’t magically enable players who can’t do difficult content to suddenly be able to.

    I know right? How are companions gonna help with a "vet" overland when they keep dying in the normal overland we have??
  • mickeyx
    mickeyx
    ✭✭✭✭
    This is such a disappointment. I remember this thread. So much hype around companions and this is what we got.
  • ZOS_Lunar
    ZOS_Lunar
    admin
    Greetings!

    As this thread has run its course and is no longer constructive, we are now going to close it. We always encourage sharing opinions, but we ask that they are respectfully stated when doing so.

    Thank you for your understanding, and please keep the Community Rules in mind when posting on the forums.
    The Elder Scrolls Online - ZeniMax Online Studios
    Forum Rules | Code of Conduct | Terms of Service | Home Page | Help Site
    Staff Post
This discussion has been closed.