For what exactly? Tell me one reason why should the veteran zones work now?
They were not working before. Now what would be different?
No, old craglorn died because it was full of mobs designed to be tackled by a group (ie, lots of stupid enemies) and was filled to the brim with instanced quest (so if you had a group going you had to stop whenever someone left else they couldn't catch up.) Those are what made old craglron good for nothing other than farming vet levels. We are asking for enemies that don't waste their entire time during a fight figuring out which end of the sword goes where, and all you need to do is walk into the middle of a group of mobs to see just how little of a threat they pose.
How is asking for an instance of zones with halfway competent enemies, that will encourage people to actually engage with the story lines they put so much time into, that is an option, so you won't have to worry about being 'being forced to leave the game', a bad thing? They added the sticker book, took time but there it is, they are adding companions, took time as well, but adding something that is already in game, separate difficulty instances, that is too hard for them? Please try to realize just how trivial different zone instances is for them to make as opposed to the companions.
SilverBride wrote: »Thechuckage wrote: »GW actually has a better system for this. Squash a player down to the zones level. You are still more powerful by simply having more skills and stats on gear but not a walking forest fire.
It has been suggested that players could have the option to be "squashed" down to the zone's level, or that quest bosses could have a optional scroll to increase their difficulty, but the players asking for this don't want that. They want veteran overland with veteran quest bosses that can be killed repeatedly, which they have suggested more than once. This would put quest bosses on farm as a way to get veteran gear without having to step foot into veteran dungeons or trials.
The whole point of an RPG game is to grow stronger so you can take on greater challenges. That is the basic structure of the genre and the whole purpose of having "levels" to begin with. So this idea that players should intentionally weaken themselves to make things more challenging is antithetical to everything that makes RPG games fun and addictive.
This thread is requesting an option for more challenging overland. That is accomplished one of two ways. Nerfing the character of buffing the HP and damage of the NPCs which is ofc still a nerf to the character.
Granted, I do not have tons of experience in ESO but from what I have seen of vet dungeons they tend to just add more HP to the bosses and have them do more damage compared to their non-vet counterpart. Is that more challenging? Not really but it is what one should expect if Zos created a vet instance for each zone.
I hope that some of the more advanced dungeons actually adds some mechanics as the difficulty is increased, though I know they will basically still nerf the character by merely adding HP and increase the damage of NPCs.
Yeah, that's essentially all a Veteran Dungeon is - a normal dungeon scaled to a higher level so the mobs have more health, defense and offense.
We disagree that it doesn't make it more challenging, though. I believe it does. When an enemy has more health and defense, and hits harder it makes it to where you have to actually employ methods of survival instead of just running them over like a mac truck.
True that if someone was basically ignoring the mechanics with the lesser difficulty they may find it more challenging because they have to start paying attention to avoid the damage as long as it became meaningful damage.
I suppose that I was using the term challenging to suggest complexity. I will restate that I have not find the fights more complex. As such they are not much more interesting. It is my hope I will find some of the content increases the complexity and not just the simple buff HP and damage. I doubt this would happen for this suggestion.
I believe it would add some "complexity" to the gameplay in the sense players would actually have to consider the damage of their opponents as a threat and react accordingly, whether through reflex and/or build adjustments. IN other words: if an enemy is allowed to actually fight back - instead of just instantly becoming dead - then you will have added complexity just by the sheer fact the player actually has to consider their defenses and/or other survival options as well as their offense.
I get what you're saying though about mechanics. But honestly I'm not a fan of overly-complex mechanics, and prefer challenges based on individual performance in respect to their build and how they use it instead of possessing inside knowledge about how any particular fight is scripted.
SilverBride wrote: »Sanguinor2 wrote: »OP is asking for a second difficulty, not for the current difficulty to be replaced so your prefered difficulty would still be just as it is now.
Easy mode for all hard content already exists. Its called normal.
It has been explained multiple times why this idea won't work. But let's look at this from an industry standard.
How many MMOs do you know of that have multiple difficulty levels of their base game? It is the standard in MMOs that the base game is for questing and leveling and telling the story, and the challenging content is in dungeons and raids or trials.
It is not reasonable that a completely new version of the base game be created and maintained on 4 different servers/ platforms just because some players don't want to play the challenging content that the game provides.
I think this is reasonable to have a few servers with different modes of play. Easy, normal, and vet 1 level for all content on a server and hard mode set for all content on another. PvP will be on its own server.
Budget and time is a real thing. What gets cut for all of this money they are spending on servers and extra workers to pump out this bonus content in a timely fashion?
An obvious suggestion would be to cut out one of the two yearly dungeon DLCs. Let the devs experiment with something a little different with a veteran overland difficulty.
SilverBride wrote: »Sanguinor2 wrote: »OP is asking for a second difficulty, not for the current difficulty to be replaced so your prefered difficulty would still be just as it is now.
Easy mode for all hard content already exists. Its called normal.
It has been explained multiple times why this idea won't work. But let's look at this from an industry standard.
How many MMOs do you know of that have multiple difficulty levels of their base game? It is the standard in MMOs that the base game is for questing and leveling and telling the story, and the challenging content is in dungeons and raids or trials.
It is not reasonable that a completely new version of the base game be created and maintained on 4 different servers/ platforms just because some players don't want to play the challenging content that the game provides.
I think this is reasonable to have a few servers with different modes of play. Easy, normal, and vet 1 level for all content on a server and hard mode set for all content on another. PvP will be on its own server.
Budget and time is a real thing. What gets cut for all of this money they are spending on servers and extra workers to pump out this bonus content in a timely fashion?
An obvious suggestion would be to cut out one of the two yearly dungeon DLCs. Let the devs experiment with something a little different with a veteran overland difficulty.
And this is how it begins.
Cut out content the vast majority of the population will pay for and participate in for content only a handful want for free. This sure sounds like this optional content does indeed affect players who have no interest in it.
SilverBride wrote: »Sanguinor2 wrote: »OP is asking for a second difficulty, not for the current difficulty to be replaced so your prefered difficulty would still be just as it is now.
Easy mode for all hard content already exists. Its called normal.
It has been explained multiple times why this idea won't work. But let's look at this from an industry standard.
How many MMOs do you know of that have multiple difficulty levels of their base game? It is the standard in MMOs that the base game is for questing and leveling and telling the story, and the challenging content is in dungeons and raids or trials.
It is not reasonable that a completely new version of the base game be created and maintained on 4 different servers/ platforms just because some players don't want to play the challenging content that the game provides.
I think this is reasonable to have a few servers with different modes of play. Easy, normal, and vet 1 level for all content on a server and hard mode set for all content on another. PvP will be on its own server.
Budget and time is a real thing. What gets cut for all of this money they are spending on servers and extra workers to pump out this bonus content in a timely fashion?
An obvious suggestion would be to cut out one of the two yearly dungeon DLCs. Let the devs experiment with something a little different with a veteran overland difficulty.
And this is how it begins.
Cut out content the vast majority of the population will pay for and participate in for content only a handful want for free. This sure sounds like this optional content does indeed affect players who have no interest in it.
Most casual players dont play dlc dungeons, achievement completion percentage clearly indicates that. So his proposition was to cut out two dungeons played mostly by experienced players to provide feature that will be used mostly by experienced players.
What is your problem here?
SilverBride wrote: »Sanguinor2 wrote: »OP is asking for a second difficulty, not for the current difficulty to be replaced so your prefered difficulty would still be just as it is now.
Easy mode for all hard content already exists. Its called normal.
It has been explained multiple times why this idea won't work. But let's look at this from an industry standard.
How many MMOs do you know of that have multiple difficulty levels of their base game? It is the standard in MMOs that the base game is for questing and leveling and telling the story, and the challenging content is in dungeons and raids or trials.
It is not reasonable that a completely new version of the base game be created and maintained on 4 different servers/ platforms just because some players don't want to play the challenging content that the game provides.
I think this is reasonable to have a few servers with different modes of play. Easy, normal, and vet 1 level for all content on a server and hard mode set for all content on another. PvP will be on its own server.
Budget and time is a real thing. What gets cut for all of this money they are spending on servers and extra workers to pump out this bonus content in a timely fashion?
An obvious suggestion would be to cut out one of the two yearly dungeon DLCs. Let the devs experiment with something a little different with a veteran overland difficulty.
And this is how it begins.
Cut out content the vast majority of the population will pay for and participate in for content only a handful want for free. This sure sounds like this optional content does indeed affect players who have no interest in it.
Most casual players dont play dlc dungeons, achievement completion percentage clearly indicates that. So his proposition was to cut out two dungeons played mostly by experienced players to provide feature that will be used mostly by experienced players.
What is your problem here?
My problem is I'm an experienced vet player that does enjoy playing vet dlc's and would have a major problem losing one for an vet overland I'd only use to farm for the rewards.
I'm guessing you think ALL vet or even most vet players are unhappy with overland as well? Eyes roll.
SilverBride wrote: »Sanguinor2 wrote: »OP is asking for a second difficulty, not for the current difficulty to be replaced so your prefered difficulty would still be just as it is now.
Easy mode for all hard content already exists. Its called normal.
It has been explained multiple times why this idea won't work. But let's look at this from an industry standard.
How many MMOs do you know of that have multiple difficulty levels of their base game? It is the standard in MMOs that the base game is for questing and leveling and telling the story, and the challenging content is in dungeons and raids or trials.
It is not reasonable that a completely new version of the base game be created and maintained on 4 different servers/ platforms just because some players don't want to play the challenging content that the game provides.
I think this is reasonable to have a few servers with different modes of play. Easy, normal, and vet 1 level for all content on a server and hard mode set for all content on another. PvP will be on its own server.
Budget and time is a real thing. What gets cut for all of this money they are spending on servers and extra workers to pump out this bonus content in a timely fashion?
An obvious suggestion would be to cut out one of the two yearly dungeon DLCs. Let the devs experiment with something a little different with a veteran overland difficulty.
And this is how it begins.
Cut out content the vast majority of the population will pay for and participate in for content only a handful want for free. This sure sounds like this optional content does indeed affect players who have no interest in it.
Most casual players dont play dlc dungeons, achievement completion percentage clearly indicates that. So his proposition was to cut out two dungeons played mostly by experienced players to provide feature that will be used mostly by experienced players.
What is your problem here?
My problem is I'm an experienced vet player that does enjoy playing vet dlc's and would have a major problem losing one for an vet overland I'd only use to farm for the rewards.
I'm guessing you think ALL vet or even most vet players are unhappy with overland as well? Eyes roll.
Most vet players i know dont care about overland because it was boring af for years. For me vet overalnd idea have many more pros then cons. It gives more exlerienced players something to do, adds weight to the stories for ppl who dont enjoy being treated like idiots, allows weaker player to actually learn something before going to vet dungeons (7 out of 10 ppl who pug random vets do like 8k dps and die not knowing that standing in red can kill or what is a roll dodge. Thats how overland prepare ppl for toughter content).
All of that while making second difficulty optional so ppl who like story mode can continue to do so. And most arguments against it is "no because no" or "no because it will cost". We are talking about huge corpo with funds which was bought by Microsoft. In terms of profit, like i said they can release vet option only for one new zone and see how many players would want to try that. I assure you, there will be a lot of players happy to test that (just scrap mechanic that require ppl to be in group to progress because this is something that killed craglorn, not difficulty)
SilverBride wrote: »Sanguinor2 wrote: »OP is asking for a second difficulty, not for the current difficulty to be replaced so your prefered difficulty would still be just as it is now.
Easy mode for all hard content already exists. Its called normal.
It has been explained multiple times why this idea won't work. But let's look at this from an industry standard.
How many MMOs do you know of that have multiple difficulty levels of their base game? It is the standard in MMOs that the base game is for questing and leveling and telling the story, and the challenging content is in dungeons and raids or trials.
It is not reasonable that a completely new version of the base game be created and maintained on 4 different servers/ platforms just because some players don't want to play the challenging content that the game provides.
I think this is reasonable to have a few servers with different modes of play. Easy, normal, and vet 1 level for all content on a server and hard mode set for all content on another. PvP will be on its own server.
Budget and time is a real thing. What gets cut for all of this money they are spending on servers and extra workers to pump out this bonus content in a timely fashion?
An obvious suggestion would be to cut out one of the two yearly dungeon DLCs. Let the devs experiment with something a little different with a veteran overland difficulty.
And this is how it begins.
Cut out content the vast majority of the population will pay for and participate in for content only a handful want for free. This sure sounds like this optional content does indeed affect players who have no interest in it.
Most casual players dont play dlc dungeons, achievement completion percentage clearly indicates that. So his proposition was to cut out two dungeons played mostly by experienced players to provide feature that will be used mostly by experienced players.
What is your problem here?
My problem is I'm an experienced vet player that does enjoy playing vet dlc's and would have a major problem losing one for an vet overland I'd only use to farm for the rewards.
I'm guessing you think ALL vet or even most vet players are unhappy with overland as well? Eyes roll.
Most vet players i know dont care about overland because it was boring af for years. For me vet overalnd idea have many more pros then cons. It gives more exlerienced players something to do, adds weight to the stories for ppl who dont enjoy being treated like idiots, allows weaker player to actually learn something before going to vet dungeons (7 out of 10 ppl who pug random vets do like 8k dps and die not knowing that standing in red can kill or what is a roll dodge. Thats how overland prepare ppl for toughter content).
All of that while making second difficulty optional so ppl who like story mode can continue to do so. And most arguments against it is "no because no" or "no because it will cost". We are talking about huge corpo with funds which was bought by Microsoft. In terms of profit, like i said they can release vet option only for one new zone and see how many players would want to try that. I assure you, there will be a lot of players happy to test that (just scrap mechanic that require ppl to be in group to progress because this is something that killed craglorn, not difficulty)
We have got to stop using personal experience as a meter to judge anything. Most vet players you know?
How about every vet player I personally know is against this for the very real problem of having content they now enjoy being cut out.
In just one of my guilds I have 200 plus members alone who are against this. All long time vets. Why? Because it's a never ending cycle that results in less content for the masses, both casuals and hardcore alike for content that will inevitably become as easy as any content before it.
Doesn't mean a thing, it means we have had to endure this for 10 pages. I think hanging your hat on what a dev said one time is a mistake. People wonder why the devs don't communicate it's a perfect example of taking something so small as them saying they had looked at it one time.
No one knows what they can or can't afford to do, but common sense dictates you don't repeat the same mistakes twice. It wasn't just forced grouping that destroyed craglorn it was the difficulty. I know more people who quit because of it and I was one of those people. I didn't play for almost two years could be more. If the difficulty in this game increases again yeah I would find a different game and I know I'm not alone.
I do not believe they will shoot themselves in the foot making that same mistake twice it's not a good business decision.
Sure go ahead and ask for a special instance that is harder, but if you are asking for more rewards then this is what it's truly about. Wanting better items for not doing the content the devs designate as vet content. Then you are not a vet but a player who wants vet items for not doing vet content. Yeah me too. It's not going to happen but yeah I can wish.
The amount of capitol they would have to invest to make vet versions of all the overland AND make vet version of all future overland would be MONUMENTAL.
Most casual players dont play dlc dungeons, achievement completion percentage clearly indicates that. So his proposition was to cut out two dungeons played mostly by experienced players to provide feature that will be used mostly by experienced players.
What is your problem here?
Wrong, it was the difficulty that keep player out of Craglorn. Even after being nerfed to make it more solo player friendly it's still the most difficult zone in the game and yet you still don't see large amount of players running around Craglorn. If the player population isn't interested in Craglorn why would they want all the other zones to have a options to make them like a Craglorn zone. If you want increased overland difficulty spend your time completing the Craglorn zone before asking for more Craglorn type of content.just scrap mechanic that require ppl to be in group to progress because this is something that killed craglorn, not difficulty
Wrong, it was the difficulty that keep player out of Craglorn. Even after being nerfed to make it more solo player friendly it's still the most difficult zone in the game and yet you still don't see large amount of players running around Craglorn.just scrap mechanic that require ppl to be in group to progress because this is something that killed craglorn, not difficulty
If the player population isn't interested in Craglorn why would they want all the other zones to have a options to make them like a Craglorn zone. If you want increased overland difficulty spend your time completing the Craglorn zone before asking for more Craglorn type of content.
SilverBride wrote: »Thechuckage wrote: »GW actually has a better system for this. Squash a player down to the zones level. You are still more powerful by simply having more skills and stats on gear but not a walking forest fire.
It has been suggested that players could have the option to be "squashed" down to the zone's level, or that quest bosses could have a optional scroll to increase their difficulty, but the players asking for this don't want that. They want veteran overland with veteran quest bosses that can be killed repeatedly, which they have suggested more than once. This would put quest bosses on farm as a way to get veteran gear without having to step foot into veteran dungeons or trials.
I still am opposed to any improved rewards for doing vet overland content. No way any overland content should give dungeon specific gear. Better gear for vet overland would be a very bad idea. It would alienate much of the player base.
No one has said that overland should give gear found in Dungeons. - That makes no sense.
What people have said is just increase the rarity (blue/purple) chances of something being dropped.
"This would put quest bosses on farm as a way to get veteran gear without having to step foot into veteran dungeons or trials."
That is what I responded to. Vet gear was specifically mentioned.
Nobody asked for that if you read the original quote it was a baseless claim made by SilverBride.
Because I would agree with you that is a terrible and very dumb idea
Full SilverBride quote for context:It has been suggested that players could have the option to be "squashed" down to the zone's level, or that quest bosses could have a optional scroll to increase their difficulty, but the players asking for this don't want that. They want veteran overland with veteran quest bosses that can be killed repeatedly, which they have suggested more than once.
This would put quest bosses on farm as a way to get veteran gear without having to step foot into veteran dungeons or trials.
1. Yeah, I have said in the past that ZOS only seems to put any investment in mechanics and amazing fights for repeatable bosses. So I would like ZOS to give Story Bosses the same quality treatment in fights and if it takes making them repeatable then I can live with that. I want a story boss fight that is on par with ones in Dungeons.
2. NO One, Not a Single Person has said that Story Bosses should drop gear from Dungeons & Trials
Vet Quest Bosses should only offer higher quality versions (Purple quality Not perfected) of Zone Sets OR they should have their own sets that can be farmed.
I think the problem is, this starts as "we want more difficulty" and once/if that happens, it morphs into "this content is harder than normal content so we should get better rewards."
SilverBride wrote: »Thechuckage wrote: »GW actually has a better system for this. Squash a player down to the zones level. You are still more powerful by simply having more skills and stats on gear but not a walking forest fire.
It has been suggested that players could have the option to be "squashed" down to the zone's level, or that quest bosses could have a optional scroll to increase their difficulty, but the players asking for this don't want that. They want veteran overland with veteran quest bosses that can be killed repeatedly, which they have suggested more than once. This would put quest bosses on farm as a way to get veteran gear without having to step foot into veteran dungeons or trials.
I still am opposed to any improved rewards for doing vet overland content. No way any overland content should give dungeon specific gear. Better gear for vet overland would be a very bad idea. It would alienate much of the player base.
No one has said that overland should give gear found in Dungeons. - That makes no sense.
What people have said is just increase the rarity (blue/purple) chances of something being dropped.
"This would put quest bosses on farm as a way to get veteran gear without having to step foot into veteran dungeons or trials."
That is what I responded to. Vet gear was specifically mentioned.
Nobody asked for that if you read the original quote it was a baseless claim made by SilverBride.
Because I would agree with you that is a terrible and very dumb idea
Full SilverBride quote for context:It has been suggested that players could have the option to be "squashed" down to the zone's level, or that quest bosses could have a optional scroll to increase their difficulty, but the players asking for this don't want that. They want veteran overland with veteran quest bosses that can be killed repeatedly, which they have suggested more than once.
This would put quest bosses on farm as a way to get veteran gear without having to step foot into veteran dungeons or trials.
1. Yeah, I have said in the past that ZOS only seems to put any investment in mechanics and amazing fights for repeatable bosses. So I would like ZOS to give Story Bosses the same quality treatment in fights and if it takes making them repeatable then I can live with that. I want a story boss fight that is on par with ones in Dungeons.
2. NO One, Not a Single Person has said that Story Bosses should drop gear from Dungeons & Trials
Vet Quest Bosses should only offer higher quality versions (Purple quality Not perfected) of Zone Sets OR they should have their own sets that can be farmed.
I think the problem is, this starts as "we want more difficulty" and once/if that happens, it morphs into "this content is harder than normal content so we should get better rewards."
Which is fine as long as the rewards are reasonable. We are talking about Vet Overland - not Endgame Trials.
Also what they have said is in line with how the game works. You get a reward that is appropriate to the difficulty of the activity. If you change a dungeon from normal to veteran then you get rewards scaled appropriately. The Entire Game is centered around doing activities for rewards
It is not crazy to say that Vet overland should operate the same way. ZOS has Never implemented an activity that offers no reward, because they understand that very few people would play for the gameplay & challenge alone.
If they are going to invest resources in an activity, or even a project like this, then they want to maximize participation so they provide reasonable incentives. That's how they operate.
So really all anyone has said is; "Hey, this system should work like the rest of the game does"
SilverBride wrote: »Thechuckage wrote: »GW actually has a better system for this. Squash a player down to the zones level. You are still more powerful by simply having more skills and stats on gear but not a walking forest fire.
It has been suggested that players could have the option to be "squashed" down to the zone's level, or that quest bosses could have a optional scroll to increase their difficulty, but the players asking for this don't want that. They want veteran overland with veteran quest bosses that can be killed repeatedly, which they have suggested more than once. This would put quest bosses on farm as a way to get veteran gear without having to step foot into veteran dungeons or trials.
I still am opposed to any improved rewards for doing vet overland content. No way any overland content should give dungeon specific gear. Better gear for vet overland would be a very bad idea. It would alienate much of the player base.
No one has said that overland should give gear found in Dungeons. - That makes no sense.
What people have said is just increase the rarity (blue/purple) chances of something being dropped.
"This would put quest bosses on farm as a way to get veteran gear without having to step foot into veteran dungeons or trials."
That is what I responded to. Vet gear was specifically mentioned.
Nobody asked for that if you read the original quote it was a baseless claim made by SilverBride.
Because I would agree with you that is a terrible and very dumb idea
Full SilverBride quote for context:It has been suggested that players could have the option to be "squashed" down to the zone's level, or that quest bosses could have a optional scroll to increase their difficulty, but the players asking for this don't want that. They want veteran overland with veteran quest bosses that can be killed repeatedly, which they have suggested more than once.
This would put quest bosses on farm as a way to get veteran gear without having to step foot into veteran dungeons or trials.
1. Yeah, I have said in the past that ZOS only seems to put any investment in mechanics and amazing fights for repeatable bosses. So I would like ZOS to give Story Bosses the same quality treatment in fights and if it takes making them repeatable then I can live with that. I want a story boss fight that is on par with ones in Dungeons.
2. NO One, Not a Single Person has said that Story Bosses should drop gear from Dungeons & Trials
Vet Quest Bosses should only offer higher quality versions (Purple quality Not perfected) of Zone Sets OR they should have their own sets that can be farmed.
I think the problem is, this starts as "we want more difficulty" and once/if that happens, it morphs into "this content is harder than normal content so we should get better rewards."
Which is fine as long as the rewards are reasonable. We are talking about Vet Overland - not Endgame Trials.
Also what they have said is in line with how the game works. You get a reward that is appropriate to the difficulty of the activity. If you change a dungeon from normal to veteran then you get rewards scaled appropriately. The Entire Game is centered around doing activities for rewards
It is not crazy to say that Vet overland should operate the same way. ZOS has Never implemented an activity that offers no reward, because they understand that very few people would play for the gameplay & challenge alone.
If they are going to invest resources in an activity, or even a project like this, then they want to maximize participation so they provide reasonable incentives. That's how they operate.
So really all anyone has said is; "Hey, this system should work like the rest of the game does"
Therein lies the problem. If this type of difficulty increase is only to have more challenging overland content, then rewards shouldn't matter. But, in actuality, it is only about having better rewards, not more difficulty.
Therein lies the problem. If this type of difficulty increase is only to have more challenging overland content, then rewards shouldn't matter. But, in actuality, it is only about having better rewards, not more difficulty.
Ravensilver wrote: »Story bosses should not be repeatable. Not in normal, not in vet or any other version of the quest.
Let's say you get your vet version, Iccotak . You spend a few months happily mowing down everything in sight, looting like crazy, collecting CP points, your character becoming more and more god-like with each CP.
Then what? How long until you get bored? How long until you want vet2? Then heroic? Then mythic? Then legendary?
SilverBride wrote: »Thechuckage wrote: »GW actually has a better system for this. Squash a player down to the zones level. You are still more powerful by simply having more skills and stats on gear but not a walking forest fire.
It has been suggested that players could have the option to be "squashed" down to the zone's level, or that quest bosses could have a optional scroll to increase their difficulty, but the players asking for this don't want that. They want veteran overland with veteran quest bosses that can be killed repeatedly, which they have suggested more than once. This would put quest bosses on farm as a way to get veteran gear without having to step foot into veteran dungeons or trials.
The whole point of an RPG game is to grow stronger so you can take on greater challenges. That is the basic structure of the genre and the whole purpose of having "levels" to begin with. So this idea that players should intentionally weaken themselves to make things more challenging is antithetical to everything that makes RPG games fun and addictive.
This thread is requesting an option for more challenging overland. That is accomplished one of two ways. Nerfing the character of buffing the HP and damage of the NPCs which is ofc still a nerf to the character.
Granted, I do not have tons of experience in ESO but from what I have seen of vet dungeons they tend to just add more HP to the bosses and have them do more damage compared to their non-vet counterpart. Is that more challenging? Not really but it is what one should expect if Zos created a vet instance for each zone.
I hope that some of the more advanced dungeons actually adds some mechanics as the difficulty is increased, though I know they will basically still nerf the character by merely adding HP and increase the damage of NPCs.
[snip]The amount of capitol they would have to invest to make vet versions of all the overland AND make vet version of all future overland would be MONUMENTAL. And for what? The "maybe" they might get more people? And how much more are they going to get? Lets pretend it raises the population by 20%. Would it have been worth it (Even though it has been shown that harder content alienates a wider audience)?
Now THAT would be a bad business move and end up splitting the playerbase up completely. Making people have to get a whole new game, and could very well leave ESO put on the "Wayside", making it get less attention for content.With that money they could just make "ESO Part 2" or perhaps a "Starfeild Online", so why put a ton of money into something that most players would not want? They can use the same money and make a new game that is still casual friendly and bring in A LOT more people.
And please, please don't say they are magically flush with cash because Microsoft bought them. [snip] The former owners of Zos has that money now, not Zos itself nor Microsoft. It is more reasonable to believe they are looking into cost cutting at the moment. That stuff usually happens after a corporate buy out.