The real problem with these threads is the fact that the majority of the player base doesn't visit the forums. I wouldn't mind a difficulty setting like normal veteran or hardcore. Star Trek Online has this. If you group up the group leader's setting will be for all to see. And players could request what group setting they are looking for. It works really well in Star Trek Online.
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.
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.
SilverBride wrote: »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.
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.
SilverBride wrote: »
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.
SilverBride wrote: »SilverBride wrote: »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.
It is a fact that content is going to get easier as your character gets stronger. That is why veteran content, such as dungeons and trials, exist... as a challenge for the stronger characters who want that.
It is not part of the basic structure of the genre to create veteran instances of the base content.
As others have said and I just want to clarify so everyone is on the same page, when ESO first came out every zone had 3 versions, bronze, silver, and gold, and each faction had a level range within them, so Auridon was something like level 5-15 for people who started in AD but vet 1 if you were DC.
And for those saying 'its to expensive' or 'not worth the resources', they're introducing companions this coming dlc, and the sticker book not long before that, how easy would it be for zos to have vet overland be a base game feature just like many other things.
SilverBride wrote: »As others have said and I just want to clarify so everyone is on the same page, when ESO first came out every zone had 3 versions, bronze, silver, and gold, and each faction had a level range within them, so Auridon was something like level 5-15 for people who started in AD but vet 1 if you were DC.
And players didn't like it, which was one factor in why it was removed with One Tamriel.And for those saying 'its to expensive' or 'not worth the resources', they're introducing companions this coming dlc, and the sticker book not long before that, how easy would it be for zos to have vet overland be a base game feature just like many other things.
Companions are being added to help the casual players who make up a large percentage of the player population. They realize that casual players are the majority or they wouldn't put the time and resources into developing something to help them. So if casual players are the majority, then it stands to reason that the more hare core players are the minority... which doesn't justify the time and cost to develop something that so few would ever use.
SilverBride wrote: »As others have said and I just want to clarify so everyone is on the same page, when ESO first came out every zone had 3 versions, bronze, silver, and gold, and each faction had a level range within them, so Auridon was something like level 5-15 for people who started in AD but vet 1 if you were DC.
And players didn't like it, which was one factor in why it was removed with One Tamriel.And for those saying 'its to expensive' or 'not worth the resources', they're introducing companions this coming dlc, and the sticker book not long before that, how easy would it be for zos to have vet overland be a base game feature just like many other things.
Companions are being added to help the casual players who make up a large percentage of the player population. They realize that casual players are the majority or they wouldn't put the time and resources into developing something to help them. So if casual players are the majority, then it stands to reason that the more hare core players are the minority... which doesn't justify the time and cost to develop something that so few would ever use.
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.
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.
You would just copy and paste one of the already-made environments and instances, then make a simple alteration to the code that determines the enemy level. And poof, you're done. It would be a modicum of effort that would greatly improve the enjoyment for many players on this game.
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.
Ravensilver wrote: »How much development energy and money would have to be put into making extra versions of the game for 'elite' players?
it's not just the "Elite Players" asking for this and I am tired of it being framed like it is.
Hm... but that is the impression that I'm getting here.
Did you take the time to make similar threads over on the other forums? On the German one? The French and Russian one? You do assume that everyone that plays is automatically here in the US English forum.
And so you also assume that *all* players want this.
*You* are asking for this. Not me. Not the people *I* play with. Not the players that have contradicted you on this and all the other threads that you opened on this subject.
I understand that it's hard to let go of a beloved idea. Of something that you *really, really, REALLY* want to see in a game...
I want to see smaller houses and an item cap of at least 2000 in each house. It ain't happening. I don't like it. I don't *have* to like it. But there is is...
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.
SilverBride wrote: »You would just copy and paste one of the already-made environments and instances, then make a simple alteration to the code that determines the enemy level. And poof, you're done. It would be a modicum of effort that would greatly improve the enjoyment for many players on this game.
This is not a small task, and it would be more than just a simple copy and paste, because these players are asking for new mechanics for the mobs, not just increased health.
And this would have to be done for NA, EU, Xbox and PS servers and platforms. Then maintained.
This may improve the enjoyment for some players, but far from the majority. And when these players enter the veteran content and find it's nearly empty, how many of them do you think will stay?
I have given my opinion with facts to back them up, and I stand by that.
I'm out. Good luck...
SilverBride wrote: »You would just copy and paste one of the already-made environments and instances, then make a simple alteration to the code that determines the enemy level. And poof, you're done. It would be a modicum of effort that would greatly improve the enjoyment for many players on this game.
This is not a small task, and it would be more than just a simple copy and paste, because these players are asking for new mechanics for the mobs, not just increased health.
And this would have to be done for NA, EU, Xbox and PS servers and platforms. Then maintained.
This may improve the enjoyment for some players, but far from the majority. And when these players enter the veteran content and find it's nearly empty, how many of them do you think will stay?
I have given my opinion with facts to back them up, and I stand by that.
I'm out. Good luck...
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.
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.
SilverBride wrote: »You would just copy and paste one of the already-made environments and instances, then make a simple alteration to the code that determines the enemy level. And poof, you're done. It would be a modicum of effort that would greatly improve the enjoyment for many players on this game.
This is not a small task, and it would be more than just a simple copy and paste, because these players are asking for new mechanics for the mobs, not just increased health.
Do you know how the game operates? Do you know this for a fact? Or is this what you think would be the caseAnd this would have to be done for NA, EU, Xbox and PS servers and platforms. Then maintained.
1. This frames it as if the player base is really small already - which it is notThis may improve the enjoyment for some players, but far from the majority. And when these players enter the veteran content and find it's nearly empty, how many of them do you think will stay?
What Facts? I have seen many claims and opinions, but no facts.I have given my opinion with facts to back them up, and I stand by that.
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.
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.
What Facts? I have seen many claims and opinions, but no facts.
SilverBride wrote: »I'm not going to search back through the multiple threads on this subject, but some players who want veteran overland have mentioned they no longer participate in, or have never been interested in, vet end game content.Sanguinor2 wrote: »Where does the idea that people want vet overland because they dont want to do challenging content come from?
That is a claim - Not a fact. Do you work at ZOS or Bethesda? Have they specifically said this in posts or interviews?What Facts? I have seen many claims and opinions, but no facts.
That budget and time exist. That people can’t just snap their fingers and more content just magically appears for free.
That zos is a business and they make content that will make the most money for them and they design content accordingly.
And finally the reason there is not a vet version already is because they realize it is not a wise investment.
Whether it's a majority or not, you have to admit considering how often this issue comes up that it would at least benefit a fair number of players. So I don't believe they would be empty (quite the contrary). But I'll admit it's theoretical at this point, if you can do me the deference of admitting past attempts at constructing veteran landscapes were not done in an identical fashion to what we are asking for now, so they aren't adequate comparisons.
That is a claim - Not a fact. Do you work at ZOS or Bethesda? Have they specifically said this in posts or interviews?What Facts? I have seen many claims and opinions, but no facts.
That budget and time exist. That people can’t just snap their fingers and more content just magically appears for free.
That zos is a business and they make content that will make the most money for them and they design content accordingly.
And finally the reason there is not a vet version already is because they realize it is not a wise investment.