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What type of overland would you prefer?

  • Its_MySniff
    Its_MySniff
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    It's frustrating while resource farming or racing to help at a boss. Less overland trash, maybe make bosses, delve or otherwise harder. Then again, leave it alone outta fear of more issues presenting themselves.
  • adriant1978
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    Overland is fine. I do not want to worry about every random wolf and skeever tearing me a new one.

    What I would like are more instanced quest areas with an optional veteran difficulty. Getting a bit tired of melting the big bads from the latest DLC before they are even done with their Evil Monologue.
  • ajkb78
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    Orion_89 wrote: »
    Need an option "smarter enemies". They are not weak now, they just stand in your aoe and don't use any tactics. Also there is no need to unify their difficulty, some of them should be very easy to kill and some should be tough even for CPed character.

    They are pretty weak. If you just ignore them they barely scratch you, even on a 'glass cannon' DPS build. I've been afk making a cup of tea to return to find some mob respawned and has been hammering away at me for the last minute or so but I'm still not really taking much damage.
  • Michaelkeir
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    To add to this, overland could be a tad more difficult, but my true gripe is that story boss’s are TOO WEAK. If anything let’s make boss’s (and mini boss’s) more powerful.

    Especially the Big Bads at the end of a year long chapter. They should have some power added to them. And I’m not talking about artificial making the fight longer with the being invincible for short duration just to give you the illusion of a tougher fight. I mean add some meaningful mechanics to them, let them hit harder, let those npcs we helped during the quest lend a hand with certain mechanics, something.

    I remember years ago when I first faced Molag Bal. I got my tail handed to me. I had to actually heal, dodge, and use most of my abilities just to stay alive. It was fun and exhilarating and worthy of a Daedric Prince.
  • colossalvoids
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    I personally would like harder version but there's a compromise, just put me in a vet instances if it's set to veteran in group menu. Should work in instanced quests, delves or public dungeons and it would be awesome addition to the game. Same with main quest lines, most quests should be instanced and hopefully have a vet mode to not just go barefist if you want to hear all the lines.
  • Folkb
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    I picked easy because this dead horse needs rest.
  • Narvuntien
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    Harder enemies I don't need better drops.

    You do have to keep in mind that the vast proportion of players are not on the forums only us hardcore players are here, a lot of people like the easy overland and only play that.
  • ixthUA
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    Maps are populated with aggressive npcs to avoid resource-gathering bots.
    Don't you think that normal enemies and normal rewards is the same as keep as it is?
    Playing a healer, my dps is not high, so i would prefer easier enemies. When i played my dk tank overland was a nightmare.
  • Paulytnz
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    It's fine the way it is, maybe remove some mobs, I'm not bothered as I 2-3 hit them anyway. HOWEVER we need REAL worldbosses. These current things are a joke.

    The Devs need to play Guildwars 2 for a week or two, see how they do world bosses and I tell you, the overland here would be something you might be impressed with and something to want to go back to for that feeling of "epicness".
  • Iccotak
    Iccotak
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    This Poll has almost no options - there is no nuance or grey area.

    This happens every time with this topic apparently.
    ——————————————————

    Also has it not occurred to anyone that the reasons that there are so many enemies in Overland;
    1. It’s an mmo, there has to be a surplus for other players to fight.

    2. Enemies are so easy that you need a lot of them around in order for any viable threat to the player.
    ———————————————————

    Also this line of reasoning I’m seeing 🤦‍♂️
    “Overland is good as is - but let’s make even easier by removing enemies”
    ———————————————————

    I would have to agree that it’s not trash mobs who necessarily need a buff but Elite enemies do.
    Have Elite enemies that are actually Elite which are encountered in the wilderness.

    ——————————————————
    To add to this, overland could be a tad more difficult, but my true gripe is that story boss’s are TOO WEAK. If anything let’s make boss’s (and mini boss’s) more powerful.

    Especially the Big Bads at the end of a year long chapter. They should have some power added to them. And I’m not talking about artificial making the fight longer with the being invincible for short duration just to give you the illusion of a tougher fight. I mean add some meaningful mechanics to them, let them hit harder, let those npcs we helped during the quest lend a hand with certain mechanics, something.

    I remember years ago when I first faced Molag Bal. I got my tail handed to me. I had to actually heal, dodge, and use most of my abilities just to stay alive. It was fun and exhilarating and worthy of a Daedric Prince.
    THIS. 100% agree with this sentiment.

    A major part why the narrative has been a letdown these past few years is because the gameplay is almost irrelevant for Major Story Encounters.

    How can I get invested in a story when the final Bosses (and mini-Bosses) are so bland and disappointing. It’s a letdown that kills any interest I might’ve had in the story.

    Engaging Gameplay and Engaging Story do NOT have to be separate, in fact games are often worse off when games are split like that.
    ————————————————
    Side Note:
    I’ve recently been very engaged in the game Monster Hunter World and what I really liked was that my in-game progress in skill actually lined up with my progression in the story.
    ————————————————
    Secondly, the story isn’t good enough to make up for the lack of engaging combat.

    And it is just really weird when the minions of the Main Guy found in Group Dungeons are tougher than the Main Bad Guys in the Chapter/DLC/ and End of the Year Boss fight.
  • ApoAlaia
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    Other.

    One where we do not pummel the already mangled corpse of this deceased equine every week.
  • wishlist14
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    I have been playing since pre launch and I like it as is. I think it's perfect, always has been. If players want tougher content then there are vet arenas, vet hm trials, speed runs etc....kill wbs in white gear.
  • Sylvermynx
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    ApoAlaia wrote: »
    Other.

    One where we do not pummel the already mangled corpse of this deceased equine every week.

    Sometimes two or three times in a given week, actually.
  • martinhpb16_ESO
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    I stopped playing overland a couple of years ago.

    I really miss the game in the early days where overland could be a challenge. Where exploration felt vivid and exciting.

    For me, there is zero enjoyment from grinding stories with no combat challenge.

    I would like to see an option where difficulty can be there for those that choose to have it.

    It's tiring to see over and over again some of the people who like it currently telling those people who want a challenge, that they are wrong or go and play some other form of content. Inverted elitists.

    There is nothing wrong with choice, there is everything wrong with "don't like it - then move on because I am happy so your opinion doesn't count".
    Edited by martinhpb16_ESO on August 11, 2021 1:55PM
    At least the spelling is difficult for you.
    Hew's Bane*
  • SilverBride
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    The biggest issue I have with this debate is that for overland to be anything but what it currently is requires altering the very core structure of this game. That would turn this into a completely different game. If players no longer enjoy ESO, turning it into something else and taking the game others do still enjoy away from them isn't the answer.
    PCNA
  • GenjiraX
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    Iccotak wrote: »
    Secondly, the story isn’t good enough to make up for the lack of engaging combat.

    And I don't get it because engaging combat (more difficult, more varied, requiring the player to learn the bosses' mechanics through multiple deaths) can make up for a weaker storyline, like the Greymoor main quest. It'd be an easy win and I don't understand why each new chapter isn't more like any single-player game in that respect. ESO has interesting and varied bosses in dungeons - they could even just rip off their own mechanics for chapter main quests.

    Edited by GenjiraX on August 11, 2021 2:05PM
  • TwinLamps
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    I would like a choice.
    If there was a consumable that boosts XP and loot gain while debuffing the user that would be great.
    Awake, but at what cost
  • BXR_Lonestar
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    Honestly, I think overland is good as is. Most of us are coming from the perspective of having played the game for multiple months, if not years, so we've built up gear, champoin points, knowledge, and tactics that we use to trivialize all of the overland content, but we forget that overland areas are filled with storyline quests that newer players who have nothing and don't know what they are doing will want to complete as they start to progress in the game. I remember being a level 20 (not champion level 20) struggling to take down delve bosses, let alone world bosses that I can now easily solo like they weren't even there. So IMO, overland and quest areas do need to remain at their current difficulty.

    If anything, what they could do is allow for veteran versions of public dungeons where people can go and select a much higher difficulty and play as if it were an overland area. Better exp, better gear drops, etc. It would certainly get me interested in farming some of the less desirable public dungeon collectibles.
  • svendf
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    Overland is fine as is
  • Callosum
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    Ofc overland difficulty should not increase for everyone, what we need is something optional. The biggest problem I have with this game right now is the overland difficulty or more precisely the difficulty in delves, puplic dungeons and general questing. I dont care about overland mobs but there are so much PVE content in this game with so much potential and its just not worth playing anymore even though im not even close to have completed all zone quests (and no, i dont think that you can just run naked in a game that is a lot about progression and theory crafting) . I know a lot of people dont care about this but in my case and a lot of other players this is a huge thing which is obvious seen from that this topic keeps coming up.

    I dont see why we cant have some undaunted scrolls you can activate the same place as you get pledges. These should just nerf you in someway as a kind of Undaunted training method with a little increased XP and maybe a little extra change for blue/purple loot. And no I dont just want extra loot its mostly just to make it engaging and compensate for the increased time its takes to do content.
    This would ofc not make it more fun to run around and killing overland mobs but it could make the delves, puplic dungeons and questing actually fell explorative and dangerous and it would be a nice way to use and test out different theory crafted builds in places where it is always allright to go non meta.

    So again, this should be optional with 2-3 scrolls with different levels of selfnerfs. It should be inactivated in groups (but could maybe be activated for the whole group by the group leader) and if possible people with the same scrolls should be instanced together (but i dont know if the latter is an option).
  • ixthUA
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    SWTOR has separated areas, designed for 2 or 4 players. While doing them in group is easy, soloing them is hard. World bosses can be compared to 2 player content, but there is not much for 4 players in ESO.
  • Pauwin
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    It's tiring to see over and over again some of the people who like it currently telling those people who want a challenge, that they are wrong or go and play some other form of content. Inverted elitists.

    There is nothing wrong with choice, there is everything wrong with "don't like it - then move on because I am happy so your opinion doesn't count".

    THIS.

    Changing the game for everyone would be a bad idea, but giving the choice to make the game harder for some players would be perfect.

    And if there is a boost of XP or slightly better gear for the "veteran overland/delves", it shouldn't matter to more casual players because those are rewards they would not have gotten anyway.
  • zelaminator
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    Pauwin wrote: »
    It's tiring to see over and over again some of the people who like it currently telling those people who want a challenge, that they are wrong or go and play some other form of content. Inverted elitists.

    There is nothing wrong with choice, there is everything wrong with "don't like it - then move on because I am happy so your opinion doesn't count".

    THIS.

    Changing the game for everyone would be a bad idea, but giving the choice to make the game harder for some players would be perfect.

    And if there is a boost of XP or slightly better gear for the "veteran overland/delves", it shouldn't matter to more casual players because those are rewards they would not have gotten anyway.

    We who like it as is, are tired of the other group too.. both sides shout at the other, to find another game
  • Pauwin
    Pauwin
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    We who like it as is, are tired of the other group too.. both sides shout at the other, to find another game

    Having the choice between current/harder difficulty would make everyone happy, right?

    (i know that's impossible)

  • Grianasteri
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    I voted for the least worst, or best of the three options, but I dont really think harder content with increased drops and XP, is needed.

    Yes a harder experience is required for overland content/questing, but there is no need for increased drops or XP.
  • SilverBride
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    ixthUA wrote: »
    SWTOR has separated areas, designed for 2 or 4 players. While doing them in group is easy, soloing them is hard. World bosses can be compared to 2 player content, but there is not much for 4 players in ESO.

    Craglorn originally required groups because of the difficulty, but it did not go over well. Players didn't like being forced to group for questing and that hasn't changed. So there wouldn't be much point in creating 4 player overland areas because very few would use them.
    Edited by SilverBride on August 11, 2021 5:23PM
    PCNA
  • TheImperfect
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    Exactly as it is currently.
  • Vevvev
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    It can still be easy, bit I need to feel like I'm actually in danger when I go into dangerous areas. Or when I fight a literal sword singer vampire lord the fight needs more powerful blows coming from him. He was just a "bullet sponge" if you ignored the side mechanic. Like a target dummy with a light amount of damage getting thrown your way.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • zelaminator
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    Pauwin wrote: »
    We who like it as is, are tired of the other group too.. both sides shout at the other, to find another game

    Having the choice between current/harder difficulty would make everyone happy, right?

    (i know that's impossible)

    As you say, impossible.. no one has proposed a suggestion that suits everyone yet
  • Iccotak
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    The biggest issue I have with this debate is that for overland to be anything but what it currently is requires altering the very core structure of this game. That would turn this into a completely different game. If players no longer enjoy ESO, turning it into something else and taking the game others do still enjoy away from them isn't the answer.

    Giving players a choice does not make ESO a completely different game - and the vast majority of people asking for an option aren’t seeking to take anything away from anyone.
    Pauwin wrote: »
    We who like it as is, are tired of the other group too.. both sides shout at the other, to find another game

    Having the choice between current/harder difficulty would make everyone happy, right?

    (i know that's impossible)

    As you say, impossible.. no one has proposed a suggestion that suits everyone yet

    Yes there has - The game already puts players in separate instances without the player knowing it. So what people have asked is that they create an instance where Overland is harder.

    Not just Nerf the Player but where the enemies are actually more dangerous and tougher. Where Elites and Story Bosses use more mechanics.

    Let Beginning Players (as well as very casual players) have their instance that allows them to learn the game or enjoy it at a casual pace. Should they wish for a more challenging SOLO experience they can change the difficulty.

    - Or Second Option -
    Create separate difficulty instances for Delves, Public Dungeons, and Story Bosses (Main & Mini)

    Both are solutions that would work. The main disagreement is “split the playerbase” when the game already does that and there is already very little reason to group up with other players besides World Bosses.

    The only thing left to actually discuss is if it should reward the player more or not. - and at the end of the day that’s up to the developers not the players.
    Edited by Iccotak on August 11, 2021 6:33PM
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