spartaxoxo wrote: »Every zone is marketed with new players being able to play in mind. All zone stories are intended to be able to be played by anyone buying whatever the current chapter is for the first time. This is not a game with leveled zones.
spartaxoxo wrote: »Every zone is marketed with new players being able to play in mind. All zone stories are intended to be able to be played by anyone buying whatever the current chapter is for the first time. This is not a game with leveled zones.
It isn't, and being free from having a finite number of zones to explore based on your level, which is one of the reasons why I liked silver and gold zones since the 5 level range covered more areas, but having no choice or option to account for more players will remain an issue unless all players who would care for such a thing give up or leave. Neither of those are good for the game long term, and adding an option for some players shouldn't be manifesting this 'us vs them winner take all' mentality, but without ZOS input fears are allowed to go unaddressed creating the situation we see now.
Aardappelboom wrote: »spartaxoxo wrote: »Every zone is marketed with new players being able to play in mind. All zone stories are intended to be able to be played by anyone buying whatever the current chapter is for the first time. This is not a game with leveled zones.
It would have more value if it were marketed towards a broader audience by allowing optional custom difficulty settings. It's not abour rewards or anything like that, people just like different things.
Story content, and let's admit, the content is often pretty good, shouldn't be only catered towards a specific playerbase, it devalues the DLC for the rest of your playerbase. Single player games have an appeal because they can be enjoyed the way you want to enjoy gameplay. Son' t forger these stories are the main selling point in most cases.
In reality the overland zone story is very much a single player or solo experience, so why not treat it like one? I have to admit that I don't get the same feeling as when I did basegame for the first time, I wish I did though.
You lost me at the "big bads" comment - if the "big bads" in the main quest lines were at that difficulty level, then most players would never be able to complete any of the main quest lines. Or was your "big bads" reference not related to the main quest lines?spartaxoxo wrote: »... And the big bads of the story would be vet vatheshran/vma difficulty...
You lost me at the "big bads" comment - if the "big bads" in the main quest lines were at that difficulty level, then most players would never be able to complete any of the main quest lines. Or was your "big bads" reference not related to the main quest lines?spartaxoxo wrote: »... And the big bads of the story would be vet vatheshran/vma difficulty...
That's not the only way to implement it, as I mentioned earlier in this thread. ZOS could simply add harder mobs to unused areas of the zones, and those who choose not to engage these mobs can go around them. That could be implemented without changing any game mechanics. I believe this is actually how Craglorn works at the moment - we can travel through Craglorn with little or no battles if we pick the right routes, or we can engage the various mobs, so it's a choice.You lost me at the "big bads" comment - if the "big bads" in the main quest lines were at that difficulty level, then most players would never be able to complete any of the main quest lines. Or was your "big bads" reference not related to the main quest lines?spartaxoxo wrote: »... And the big bads of the story would be vet vatheshran/vma difficulty...
They also said
"Harder Overland should be implemented in a way that doesn't interfere with that core design structure imo.
That means optional difficulty settings enabled somehow rather than different zones having different levels."
That's not the only way to implement it, as I mentioned earlier in this thread. ZOS could simply add harder mobs to unused areas of the zones, and those who choose not to engage these mobs can go around them. That could be implemented without changing any game mechanics. I believe this is actually how Craglorn works at the moment - we can travel through Craglorn with little or no battles if we pick the right routes, or we can engage the various mobs, so it's a choice.You lost me at the "big bads" comment - if the "big bads" in the main quest lines were at that difficulty level, then most players would never be able to complete any of the main quest lines. Or was your "big bads" reference not related to the main quest lines?spartaxoxo wrote: »... And the big bads of the story would be vet vatheshran/vma difficulty...
They also said
"Harder Overland should be implemented in a way that doesn't interfere with that core design structure imo.
That means optional difficulty settings enabled somehow rather than different zones having different levels."
I've spent several weeks playing in Craglorn, and I haven't noticed the funnel effect you mention, and as I already mentioned, this solution requires no changes to the game design.Sylvermynx wrote: »That's not the only way to implement it, as I mentioned earlier in this thread. ZOS could simply add harder mobs to unused areas of the zones, and those who choose not to engage these mobs can go around them. That could be implemented without changing any game mechanics. I believe this is actually how Craglorn works at the moment - we can travel through Craglorn with little or no battles if we pick the right routes, or we can engage the various mobs, so it's a choice.You lost me at the "big bads" comment - if the "big bads" in the main quest lines were at that difficulty level, then most players would never be able to complete any of the main quest lines. Or was your "big bads" reference not related to the main quest lines?spartaxoxo wrote: »... And the big bads of the story would be vet vatheshran/vma difficulty...
They also said
"Harder Overland should be implemented in a way that doesn't interfere with that core design structure imo.
That means optional difficulty settings enabled somehow rather than different zones having different levels."
Here's the problem I see with that: it's a "funnel" setup at that point - anyone who is serious about harder overland will wind up funneled into those areas over and over; and there might be so many people there that mobs still die too fast. I realize I'm kind of playing devil's advocate here, but really, if Rich was just popping off with his "not making changes" statement (and it's certainly possible) then people looking for harder more engaging overland bosses (at the least) need to keep coming up with ideas about how to implement something, anything, that can optionally make them happier with the game. Because if nothing happens to improve their attitudes and situations with regard to overland enjoyment, it's entirely possible they'll continue to leave en masse - which isn't good at all for them or any of the rest of us.
At this point, I'd rather see harder overland overall, figure out how to deal with it myself (or not, depending) and not have so many people who love the game teetering on the edge of leaving and never coming back....
But they do implement variable difficulty through direct choice that allows the entirety of a particular piece of content to appeal to more players. Doing a dungeon isn't "the mobs are for easy mod and the bosses are for vet," so having particular places or zones be particular levels would do something like "this zone is for easy and that zone is for hard" or "camps of enemies around towns related to quest are easy and world bosses are hard."
That choice and implementation fails to acknowledge that some players want to enjoy the entirety of the content. I can already go to solo world bosses, they're actually pretty enjoyable content for me, but I want to enjoy the questing and the feel of exploration, not have it just be said 'that content isn't for you despite the fact that we have ways of providing choice.' It is the same reason why suggesting people who take issue with current overland just 'go back to their content' doesn't address the issue.
Being able to enjoy the world fully doesn't come by making some parts for easy mode and some for hard, because all you do then is actually take content away from those who enjoy things as is while still denying parts of it for people who're looking for more of a challenge.
That's not what I've seen. There is plenty of overland activity, especially inside higher mob areas such as Spellscar.Sylvermynx wrote: »Nobody does anything much in Crag except run their harvesting routes incessantly, and stand around in Belkarth hollering in zone for trials runs....
Sylvermynx wrote: »Nobody does anything much in Crag except run their harvesting routes incessantly, and stand around in Belkarth hollering in zone for trials runs....But they do implement variable difficulty through direct choice that allows the entirety of a particular piece of content to appeal to more players. Doing a dungeon isn't "the mobs are for easy mod and the bosses are for vet," so having particular places or zones be particular levels would do something like "this zone is for easy and that zone is for hard" or "camps of enemies around towns related to quest are easy and world bosses are hard."
That choice and implementation fails to acknowledge that some players want to enjoy the entirety of the content. I can already go to solo world bosses, they're actually pretty enjoyable content for me, but I want to enjoy the questing and the feel of exploration, not have it just be said 'that content isn't for you despite the fact that we have ways of providing choice.' It is the same reason why suggesting people who take issue with current overland just 'go back to their content' doesn't address the issue.
Being able to enjoy the world fully doesn't come by making some parts for easy mode and some for hard, because all you do then is actually take content away from those who enjoy things as is while still denying parts of it for people who're looking for more of a challenge.
I understand that. I hope that you all get something, anything, to expand your abilities to enjoy the game the way I do.
Sylvermynx wrote: »Nobody does anything much in Crag except run their harvesting routes incessantly, and stand around in Belkarth hollering in zone for trials runs....But they do implement variable difficulty through direct choice that allows the entirety of a particular piece of content to appeal to more players. Doing a dungeon isn't "the mobs are for easy mod and the bosses are for vet," so having particular places or zones be particular levels would do something like "this zone is for easy and that zone is for hard" or "camps of enemies around towns related to quest are easy and world bosses are hard."
That choice and implementation fails to acknowledge that some players want to enjoy the entirety of the content. I can already go to solo world bosses, they're actually pretty enjoyable content for me, but I want to enjoy the questing and the feel of exploration, not have it just be said 'that content isn't for you despite the fact that we have ways of providing choice.' It is the same reason why suggesting people who take issue with current overland just 'go back to their content' doesn't address the issue.
Being able to enjoy the world fully doesn't come by making some parts for easy mode and some for hard, because all you do then is actually take content away from those who enjoy things as is while still denying parts of it for people who're looking for more of a challenge.
I understand that. I hope that you all get something, anything, to expand your abilities to enjoy the game the way I do.
Thank you, and with what tools ZOS already has they should have many ways of doing that without compromising what parts of the game people already enjoy. Thankfully though, as most recently repeated in that interview, they know full well how many people like things as they are and aren't going to force any changes onto others, I would hope.
Sylvermynx wrote: »At this point, I'd rather see harder overland overall, figure out how to deal with it myself (or not, depending) and not have so many people who love the game teetering on the edge of leaving and never coming back....
SilverBride wrote: »Sylvermynx wrote: »At this point, I'd rather see harder overland overall, figure out how to deal with it myself (or not, depending) and not have so many people who love the game teetering on the edge of leaving and never coming back....
We would lose a LOT more players if they did that than if they don't. The game almost went under after launch because people were leaving in droves, in a large part due to the difficulty of Silver and Gold and the forced grouping of Craglorn. One Tamriel saved this game.
Rich gave his answer that there are no major changes planned for overland, but he didn't say there would be nothing. Challenge banners and debuff foods are much less major in my opinion, although I don't know for sure. Hopefully they will consider those options.
SilverBride wrote: »Sylvermynx wrote: »At this point, I'd rather see harder overland overall, figure out how to deal with it myself (or not, depending) and not have so many people who love the game teetering on the edge of leaving and never coming back....
We would lose a LOT more players if they did that than if they don't. The game almost went under after launch because people were leaving in droves, in a large part due to the difficulty of Silver and Gold and the forced grouping of Craglorn. One Tamriel saved this game.
Rich gave his answer that there are no major changes planned for overland, but he didn't say there would be nothing. Challenge banners and debuff foods are much less major in my opinion, although I don't know for sure. Hopefully they will consider those options.
Don't forget my cool set the Daedric Curse where each set Item alters your Healing, Attack, magic, armor,....
Solo players have no challenging content, overland should offer something but it does not.
Players get bored very easily because game feels easy and not very rewarding, I mean, even public dungeons are too easy.
If developers don't want to make mobs stronger then there is always option to add more dangerous traps that can one shot players, at least it will spark some emotions while playing.
SilverBride wrote: »Last night I witnessed the most powerful reason for getting harder overland content.
I was playing ESO snuggling next to my wife on the couch and got up briefly to get something, when a monster respawned next to me. My wife who was sitting next to my controller asked if she could try to kill the monster, after I told her yes, she said "I actually figured this out. All you need to do is hit buttons and you kill them." I then witnessed her kill an overland monster with her back facing to the monster, looking at a rock the whole time (because trying to move and press buttons is a challenge for her) all while barely losing any health.
At this point, I don't care what you do, please give us more difficult overland content.
Edit:
And just so you know, she knows so little about video games that after laughing about what I previously wrote, she said "I didn't realize I was looking at a rock the whole time."
Please ...
please ...
give us more difficult overland content.
That shows that overland trash mobs are easy for most players, which no one is disputing. This is not a bad thing or anything that needs to be changed.
It's every zone, every story, every place in the world you go. How long would it take a new player to no longer be new? To outgrow that level of content or to be conditioned into believing that was all they're capable of doing and seeing anything beyond it as too demanding and unfair? Why is it that this content should only be designed around this base, when all other places in the game where gameplay is relevant has options? That comment shows just how important it is to provide a choice, because when the only way to enjoy the content is skewed so heavily to one side you alienate a large number of players, regardless of if you prefer it that way or not.
Aardappelboom wrote: »spartaxoxo wrote: »Every zone is marketed with new players being able to play in mind. All zone stories are intended to be able to be played by anyone buying whatever the current chapter is for the first time. This is not a game with leveled zones.
It would have more value if it were marketed towards a broader audience by allowing optional custom difficulty settings. It's not abour rewards or anything like that, people just like different things.
Story content, and let's admit, the content is often pretty good, shouldn't be only catered towards a specific playerbase, it devalues the DLC for the rest of your playerbase. Single player games have an appeal because they can be enjoyed the way you want to enjoy gameplay. Son' t forger these stories are the main selling point in most cases.
In reality the overland zone story is very much a single player or solo experience, so why not treat it like one? I have to admit that I don't get the same feeling as when I did basegame for the first time, I wish I did though.
FlopsyPrince wrote: »Aardappelboom wrote: »spartaxoxo wrote: »Every zone is marketed with new players being able to play in mind. All zone stories are intended to be able to be played by anyone buying whatever the current chapter is for the first time. This is not a game with leveled zones.
It would have more value if it were marketed towards a broader audience by allowing optional custom difficulty settings. It's not abour rewards or anything like that, people just like different things.
Story content, and let's admit, the content is often pretty good, shouldn't be only catered towards a specific playerbase, it devalues the DLC for the rest of your playerbase. Single player games have an appeal because they can be enjoyed the way you want to enjoy gameplay. Son' t forger these stories are the main selling point in most cases.
In reality the overland zone story is very much a single player or solo experience, so why not treat it like one? I have to admit that I don't get the same feeling as when I did basegame for the first time, I wish I did though.
You will NEVER get the same experience you had initially. It will never be "brand new" again.
FlopsyPrince wrote: »SilverBride wrote: »Last night I witnessed the most powerful reason for getting harder overland content.
I was playing ESO snuggling next to my wife on the couch and got up briefly to get something, when a monster respawned next to me. My wife who was sitting next to my controller asked if she could try to kill the monster, after I told her yes, she said "I actually figured this out. All you need to do is hit buttons and you kill them." I then witnessed her kill an overland monster with her back facing to the monster, looking at a rock the whole time (because trying to move and press buttons is a challenge for her) all while barely losing any health.
At this point, I don't care what you do, please give us more difficult overland content.
Edit:
And just so you know, she knows so little about video games that after laughing about what I previously wrote, she said "I didn't realize I was looking at a rock the whole time."
Please ...
please ...
give us more difficult overland content.
That shows that overland trash mobs are easy for most players, which no one is disputing. This is not a bad thing or anything that needs to be changed.
It's every zone, every story, every place in the world you go. How long would it take a new player to no longer be new? To outgrow that level of content or to be conditioned into believing that was all they're capable of doing and seeing anything beyond it as too demanding and unfair? Why is it that this content should only be designed around this base, when all other places in the game where gameplay is relevant has options? That comment shows just how important it is to provide a choice, because when the only way to enjoy the content is skewed so heavily to one side you alienate a large number of players, regardless of if you prefer it that way or not.
Alienate a large number of players?
What evidence do you have of that?
Any player who doesn't actively enjoy the current difficulty level, which like I said is pushed to one end of the difficulty spectrum. There have been many mention of players who tried introducing friends to the game but those friends found the game to simple even at those early levels, and I myself run end game pve content and hear plenty of this kind of feedback from those in my own social group.
I wonder how many would be happy if at the very least ESO looks at working on making Instanced content more scaleable. Stuff like instanced story fights, story boss fights, Delves, etc. Stuff that always gets it's own instance away from the normal game instance anyways... assuming the hardware can cope (and with the upgrades, it should hopefully be less of an issue) then maybe they could have options for harder story instances and delve's for those who want it. That way even if it's just once only (ie story) or infrequent? (ie Delves)... you are getting something.