spartaxoxo wrote: »I totally hear you on the difficulty thing. I like things to be more difficult. But you know, the data doesn’t lie. And we have never been more successful than we are today. And a lot of that has to do with just how much freedom players have to go and experience story.People just did not like the extra difficulty in the story stuff. I get that there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things.”That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it. So it's a challenging subject and a difficult question to answer. All I can really say is we're definitely looking at it, but we don't have any major changes planned for the Overland difficulty."
-Rich Lambert
KoIIegoIas wrote: »[spartaxoxo wrote: »I totally hear you on the difficulty thing. I like things to be more difficult. But you know, the data doesn’t lie. And we have never been more successful than we are today. And a lot of that has to do with just how much freedom players have to go and experience story.People just did not like the extra difficulty in the story stuff. I get that there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things.”That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it. So it's a challenging subject and a difficult question to answer. All I can really say is we're definitely looking at it, but we don't have any major changes planned for the Overland difficulty."
-Rich Lambert
First of all. Where did you find that Interview where he answered like the first two of your quotes? I just can find the interview with one answer refering to overland of Rich lambert from https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/ wich is the third of your quotes.
a link wouldn be great.
Okay about the first quote:
Their data showed how many people played cadwells and how many played own faction overland. Its a display of people disliked cadwells because not many played it but enjoyed own faction difficutly. In the forums nobody complained about it also. And a ton did play own faction difficulty without Complains like rich said.
about second quote:
The extra difficulty refers to cadwells silver+gold after own faction. Because cadwells was an extra difficulty to own faction overland. But since the majority enjoyed Own faction difficulty, there is no point quote text messages about people disliked cadwells silver + Gold.
About third quote:
Im sure everyone on the planet read that answer already, since you qoute it everytime to have to say something. But still. People only complained in forums about cadwells silver and gold. thats one fact and refering to the data its the same, because less people played cadwells silver and gold. But its the total opposite with Own faction content.
This makes me wonder if you guys even played ESO before one tamriel, because than you wouldn't ignore and talk more about the fact that Own Faction Overland (before you had Acces to cadwells silver + gold)had a decent difficulty(wasnt hard as cadwells silver and gold, but not that extremly easy like the current shitshow) people enjoyed and played without any complains.
Send me a link please of interview of the first two quotes. thanks in advance
I don't really know why ZOS is so against a difficulty slider solution - that worked very well in Oblivion and Skyrim, but that is as well why we all have different experiences with those games - for me it was never hard, because I preferred to play on normal, for others these single player games were hard, because they played on highest difficulty - we all have different experiences with TES games - and of course mods made it even more individual.
I don't really know why ZOS is so against a difficulty slider solution - that worked very well in Oblivion and Skyrim, but that is as well why we all have different experiences with those games - for me it was never hard, because I preferred to play on normal, for others these single player games were hard, because they played on highest difficulty - we all have different experiences with TES games - and of course mods made it even more individual.
I can't link to the quote, but it seems to me this was asked on the Slashlurk stream. The answer, as I remember it... YMMV... is basically that they never designed the game world to have a variable difficulty, so all of that would have to be added in. The scaling they have right now is applied to the character, not the world. The mobs in the world are set at a fixed value that has been decided and entered in by a dev. Apparently, when they did One Tamriel, some Joe Shmoe had to go do all that manually. For the whole game. Which was much smaller back then.
The same applies to separate veteran zones. No dynamic scaling, so they double the game world and then update each mob for half of the game, or they add in dynamic scaling, double the game world, and set half the game to one difficulty and half the game to another.
So, my takeaway on all of this is that most, if not all, of the solutions that get presented in here are not actually easy for them to do. To get to the part where it is easy will take a lot of work, and that seems to be the inertia holding things back. It could take them months, or years, to add that stuff in before surprising us with "veteran overland" in some January presentation.
I don't really know why ZOS is so against a difficulty slider solution - that worked very well in Oblivion and Skyrim, but that is as well why we all have different experiences with those games - for me it was never hard, because I preferred to play on normal, for others these single player games were hard, because they played on highest difficulty - we all have different experiences with TES games - and of course mods made it even more individual.
I can't link to the quote, but it seems to me this was asked on the Slashlurk stream. The answer, as I remember it... YMMV... is basically that they never designed the game world to have a variable difficulty, so all of that would have to be added in. The scaling they have right now is applied to the character, not the world. The mobs in the world are set at a fixed value that has been decided and entered in by a dev. Apparently, when they did One Tamriel, some Joe Shmoe had to go do all that manually. For the whole game. Which was much smaller back then.
The same applies to separate veteran zones. No dynamic scaling, so they double the game world and then update each mob for half of the game, or they add in dynamic scaling, double the game world, and set half the game to one difficulty and half the game to another.
So, my takeaway on all of this is that most, if not all, of the solutions that get presented in here are not actually easy for them to do. To get to the part where it is easy will take a lot of work, and that seems to be the inertia holding things back. It could take them months, or years, to add that stuff in before surprising us with "veteran overland" in some January presentation.
I see a problem though, when players with different difficulty setting are playing together in the same instance. Think of how you would feel, when doing a quest boss with harder difficulty - and a normal difficulty player comes in and kills your boss with a few strikes - then you would experience what we casuals experience when you guys come in and kill all in an instant.
KoIIegoIas wrote: »First of all. Where did you find that Interview where he answered like the first two of your quotes?
KoIIegoIas wrote: »[spartaxoxo wrote: »I totally hear you on the difficulty thing. I like things to be more difficult. But you know, the data doesn’t lie. And we have never been more successful than we are today. And a lot of that has to do with just how much freedom players have to go and experience story.People just did not like the extra difficulty in the story stuff. I get that there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things.”That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it. So it's a challenging subject and a difficult question to answer. All I can really say is we're definitely looking at it, but we don't have any major changes planned for the Overland difficulty."
-Rich Lambert
First of all. Where did you find that Interview where he answered like the first two of your quotes? I just can find the interview with one answer refering to overland of Rich lambert from https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/ wich is the third of your quotes.
a link wouldn be great.
Okay about the first quote:
Their data showed how many people played cadwells and how many played own faction overland. Its a display of people disliked cadwells because not many played it but enjoyed own faction difficutly. In the forums nobody complained about it also. And a ton did play own faction difficulty without Complains like rich said.
about second quote:
The extra difficulty refers to cadwells silver+gold after own faction. Because cadwells was an extra difficulty to own faction overland. But since the majority enjoyed Own faction difficulty, there is no point quote text messages about people disliked cadwells silver + Gold.
About third quote:
Im sure everyone on the planet read that answer already, since you qoute it everytime to have to say something. But still. People only complained in forums about cadwells silver and gold. thats one fact and refering to the data its the same, because less people played cadwells silver and gold. But its the total opposite with Own faction content.
This makes me wonder if you guys even played ESO before one tamriel, because than you wouldn't ignore and talk more about the fact that Own Faction Overland (before you had Acces to cadwells silver + gold)had a decent difficulty(wasnt hard as cadwells silver and gold, but not that extremly easy like the current shitshow) people enjoyed and played without any complains.
Send me a link please of interview of the first two quotes. thanks in advance
Lambert said this repeatedly on his Twitch streams last year, and that might be where those quotes come from. Thanks to ... events ... that happened, I am not sure that the original quotes can be linked to. ¯\_(ツ)_/¯
The interesting thing about the way he answered is that it takes into consideration all of the rebuttals that I have seen presented. These rebuttals were asked about on the Twitch stream, and a version of the answer was repeated in response to that specific question. It seemed clear to me that he understood the question, and the way it had been changed in order to challenge his previous answers. Over time, it became obvious, as a viewer, that the players are missing a large slice of the big picture in how we think about overland difficulty and what prompted them to move to One Tamriel, and step back from Adventure Zones.
There were a couple of issues before One Tamriel
1. friends of different levels had a hard time to play together and often they had to create an alt just to play with friends.
2. one could easily outlevel a zone before even a significant amount of quests were done, which made the rest of the quests even more trivial than they are now. And if one did those, the next zone was outleveled even sooner.
3. the game felt linear and zones were level-gated, there was no freedom where to go
4. just 1/3 of the game was accessible, one could not visit another faction area before having completed the own one.
5. Friends of different factions could not play together.
If the game would have stayed like that, I would have left the game - it was a cage, not an enjoyable game.
I don't really know why ZOS is so against a difficulty slider solution - that worked very well in Oblivion and Skyrim, but that is as well why we all have different experiences with those games - for me it was never hard, because I preferred to play on normal, for others these single player games were hard, because they played on highest difficulty - we all have different experiences with TES games - and of course mods made it even more individual.
I see a problem though, when players with different difficulty setting are playing together in the same instance. Think of how you would feel, when doing a quest boss with harder difficulty - and a normal difficulty player comes in and kills your boss with a few strikes - then you would experience what we casuals experience when you guys come in and kill all in an instant.
IMO both groups need to be separated in different instances - but if the mega server is scalable enough to do that, who knows. There might be technical issue, which hinder such an approach.
The reason why I mentioned how ESO was before One Tamriel is this.
If someone says the difficulty was good before, then just because he skipped most of the quest content and moved on to the next zone as early as possible. If one stayed in the zone and did the other quests, they were laughably easy, one shooting everything, once one had outleveled the zone - and that happened before even half of the quests were done. So who says, it was good before, had skipped most of the quests or grinded somewhere bypassing the whole quest thing. For someone who did these quests, they were just in the beginning good, but then they became trivial.
KoIIegoIas wrote: »I saw this in textform somewhere. Sparta quoted it from somewhere, so there must be a link.
Aardappelboom wrote: »Debuffing oneself does not need the game world to change, that's why it's probably the best option, there's nothing stopping them from creating a PVE battle spirit with 20% decrease in damage and go from there, tweak it with a difficulty slider interface and maybe think about start disabeling or enabling based on where the player is, (bg vs dungeon vs overland, probably better to only allow it in overland)
This is not rocket science and this will not take years to develop.
Aardappelboom wrote: »Debuffing oneself does not need the game world to change, that's why it's probably the best option, there's nothing stopping them from creating a PVE battle spirit with 20% decrease in damage and go from there, tweak it with a difficulty slider interface and maybe think about start disabeling or enabling based on where the player is, (bg vs dungeon vs overland, probably better to only allow it in overland)
This is not rocket science and this will not take years to develop.
I know. Right? Lambert didn't sound too enthusiastic about that, when asked. Of all the possibilities, this is probably the more technically possible. I get his point, though. Personally, I think this only works if the player isn't aware they are being debuffed, so ZOS would have to come up with a way to hide that.
Aardappelboom wrote: »Debuffing oneself does not need the game world to change, that's why it's probably the best option, there's nothing stopping them from creating a PVE battle spirit with 20% decrease in damage and go from there, tweak it with a difficulty slider interface and maybe think about start disabeling or enabling based on where the player is, (bg vs dungeon vs overland, probably better to only allow it in overland)
This is not rocket science and this will not take years to develop.
I know. Right? Lambert didn't sound too enthusiastic about that, when asked. Of all the possibilities, this is probably the more technically possible. I get his point, though. Personally, I think this only works if the player isn't aware they are being debuffed, so ZOS would have to come up with a way to hide that.
SilverBride wrote: »KoIIegoIas wrote: »I saw this in textform somewhere. Sparta quoted it from somewhere, so there must be a link.
I just provided the link to the stream and the written transcript in the post before yours.
KoIIegoIas wrote: »SilverBride wrote: »KoIIegoIas wrote: »I saw this in textform somewhere. Sparta quoted it from somewhere, so there must be a link.
I just provided the link to the stream and the written transcript in the post before yours.
Thx a lot. Sadly i can just see where he said that they transfered the difficulty into worldbosses, dungeons and trials.
KoIIegoIas wrote: »So, you know like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it.''
That is the Proof of their Data, wich displayed that 2/3 people played cadwells silver and gold.
KoIIegoIas wrote: »There was no Data, no complains from people in the forum nothing about own faction overland wich people needed to start cadwells. People complained about cadwells silver and gold and not about own faction overland before one tamriel.
But what happened, ZOS nerfed own faction overland aswell, just because they can. Instead of trying out that difficulty for the whole overland zones.
spartaxoxo wrote: »KoIIegoIas wrote: »There was no Data, no complains from people in the forum nothing about own faction overland wich people needed to start cadwells. People complained about cadwells silver and gold and not about own faction overland before one tamriel.
But what happened, ZOS nerfed own faction overland aswell, just because they can. Instead of trying out that difficulty for the whole overland zones.
While they haven't discussed that data, they did a deep dive of player feedback when the game almost failed and they looked into making One Tamriel.
I don't think it's either here or there though, as the game's changed significantly since then. The max power level is world's apart from where it used to be. That reason alone should make them reconsider.
spartaxoxo wrote: »KoIIegoIas wrote: »There was no Data, no complains from people in the forum nothing about own faction overland wich people needed to start cadwells. People complained about cadwells silver and gold and not about own faction overland before one tamriel.
But what happened, ZOS nerfed own faction overland aswell, just because they can. Instead of trying out that difficulty for the whole overland zones.
While they haven't discussed that data, they did a deep dive of player feedback when the game almost failed and they looked into making One Tamriel.
I don't think it's either here or there though, as the game's changed significantly since then. The max power level is world's apart from where it used to be. That reason alone should make them reconsider.
They are not going to shoot into their both feet - that is for sure. The current system sells well and is popular. Why would they want to endanger that revenue with an experiment, which benefits just a few and might alienate a whole lot - see what was said about the Guild wars experience with making things more difficult - that ruined that game nearly.
spartaxoxo wrote: »spartaxoxo wrote: »KoIIegoIas wrote: »There was no Data, no complains from people in the forum nothing about own faction overland wich people needed to start cadwells. People complained about cadwells silver and gold and not about own faction overland before one tamriel.
But what happened, ZOS nerfed own faction overland aswell, just because they can. Instead of trying out that difficulty for the whole overland zones.
While they haven't discussed that data, they did a deep dive of player feedback when the game almost failed and they looked into making One Tamriel.
I don't think it's either here or there though, as the game's changed significantly since then. The max power level is world's apart from where it used to be. That reason alone should make them reconsider.
They are not going to shoot into their both feet - that is for sure. The current system sells well and is popular. Why would they want to endanger that revenue with an experiment, which benefits just a few and might alienate a whole lot - see what was said about the Guild wars experience with making things more difficult - that ruined that game nearly.
Why would an optional difficulty setting alienate anyone?
spartaxoxo wrote: »spartaxoxo wrote: »KoIIegoIas wrote: »There was no Data, no complains from people in the forum nothing about own faction overland wich people needed to start cadwells. People complained about cadwells silver and gold and not about own faction overland before one tamriel.
But what happened, ZOS nerfed own faction overland aswell, just because they can. Instead of trying out that difficulty for the whole overland zones.
While they haven't discussed that data, they did a deep dive of player feedback when the game almost failed and they looked into making One Tamriel.
I don't think it's either here or there though, as the game's changed significantly since then. The max power level is world's apart from where it used to be. That reason alone should make them reconsider.
They are not going to shoot into their both feet - that is for sure. The current system sells well and is popular. Why would they want to endanger that revenue with an experiment, which benefits just a few and might alienate a whole lot - see what was said about the Guild wars experience with making things more difficult - that ruined that game nearly.
Why would an optional difficulty setting alienate anyone?
You didn't make it sound as if it would be optional, but that they should reconsider the general difficulty.
They are not going to shoot into their both feet - that is for sure. The current system sells well and is popular. Why would they want to endanger that revenue with an experiment, which benefits just a few and might alienate a whole lot - see what was said about the Guild wars experience with making things more difficult - that ruined that game nearly.
SilverBride wrote: »
One of my biggest issues with that sort of splitting is that it also split the content as solo and as group.I think they made the right decision with how it is split, with the veteran content in the dungeons, arenas, and trials.
One of my biggest issues with that sort of splitting is that it also split the content as solo and as group.I think they made the right decision with how it is split, with the veteran content in the dungeons, arenas, and trials.
Very easy content -> Intended for solo
Challenging content -> Intended for groups
SilverBride wrote: »One of my biggest issues with that sort of splitting is that it also split the content as solo and as group.I think they made the right decision with how it is split, with the veteran content in the dungeons, arenas, and trials.
Very easy content -> Intended for solo
Challenging content -> Intended for groups
Solo content has to be easy enough to succeed at solo. Challenging content has to be hard enough that it requires a group or else it's not really challenging. How else could it be?