It's pointless to argue with folks who have no experience about the difficult content in this game. This is partly why some folks here are so worried about "how difficult? where is the consensus?". They haven't seen how the difficult content in this game work, so they can't fathom the idea of veteran questing.spartaxoxo wrote: »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?
Have you ever actually done VMA or VVH?
They haven't seen how the difficult content in this game work, so they can't fathom the idea of veteran questing.
They will never understand unless they play the difficult content themselves.
spartaxoxo wrote: »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?
Have you ever actually done VMA or VVH?
SilverBride wrote: »
I am not certain how much that really matters, though.
One Tamriel may have been the overland they saw a need for 8 years ago, but what if they now see a problem where there used to be a solution? What if they are just not talking about it while the community stews over it, until it is time for their big reveal some cold January afternoon?
Personally, I am happy with Overland and see no reason for big changes. I think they made the right decision with how it is split, with the veteran content in the dungeons, arenas, and trials. While I might suggest some tweaking to overland to introduce pockets of harder content in the dark corners, that opinion is of little consequence in the grand scheme of things, as near as I can tell.
SilverBride wrote: »They haven't seen how the difficult content in this game work, so they can't fathom the idea of veteran questing.
They will never understand unless they play the difficult content themselves.spartaxoxo wrote: »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?
Have you ever actually done VMA or VVH?
No I haven't nor do I intend to. But that doesn't mean that I have no understanding of how veteran content works because I was very active in end game in other MMOs.
Challenges in MMOs are typically in dungeons and trials, and typically require groups. This is nothing new.
spartaxoxo wrote: »I mean, I actually don't think you understand how a solo challenge would work if your frame of reference is group content. Not that you wouldn't understand a challenge more generally, but it is a different experience to raiding. You should give them a try or watch a VOD of someone with a relatively Middle-tier, low level vet spec. I say that so that they can't ignore mechanics.
SilverBride wrote: »spartaxoxo wrote: »I mean, I actually don't think you understand how a solo challenge would work if your frame of reference is group content. Not that you wouldn't understand a challenge more generally, but it is a different experience to raiding. You should give them a try or watch a VOD of someone with a relatively Middle-tier, low level vet spec. I say that so that they can't ignore mechanics.
I don't want to even do a normal arena more than the one time I have done them on each character just for the achievement.
The tedium of mobs multiple mobs repeating over and over and over is pure mental torture to me.
But the point I was making is that it is not unusual for easy content to be solo and challenging content to be group. It's been this way in MMOs for decades.
SilverBride wrote: »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.
What Rich said was that the 2/3 of the game that was Cadwell's Silver and Gold was not played.
"It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out."
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.
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?
Ok I will try to respond again but this time with my best effort not to violate any rules. I believe the point I'm trying to make is important to this thread. So I hope this post will be allowed to stay.SilverBride wrote: »No I haven't nor do I intend to. But that doesn't mean that I have no understanding of how veteran content works because I was very active in end game in other MMOs.spartaxoxo wrote: »Have you ever actually done VMA or VVH?
Challenges in MMOs are typically in dungeons and trials, and typically require groups. This is nothing new.
KoIIegoIas wrote: »With that opinion about difficulty in general that the current overland is challenging and hard for you, Vet Maelstrom Arena or Vet Vateshran hollow should be impossible for you.
Everyone who honestly thinks that the current overland content is hard and challending, will never beat the the difficulty of current VMA.
...To me this makes combat in ESO very engaging, fun and skill-based. It's much more akin to an action game compared to other MMOs. And this is why ESO will likely be the only MMO I can tolerate. I've seen endgame content in other MMOs via videos and info from my friends. I want NONE of that in ESO. I picked ESO to be my only MMO precisely because combat is different here.
I don't get it. "Action" and "Story based" isn't mutually exclusive.SilverBride wrote: »But you compared ESO to an action game which it is not. ESO is story based and should remain true to that.
I don't get it. "Action" and "Story based" isn't mutually exclusive.SilverBride wrote: »But you compared ESO to an action game which it is not. ESO is story based and should remain true to that.
This is from Steam product page, the vendor I bought ESO from,
What I see from this is the following.
They used to have an increased difficulty level but because (as near as I can tell) it took 30 hours to increase your difficultly level and had poor advertising about what it was doing, along with no obvious way to change it back, no one used it. Now, they are using the fact that no one used their poorly implemented difficulty level adjustment as a justification for why it is not needed now.
For players, I see some saying they are fine with the difficulty as is and others saying they do not see a need for it, but if they were to just reimplement but make it easier to use (ie the flip of a switch) and make it better advertised about what is going on then everyone would have what they want. What would be the problem with that?
SilverBride wrote: »What I see from this is the following.
They used to have an increased difficulty level but because (as near as I can tell) it took 30 hours to increase your difficultly level and had poor advertising about what it was doing, along with no obvious way to change it back, no one used it. Now, they are using the fact that no one used their poorly implemented difficulty level adjustment as a justification for why it is not needed now.
For players, I see some saying they are fine with the difficulty as is and others saying they do not see a need for it, but if they were to just reimplement but make it easier to use (ie the flip of a switch) and make it better advertised about what is going on then everyone would have what they want. What would be the problem with that?
I played beta and at launch and I don't know anything about taking 30 hours or being able to increase our difficulty level.
What happened was that first a player completed their own alliance's zones. After they completed these they were given quests called Cadwell's Silver and Cadwell's Gold to do the other 2 alliance's zones. But these zones were veteran level and the player had no way to adjust the difficulty. Because of this very few players completed them. That is one of the reasons this was changed with One Tamriel.
I don't get it. "Action" and "Story based" isn't mutually exclusive.SilverBride wrote: »But you compared ESO to an action game which it is not. ESO is story based and should remain true to that.
This is from Steam product page, the vendor I bought ESO from,
SilverBride wrote: »What I see from this is the following.
They used to have an increased difficulty level but because (as near as I can tell) it took 30 hours to increase your difficultly level and had poor advertising about what it was doing, along with no obvious way to change it back, no one used it. Now, they are using the fact that no one used their poorly implemented difficulty level adjustment as a justification for why it is not needed now.
For players, I see some saying they are fine with the difficulty as is and others saying they do not see a need for it, but if they were to just reimplement but make it easier to use (ie the flip of a switch) and make it better advertised about what is going on then everyone would have what they want. What would be the problem with that?
I played beta and at launch and I don't know anything about taking 30 hours or being able to increase our difficulty level.
What happened was that first a player completed their own alliance's zones. After they completed these they were given quests called Cadwell's Silver and Cadwell's Gold to do the other 2 alliance's zones. But these zones were veteran level and the player had no way to adjust the difficulty. Because of this very few players completed them. That is one of the reasons this was changed with One Tamriel.
And you only get access to Cadwell's Silver and Gold by completing the main quest, which effectively meant that they wanted you to play through 30 hours of content, per character, to get access to harder content.
SilverBride wrote: »SilverBride wrote: »What I see from this is the following.
They used to have an increased difficulty level but because (as near as I can tell) it took 30 hours to increase your difficultly level and had poor advertising about what it was doing, along with no obvious way to change it back, no one used it. Now, they are using the fact that no one used their poorly implemented difficulty level adjustment as a justification for why it is not needed now.
For players, I see some saying they are fine with the difficulty as is and others saying they do not see a need for it, but if they were to just reimplement but make it easier to use (ie the flip of a switch) and make it better advertised about what is going on then everyone would have what they want. What would be the problem with that?
I played beta and at launch and I don't know anything about taking 30 hours or being able to increase our difficulty level.
What happened was that first a player completed their own alliance's zones. After they completed these they were given quests called Cadwell's Silver and Cadwell's Gold to do the other 2 alliance's zones. But these zones were veteran level and the player had no way to adjust the difficulty. Because of this very few players completed them. That is one of the reasons this was changed with One Tamriel.
And you only get access to Cadwell's Silver and Gold by completing the main quest, which effectively meant that they wanted you to play through 30 hours of content, per character, to get access to harder content.
I don't know how many hours it took, but yes you had to play these to move on to the veteran zones. Everything was very linear back then and zones had to be done in a somewhat specific order, which also changed with One Tamriel.
Just a correction @Zuboko
The Cadwell Silver/Gold were more like New Game+ in a sense, not necessarily "Optional difficulty increases", but more like playing another faction's leveling experience from start to finish with a bump in difficulty.
At least, that's my interpretation of how it was.
Just a correction @Zuboko
The Cadwell Silver/Gold were more like New Game+ in a sense, not necessarily "Optional difficulty increases", but more like playing another faction's leveling experience from start to finish with a bump in difficulty.
At least, that's my interpretation of how it was.
SilverBride wrote: »Just a correction @Zuboko
The Cadwell Silver/Gold were more like New Game+ in a sense, not necessarily "Optional difficulty increases", but more like playing another faction's leveling experience from start to finish with a bump in difficulty.
At least, that's my interpretation of how it was.
That is exactly how it was. The player had no control over the difficulty and could not adjust anything.
And yes, @Zuboko it was terrible implementation which is one reason they changed it.
Just a correction @Zuboko
The Cadwell Silver/Gold were more like New Game+ in a sense, not necessarily "Optional difficulty increases", but more like playing another faction's leveling experience from start to finish with a bump in difficulty.
At least, that's my interpretation of how it was.
And @Daraklus between what you and @SilverBride said, that only adds weight to the idea of it also being poorly advertised as there seems to be confusion about what it actually involved.
SilverBride wrote: »Just a correction @Zuboko
The Cadwell Silver/Gold were more like New Game+ in a sense, not necessarily "Optional difficulty increases", but more like playing another faction's leveling experience from start to finish with a bump in difficulty.
At least, that's my interpretation of how it was.
And @Daraklus between what you and @SilverBride said, that only adds weight to the idea of it also being poorly advertised as there seems to be confusion about what it actually involved.
I agree it was a bad setup but I don't remember it ever being advertised that a player had any control over the difficulty of the overland zones.
SilverBride wrote: »I agree it was a bad setup but I don't remember it ever being advertised that a player had any control over the difficulty of the overland zones.
Which only adds to my point.
SilverBride wrote: »SilverBride wrote: »I agree it was a bad setup but I don't remember it ever being advertised that a player had any control over the difficulty of the overland zones.
Which only adds to my point.
I am confused. The game didn't have any option to control difficulty nor did it advertise that it did, so why would players expect that it would? Most MMOs do not by default have options for the player to control the difficulty so I don't see why this would be expected.
SilverBride wrote: »I am confused. The game didn't have any option to control difficulty nor did it advertise that it did, so why would players expect that it would? Most MMOs do not by default have options for the player to control the difficulty so I don't see why this would be expected.
The control the player had was whether they chose to go into the specific zone which would have the harder content or not. And so while there was no switch they could press, the difficultly level adjustment was there. It was just so poorly implemented that even when people saw it, they may not have realized what they were looking at.