PS NA
I believe the overland content to be way too easy at CP levels. My understanding is the enemy difficulty level is supposed to scale with the players level. But this seems to stop once you reach CP. If it does scale then the gap between enemy difficulty and player level needs to be shortened. It’s not really fun to go into a new area and hit an enemy 1 time and it’s dead. Takes away the challenge.
And so the circle is closing again - if the average mob is that strong, then this is not about questing at all, but about killing more stuff in an overland environment and getting more loot and rewards for it - and then my definitive answer to this is "no". Either it is for you about questing, then those in a quest area might be stronger, but not the normal trash mob - or you secretly want something else and use "boring quests" as an excuse to get a "killing more stuff" overland.
When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
Harrowstroms have been empty for years and will be forever. Vents will quickly follow, because they are boring with goofy twitch mechanics. The bosses are balanced for the rare people that do 100K+ dps. The rewards are not worth the effort of doing them over older, better balanced and more fun content.
I want optional difficulty settings for story content in overland, which is quests. I don't care one bit about the story-less content in overland you describe.When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
Harrowstroms have been empty for years and will be forever. Vents will quickly follow, because they are boring with goofy twitch mechanics. The bosses are balanced for the rare people that do 100K+ dps. The rewards are not worth the effort of doing them over older, better balanced and more fun content.
When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
Harrowstroms have been empty for years and will be forever. Vents will quickly follow, because they are boring with goofy twitch mechanics. The bosses are balanced for the rare people that do 100K+ dps. The rewards are not worth the effort of doing them over older, better balanced and more fun content.
When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
Harrowstroms have been empty for years and will be forever. Vents will quickly follow, because they are boring with goofy twitch mechanics. The bosses are balanced for the rare people that do 100K+ dps. The rewards are not worth the effort of doing them over older, better balanced and more fun content.
As vet player why would I bother with world bosses or harrowstorms (group activities btw) for a chance to get cheap motif and useless piece of gear that not even worth selling? I mean i did farm them on first days for achievements and before prices dropped but now It’s far more efficient to do vCT for mask farm. Dolmens popular because they provide a lot of xp so good for leveling companions or new characters. It’s not enjoyable or rewarding to do those group overland activities because they designed to be zerged by large group of players and provide poor rewards as the result. And quests can be done in a single day with no reasons whatsoever to repeat them on other characters.
Good balance between difficulty, rewards and quality of content itself is what desired in this thread but currently it’s not the case.
This is quite a heated subject, I am sad to see a lots of people on the forums who were very vocal about this subject, on both sides, usually all get banned, as the discussion takes the better of them.
I wonder if their is a way for the community to talk about this subject and not lose our cool.
spartaxoxo wrote: »When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
Harrowstroms have been empty for years and will be forever. Vents will quickly follow, because they are boring with goofy twitch mechanics. The bosses are balanced for the rare people that do 100K+ dps. The rewards are not worth the effort of doing them over older, better balanced and more fun content.
As vet player why would I bother with world bosses or harrowstorms (group activities btw) for a chance to get cheap motif and useless piece of gear that not even worth selling? I mean i did farm them on first days for achievements and before prices dropped but now It’s far more efficient to do vCT for mask farm. Dolmens popular because they provide a lot of xp so good for leveling companions or new characters. It’s not enjoyable or rewarding to do those group overland activities because they designed to be zerged by large group of players and provide poor rewards as the result. And quests can be done in a single day with no reasons whatsoever to repeat them on other characters.
Good balance between difficulty, rewards and quality of content itself is what desired in this thread but currently it’s not the case.
Quest rewards would have even less rewards than stuff like Harrowstorms and world bosses, because they aren't repeatable. The reason to do them is because we enjoy a challenge. I don't need or expect a lot of rewards. I just want the gameplay to be more interesting in story quests. I already enjoy killing world bosses, and I'm one of those people who do Dragons and Harrowstorms. I wish they were slightly less group oriented because sometimes I'm the only one there and they become a massive pain alone. But I still try and do them. Because trying to solo a Harrowstorm is fun.
There's really a big misunderstanding about what we want and what we ask for.When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
Harrowstroms have been empty for years and will be forever. Vents will quickly follow, because they are boring with goofy twitch mechanics. The bosses are balanced for the rare people that do 100K+ dps. The rewards are not worth the effort of doing them over older, better balanced and more fun content.
spartaxoxo wrote: »When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
Harrowstroms have been empty for years and will be forever. Vents will quickly follow, because they are boring with goofy twitch mechanics. The bosses are balanced for the rare people that do 100K+ dps. The rewards are not worth the effort of doing them over older, better balanced and more fun content.
As vet player why would I bother with world bosses or harrowstorms (group activities btw) for a chance to get cheap motif and useless piece of gear that not even worth selling? I mean i did farm them on first days for achievements and before prices dropped but now It’s far more efficient to do vCT for mask farm. Dolmens popular because they provide a lot of xp so good for leveling companions or new characters. It’s not enjoyable or rewarding to do those group overland activities because they designed to be zerged by large group of players and provide poor rewards as the result. And quests can be done in a single day with no reasons whatsoever to repeat them on other characters.
Good balance between difficulty, rewards and quality of content itself is what desired in this thread but currently it’s not the case.
Quest rewards would have even less rewards than stuff like Harrowstorms and world bosses, because they aren't repeatable. The reason to do them is because we enjoy a challenge. I don't need or expect a lot of rewards. I just want the gameplay to be more interesting in story quests. I already enjoy killing world bosses, and I'm one of those people who do Dragons and Harrowstorms. I wish they were slightly less group oriented because sometimes I'm the only one there and they become a massive pain alone. But I still try and do them. Because trying to solo a Harrowstorm is fun.
It all depends on what expectations players and developers have from any of the rework. .
It was funny when they first mentioned that as a reason, as if actually doing the content wouldn't be incentive enough. Since they haven't spoken on it for so long, I wonder if that point has changed, but given their other points remain unchanged during the months that these threads have gone on I wouldn't expect it to have.
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.
Kind of zoned out of the interview after it became apparent that the entirety of this bout of feedback had essentially been ignored, but thank you for bringing it back up. It still fails entirely in the way that 'old silver and gold isn't what's being asked for,' 'there was more than just higher level mobs making the thrice divided and sparsely populated overland that was time-consuming to reach that made those zones unpopular,' and of course the 'but what incentive' argument.
It still goes to show that they have invested nothing in keeping tabs on these discussions, closed down any thread even slightly related to the topic to redirect here, all in an effort to keep the subject ignored. The "it will be used later in the event that they want to do this" won't matter when the state of the game will change, making the feedback less relevant, and the players who gave the feedback will have given up long before. It's just a really poorly done bit of pr to add to the pile of times they've ignored players for the worse.
spartaxoxo wrote: »spartaxoxo wrote: »When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
Harrowstroms have been empty for years and will be forever. Vents will quickly follow, because they are boring with goofy twitch mechanics. The bosses are balanced for the rare people that do 100K+ dps. The rewards are not worth the effort of doing them over older, better balanced and more fun content.
As vet player why would I bother with world bosses or harrowstorms (group activities btw) for a chance to get cheap motif and useless piece of gear that not even worth selling? I mean i did farm them on first days for achievements and before prices dropped but now It’s far more efficient to do vCT for mask farm. Dolmens popular because they provide a lot of xp so good for leveling companions or new characters. It’s not enjoyable or rewarding to do those group overland activities because they designed to be zerged by large group of players and provide poor rewards as the result. And quests can be done in a single day with no reasons whatsoever to repeat them on other characters.
Good balance between difficulty, rewards and quality of content itself is what desired in this thread but currently it’s not the case.
Quest rewards would have even less rewards than stuff like Harrowstorms and world bosses, because they aren't repeatable. The reason to do them is because we enjoy a challenge. I don't need or expect a lot of rewards. I just want the gameplay to be more interesting in story quests. I already enjoy killing world bosses, and I'm one of those people who do Dragons and Harrowstorms. I wish they were slightly less group oriented because sometimes I'm the only one there and they become a massive pain alone. But I still try and do them. Because trying to solo a Harrowstorm is fun.
It all depends on what expectations players and developers have from any of the rework. .
Most players I think would agree with me that they can give us the difficulty options alone without a reward. Rich has said one reason they haven't done it is because they don't know how they'd incentivize it. They obviously wouldn't use the systems they already have (which makes sense because those things can be repeated) or they'd know how to do it. Doing what you always do is not a hard thing to know how to do.
So personally I think if it's such a big issue to them, they should just drop the concept. They don't need additional incentives. I just want questing to be more fun, it doesn't need to be that complicated. The entire point is the immersion of the quests. It's lame to need immunity phases to not one shot a guy who dueled Leki to a standstill.
spartaxoxo wrote: »Kind of zoned out of the interview after it became apparent that the entirety of this bout of feedback had essentially been ignored, but thank you for bringing it back up. It still fails entirely in the way that 'old silver and gold isn't what's being asked for,' 'there was more than just higher level mobs making the thrice divided and sparsely populated overland that was time-consuming to reach that made those zones unpopular,' and of course the 'but what incentive' argument.
It still goes to show that they have invested nothing in keeping tabs on these discussions, closed down any thread even slightly related to the topic to redirect here, all in an effort to keep the subject ignored. The "it will be used later in the event that they want to do this" won't matter when the state of the game will change, making the feedback less relevant, and the players who gave the feedback will have given up long before. It's just a really poorly done bit of pr to add to the pile of times they've ignored players for the worse.
I don't want to get into yet another discussion on silver and gold, so I'll just slide right past that for now. I think it's pretty established we disagree on it.
But, I'm right there with you on the incentives. They actually said "ultimately what it comes down too" which tells me they not only consider this a hurdle, but one of the largest hurdles. And it's like a massive slap in the face because there's over a hundred pages of posts in here, and almost none of them mention giving a single fig leaf about rewards. It tells me they probably really did not read this thread. Hardly anyone cares about rewards. We just want to have fun during quests. Geeze Louise.
spartaxoxo wrote: »spartaxoxo wrote: »When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
Harrowstroms have been empty for years and will be forever. Vents will quickly follow, because they are boring with goofy twitch mechanics. The bosses are balanced for the rare people that do 100K+ dps. The rewards are not worth the effort of doing them over older, better balanced and more fun content.
As vet player why would I bother with world bosses or harrowstorms (group activities btw) for a chance to get cheap motif and useless piece of gear that not even worth selling? I mean i did farm them on first days for achievements and before prices dropped but now It’s far more efficient to do vCT for mask farm. Dolmens popular because they provide a lot of xp so good for leveling companions or new characters. It’s not enjoyable or rewarding to do those group overland activities because they designed to be zerged by large group of players and provide poor rewards as the result. And quests can be done in a single day with no reasons whatsoever to repeat them on other characters.
Good balance between difficulty, rewards and quality of content itself is what desired in this thread but currently it’s not the case.
Quest rewards would have even less rewards than stuff like Harrowstorms and world bosses, because they aren't repeatable. The reason to do them is because we enjoy a challenge. I don't need or expect a lot of rewards. I just want the gameplay to be more interesting in story quests. I already enjoy killing world bosses, and I'm one of those people who do Dragons and Harrowstorms. I wish they were slightly less group oriented because sometimes I'm the only one there and they become a massive pain alone. But I still try and do them. Because trying to solo a Harrowstorm is fun.
It all depends on what expectations players and developers have from any of the rework. .
Most players I think would agree with me that they can give us the difficulty options alone without a reward. Rich has said one reason they haven't done it is because they don't know how they'd incentivize it. They obviously wouldn't use the systems they already have (which makes sense because those things can be repeated) or they'd know how to do it. Doing what you always do is not a hard thing to know how to do.
So personally I think if it's such a big issue to them, they should just drop the concept. They don't need additional incentives. I just want questing to be more fun, it doesn't need to be that complicated. The entire point is the immersion of the quests. It's lame to need immunity phases to not one shot a guy who dueled Leki to a standstill.
I understand that rewards is touchy subject, but neglecting it entirely is just setting the whole endeavor to potential flop, opening all sorts of complaints in the future like “what is the point of that”, “why should i bother”, etc. from players who would like to give it a go, but wouldn’t because of the lack of incentives. Even the debuff system from lotro you brought to this discussion uses bonus xp and titles to incentivize the use of it.spartaxoxo wrote: »Kind of zoned out of the interview after it became apparent that the entirety of this bout of feedback had essentially been ignored, but thank you for bringing it back up. It still fails entirely in the way that 'old silver and gold isn't what's being asked for,' 'there was more than just higher level mobs making the thrice divided and sparsely populated overland that was time-consuming to reach that made those zones unpopular,' and of course the 'but what incentive' argument.
It still goes to show that they have invested nothing in keeping tabs on these discussions, closed down any thread even slightly related to the topic to redirect here, all in an effort to keep the subject ignored. The "it will be used later in the event that they want to do this" won't matter when the state of the game will change, making the feedback less relevant, and the players who gave the feedback will have given up long before. It's just a really poorly done bit of pr to add to the pile of times they've ignored players for the worse.
I don't want to get into yet another discussion on silver and gold, so I'll just slide right past that for now. I think it's pretty established we disagree on it.
But, I'm right there with you on the incentives. They actually said "ultimately what it comes down too" which tells me they not only consider this a hurdle, but one of the largest hurdles. And it's like a massive slap in the face because there's over a hundred pages of posts in here, and almost none of them mention giving a single fig leaf about rewards. It tells me they probably really did not read this thread. Hardly anyone cares about rewards. We just want to have fun during quests. Geeze Louise.
And tbh the was quite a lot of posters who did mention rewards in their suggestions but it was immediately derailed by certain individual with the argument “that this mode only wanted by minority and most players fine with current overland as it is” and so if this complaint would ever be addressed it should be done with minimum investment possible. Personally, I don’t think that it’s so big of a hurdle for the devs rather they weren’t as interested in the feedback (as there were a lot of different suggestions on possible ways to address it) and Rich just repeated same line from his stream.
In the end it all comes down to what sort of rework we are talking about and what are expectations about it from both players and devs. Though in the very least it should compensate for extra time spent if not to add additional reasons to engage it.
Agenericname wrote: »spartaxoxo wrote: »spartaxoxo wrote: »When overland content reach vet status bosses, you get what we have the newer zones. Dead zones after release. On Friday night, most of the bosses were empty in High Isle - this is a clear indication the people who want vet bosses in overland content exist solely on this forum and doesn't represent what is actually happening in the game. ZOS needs to stop listening to this advice. No one wants empty zones. The proof is in the Dolmens. There are more people playing in Dolmens than High Isle. That is shameful for a new expansion to be this dead(xbox).
Harrowstroms have been empty for years and will be forever. Vents will quickly follow, because they are boring with goofy twitch mechanics. The bosses are balanced for the rare people that do 100K+ dps. The rewards are not worth the effort of doing them over older, better balanced and more fun content.
As vet player why would I bother with world bosses or harrowstorms (group activities btw) for a chance to get cheap motif and useless piece of gear that not even worth selling? I mean i did farm them on first days for achievements and before prices dropped but now It’s far more efficient to do vCT for mask farm. Dolmens popular because they provide a lot of xp so good for leveling companions or new characters. It’s not enjoyable or rewarding to do those group overland activities because they designed to be zerged by large group of players and provide poor rewards as the result. And quests can be done in a single day with no reasons whatsoever to repeat them on other characters.
Good balance between difficulty, rewards and quality of content itself is what desired in this thread but currently it’s not the case.
Quest rewards would have even less rewards than stuff like Harrowstorms and world bosses, because they aren't repeatable. The reason to do them is because we enjoy a challenge. I don't need or expect a lot of rewards. I just want the gameplay to be more interesting in story quests. I already enjoy killing world bosses, and I'm one of those people who do Dragons and Harrowstorms. I wish they were slightly less group oriented because sometimes I'm the only one there and they become a massive pain alone. But I still try and do them. Because trying to solo a Harrowstorm is fun.
It all depends on what expectations players and developers have from any of the rework. .
Most players I think would agree with me that they can give us the difficulty options alone without a reward. Rich has said one reason they haven't done it is because they don't know how they'd incentivize it. They obviously wouldn't use the systems they already have (which makes sense because those things can be repeated) or they'd know how to do it. Doing what you always do is not a hard thing to know how to do.
So personally I think if it's such a big issue to them, they should just drop the concept. They don't need additional incentives. I just want questing to be more fun, it doesn't need to be that complicated. The entire point is the immersion of the quests. It's lame to need immunity phases to not one shot a guy who dueled Leki to a standstill.
I understand that rewards is touchy subject, but neglecting it entirely is just setting the whole endeavor to potential flop, opening all sorts of complaints in the future like “what is the point of that”, “why should i bother”, etc. from players who would like to give it a go, but wouldn’t because of the lack of incentives. Even the debuff system from lotro you brought to this discussion uses bonus xp and titles to incentivize the use of it.spartaxoxo wrote: »Kind of zoned out of the interview after it became apparent that the entirety of this bout of feedback had essentially been ignored, but thank you for bringing it back up. It still fails entirely in the way that 'old silver and gold isn't what's being asked for,' 'there was more than just higher level mobs making the thrice divided and sparsely populated overland that was time-consuming to reach that made those zones unpopular,' and of course the 'but what incentive' argument.
It still goes to show that they have invested nothing in keeping tabs on these discussions, closed down any thread even slightly related to the topic to redirect here, all in an effort to keep the subject ignored. The "it will be used later in the event that they want to do this" won't matter when the state of the game will change, making the feedback less relevant, and the players who gave the feedback will have given up long before. It's just a really poorly done bit of pr to add to the pile of times they've ignored players for the worse.
I don't want to get into yet another discussion on silver and gold, so I'll just slide right past that for now. I think it's pretty established we disagree on it.
But, I'm right there with you on the incentives. They actually said "ultimately what it comes down too" which tells me they not only consider this a hurdle, but one of the largest hurdles. And it's like a massive slap in the face because there's over a hundred pages of posts in here, and almost none of them mention giving a single fig leaf about rewards. It tells me they probably really did not read this thread. Hardly anyone cares about rewards. We just want to have fun during quests. Geeze Louise.
And tbh the was quite a lot of posters who did mention rewards in their suggestions but it was immediately derailed by certain individual with the argument “that this mode only wanted by minority and most players fine with current overland as it is” and so if this complaint would ever be addressed it should be done with minimum investment possible. Personally, I don’t think that it’s so big of a hurdle for the devs rather they weren’t as interested in the feedback (as there were a lot of different suggestions on possible ways to address it) and Rich just repeated same line from his stream.
In the end it all comes down to what sort of rework we are talking about and what are expectations about it from both players and devs. Though in the very least it should compensate for extra time spent if not to add additional reasons to engage it.
Here's a hypothetical question; if one of the options was a straight increase in overland difficulty across the board, would the rewards still need to be adjusted? I mean, if they were to overhaul all of it, would the players asking for a separate overland still ask for increased rewards in this iteration?
Id guess that answer would be "no." This only really comes up with the mention of sliders or separate levels of difficulty. Many of the people asking for a game thats immersive are doing so for our own benefit. So the game feels better. If they offered a version where it was all increased, it wouldn't bother me in the slightest. The reason why most specify an optional level is because we know that it would bother others. The optional part isnt for me. So, why would rewards matter in one of these cases and not in the other?
The precedence was set with dungeons already anyway.
spartaxoxo wrote: »It was funny when they first mentioned that as a reason, as if actually doing the content wouldn't be incentive enough. Since they haven't spoken on it for so long, I wonder if that point has changed, but given their other points remain unchanged during the months that these threads have gone on I wouldn't expect it to have.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.
This was actually brought back up again as a reason why they aren't doing it. In case you didn't catch that part, on Rich's last interview.
The reasons why are
1) They tried with silver and gold and it failed
2) large portion don't like difficulty (because they already find the overland challenging)
3) They would want to give it incentives but they don't know how they'd do and think giving incentives would open a can of worms.
Edit
But personally, I don't understand why point 3 is even a problem. They say they were looking at options, dropped the too much work point, and said there was nothing major coming. I hope that means we can at least hope for a minor change. But, I'm not gonna hold my breath.