FlopsyPrince wrote: »
Problem 1 - no fear of death
The problem with this is when a "True" MMO player comes and says they have played games like Everquest, Tibia, Asheron's Call or Runescape, where if you died in some of those games you lost Experience, Levels, Skills points, Equipment, gold, your inventory & had to travel back to the area where you died.
How can a game be exciting or channeling, if when the mob kills you, you lose nothing at all. They will argue that just that alone makes every Overland Content Tedious and too easy and not fun at all, as you fear nothing.
Even if the overland mobs had Trial level Mechanics it's truly a snooze fest, as you can die as many times as you like and it does not matter at all.
So we first have to agree that just that alone is the first premise we are not tackling here at all. Over 100 pages of discussion and no one is talking about that.
I mentioned it.
I think it's important. There really is NO RISK in the risk vs. reward of a more challenging Overland without there being any consequences at all for dying. I don't think we should necessarily lose items, but I would like to at least lose a little time. I think there should be an option for us to NOT resurrect directly where our dead bodies lay, however they want to implement that. Obviously there is already the option to resurrect at a Wayshrine, instead, but I'd rather the prompt to resurrect where you are to be eliminated entirely (optionally), because it's too hard to not just 'take the easy road' and 'choose to get this done faster' in the heat of the moment.
This was one of my points on page 3:
- Dying needs to matter or we still have nothing to lose by failing. There should be limitations on fast travel and resurrection. I like how the new game (that shall not be named) is handling this. Putting down a little camp to resurrect at feels much like a Skyrim save file. If you forget to put the camp down and you die, it's as if you have lost your progress and are forced to start over. Soulgem usage and Wayshrine travel would have to also be limited in some fashion for this to work
Bring back having to run back to your corpse from the respawn point! That worked so well in the past, right?
Don't you realize the concept went out of games for a reason? It sounds great in principle, but works out lousy.
Resurrecting away from your body is actually on trend right now and it feels much better for reasons discussed--risk vs. reward. This is more or less how resurrection works in Amazon's New World and Ashes of Creation (although Ashes will have even more death penalties than this it seems). My prediction is that these two games are going to be ESOs biggest competitors in the coming years. ESO will have to find a way to keep up with all the latest innovations and improve the questing/Overland experience, so it feels threatening, fun and unpredictable again. And... I'm saying this as a huge fan of ESO. I've put a lot of money, time and love into this game, and I still want to be playing it 10 years into our crazy future. Obviously, though, adding an improved questing experience should be entirely optional for players. I'm quite aware that this is the game people eventually land on who have bad rigs, bad latency and anguished, withered fingers, with ESO catering to those who need less of a game and more of a visual aid. I get it, the ride-and--die'ers matter the most and their loyalty should be rewarded, not trashed on. But there should be room enough for everyone if they want to remain relevant, which is a good bet IF they make real, game-changing improvements that can somehow keep everyone happy while also bringing back players who laughed this game off during the first 20 minutes of questing.FlopsyPrince wrote: »
Problem 1 - no fear of death
The problem with this is when a "True" MMO player comes and says they have played games like Everquest, Tibia, Asheron's Call or Runescape, where if you died in some of those games you lost Experience, Levels, Skills points, Equipment, gold, your inventory & had to travel back to the area where you died.
How can a game be exciting or channeling, if when the mob kills you, you lose nothing at all. They will argue that just that alone makes every Overland Content Tedious and too easy and not fun at all, as you fear nothing.
Even if the overland mobs had Trial level Mechanics it's truly a snooze fest, as you can die as many times as you like and it does not matter at all.
So we first have to agree that just that alone is the first premise we are not tackling here at all. Over 100 pages of discussion and no one is talking about that.
I mentioned it.
I think it's important. There really is NO RISK in the risk vs. reward of a more challenging Overland without there being any consequences at all for dying. I don't think we should necessarily lose items, but I would like to at least lose a little time. I think there should be an option for us to NOT resurrect directly where our dead bodies lay, however they want to implement that. Obviously there is already the option to resurrect at a Wayshrine, instead, but I'd rather the prompt to resurrect where you are to be eliminated entirely (optionally), because it's too hard to not just 'take the easy road' and 'choose to get this done faster' in the heat of the moment.
This was one of my points on page 3:
- Dying needs to matter or we still have nothing to lose by failing. There should be limitations on fast travel and resurrection. I like how the new game (that shall not be named) is handling this. Putting down a little camp to resurrect at feels much like a Skyrim save file. If you forget to put the camp down and you die, it's as if you have lost your progress and are forced to start over. Soulgem usage and Wayshrine travel would have to also be limited in some fashion for this to work
Bring back having to run back to your corpse from the respawn point! That worked so well in the past, right?
Don't you realize the concept went out of games for a reason? It sounds great in principle, but works out lousy.
AlexanderDeLarge wrote: »It's funny, all this fearmongering about potentially splitting the community by introducing a veteran overland difficulty mechanic even though every other activity in the game has veteran modes, and here I am not playing the game entirely as a result. I'm certain I'm not the only one and I'm also certain that the lack of overland difficulty is hurting their bottom line. Why would someone like me continue to spend $40-$60 a year on overland PvE content that isn't enjoyable?
Most people are clearly in favour of a difficulty option for overland. And that's all that ZOS needs to know! I honestly don't know why it's taking them this long to sort it all out. Maybe they are working on something?
SilverBride wrote: »Most people are clearly in favour of a difficulty option for overland. And that's all that ZOS needs to know! I honestly don't know why it's taking them this long to sort it all out. Maybe they are working on something?
Most players are not in favor of a difficulty option for overland. We had that with Caldwell's Silver and Gold and players hated it, so they removed it based on player feedback with One Tamriel.
Rich Lambert verified this and made it very clear that there are no major plans for overland when asked about it in this interview on April 14, 2022.
https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
Rich: 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.
SilverBride wrote: »Most people are clearly in favour of a difficulty option for overland. And that's all that ZOS needs to know! I honestly don't know why it's taking them this long to sort it all out. Maybe they are working on something?
Most players are not in favor of a difficulty option for overland. We had that with Caldwell's Silver and Gold and players hated it, so they removed it based on player feedback with One Tamriel.
Rich Lambert verified this and made it very clear that there are no major plans for overland when asked about it in this interview on April 14, 2022.
https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
Rich: 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.
What you have quoted is actually opinion-based. The cadwells silver and gold system dates back many years, it is outdated and flawed. Since this, we've had an overwhelming power-creep in terms of ability effectiveness. And notice how Rich states "a large portion", not majority. The fact is, they don't know. What the majority on this thread are asking for is an option, not a blanket overhaul.
SilverBride wrote: »SilverBride wrote: »Most people are clearly in favour of a difficulty option for overland. And that's all that ZOS needs to know! I honestly don't know why it's taking them this long to sort it all out. Maybe they are working on something?
Most players are not in favor of a difficulty option for overland. We had that with Caldwell's Silver and Gold and players hated it, so they removed it based on player feedback with One Tamriel.
Rich Lambert verified this and made it very clear that there are no major plans for overland when asked about it in this interview on April 14, 2022.
https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
Rich: 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.
What you have quoted is actually opinion-based. The cadwells silver and gold system dates back many years, it is outdated and flawed. Since this, we've had an overwhelming power-creep in terms of ability effectiveness. And notice how Rich states "a large portion", not majority. The fact is, they don't know. What the majority on this thread are asking for is an option, not a blanket overhaul.
What I quoted was Rich Lambert's reply when asked about this topic just under 6 months ago, so is not outdated and is relevant to the game today.
Rich is aware of the feedback in this thread which he also verified in that interview. But the bottom line is that there are no major changes for overland difficulty.
I honestly don't know why it's taking them this long to sort it all out. Maybe they are working on something? But all we devout fans of ESO can do is voice our opinions on this thread and hope it reaches the ears of change. Keep fighting, and maybe ESO can become great again,
Thanks for reading.
SilverBride wrote: »SilverBride wrote: »Most people are clearly in favour of a difficulty option for overland. And that's all that ZOS needs to know! I honestly don't know why it's taking them this long to sort it all out. Maybe they are working on something?
Most players are not in favor of a difficulty option for overland. We had that with Caldwell's Silver and Gold and players hated it, so they removed it based on player feedback with One Tamriel.
Rich Lambert verified this and made it very clear that there are no major plans for overland when asked about it in this interview on April 14, 2022.
https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
Rich: 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.
What you have quoted is actually opinion-based. The cadwells silver and gold system dates back many years, it is outdated and flawed. Since this, we've had an overwhelming power-creep in terms of ability effectiveness. And notice how Rich states "a large portion", not majority. The fact is, they don't know. What the majority on this thread are asking for is an option, not a blanket overhaul.
What I quoted was Rich Lambert's reply when asked about this topic just under 6 months ago, so is not outdated and is relevant to the game today.
Rich is aware of the feedback in this thread which he also verified in that interview. But the bottom line is that there are no major changes for overland difficulty.
Blackbird_V wrote: »SilverBride wrote: »SilverBride wrote: »Most people are clearly in favour of a difficulty option for overland. And that's all that ZOS needs to know! I honestly don't know why it's taking them this long to sort it all out. Maybe they are working on something?
Most players are not in favor of a difficulty option for overland. We had that with Caldwell's Silver and Gold and players hated it, so they removed it based on player feedback with One Tamriel.
Rich Lambert verified this and made it very clear that there are no major plans for overland when asked about it in this interview on April 14, 2022.
https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
Rich: 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.
What you have quoted is actually opinion-based. The cadwells silver and gold system dates back many years, it is outdated and flawed. Since this, we've had an overwhelming power-creep in terms of ability effectiveness. And notice how Rich states "a large portion", not majority. The fact is, they don't know. What the majority on this thread are asking for is an option, not a blanket overhaul.
What I quoted was Rich Lambert's reply when asked about this topic just under 6 months ago, so is not outdated and is relevant to the game today.
Rich is aware of the feedback in this thread which he also verified in that interview. But the bottom line is that there are no major changes for overland difficulty.
IMO there should be changes. Player numbers from what I've seen for end-game players are haemorrhaging.
In regards to Rich's example back to Cadwell's, I agree with @Araxyte. That argument is massively flawed. It was a broken system 8 years ago that never really saw any updates. The game has changed since then. Back then Cadwell zones were heavily split due to One-Tamriel not being a thing so cross-alliance play overland was not a thing, veteran ranks were a thing and that was a massively flawed system and also back then the game was not even close to popularity.
SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »SilverBride wrote: »Most people are clearly in favour of a difficulty option for overland. And that's all that ZOS needs to know! I honestly don't know why it's taking them this long to sort it all out. Maybe they are working on something?
Most players are not in favor of a difficulty option for overland. We had that with Caldwell's Silver and Gold and players hated it, so they removed it based on player feedback with One Tamriel.
Rich Lambert verified this and made it very clear that there are no major plans for overland when asked about it in this interview on April 14, 2022.
https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
Rich: 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.
What you have quoted is actually opinion-based. The cadwells silver and gold system dates back many years, it is outdated and flawed. Since this, we've had an overwhelming power-creep in terms of ability effectiveness. And notice how Rich states "a large portion", not majority. The fact is, they don't know. What the majority on this thread are asking for is an option, not a blanket overhaul.
What I quoted was Rich Lambert's reply when asked about this topic just under 6 months ago, so is not outdated and is relevant to the game today.
Rich is aware of the feedback in this thread which he also verified in that interview. But the bottom line is that there are no major changes for overland difficulty.
IMO there should be changes. Player numbers from what I've seen for end-game players are haemorrhaging.
In regards to Rich's example back to Cadwell's, I agree with @Araxyte. That argument is massively flawed. It was a broken system 8 years ago that never really saw any updates. The game has changed since then. Back then Cadwell zones were heavily split due to One-Tamriel not being a thing so cross-alliance play overland was not a thing, veteran ranks were a thing and that was a massively flawed system and also back then the game was not even close to popularity.
Let's set Cadwell's Silver and Gold aside for a moment and just look at the part of Rich's reply concerning the state of the game today.
"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."
They have noted player feedback and we have been given an answer.
SilverBride wrote: »Many players who enjoy overland as it is aren't new or unskilled. I'm experienced and geared and I find overland easy, which is exactly how I enjoy it. I do not find it the least bit boring. I play to relax, not struggle.
Regardless, our feedback has been noted and we have been given an answer.
SilverBride wrote: »Many players who enjoy overland as it is aren't new or unskilled. I'm experienced and geared and I find overland easy, which is exactly how I enjoy it. I do not find it the least bit boring. I play to relax, not struggle.
Regardless, our feedback has been noted and we have been given an answer.
SilverBride wrote: »All feedback matters and is valid.
I'm just saying Rich made the statement that a lot of players find overland challenging even today. I am not sure what all of his sources are, but they see a lot that we don't and know how many players are doing which content, so I trust his judgement.
martinhpb16_ESO wrote: »SilverBride wrote: »All feedback matters and is valid.
I'm just saying Rich made the statement that a lot of players find overland challenging even today. I am not sure what all of his sources are, but they see a lot that we don't and know how many players are doing which content, so I trust his judgement.
Over what people are telling you directly about their experience of the game? Interesting
There’s a general rule of thumb that’s known by most community professionals:
* Less than 10% of all players will ever even look at your forums or owned channels
* Of that 10%, less than 10% will ever be an active participant in the conversation on these owned channels