AlexanderDeLarge wrote: »The public vote held by Minotaur, a content creator that exclusively makes videos about TESO with 114,000 subscribers had >=2,000 votes. That by definition is not "one player's opinion". It's 1,660 opinions at the very least.SilverBride wrote: »That is one player's opinion, not fact.
83% said they'd like a veteran overland or hard mode toggle (1,660 votes).
17% said they wouldn't (340 votes).
This is exactly what I'm talking about when I said that difficulty scaling is overwhelmingly popular within and outside these forums. You see it everywhere on social media including here to such a degree that we have a pinned thread about it because the topic came up so much. Like I said earlier it's funny how ZOS is willing to acknowledge power creep as a problem but when it comes to the topic of a veteran overland feature or something similar, it's totally fine as-is.
It's disingenuous to suggest that this debate doesn't sway towards supporting some sort of difficulty scaling in overland when I could probably count the people against it in this very thread on two hands. Maybe three.
AlexanderDeLarge wrote: »Well, by looking through pts forums for update 36 i saw the smallest amount of hype compared to any previous updates i witnessed before. The only few active discussions are about class balancing, which remained untouched barring wardens. Same for other forums, streamers and in game conversations: 0 anticipation of anything new or exciting.
Maybe i’m wrong in my assumption, but imho zone dlc alone in their current state aren’t that popular as some want to believe. There are some mystics to grind but other than that my expectations are pretty low: short and easy questline, aimed at brand new players and repeatable dailies for same 2 delves and bosses. No longevity or progression and very few reasons to ever revisit or replay it on different characters once everything completed on the main. Just something you do over the weekend and forever forget. The only positive is that this one at least free. I wish I could be more enthusiastic when new dlc drops.
I'm extremely frustrated because I love the druid archetype and Firesong is straight up my alley but it's not even worth playing through in the current implementation of overland. I'll login and see if there's any mounts finally worth spending my leftover crowns on but that's probably it.
The amount of live events, chapters and DLCs I've missed out on playing during their respective cycles is really starting to add up. The sooner ZOS leadership changes their tune and decides to give the people what they want, the sooner we can catch up and start buying and playing the new stuff.
While Galen’s untamed wilderness is perilous, it is also an island mired in savage conflict from both within and without.
“There are several forces playing out from the shadows of the island when the player arrives,” explains Jason Barnes, Firesong’s Zone Lead. “The Dreadsail Sea Elves are sieging the shorelines on all fronts, whilst the Firesong druids attempt to force the other druid tribes to reunite as one clan against their will.”
SilverBride wrote: »I take data from streamers and Reddit with a grain of salt. The developers have access to actual data and they know what their players want and what has been successful. That is the only data I trust.
And to clarify, this thread was pinned to keep the discussion in one place because the weekly threads on the subject were creating a negative experience for many forum users.
AlexanderDeLarge wrote: »It's not about bringing in new players. It's about doing the absolute least to keep the ones they already have and are increasingly feeling like they got burned as a result of the power creep that they're responsible for. In every other aspect of the game ZOS gladly admits that power creep is a problem but when it comes to the overland experience it's totally fine? Can't have it both ways.
The fact that you're bringing up time and cost investments as justification to ignore this kind of feature during the year they introduced a card game as their big feature is... Yeah, no further comment.
Why latest trials and dungeons top each other in terms of difficulty to account for all power creep introduced through updates, yet anything solo related stays exactly the same if not easier (thanks to the companions and op mystics). Providing different options to experience it is way overdue just because of how game changed over the years.
SilverBride wrote: »Why latest trials and dungeons top each other in terms of difficulty to account for all power creep introduced through updates, yet anything solo related stays exactly the same if not easier (thanks to the companions and op mystics). Providing different options to experience it is way overdue just because of how game changed over the years.
It makes perfect sense that challenging content such as dungeons and trials would become more difficult as players progress. It doesn't make sense that solo content would, especially when we consider that this solo content is for all players of all skill levels and experience.
SilverBride wrote: »Why latest trials and dungeons top each other in terms of difficulty to account for all power creep introduced through updates, yet anything solo related stays exactly the same if not easier (thanks to the companions and op mystics). Providing different options to experience it is way overdue just because of how game changed over the years.
It makes perfect sense that challenging content such as dungeons and trials would become more difficult as players progress. It doesn't make sense that solo content would, especially when we consider that this solo content is for all players of all skill levels and experience.
SilverBride wrote: »SilverBride wrote: »Not agreeing with something we don't see a need for or a benefit to does not mean we don't support our fellow players.
Actually, it does. You are forcing us to play easy mode. An option would get rid of that force. And more options, is always better.
No one is forcing anyone to do anything. If a player doesn't enjoy overland as it is they can choose not to participate in it the same way I choose not to participate in veteran dungeons, trials and arenas or PvP.
Players have varied tastes in what they enjoy so there needs to be varied activities to fit the different playstyles. ESO has this, but it can't be expected to completely customize every aspect of the game to fit a few player's desires.
SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »That is one player's opinion, not fact.
It's actually an opinion shared by many other people......
It's an opinion shared by some, but not by all. Many are fine with overland just as it is. But in the end it's all just our opinions, and opinions aren't facts.
SilverBride wrote: »And to clarify, this thread was pinned to keep the discussion in one place because the weekly threads on the subject were creating a negative experience for many forum users.
SilverBride wrote: »AlexanderDeLarge wrote: »The sooner ZOS leadership changes their tune and decides to give the people what they want, the sooner we can catch up and start buying and playing the new stuff.
ESO had veteran overland zones at launch and players weren't playing them. This was one of the reasons for One Tamriel. Players didn't want difficulty in questing then and many still don't today.
If a player is losing interest it is most likely because this isn't the right game for their playstyle or burnout... or both.
Maybe what they need to do is drop the ceiling some more.
spartaxoxo wrote: »More people would leave if they couldn't find groups than those that dislike overland enough to quit. If that wasn't the case, it would have been done already.
I don't know why they don't just add a difficulty slider that adds debuffs to your character and opens them up to exclusive attacks ala LOTR, because that keeps things from being split and gives us more options, and is probably cheaper than redoing all the maps for a vet version. But, I don't think they care at this point. They are one of the most profitable games on the market and they've already stated that the vast majority of the playerbase is engaged with the story in overland. So they just don't care about how vets feel, unfortunately.
spartaxoxo wrote: »The developers themselves got a ton of feedback about the game being too difficult back then, and explicitly stated as much. It wasn't pretty far down the list, it was a primary driving force behind their changes.
spartaxoxo wrote: »AlexanderDeLarge wrote: »The public vote held by Minotaur, a content creator that exclusively makes videos about TESO had >=2,000 votes. That by definition is not "one player's opinion". It's 1,660 opinions at the very least. This is exactly what I'm talking about when I said that difficulty scaling is overwhelmingly popular within and outside these forums.SilverBride wrote: »That is one player's opinion, not fact.
83% said they'd like a veteran overland or hard mode toggle (1,660 votes).
17% said they wouldn't (340 votes).
It's disingenuous to suggest that this debate doesn't sway towards supporting some sort of difficulty scaling in overland when I could probably count the people against it in this very thread on two hands. Maybe three.
A sample biased poll doesn't really tell us much of anything. I fall into that 83% myself, but the people voting on a content creator's poll is already going to skew less casual from jump. Same with anyone engaging in social media.
SilverBride wrote: »AlexanderDeLarge wrote: »The public vote held by Minotaur, a content creator that exclusively makes videos about TESO with 114,000 subscribers had >=2,000 votes. That by definition is not "one player's opinion". It's 1,660 opinions at the very least.SilverBride wrote: »That is one player's opinion, not fact.
83% said they'd like a veteran overland or hard mode toggle (1,660 votes).
17% said they wouldn't (340 votes).
This is exactly what I'm talking about when I said that difficulty scaling is overwhelmingly popular within and outside these forums. You see it everywhere on social media including here to such a degree that we have a pinned thread about it because the topic came up so much. Like I said earlier it's funny how ZOS is willing to acknowledge power creep as a problem but when it comes to the topic of a veteran overland feature or something similar, it's totally fine as-is.
It's disingenuous to suggest that this debate doesn't sway towards supporting some sort of difficulty scaling in overland when I could probably count the people against it in this very thread on two hands. Maybe three.
I take data from streamers and Reddit with a grain of salt. The developers have access to actual data and they know what their players want and what has been successful. That is the only data I trust.
And to clarify, this thread was pinned to keep the discussion in one place because the weekly threads on the subject were creating a negative experience for many forum users.
SilverBride wrote: »Why latest trials and dungeons top each other in terms of difficulty to account for all power creep introduced through updates, yet anything solo related stays exactly the same if not easier (thanks to the companions and op mystics). Providing different options to experience it is way overdue just because of how game changed over the years.
It makes perfect sense that challenging content such as dungeons and trials would become more difficult as players progress. It doesn't make sense that solo content would, especially when we consider that this solo content is for all players of all skill levels and experience.
Why are people so against players having to actually learn the game, why does it have to be so easy that it is impossible to even learn the game mechanics through overland?
If the majority of players love overland as it is, then why is it that I rarely see other players questing? Outside of world bosses and dolmens in select zones or during events the overland is dead. Even in high isle.
We already have numerous full instances per zone. Splitting that up in 2 is not the end all catastrophe you are making it out to be.
It doesnt have to be impossible or laughably easy. There can be an in between ;.;
I am sorry, but that is too large of a number to just cast aside like that. It is very representative.
SilverBride wrote: »Why are people so against players having to actually learn the game, why does it have to be so easy that it is impossible to even learn the game mechanics through overland?
Overland does not train players for veteran content, nor should it. Overland tells the story. The only way to learn veteran content is by doing veteran content.
I've played a lot of MMOs and I've done a lot of end game. When a new dungeon or raid was introduced we went in and we wiped a lot and we learned its mechanics. No one expected questing zones to teach them that.
I also never saw a single complaint that the questing zones were too easy and should have veteran levels for powerful players. These players found their challenges in the content that was developed for that.
I don't know why this is a problem for some ESO players, but I've only seen this type of complaint in this game.
But the bottom line is that this game is casual and solo friendly, with things like the Oakensoul ring and Companions, because this is what a lot of players want. And Rich Lambert made a statement that there are no major changes planned for overland difficulty.
This is all I have to say and I'm done with this discussion. I wish everyone well in finding something they can enjoy.
SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »That is one player's opinion, not fact.
It's actually an opinion shared by many other people......
It's an opinion shared by some, but not by all. Many are fine with overland just as it is. But in the end it's all just our opinions, and opinions aren't facts.
SilverBride wrote: »Why latest trials and dungeons top each other in terms of difficulty to account for all power creep introduced through updates, yet anything solo related stays exactly the same if not easier (thanks to the companions and op mystics). Providing different options to experience it is way overdue just because of how game changed over the years.
It makes perfect sense that challenging content such as dungeons and trials would become more difficult as players progress. It doesn't make sense that solo content would, especially when we consider that this solo content is for all players of all skill levels and experience.
SilverBride wrote: »Why are people so against players having to actually learn the game, why does it have to be so easy that it is impossible to even learn the game mechanics through overland?
Overland does not train players for veteran content, nor should it. Overland tells the story. The only way to learn veteran content is by doing veteran content.
I've played a lot of MMOs and I've done a lot of end game. When a new dungeon or raid was introduced we went in and we wiped a lot and we learned its mechanics. No one expected questing zones to teach them that.
I also never saw a single complaint that the questing zones were too easy and should have veteran levels for powerful players. These players found their challenges in the content that was developed for that.
I don't know why this is a problem for some ESO players, but I've only seen this type of complaint in this game.
But the bottom line is that this game is casual and solo friendly, with things like the Oakensoul ring and Companions, because this is what a lot of players want. And Rich Lambert made a statement that there are no major changes planned for overland difficulty.
This is all I have to say and I'm done with this discussion. I wish everyone well in finding something they can enjoy.
spartaxoxo wrote: »We already have numerous full instances per zone. Splitting that up in 2 is not the end all catastrophe you are making it out to be.
They have explicitly cited separating players being detrimental as a reason for it not happening. A full instance can obviously be separated, but not all zones are full. They have not stated why, but it's not exactly hard to figure out the issue comes in for zones that aren't already separated. And why a business would be hesitant to pickup money is also self evident. If they thought it would make them more money than it would cost, they wouldn't be citing their success as a business as to why they aren't doing it.
They already stated a solution that splits the population isn't going to happen, so I think it makes more sense to push for a solution that doesn't. That's one reason of many I'd prefer a slider to new, separate instances.It doesnt have to be impossible or laughably easy. There can be an in between ;.;
Strawman argument. I never said it had to be. In fact, I was talking about a difficulty level that was significantly easier than much of the difficult content we have now.I am sorry, but that is too large of a number to just cast aside like that. It is very representative.
False. A biased sample can easily skew results regardless of how many people participated. In order to be representative it would need to be a random sample of the playerbase. This is why developers rely on playdata rather than polls on their websites. If they do decide to use a poll, they don't rely on polls created by content creators or on their websites because the sample is not random. And instead they cast out emails to a random sample of all the people that allow them to email them and hope that they get enough back.
If you ask 1000 PC users whether or not PS4 should end immediately, you're going to get a very different answer than if you ask only PS4 users. And neither poll could claim to be a representative sample of the playerbase. If you ask 1000 Democrats whether a piece of legislation that is a popular among liberals should be passed, you'd get a very different result than if you ask 1000 Republicans. And neither would be a representative sample of the voting public.
What any content creator's poll shows is what viewers of their content think, they are not representative of the general playerbase.
It prepares people for nothing because it expects nothing. People spamming an aoe skill like volley because they never needed to pay attention to how their skills work. Players not knowing how to interrupt enemies because, despite being forced to do it in the tutorial, no enemy in the world reinforces this interaction, so it's forgotten. The vast majority of overland content is little more than trash mobs throwing out softball attacks with the occasional time-wasting skill that looks fancy, and that's why even in normal Direfrost Keep, it is normally best to leave the pug dead than to try to explain to them how to break free.
spartaxoxo wrote: »Introduced but not necessary in Overland, reinforced but not hard required in normal dungeons, don't do it and you'll fail in vet dungeons. That's called progression.
Overland's job is to prepare you to do normal dungeons. It is normal dungeons that could do a better job of teaching people vet dungeons, and they have gotten better at that.
ETA: If people want to learn to break free, they can go play vet Direfrost keep. If they choose to make a separate instance, they should go all out and make it like VVH/VMA.
Your comparison would be true if we were asking only overland players and excluding pvpers. The poll was in fact open for everyone to see, across multiple platforms, forums, and sub forums. It is representitive, if you do not want to believe it, well, I will not argue further.
In the presidential election held in the United States in 1936, the candidates were the incumbent President Franklin Roosevelt (Democrat) and Alf Landon (Republican).
The Literary Digest was a popular and widely read weekly magazine that ran a poll to predict the winner of the presidential race, and had done so correctly from 1920 to 1932. In 1936, The Literary Digest mailed a questionnaire to 10 million people to ask about their voting intentions. This extraordinary number of people included readers of The Literary Digest, registered car owners and people listed in the phone book. In one of the largest surveys ever (although not The Literary Digest's largest), 2.4 million voters replied. The response rate — the percentage of people responding of those invited to participate — was 2 400 00010 000 000, or 24%. The Literary Digest claimed 'The country will know to within a fraction of one per cent the actual popular vote of forty million.' The prediction that The Literary Digest made based on their survey was that Franklin Roosevelt would receive only 43% of the vote; Landon was predicted to win in a landslide. As you may know, Roosevelt won — he obtained 62% of the vote of around 40 million voters.
The failure of The Literary Digest's poll was an embarrassment, and The Literary Digest subsequently went out of business; eventually its subscriber list was bought by Time magazine.
Why did The Literary Digest get the result so wrong? One problem was that the sample frame — the set of lists of names from which they recruited voters — was biased. Magazine readers, car club members and telephone subscribers tended to be relatively wealthy, and the wealthy at this time (during the great Depression) tended to be Republican voters. This is an example of a biased sample frame. The large number of people responding to the survey did not guarantee that the result would be accurate.
You might also wonder why The Literary Digest failed in 1936 when its reputation had been built on successful predictions of the results of earlier presidential elections. One reason is that economic conditions in the US were in decline, and in 1936 voting patterns related more strongly to economic circumstances than they had in the past. Biases in the sample frame used mattered less in earlier elections.
As for the strawman argument, it is not. From all your posts it is clear you are running from a position of " it cant be impossible, no no no ", and something as a compromise, I know a foreign concept nowadays, is just out of the question.
Expecting someone whose never interrupted in a fight before to just know that in group content is, problematic, to say the least.
SilverBride wrote: »martinhpb16_ESO wrote: »I see more posts on here calling for an OPTION for more difficult overland than I do calling for anything else.
How does using the word "option" change that it is still a separate instance of overland and will cause a separation of players? And how does the word "option" make it take any less resources to develop and implement?
Rich Lambert made a statement that there are no plans for any major changes to overland difficulty.martinhpb16_ESO wrote: »Thanks for supporting your fellow players mate.
Not agreeing with something we don't see a need for or a benefit to does not mean we don't support our fellow players.