SilverBride wrote: »wookiefriseur wrote: »SilverBride wrote: »Cadwell's Silver and Cadwell's Gold were veteran overland levels.
"Veteran ranks" from before champion points were a thing are not "Veteran Difficulty". It was just lvl 50 content with different enemy levels.
I completed both of these and they were for veteran level players. It was noticeably more difficult than what we have now and one of the reasons very few ever played through them....players here, like pvp'ers before among many other groups, are being left to the side and ignore for months and years, causing the games reputation to fall, its player base to shrink, and in the long term will cause the game to end sooner.For the long term health of the game something will either be done, or not, but if not then we'll see sooner than later what'll happen.
Overland has been this way for 6 years now since One Tamriel launched in October of 2016 and has been very successful. It is not making the game end sooner, but rather the opposite.
Players exist beyond you and your friend group, with interest different than yours, they can add something as an alternative to help with this without taking anything from you, but as it stands some players are put off from even giving ESO a fair shot because of its simplicity and others, like me, have very little to do outside of group content and years worth of overland content on the back burner because they don't care to engage with content not even engaging enough to remember.
AlexanderDeLarge wrote: »Unless Zenimax starts paying me, it's not my job to write up design docs for a feature like this. Especially when it's going to be completely ignored like everything else everyone has said in here. I've always advocated for a scaling solution. Difficulty sliders, debuff mementos (not food, consumable = bad) or even world tiers Diablo-style.I can manage a minor uptick in difficulty. But who's to determine how much that uptick is? No one ever posts a percentage.... They all just want "more difficulty"....
All I know is when you have threads constantly complaining about the lack of difficulty in overland eventually resulting in this 137 page thread on top of everything said on social media about the lack of difficulty, there's clearly a problem with a lack of overland difficulty in the game.
The Last MMO I played that had the best Overland was Tibia...
Exploration was amazing as it was an open world PVP
If you died you lost XP, Skills, Levels and your some of your EQ, Inventory & gold.
There were monsters that could 1 hit you and there were monsters that you could 1 hit.
Each new cave you headed into was super intense as you never knew what was around the corner.
Combat was challenging as your play skills mattered, it's combat was based on your experience, just as some can do 130k dps and others can only do 30k. Skills mattered in overland as they do for us in Vet Trails.
I am apart of the 4% of ESO players base that would fancy that
Explainiing the Main 1st problem of Overland : No Fear of Death.
96% of you will disagree
ESO is currently made to be enjoyable by the masses.
If there is ever a slider... make it also possible to opt for full loot PVP with death having a consequence
SilverBride wrote: »If Veteran players are given a Veteran Overland then Casual players should be given Solo Dungeons, Trials and Arenas and a PvE version of Cyrodiil. And PvPers should be given Open World PvP and Public Dungeons in Cyrodiil.
The Last MMO I played that had the best Overland was Tibia...
Exploration was amazing as it was an open world PVP
If you died you lost XP, Skills, Levels and your some of your EQ, Inventory & gold.
There were monsters that could 1 hit you and there were monsters that you could 1 hit.
Each new cave you headed into was super intense as you never knew what was around the corner.
Combat was challenging as your play skills mattered, it's combat was based on your experience, just as some can do 130k dps and others can only do 30k. Skills mattered in overland as they do for us in Vet Trails.
I am apart of the 4% of ESO players base that would fancy that
Explainiing the Main 1st problem of Overland : No Fear of Death.
96% of you will disagree
ESO is currently made to be enjoyable by the masses.
If there is ever a slider... make it also possible to opt for full loot PVP with death having a consequence
That just sounds.... no fun at all to me. Character death is NOT fun in any way shape or form. My internal RP does NOT include that at all. ESO's combat is already painfully difficult for me. So - yeah. I don't want it harder. I don't want to die every time I turn around. NOT FUN.
Each to her own.
SilverBride wrote: »I understand that some players want a more difficult game, and ESO has plenty of places to find challenges for those who seek that. These challenges are not just in Veteran dungeons, trials and arenas, but also in overland in the form of World Bosses and Harrowstorms and Vents. But every single aspect of the game should not be customized to any one playstyle.
SilverBride wrote: »If Veteran players are given a Veteran Overland then Casual players should be given Solo Dungeons, Trials and Arenas and a PvE version of Cyrodiil. And PvPers should be given Open World PvP and Public Dungeons in Cyrodiil.
If the game is going to be customized to any one playstyle then it should be customized to all of them equally.
SilverBride wrote: »But every single aspect of the game should not be customized to any one playstyle.
Then you saidSilverBride wrote: »If the game is going to be customized to any one playstyle then it should be customized to all of them equally.
Which one of those do you wish to see more in game?
We talk about how great quests are but how can a quest be great if there is all this build up for some final showdown that lasts mere seconds? It makes for horrible story telling. No matter how much its voice acted or worked on. You cant put that much effort into the setup and then drop the ball on the most important part of the story and still call it great.
We talk about how great quests are but how can a quest be great if there is all this build up for some final showdown that lasts mere seconds?
spartaxoxo wrote: »Those of us with a lot of power simply aren't getting the same story experience as new players.
spartaxoxo wrote: »We talk about how great quests are but how can a quest be great if there is all this build up for some final showdown that lasts mere seconds? It makes for horrible story telling. No matter how much its voice acted or worked on. You cant put that much effort into the setup and then drop the ball on the most important part of the story and still call it great.
Because for many of us, combat is not the most important part of the story. It's a part, and certainly what sets these stories apart from say tv shows or YouTube videos. But, it's not the most important. For me, the most important part of the story are characterization and plot. Setting is also more important to me than gameplay. So, I I can still enjoy questing regardless of the gameplay. But I basically have to be in the mood for a walking sim.
This said, gameplay is NOT unimportant to me. It certainly makes the scene feel weak and anti-climatic when the supposedly world ending threats are defeated so easily that I have to actively purposefully sabotage my own gameplay to make them feel stronger. That's really, really lame. I think a major reason the story experience is so much better when your newer is because combat on such a weak character is actually far more engaging than on a strong one. Those of us with a lot of power simply aren't getting the same story experience as new players.
This eventually translates to the rest of us suffering from people who dont really have a drive to get into harder content and thus harder for us to find groups (pve or pvp). As well as the eventual veteran players who move on to something else in life and not as many new players coming in to fill back the ranks.
SilverBride wrote: »If a character progresses and becomes more powerful their experience will be different from a new player. But that doesn't mean that the world now needs to adjust to them.
SilverBride wrote: »This eventually translates to the rest of us suffering from people who dont really have a drive to get into harder content and thus harder for us to find groups (pve or pvp). As well as the eventual veteran players who move on to something else in life and not as many new players coming in to fill back the ranks.
Players are not responsible to get into end game challenging content so those who do will have more players to do the content with. Making overland more difficult will only frustrate those players who do not want a challenge in the story making them the ones who are then suffering.
The bottom line is that it is not fair that every single aspect of the game be customized for any one play style.
In other words...ESO is the only MMO i know of where the players dont earn the reward of easier questing...they are just given it right off the bat. Like everyone is given a trophy without putting in the work to earn it...not a good feeling.
SilverBride wrote: »Players are not responsible to get into end game challenging content so those who do will have more players to do the content with.
No...but it is the responsibility of the dev team to encourage people to join that endgame content and stick with the game long enough to achieve this.
This is the only MMO I know of where these discussions are taken place in this way and its really weird.
We talk about how great quests are but how can a quest be great if there is all this build up for some final showdown that lasts mere seconds? It makes for horrible story telling. No matter how much its voice acted or worked on. You cant put that much effort into the setup and then drop the ball on the most important part of the story and still call it great.
We talk about how great quests are but how can a quest be great if there is all this build up for some final showdown that lasts mere seconds? It makes for horrible story telling. No matter how much its voice acted or worked on. You cant put that much effort into the setup and then drop the ball on the most important part of the story and still call it great.
I personally don't find quests great at all if the game guides you to how to solve them.
Every single quest in ESO and current games is "Follow the Quest Marker"
Find the Harborage = Follow the Quest Marker
Solve the Riddle = click on the huge Arrows
Find the secret book = follow the quest marker and click on the huge arrow
2500 quests are like this... is that really questing ?
Or is it "Follow the Quest Marker clicking game"
As much as the boss can be killed easily with a few spells, finding them and getting to solve how to take them down is displayed with Quest markers that make questing a follow quest markers clicking simulator.
Hence why one of my ESOs passions is to bring TES3 questing into ESO with an addon called Immersive Quests.
We talk about how great quests are but how can a quest be great if there is all this build up for some final showdown that lasts mere seconds? It makes for horrible story telling. No matter how much its voice acted or worked on. You cant put that much effort into the setup and then drop the ball on the most important part of the story and still call it great.
I personally don't find quests great at all if the game guides you to how to solve them.
Every single quest in ESO and current games is "Follow the Quest Marker"
Find the Harborage = Follow the Quest Marker
Solve the Riddle = click on the huge Arrows
Find the secret book = follow the quest marker and click on the huge arrow
2500 quests are like this... is that really questing ?
Or is it "Follow the Quest Marker clicking game"
As much as the boss can be killed easily with a few spells, finding them and getting to solve how to take them down is displayed with Quest markers that make questing a follow quest markers clicking simulator.
Hence why one of my ESOs passions is to bring TES3 questing into ESO with an addon called Immersive Quests.
Where do I find such addon?
We talk about how great quests are but how can a quest be great if there is all this build up for some final showdown that lasts mere seconds? It makes for horrible story telling. No matter how much its voice acted or worked on. You cant put that much effort into the setup and then drop the ball on the most important part of the story and still call it great.
I personally don't find quests great at all if the game guides you to how to solve them.
Every single quest in ESO and current games is "Follow the Quest Marker"
Find the Harborage = Follow the Quest Marker
Solve the Riddle = click on the huge Arrows
Find the secret book = follow the quest marker and click on the huge arrow
2500 quests are like this... is that really questing ?
Or is it "Follow the Quest Marker clicking game"
As much as the boss can be killed easily with a few spells, finding them and getting to solve how to take them down is displayed with Quest markers that make questing a follow quest markers clicking simulator.
Hence why one of my ESOs passions is to bring TES3 questing into ESO with an addon called Immersive Quests.
Where do I find such addon?
I haven't posted in this thread for a while because it's been just a circle of people saying the same thing, including myself. However, this is just incorrect. It isn't the devs' responsibility to make every single player try to do endgame content just as it isn't their responsibility to make everyone try to do PvP or housing. I'm not sure where you're getting the idea that every single player needs to be funneled into endgame PvE, because if that was the point of the game all the other playstyles wouldn't exist. They can encourage, which they already do with Titles and Mounts and other rewards for those harder things, but it isn't their place to say "every single person playing needs to cater to how other people like playing the game".No...but it is the responsibility of the dev team to encourage people to join that endgame content and stick with the game long enough to achieve this. That is a definite responsibility...and if its ever lacking in any game like ESO then the game eventually fails.