SilverBride wrote: »Or it could be that some players do not see Veteran Dungeons, Trials and Arenas as their goal. This doesn't mean they haven't "gotten better at the game".
The_Titan_Tim wrote: »SilverBride wrote: »Or it could be that some players do not see Veteran Dungeons, Trials and Arenas as their goal. This doesn't mean they haven't "gotten better at the game".
That’s fair, so you would fit the first half of my post; not the second. If you enjoy roleplaying, and want the easier experience, more power to you.
SilverBride wrote: »I never once said I roleplay.
The_Titan_Tim wrote: »SilverBride wrote: »I never once said I roleplay.
Roleplay (v): To participate in a role-playing game.
spartaxoxo wrote: »How would it be bad for the normal one if people aren't even participating in the normal one?
Because splitting a population in half that's already barely sustainable will have negative impact on the people who ARE in that zone's ability to complete content.
Dead zone doesn't mean there's literally nobody there.
colossalvoids wrote: »spartaxoxo wrote: »How would it be bad for the normal one if people aren't even participating in the normal one?
Because splitting a population in half that's already barely sustainable will have negative impact on the people who ARE in that zone's ability to complete content.
Dead zone doesn't mean there's literally nobody there.
Pretty sure they can adjust the normal version also if that would be the case. Or make certain activities "normal only", that's fine. I'm pretty sure CP5 refers to people refusing to participate in current iteration though. Or ones who no longer helps new people for different reasons.
It's not like we're all doing normal Overland and suddenly three's only newbies left, ones who enjoys the current version would obviously stay, ones enjoying different things might also get back for grind or farming, I wouldn't seriously call it a split of playerbase if I just want to disconnect from unengaging zones for a time like I'm already doing with all two arenas we have (lmao) or soloing dungeons if fancy.
But that's ideal scenario though, nowadays I login only to do dungeons with people I know once per week as there's literally nothing else to do in the game (I'd PvP again but I'm on pc EU). Wish to replay old zones yet again (up to Murkmire), I've tried but difficulty level makes me quit every time after awhile, so my only hope is revival of actual endgame (be it healthy PvE or working PvP) or base experience tweaked for people like me, so we could at least do that. But even if the game is "fixed" one day, story content should be playable and enjoyable not only for beginners and people loving a soft breeze, at the very least main stories should have a different difficulty option as narrative currently is so far from an actual gameplay it's not even funny.
spartaxoxo wrote: »How would it be bad for the normal one if people aren't even participating in the normal one?
Because splitting a population in half that's already barely sustainable will have negative impact on the people who ARE in that zone's ability to complete content.
Dead zone doesn't mean there's literally nobody there.
corrosivechains wrote: »If it's only a small minority of the playerbase asking for it, how would it then split the population in half? Weird how the common argument against the idea all boil down to appeals to majority, which is an informal fallacy in debate.
SilverBride wrote: »corrosivechains wrote: »If it's only a small minority of the playerbase asking for it, how would it then split the population in half? Weird how the common argument against the idea all boil down to appeals to majority, which is an informal fallacy in debate.
Splitting the playerbase is a negative effect that could happen if there was a separate veteran overland, so it is a valid contradiction. Pointing this out does not mean that we believe there are enough players who want this to make it worth the time and resources.
Blackbird_V wrote: »All this talk of "splitting playerbase" is not going to be as bad as you think it will be, or trying to imply.
spartaxoxo wrote: »How would it be bad for the normal one if people aren't even participating in the normal one?
Because splitting a population in half that's already barely sustainable will have negative impact on the people who ARE in that zone's ability to complete content.
Dead zone doesn't mean there's literally nobody there.
SilverBride wrote: »The base game is for all players, experience and skill levels
SilverBride wrote: »The base game is for all players, experience and skill levels
I totally agree with this, this is the number one design principle that should govern whatever ZOS does with overland.
The problem is that in the status quo, the base game is not for all players, but only the subset who who don't enjoy challenging combat or skill-based encounters. An optional Veteran mode is the only way that overland can be for all players.
SilverBride wrote: »SilverBride wrote: »The base game is for all players, experience and skill levels
I totally agree with this, this is the number one design principle that should govern whatever ZOS does with overland.
The problem is that in the status quo, the base game is not for all players, but only the subset who who don't enjoy challenging combat or skill-based encounters. An optional Veteran mode is the only way that overland can be for all players.
Overland IS for all players and is accessible to everyone. If a player chooses not to participate that is their choice, the same way that some players choose not to do PvP or ToT or Housing, etc. Not liking something doesnt mean being unable to do it.
Blackbird_V wrote: »SilverBride wrote: »SilverBride wrote: »The base game is for all players, experience and skill levels
I totally agree with this, this is the number one design principle that should govern whatever ZOS does with overland.
The problem is that in the status quo, the base game is not for all players, but only the subset who who don't enjoy challenging combat or skill-based encounters. An optional Veteran mode is the only way that overland can be for all players.
Overland IS for all players and is accessible to everyone. If a player chooses not to participate that is their choice, the same way that some players choose not to do PvP or ToT or Housing, etc. Not liking something doesnt mean being unable to do it.
We can literally say the same thing about Veteran Overland.
SilverBride wrote: »SilverBride wrote: »The base game is for all players, experience and skill levels
I totally agree with this, this is the number one design principle that should govern whatever ZOS does with overland.
The problem is that in the status quo, the base game is not for all players, but only the subset who who don't enjoy challenging combat or skill-based encounters. An optional Veteran mode is the only way that overland can be for all players.
Overland IS for all players and is accessible to everyone. If a player chooses not to participate that is their choice, the same way that some players choose not to do PvP or ToT or Housing, etc. Not liking something doesnt mean being unable to do it.
SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »SilverBride wrote: »The base game is for all players, experience and skill levels
I totally agree with this, this is the number one design principle that should govern whatever ZOS does with overland.
The problem is that in the status quo, the base game is not for all players, but only the subset who who don't enjoy challenging combat or skill-based encounters. An optional Veteran mode is the only way that overland can be for all players.
Overland IS for all players and is accessible to everyone. If a player chooses not to participate that is their choice, the same way that some players choose not to do PvP or ToT or Housing, etc. Not liking something doesnt mean being unable to do it.
We can literally say the same thing about Veteran Overland.
Overland has existed the way it is for 6 years, since One Tamriel. It is established as the base game. There is no veteran overland.
SilverBride wrote: »Overland IS for all players and is accessible to everyone. If a player chooses not to participate that is their choice, the same way that some players choose not to do PvP or ToT or Housing, etc. Not liking something doesnt mean being unable to do it.
Imagine if the only overland that existed were extremely difficult.
I couldn't say to you "technically you can participate even though you can't get through all of it by playing the way you want to, whether you choose to participate is your choice. Not liking something doesn't mean being unable to do it."
SilverBride wrote: »Blackbird_V wrote: »All this talk of "splitting playerbase" is not going to be as bad as you think it will be, or trying to imply.
A split playerbase isn't my only objection to this idea because I don't think enough players would use it to make it worthwhile.
My biggest objection is that it is unfair to all the others who play this game to customize the base game to the wants of one particular playstyle. The base game is for all players, experience and skill levels and should remain that way.
SilverBride wrote: »SilverBride wrote: »The base game is for all players, experience and skill levels
I totally agree with this, this is the number one design principle that should govern whatever ZOS does with overland.
The problem is that in the status quo, the base game is not for all players, but only the subset who who don't enjoy challenging combat or skill-based encounters. An optional Veteran mode is the only way that overland can be for all players.
Overland IS for all players and is accessible to everyone. If a player chooses not to participate that is their choice, the same way that some players choose not to do PvP or ToT or Housing, etc. Not liking something doesnt mean being unable to do it.
SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »SilverBride wrote: »The base game is for all players, experience and skill levels
I totally agree with this, this is the number one design principle that should govern whatever ZOS does with overland.
The problem is that in the status quo, the base game is not for all players, but only the subset who who don't enjoy challenging combat or skill-based encounters. An optional Veteran mode is the only way that overland can be for all players.
Overland IS for all players and is accessible to everyone. If a player chooses not to participate that is their choice, the same way that some players choose not to do PvP or ToT or Housing, etc. Not liking something doesnt mean being unable to do it.
We can literally say the same thing about Veteran Overland.
Overland has existed the way it is for 6 years, since One Tamriel. It is established as the base game. There is no veteran overland.
SilverBride wrote: »Overland used to be more difficult. Players didn't like it and 2/3 of the content wasn't being done by most players. This is why the difficulty was changed.
The_Titan_Tim wrote: ».Let’s face it though; this game was designed and marketed a PvP game, the entire concept of it was war with other factions, Cyrodiil, and riding the Oblivion nostalgia, so it’s not surprising that players were mostly focused with that.
If it isn't for enough players to be worthwhile then what impact would there be on zone population? Very little likely, so hows that a concern?
And to spartaxoxo's quote about the "negative impact on the people who ARE in that zone's ability to complete content," like I said, I rarely go out of my way to help with these request anymore when I am around because I mostly just log in for either 'things you do as quickly as possible (writs/endeavors)' or 'things that are planned in advance,' if there are champions out there who set out daily to help newer players that option would still be there for them, and beyond that, hopefully with a somewhat helpful combat tutorial many players would realize that they are more capable than they believe themselves to be and also be more likely to come together with similarly skilled players, rather than having a vet player solo the boss while they practice bad habits on the sidelines.
spartaxoxo wrote: »The_Titan_Tim wrote: ».Let’s face it though; this game was designed and marketed a PvP game, the entire concept of it was war with other factions, Cyrodiil, and riding the Oblivion nostalgia, so it’s not surprising that players were mostly focused with that.
No. It wasn't. It was marketed as an MMO with both PvP and PvE put into major focus. The game had a lot of marketing around playing the way you want to play.
The_Titan_Tim wrote: »SilverBride wrote: »Overland used to be more difficult. Players didn't like it and 2/3 of the content wasn't being done by most players. This is why the difficulty was changed.
As someone who used to play in those servers, and can speak for them, most players back in 2015 were driven into PvP as it was the main content back then, Undaunted wasn’t something people started getting interested into until 2016, and leveling up was much easier to do from Veteran Rank 1 to 14 in Cyrodiil delves because the monsters scaled with you while overland did not, so you had to continuously move to level in Overland.
Silver and Gold might have been low population due to the fact that players could either push their main to the region or take under 5 minutes in the character editor to make a level 3 that’s instantly in the faction you’re trying to play.
The old system would have worked if Silver and Gold were your faction dominating the other two, instead of a slightly more difficult version of content that’s accessible IMMEDIATELY after making a new character, something encouraged as you couldn’t do everything on every class back then.
Nightblade overland used to be extremely painful just starting, you had no heals and no champion points, in the current state of ESO, it would work.
Let’s face it though; this game was designed and marketed a PvP game, the entire concept of it was war with other factions, Cyrodiil, and riding the Oblivion nostalgia, so it’s not surprising that players were mostly focused with that.
spartaxoxo wrote: »The_Titan_Tim wrote: ».Let’s face it though; this game was designed and marketed a PvP game, the entire concept of it was war with other factions, Cyrodiil, and riding the Oblivion nostalgia, so it’s not surprising that players were mostly focused with that.
No. It wasn't. It was marketed as an MMO with both PvP and PvE put into major focus. The game had a lot of marketing around playing the way you want to play.
But trials weren't a thing at launch, dungeons had fixed levels with little to draw people to them, the end game was cyrodiil and that was the direction the game sent players.
spartaxoxo wrote: »The_Titan_Tim wrote: ».Let’s face it though; this game was designed and marketed a PvP game, the entire concept of it was war with other factions, Cyrodiil, and riding the Oblivion nostalgia, so it’s not surprising that players were mostly focused with that.
No. It wasn't. It was marketed as an MMO with both PvP and PvE put into major focus. The game had a lot of marketing around playing the way you want to play.If it isn't for enough players to be worthwhile then what impact would there be on zone population? Very little likely, so hows that a concern?
The impact would very from zone to zone.And to spartaxoxo's quote about the "negative impact on the people who ARE in that zone's ability to complete content," like I said, I rarely go out of my way to help with these request anymore when I am around because I mostly just log in for either 'things you do as quickly as possible (writs/endeavors)' or 'things that are planned in advance,' if there are champions out there who set out daily to help newer players that option would still be there for them, and beyond that, hopefully with a somewhat helpful combat tutorial many players would realize that they are more capable than they believe themselves to be and also be more likely to come together with similarly skilled players, rather than having a vet player solo the boss while they practice bad habits on the sidelines.
Just because you don't, doesn't mean there are plenty of other people that would. I don't go out every day seeking a new player to help, and I doubt anyone does. I go there for the zone content, dailies, quests, etc. And if I happen to see someone who needs help, I can and sometimes do assist them. This assistance is provided because I am in the same zone alone.
SilverBride wrote: »I have the feeling that it would be very similar in a veteran overland. But I really don't see it happening.
Parasaurolophus wrote: »spartaxoxo wrote: »How would it be bad for the normal one if people aren't even participating in the normal one?
Because splitting a population in half that's already barely sustainable will have negative impact on the people who ARE in that zone's ability to complete content.
Dead zone doesn't mean there's literally nobody there.
Have you ever thought that in the normal version, if the overland is divided, bosses and anchors should be nerfed?
But should the expectation be "we can't give vet players a version of overland they will enjoy, if we do, they won't be here to clear content for newer players." When I was new, I remember banding together with players of similar skill to tackle content, and it was enjoyable and memorable.
spartaxoxo wrote: »SilverBride wrote: »I have the feeling that it would be very similar in a veteran overland. But I really don't see it happening.
While I do think a lotro style debuffs slider, challenge banners, etc. are the best course of action, I don't think it would turn out the same as back then. Leveling, gearing, and grouping are much easier now. The basic level of DPS is also higher. And I don't see them designing the quest bosses to require grouping.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »I have the feeling that it would be very similar in a veteran overland. But I really don't see it happening.
While I do think a lotro style debuffs slider, challenge banners, etc. are the best course of action, I don't think it would turn out the same as back then. Leveling, gearing, and grouping are much easier now. The basic level of DPS is also higher. And I don't see them designing the quest bosses to require grouping.
Leveling, gearing and grouping may be easier now for experienced players, but what about those new to ESO? And what would be the point since you can only do the quests once per character? That isn't replayability which is what I see as the focus of Matt's letter.