Overland Content Feedback Thread

  • SilverBride
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    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.
    PCNA
  • spartaxoxo
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    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.

    I agree. I don't like the idea. I simply can't deny it's a possibility. It wouldn't be the first thing they did that I personally didn't like. But, immersion is subjective. It does solve their reward problem though. If you can repeat the quest, then it doesn't matter if you missed the vet reward on normal. They have long maintained that a big factor in not doing a vet overland is rewards.
    Edited by spartaxoxo on December 16, 2022 1:02AM
  • SilverBride
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    I still think it's difficulty levels for Delves and Public Dungeons. That makes way more sense to me than veteran overland.
    PCNA
  • corrosivechains
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    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.

    No, immersion wouldn't go anywhere because immersion is a state you yourself choose. People don't suddenly feel less immersed in Skyrim on their 10th playthrough, if they did they wouldn't do that 10th playthrough. If they did, BGS wouldn't keep releasing new versions of Skyrim, and people wouldn't keep buying it.
    "Could you post me a link to the official MMO rule book please." - clayandaudrey_ESO
  • SilverBride
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    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.

    No, immersion wouldn't go anywhere because immersion is a state you yourself choose. People don't suddenly feel less immersed in Skyrim on their 10th playthrough, if they did they wouldn't do that 10th playthrough. If they did, BGS wouldn't keep releasing new versions of Skyrim, and people wouldn't keep buying it.

    I am fine doing every quest again on different characters, but not repeatedly on the same one.

    I really think it's more likely to be difficulty levels for Delves and Public Dungeons any way. That would be a pretty nice option that I think more players would support.

    I want to add that when this thread started immersion was the reason a lot of players were stating as why they wanted a veteran overland in the first place.
    Edited by SilverBride on December 16, 2022 3:12AM
    PCNA
  • corrosivechains
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    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.

    No, immersion wouldn't go anywhere because immersion is a state you yourself choose. People don't suddenly feel less immersed in Skyrim on their 10th playthrough, if they did they wouldn't do that 10th playthrough. If they did, BGS wouldn't keep releasing new versions of Skyrim, and people wouldn't keep buying it.

    I am fine doing every quest again on different characters, but not repeatedly on the same one.

    I really think it's more likely to be difficulty levels for Delves and Public Dungeons any way. That would be a pretty nice option that I think more players would support.

    I want to add that when this thread started immersion was the reason a lot of players were stating as why they wanted a veteran overland in the first place.

    I will admit that I did come into the discussion late so was unaware of the immersion part of the discussion. I do acknowledge that it could be immersion breaking to someone who chooses to do the content repeatedly...but that'd still be their choice and a ruination of their own immersion than it would be the system itself breaking the immersion. There are quest chains in the overworld that do end in repeatable dungeons, those dungeons being repeatable doesn't break the immersion of the stories they tell though. It's a conscious choice on the part of the player whether or not they feel immersed should they return to that dungeon and do it more than once, and at the end of the day they really don't have to do it more than once if they're purely doing it to be immersed in the setting.
    "Could you post me a link to the official MMO rule book please." - clayandaudrey_ESO
  • SilverBride
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    I want to add that when this thread started immersion was the reason a lot of players were stating as why they wanted a veteran overland in the first place.

    I will admit that I did come into the discussion late so was unaware of the immersion part of the discussion.

    It was brought up a lot more earlier in the discussion. It was mentioned 5 times on page 1 of this thread.
    PCNA
  • spartaxoxo
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    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.

    No, immersion wouldn't go anywhere because immersion is a state you yourself choose. People don't suddenly feel less immersed in Skyrim on their 10th playthrough, if they did they wouldn't do that 10th playthrough. If they did, BGS wouldn't keep releasing new versions of Skyrim, and people wouldn't keep buying it.

    I am fine doing every quest again on different characters, but not repeatedly on the same one.

    I really think it's more likely to be difficulty levels for Delves and Public Dungeons any way. That would be a pretty nice option that I think more players would support.

    I want to add that when this thread started immersion was the reason a lot of players were stating as why they wanted a veteran overland in the first place.

    I will admit that I did come into the discussion late so was unaware of the immersion part of the discussion. I do acknowledge that it could be immersion breaking to someone who chooses to do the content repeatedly...but that'd still be their choice and a ruination of their own immersion than it would be the system itself breaking the immersion. There are quest chains in the overworld that do end in repeatable dungeons, those dungeons being repeatable doesn't break the immersion of the stories they tell though. It's a conscious choice on the part of the player whether or not they feel immersed should they return to that dungeon and do it more than once, and at the end of the day they really don't have to do it more than once if they're purely doing it to be immersed in the setting.

    Repeatable content does tend to be less immersive to many people than one and done. It's kind of hard to buy into the premise of you killing an enemy, when they keep coming right back rather than being truly finished off in your playthrough. Look at the lore discussion of dungeons and world bosses, versus small side quests. There are dungeons with more story and meat to them than these little small handcrafted quests, but more people tend to remember the hand crafted quests more. I think part of it is the mindset is different. Most of the repeatable content in the game you go there to loot, not to hear a story. But, as I said earlier, repeatability does play a role as well. If the big bad is gonna return 10 minutes later, he doesn't feel dead.
    Edited by spartaxoxo on December 16, 2022 3:39AM
  • corrosivechains
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.

    No, immersion wouldn't go anywhere because immersion is a state you yourself choose. People don't suddenly feel less immersed in Skyrim on their 10th playthrough, if they did they wouldn't do that 10th playthrough. If they did, BGS wouldn't keep releasing new versions of Skyrim, and people wouldn't keep buying it.

    I am fine doing every quest again on different characters, but not repeatedly on the same one.

    I really think it's more likely to be difficulty levels for Delves and Public Dungeons any way. That would be a pretty nice option that I think more players would support.

    I want to add that when this thread started immersion was the reason a lot of players were stating as why they wanted a veteran overland in the first place.

    I will admit that I did come into the discussion late so was unaware of the immersion part of the discussion. I do acknowledge that it could be immersion breaking to someone who chooses to do the content repeatedly...but that'd still be their choice and a ruination of their own immersion than it would be the system itself breaking the immersion. There are quest chains in the overworld that do end in repeatable dungeons, those dungeons being repeatable doesn't break the immersion of the stories they tell though. It's a conscious choice on the part of the player whether or not they feel immersed should they return to that dungeon and do it more than once, and at the end of the day they really don't have to do it more than once if they're purely doing it to be immersed in the setting.

    Repeatable content does tend to be less immersive to many people than one and done. It's kind of hard to buy into the premise of you killing an enemy, when they keep coming right back rather than being truly finished off in your playthrough. Look at the lore discussion of dungeons and world bosses, versus small side quests. There are dungeons with more story and meat to them than these little small handcrafted quests, but more people tend to remember the hand crafted quests more. I think part of it is the mindset is different. Most of the repeatable content in the game you go there to loot, not to hear a story. But, as I said earlier, repeatability does play a role as well. If the big bad is gonna return 10 minutes later, he doesn't feel dead.

    Again, the choice is entirely on the player whether or not to do repeatable content repeatedly. Repeatable, by it's very nature, isn't forced content, it's optional so anyone whose immersion is broken doing repeatable content is only doing it to themselves. It'd be like arguing mobs like world bosses shouldn't be allowed to respawn because it breaks immersion...it's a lovely bit of mental gymnastics to make the argument things shouldn't be implemented because it could break someone's immersion if they choose to do it.
    "Could you post me a link to the official MMO rule book please." - clayandaudrey_ESO
  • BretonMage
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    I am fine doing every quest again on different characters, but not repeatedly on the same one.
    And that's fine that you do, but I personally would love repeatable quests as it would open up options for me with my one character.
    No, immersion wouldn't go anywhere because immersion is a state you yourself choose.
    I agree with this. For SP RPGs like TES or Dragon Age, I find it enjoyable to immerse myself in a favourite quest again by revisiting saves (which we can't do in ESO).

    Also, for practical reasons, it's incredibly useful to be able to replay a quest again as a reminder of specific characters or dialogue which we might have forgotten. So much happens in ESO that I often forget characters and quests.
    spartaxoxo wrote: »
    Repeatable content does tend to be less immersive to many people than one and done. It's kind of hard to buy into the premise of you killing an enemy, when they keep coming right back rather than being truly finished off in your playthrough.
    That's fair, and you're probably right there. In that case, a NG+ system might be the best compromise.
  • colossalvoids
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    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.

    Maybe for just you personally, for me it would open a lot of new possibilities as I'm playing my main only since AWA were screwed. Especially introducing new difficulty options, were I would be actually able to immerse myself into the world of Tamriel as I used to. I can't nowadays and that's my main issue. New game plus exists for a reason in a lot of games now. Was anyone's immersion shattered in Diablo when they've entered Nightmare or Hell? Pretty much doubt it.
  • spartaxoxo
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.

    No, immersion wouldn't go anywhere because immersion is a state you yourself choose. People don't suddenly feel less immersed in Skyrim on their 10th playthrough, if they did they wouldn't do that 10th playthrough. If they did, BGS wouldn't keep releasing new versions of Skyrim, and people wouldn't keep buying it.

    I am fine doing every quest again on different characters, but not repeatedly on the same one.

    I really think it's more likely to be difficulty levels for Delves and Public Dungeons any way. That would be a pretty nice option that I think more players would support.

    I want to add that when this thread started immersion was the reason a lot of players were stating as why they wanted a veteran overland in the first place.

    I will admit that I did come into the discussion late so was unaware of the immersion part of the discussion. I do acknowledge that it could be immersion breaking to someone who chooses to do the content repeatedly...but that'd still be their choice and a ruination of their own immersion than it would be the system itself breaking the immersion. There are quest chains in the overworld that do end in repeatable dungeons, those dungeons being repeatable doesn't break the immersion of the stories they tell though. It's a conscious choice on the part of the player whether or not they feel immersed should they return to that dungeon and do it more than once, and at the end of the day they really don't have to do it more than once if they're purely doing it to be immersed in the setting.

    Repeatable content does tend to be less immersive to many people than one and done. It's kind of hard to buy into the premise of you killing an enemy, when they keep coming right back rather than being truly finished off in your playthrough. Look at the lore discussion of dungeons and world bosses, versus small side quests. There are dungeons with more story and meat to them than these little small handcrafted quests, but more people tend to remember the hand crafted quests more. I think part of it is the mindset is different. Most of the repeatable content in the game you go there to loot, not to hear a story. But, as I said earlier, repeatability does play a role as well. If the big bad is gonna return 10 minutes later, he doesn't feel dead.

    Again, the choice is entirely on the player whether or not to do repeatable content repeatedly. Repeatable, by it's very nature, isn't forced content, it's optional so anyone whose immersion is broken doing repeatable content is only doing it to themselves. It'd be like arguing mobs like world bosses shouldn't be allowed to respawn because it breaks immersion...it's a lovely bit of mental gymnastics to make the argument things shouldn't be implemented because it could break someone's immersion if they choose to do it.

    Knowing it's repeatable is in and of itself immersion breaking. Just like just the knowledge you're weaker is immersion breaking for some with a slider. Even if they word it like "enemies now recognize you and have grown stronger blah blah blah" and don't even tell the player. The player will know and many would find it less immersive inherently as a result. Was this not an argument about the sliders?

    World bosses are generally less immersive than Story bosses, even if you only kill them once.

    Immersion of the various design systems is valid discussion either way. Immersion is ultimately subjective, and that is true. But some designs are more immersive than others to more people. Personally, I find it easier to forget I have enabled a setting and immerse myself than to see a quest marker pop back up often telling me the big bad is alive again. I recognize others will find it different and that's also valid.

    But, to each their own.
    Edited by spartaxoxo on December 16, 2022 5:46AM
  • Cireous
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    I think one thing is 100% certain. If they are adding difficulty to Overland in 2023, given they've had all these years to consider how to do it better than it was previously done, there really is no possible scenario in which they are going to throw out Vet zones again and just call it a day. Especially if half a year is going to be allocated to this new system. They've surely got something very different up their sleeves, and I can't wait to see what it might be. :relaxed:

    However, the more I re-read that letter, the more concerned I become that it could be something else all together. It's just so vague. I mean, it could even be opt-in Overland PvP + the ability to repeat all the quests if you want and that's it, for the way it reads. :unamused:
  • MrLachance
    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.

    There is already a second Layer, what does the exact same thing. It seperates player from each other until they use travel function. Weird that you didnt already said goodbye to it.

    With a seperate Vet Overland there will be atleast more Immersion for players wich can finally enjoy fighting an through the story build up antagonists, without killing them hin a half rotation and left behind totally speechless and disappointed.
    But thats just the tip of the mountain. Imagine you cant look forward to DLC releases, because you know it will be just Quest to Quest clicking simulator, with enemys that lie in dust before you can finish a rotation or even experience enemy mechanics.

    People start the game and feel immersion until they get familiar with the game mechanics and gear up. Because one thing is a fact. The Overland content gets easier and easier from lvl to lvl until they reach the endgame and feel released from that dry and boring quest experience. Atleast for those people wich arent sastisfied with only the Lore and those people are a tons or there wouldnt exsist countless closed Threads over the years about that topic.

    Also those people hit a wall because they didnt get prepared for vet content at all.

    Giving people the Chance to escape that dry and exceptionally easy questexperience and getting ready for endgame is only fair. But ofc you cant talk in good faith and have to drag them them back to you and hide it behind immersion.
    Edited by MrLachance on December 19, 2022 3:15PM
  • SilverBride
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    MrLachance wrote: »
    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.

    There is already a second Layer, what does the exact same thing. It seperates player from each other until they use travel function. Weird that you didnt already said goodbye to it.

    With a seperate Vet Overland there will be atleast more Immersion for players wich can finally enjoy fighting an through the story build up antagonists, without killing them hin a half rotation and left behind totally speechless and disappointed.
    But thats just the tip of the mountain. Imagine you cant look forward to DLC releases, because you know it will be just Quest to Quest clicking simulator, with enemys that lie in dust before you can finish a rotation or even experience enemy mechanics.

    People start the game and feel immersion until they get familiar with the game mechanics and gear up. Because one thing is a fact. The Overland content gets easier and easier from lvl to lvl until they reach the endgame and feel released from that dry and boring quest experience. Atleast for those people wich arent sastisfied with only the Lore and those people are a tons or there wouldnt exsist countless closed Threads over the years about that topic.

    Also those people hit a wall because they didnt get prepared for vet content at all.

    Giving people the Chance to escape that dry and exceptionally easy questexperience and getting ready for endgame is only fair. But ofc you cant talk in good faith and have to drag them them back to you and hide it behind immersion.

    I was addressing story quests being repeatable.
    PCNA
  • MrLachance
    MrLachance wrote: »
    spartaxoxo wrote: »
    If a separate vet instance is the new feature, and that's a pretty big if, then I would imagine they'd make the quests repeatable to get around the rewards issue.

    If that happens then say goodbye to immersion.

    There is already a second Layer, what does the exact same thing. It seperates player from each other until they use travel function. Weird that you didnt already said goodbye to it.

    With a seperate Vet Overland there will be atleast more Immersion for players wich can finally enjoy fighting an through the story build up antagonists, without killing them hin a half rotation and left behind totally speechless and disappointed.
    But thats just the tip of the mountain. Imagine you cant look forward to DLC releases, because you know it will be just Quest to Quest clicking simulator, with enemys that lie in dust before you can finish a rotation or even experience enemy mechanics.

    People start the game and feel immersion until they get familiar with the game mechanics and gear up. Because one thing is a fact. The Overland content gets easier and easier from lvl to lvl until they reach the endgame and feel released from that dry and boring quest experience. Atleast for those people wich arent sastisfied with only the Lore and those people are a tons or there wouldnt exsist countless closed Threads over the years about that topic.

    Also those people hit a wall because they didnt get prepared for vet content at all.

    Giving people the Chance to escape that dry and exceptionally easy questexperience and getting ready for endgame is only fair. But ofc you cant talk in good faith and have to drag them them back to you and hide it behind immersion.

    I was addressing story quests being repeatable.

    Nobody forces you to repeat the quest, so also no immersion loss. I dont force myself to do the current difficulty quests, althrough for me its boring as hell and without any immersion.

    I dont think that ZOS will change Quests that way that you do first time on current easy mode and then you can repeat it on Veteran difficulty. People want to experience it the first time on veteran difficulty. That would take away whole immersion for me tbh. I dont wanna have anything to do with the current easy difficulty, thats why i stopped questing since Clockwork City and i dont wanna start with it when i can experience Veteran difficulty, with the requirement of completing the braindead version first.

    There is a lot room for Speculation. Whatever matt means with repeatable activities, in dont think it will be like that, but its great Motivation to keep that thread alive for another 100 pages.
    But fact is that it can be only healthy for the game if people get the chance to play the game in the difficulty they want, because the people wich prefer easy content arent the majority. The Majority was against Cadwells Silver+Gold, but nobody had any complains against Own Faction Base Game difficulty, except some isolated quests like Sancre tor and bugs.
    But Own Faction Base game difficulty was still way harder than the current difficulty. Because of that fact, everyone who claims that people dont like difficulty at all, just have no clue about the past before One Tamriel.

    <snipped for Baiting>
    Edited by MrLachance on December 20, 2022 8:17AM
  • CrashTest
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    As long as it's optional, idc.

    I don't do overland content, unless you count surveys and events, bc questing and soloing in general are boring to me.

    The last thing I want is the return of VR oneshot mudcrabs (or any oneshot overland mobs for that matter) when I just wanna do my surveys and go back to what I enjoy which is being sweaty in endgame.
  • Elsonso
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    CrashTest wrote: »
    The last thing I want is the return of VR oneshot mudcrabs (or any oneshot overland mobs for that matter) when I just wanna do my surveys and go back to what I enjoy which is being sweaty in endgame.

    To that end, overland would definitely be better for me if all those annoying overland wolves, bears, imps, bandits, daedra, etc were passive so I could just go about my business and have them leave me alone. I install Skyrim passive monster mods for just that reason. Definitely a must if they are going to fiddle with overland difficulty, in my book.
    ESO Plus: No
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  • Parasaurolophus
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    CrashTest wrote: »
    As long as it's optional, idc.
    The last thing I want is the return of VR oneshot mudcrabs (or any oneshot overland mobs for that matter) when I just wanna do my surveys and go back to what I enjoy which is being sweaty in endgame.


    Why are you making this absurd?
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  • TaSheen
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    Elsonso wrote: »
    CrashTest wrote: »
    The last thing I want is the return of VR oneshot mudcrabs (or any oneshot overland mobs for that matter) when I just wanna do my surveys and go back to what I enjoy which is being sweaty in endgame.

    To that end, overland would definitely be better for me if all those annoying overland wolves, bears, imps, bandits, daedra, etc were passive so I could just go about my business and have them leave me alone. I install Skyrim passive monster mods for just that reason. Definitely a must if they are going to fiddle with overland difficulty, in my book.

    Agreed.
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    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • CrashTest
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    CrashTest wrote: »
    As long as it's optional, idc.
    The last thing I want is the return of VR oneshot mudcrabs (or any oneshot overland mobs for that matter) when I just wanna do my surveys and go back to what I enjoy which is being sweaty in endgame.


    Why are you making this absurd?

    How is that absurd? That's exactly how the ESO VR (veteran rank) end zones were. That's a big part of why they were deserted. It was so bad, you could literally be the only person in a zone.

    The Nine help you if Aldmeri Dominion or Ebonheart Pact were your final zones bc Reaper's March and Eastmarch were brutal.


    I don't want that again, so if ZOS adds vet overland again, I hope it's optional.
    Edited by CrashTest on December 22, 2022 11:57PM
  • CP5
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    The majority of people here who want something don't want it to be forced onto people who enjoy it as it is now, and of those who say 'just change the base experience entirely,' many of those are simply doing it out of frustration at constantly being told off for wanting an option.
  • spartaxoxo
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    CP5 wrote: »
    The majority of people here who want something don't want it to be forced onto people who enjoy it as it is now, and of those who say 'just change the base experience entirely,' many of those are simply doing it out of frustration at constantly being told off for wanting an option.

    Most of the debate in this thread stems from which kind of option to give: stuff like personal sliders, challenge banners, etc. Or an entirely separate instance. The most repeated concerns about a separate instances is that of a split playerbase and cut content. The new feature is soon to be announced and they have cut the DLC received in half for the foreseeable future. So, I would imagine it's a separate instance, in the end. Assuming, that the new feature is vet options, which is already a big assumption.

    I have seen barely any posts that asked for either forced vet overland or someone being adamant that no choices should be considered. The vast majority in this thread want options.

    ETA

    The people who want options also includes some who wouldn't use them.
    Edited by spartaxoxo on December 23, 2022 12:57AM
  • Roztlin45
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    Instead of just adding difficulty to overland in terms of added numbers:

    Make the NPC's have certain resistances. For example; Why would the undead /skeletons take poison or disease damage? However Ice or "holy damage" like dawn breaker would have added benefits.
    For werewolf/wolf's poison damage has greater hit points than blunt.
    Vampire = +Fire Human = bleed , ETC
    The object of a game is to make you think and reward you for the correct decisions.

    This is Vet mode overland with a toggle that could bring new life to areas less explored and meaningful gear choices.

  • Four_Fingers
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    I don't think one should have to switch gear out for different mobs in overland, that is going too far.
    Edited by Four_Fingers on December 23, 2022 8:08PM
  • SilverBride
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    I don't see a need to bring new life to areas less explored because I do every quest in every zone on all my characters and I run into other players everywhere I go.

    To clarify, I play PCNA in the afternoon and sometimes evening to night.
    Edited by SilverBride on December 23, 2022 9:54PM
    PCNA
  • TaSheen
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    Roztlin45 wrote: »
    The object of a game is to make you think and reward you for the correct decisions.

    Actually, the object of playing a game for me is having fun. I'm rewarded by having that fun. Making me think is what happens when one of the websites I run for clients has major issues in the backend programs. I don't want any game to require me to make decisions.

    This one's already over the top for me combat wise. However, all that said, I don't really care what's done about vet overland as long as it's totally optional.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • spartaxoxo
    spartaxoxo
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    I actually consistently run into long stretches seeing nobody or only a few people in some zones. Sometimes I'll hope for a pickup group in Craglorn and see hardly any forming.
  • CP5
    CP5
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    Roztlin45 wrote: »
    Instead of just adding difficulty to overland in terms of added numbers:

    Make the NPC's have certain resistances. For example; Why would the undead /skeletons take poison or disease damage? However Ice or "holy damage" like dawn breaker would have added benefits.
    For werewolf/wolf's poison damage has greater hit points than blunt.
    Vampire = +Fire Human = bleed , ETC
    The object of a game is to make you think and reward you for the correct decisions.

    This is Vet mode overland with a toggle that could bring new life to areas less explored and meaningful gear choices.

    It used to be that way, but it was changed so vampire enemies weren't weak to fire and dwemer robots were made able to bleed. This causes issues if, say, an entire trial is full of enemies resistant to fire damage. Then DK's would likely never go there, though it does make things more interesting in less serious content.
    I don't see a need to bring new life to areas less explored because I do every quest in every zone on all my characters and I run into other players everywhere I go.

    To clarify, I play PCNA in the afternoon and sometimes evening to night.

    And as for this, with instances ZOS can ensure that any decently populated zone will be lively, because they can intentionally aim for X number of players to be in a zone and create them to ensure no zone is 'dead.' The only zones that would be 'negatively' impacted by this are zones that already struggle to fill one instance, but for those zones the number of players who currently don't participate at all in the content, say those who log in only to do writs or planned trials, would likely result in those dead zones having a more popular vet instance than normal.

    So yes, there are zones that many players like myself want to explore, but find so painfully dull to do so that we've skipped years of content. Just because you find yourself put into instances that are intentionally designed to maintain particular player counts, and those zones have enough players to do so, doesn't mean there isn't a call to make the content more accommodating to allow more people to enjoy it.
  • MrLachance
    CrashTest wrote: »
    As long as it's optional, idc.

    I don't do overland content, unless you count surveys and events, bc questing and soloing in general are boring to me.

    The last thing I want is the return of VR oneshot mudcrabs (or any oneshot overland mobs for that matter) when I just wanna do my surveys and go back to what I enjoy which is being sweaty in endgame.

    Even if its not optional. people wich doent give questing areas any value shouldnt comment here. Overland content isnt designed for those players.
    CrashTest wrote: »
    CrashTest wrote: »
    As long as it's optional, idc.
    The last thing I want is the return of VR oneshot mudcrabs (or any oneshot overland mobs for that matter) when I just wanna do my surveys and go back to what I enjoy which is being sweaty in endgame.


    Why are you making this absurd?

    How is that absurd? That's exactly how the ESO VR (veteran rank) end zones were. That's a big part of why they were deserted. It was so bad, you could literally be the only person in a zone.

    The Nine help you if Aldmeri Dominion or Ebonheart Pact were your final zones bc Reaper's March and Eastmarch were brutal.


    I don't want that again, so if ZOS adds vet overland again, I hope it's optional.

    Own Faction Basegame overland content was also way harder than current super easy overland Difficulty. Just because people want difficulty in overland doesnt mean it have to be cadwells silver/Gold difficulty again. There is also a midway of pre One Tamriel Own faction difficulty.
    I don't see a need to bring new life to areas less explored because I do every quest in every zone on all my characters and I run into other players everywhere I go.

    To clarify, I play PCNA in the afternoon and sometimes evening to night.

    I play also on PC EU and NA and those areas are empty. Like nobody wants to do anything, because everything dies in two hits anyway. Most people do their archievements and just rush through quest fast like clicking simulator. Thats also what i hear people sayin. Even new players after they got used to mechanics, they get bored very fast, because they feel like the longer they play, the easier the content becomes.

    The only times i see people when they do their dailys and some event stuff, when i do them myself and thats it. All those many events over the year seem to keep the quest arenas filled, because without they are super emtpy. except thoose autopilot dragon/dolmen grind trains for Dragon Blood and exp.
    Edited by MrLachance on December 24, 2022 11:08AM
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