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.
SilverBride 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.
SilverBride 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.
corrosivechains wrote: »SilverBride 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.
SilverBride wrote: »corrosivechains wrote: »SilverBride 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.
corrosivechains wrote: »SilverBride wrote: »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.
corrosivechains wrote: »SilverBride wrote: »corrosivechains wrote: »SilverBride 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.
spartaxoxo wrote: »corrosivechains wrote: »SilverBride wrote: »corrosivechains wrote: »SilverBride 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.
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.SilverBride wrote: »I am fine doing every quest again on different characters, but not repeatedly on the same one.
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).corrosivechains wrote: »No, immersion wouldn't go anywhere because immersion is a state you yourself choose.
That's fair, and you're probably right there. In that case, a NG+ system might be the best compromise.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.
SilverBride 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.
corrosivechains wrote: »spartaxoxo wrote: »corrosivechains wrote: »SilverBride wrote: »corrosivechains wrote: »SilverBride 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.
SilverBride 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.
MrLachance wrote: »SilverBride 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.
SilverBride wrote: »MrLachance wrote: »SilverBride 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.
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.
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.
Parasaurolophus 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.
The object of a game is to make you think and reward you for the correct decisions.
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.
SilverBride wrote: »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.
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.
Parasaurolophus wrote: »
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.
SilverBride wrote: »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.