SilverBride wrote: »I don't understand how difficult content is lacking with all the veteran dungeons and trials and arenas that are in this game. As far as solo challenges, doesn't that defeat the whole concept of a challenge? If a veteran overland wasn't challenging enough to require a group then what is the point?
SilverBride wrote: »I don't understand how difficult content is lacking with all the veteran dungeons and trials and arenas that are in this game. As far as solo challenges, doesn't that defeat the whole concept of a challenge? If a veteran overland wasn't challenging enough to require a group then what is the point?
Because it's the world of tamriel. The corners that provide engaging content are either group based or solo arenas, both of which people who have a desire for a more engaging overland have already run dozens of times, and if someone wants to do something outside of a group, as I said before, is to go into one of two arenas.
How does it not make sense that people want to:
- Explore the world of tamriel
- Have a satisfying and engaging time doing so
- Engage with years worth of content they've likely skipped
- Not want to be told to "go back to your corner"
"Base game" - there are base game dungeons
"The story" - in a videogame where player interaction and agency impacts the degree people can enjoy it
"Alternative to vet content" - it's not an alternative, it's an entire piece of the game that only accommodates players in 1 way
"Doesn't have to be challenging to be explored" - a kiddie pool can accommodate everyone, but if you want to swim you'll be disappointed
Engaging is subjective, so how come giving options, so more players can find the content subjectively good, is a bad thing?
SilverBride wrote: »I don't understand
SilverBride wrote: »"Base game" - there are base game dungeons
"The story" - in a videogame where player interaction and agency impacts the degree people can enjoy it
"Alternative to vet content" - it's not an alternative, it's an entire piece of the game that only accommodates players in 1 way
"Doesn't have to be challenging to be explored" - a kiddie pool can accommodate everyone, but if you want to swim you'll be disappointed
Engaging is subjective, so how come giving options, so more players can find the content subjectively good, is a bad thing?
Because it is not reasonable or fair to customize the entire base game for one particular playstyle.
SilverBride wrote: »@spartaxoxo Your suggestions are reasonable in my opinion because they don't expect a complete reworking of overland and they include additional options for multiple different playstyles, not just one. I would support such changes.
SilverBride wrote: »@spartaxoxo Your suggestions are reasonable in my opinion because they don't expect a complete reworking of overland and they include additional options for multiple different playstyles, not just one. I would support such changes.
It wouldn't need an entire rework, ZOS has previously used instancing to provide 3 different types of each zone, with players divided between the instances (and therefore difficulty) based on faction choice. Reimplementing 'different rulesets for different zone instances' is simply an extension of what is done in every dungeon, arena, and trial. Even iterations of cyrodiil like the no proc sets one function the same way. The reason why I push for instancing so much is both the fact that raw stat changes won't fix incapable enemies, and having a different instance where those enemies are given different abilities, like is done in most every dungeon and trial, is work yes, but not a rework.
Yes, they are apples to oranges, so suggesting people who want to explore the world of tamriel just settle with apples when they actually wouldn't mind oranges misses their point.
spartaxoxo wrote: »I personally in favor of giving a vet overland option in the form of a debuff toggle. And solo story dungeons, that don't have group drops. I wouldn't favor a PvE Cyrodiil because PvP population is already struggling with low numbers. In general, I don't think additional options should come at too great of an expense of the population of the people already engaged in the content. So, a story mode for dungeons shouldn't come with gear, transmutes, etc. or count for pledges so as not to pull too many people from the group dungeons.
MrLachance wrote: »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.
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.
I don't think that people encounter lightly populated areas because the game is not hard enough. I think it is because there is nothing there to do. Killing overland mobs, easy or hard, isn't something to do, it is something that is done while doing something more interesting.
SilverBride wrote: »SilverBride wrote: »martinhpb16_ESO wrote: »SilverBride wrote: »
We haven't all agreed. I find it completely unfair to customize the base game to one particular playstyle.
You are arguing against yourself here
The base game as it stands is customized for only one particular playstyle - easy.
The whole point of this thread is that people want the game customised for more than one playstyle which is the very definition of fair!
This crusade you are on is tying your argument in knots.
Just allow people an option
Easy isn't a playstyle. Casual, veteran end game, PvP and Roleplay are some examples of playstyles.
Easy is an opinion. What some find easy others find difficult. Overland isn't customized for any particular group but rather so that it can be accomplished by everyone. Low levels and those new to ESO may find it difficult, while those who have developed their characters and are experienced may find it easy, but everyone is capable of completing the quests and the story.
Veteran overland, on the other hand, would be customized specifically for veteran end game players. That is not fair.
"Easy is an option" available for every piece of pve content in the entirety of the game where difficulty is concerned except for the world. Every other piece of pve content in the game that has combat difficulty as a variable that can offers this choice, so it can be accomplished by and more accommodating to more players, which is a good thing. Adding a solo version of dungeons would be a good thing since it would open content others would likely never touch to them, so they can enjoy it, and the more people enjoying a more of the game would be better.
How is it unfair to expect a standard expressed everywhere else in the game to be implemented into the world of tamriel so that players who find beginner-friendly difficulty mind-numbingly dull can actually enjoy the world the Elder Scrolls takes place in, and was likely the thing that brought many of them here in the first place?
Many players do not find overland "mind-numbingly dull".
SilverBride wrote: »Yes, they are apples to oranges, so suggesting people who want to explore the world of tamriel just settle with apples when they actually wouldn't mind oranges misses their point.
There is no reason a player can't enjoy challenging content and also enjoy exploring Tamriel, and there is nothing preventing them from doing so. If they choose not to because they find it boring, that is their decision.
MrLachance wrote: »Many but not even close to the majority. And if you look at the numerous posts about the topic over the years until this one got created, always the same people you can count on two hands argueing against an army of disappointed people, its pretty clear that the frightening majority wants harder overland difficulty.
They, use them in every single dungeon. Creating multiple versions of an instance is as standard a technique as making a new map. It i simply a tool they have.
MrLachance wrote: »SilverBride wrote: »Many players do not find overland "mind-numbingly dull".
Many but not even close to the majority. And if you look at the numerous posts about the topic over the years until this one got created, always the same people you can count on two hands argueing against an army of disappointed people, its pretty clear that the frightening majority wants harder overland difficulty.
MrLachance wrote: »Nobody calls for cadwells Silver+Gold, but a healthy difficulty like pre one tamriel own faction basegame would be great for everyone, wich you cant deny with your Rich or whoever from ZOS, because they also stated in their interviews that a Ton of people played with. There also never were any complains about it in forum except minor quests and bugs.
SilverBride wrote: »There is no reason a player can't enjoy challenging content and also enjoy exploring Tamriel, and there is nothing preventing them from doing so. If they choose not to because they find it boring, that is their decision.
If you don't understand how the actions a player takes in interacting with the world and its stories influences their ability to enjoy it, then it is what it is.
spartaxoxo wrote: »MrLachance wrote: »Many but not even close to the majority. And if you look at the numerous posts about the topic over the years until this one got created, always the same people you can count on two hands argueing against an army of disappointed people, its pretty clear that the frightening majority wants harder overland difficulty.
The devs have explicitly stated that it isn't the majority that wants it, and the majority of players avoid difficult content. This also aligns with the trophy data on psn, the harder the trophy the less people have it. The majority of people in the threads are always gonna be people have that a complaint.They, use them in every single dungeon. Creating multiple versions of an instance is as standard a technique as making a new map. It i simply a tool they have.
The devs have stated outright that creating separate settings is a detriment and also that it would be a ton of work.
The may have already done it anyway just because they think it would be best for the playerbase though. But, they have talked in the past about how a separate instance is not simple.
MrLachance wrote: »spartaxoxo wrote: »MrLachance wrote: »Many but not even close to the majority. And if you look at the numerous posts about the topic over the years until this one got created, always the same people you can count on two hands argueing against an army of disappointed people, its pretty clear that the frightening majority wants harder overland difficulty.
The devs have explicitly stated that it isn't the majority that wants it, and the majority of players avoid difficult content. This also aligns with the trophy data on psn, the harder the trophy the less people have it. The majority of people in the threads are always gonna be people have that a complaint.They, use them in every single dungeon. Creating multiple versions of an instance is as standard a technique as making a new map. It i simply a tool they have.
The devs have stated outright that creating separate settings is a detriment and also that it would be a ton of work.
The may have already done it anyway just because they think it would be best for the playerbase though. But, they have talked in the past about how a separate instance is not simple.
It was explicitly related to Cadwells Silver+Gold. Not about the Own Faction Overland and Rich also explicitly stated that everyone loved it and a ton of people played it.
SilverBride wrote: »MrLachance wrote: »SilverBride wrote: »Many players do not find overland "mind-numbingly dull".
Many but not even close to the majority. And if you look at the numerous posts about the topic over the years until this one got created, always the same people you can count on two hands argueing against an army of disappointed people, its pretty clear that the frightening majority wants harder overland difficulty.
The numerous threads started before this pinned one were mostly created by the same small handful of posters. This thread was created to stop the weekly new threads because of the negative experience it was creating for many forum users.MrLachance wrote: »Nobody calls for cadwells Silver+Gold, but a healthy difficulty like pre one tamriel own faction basegame would be great for everyone, wich you cant deny with your Rich or whoever from ZOS, because they also stated in their interviews that a Ton of people played with. There also never were any complains about it in forum except minor quests and bugs.
The pre One Tamriel base game overland was nothing like the veteran overland that some players are requesting here. I know because I was there and I played through it. And the only statements I have seen from Rich is that no one was playing 2/3 of the game (Cadwell's Silver and Gold) because players made it clear that they do not want difficulty in the story. And there were plenty of complaints about it.
SilverBride wrote: »SilverBride wrote: »There is no reason a player can't enjoy challenging content and also enjoy exploring Tamriel, and there is nothing preventing them from doing so. If they choose not to because they find it boring, that is their decision.
If you don't understand how the actions a player takes in interacting with the world and its stories influences their ability to enjoy it, then it is what it is.
I understand that players have different ideas of what is fun and not everything in the game is going to be fun for everyone. So we make choices to participate in certain content or not based upon where our interests lie. Whether or not to participate in any aspect of the game is our own personal choice. Nothing stops any player from participating in any part of the game but their own decision not to.
SilverBride wrote: »Yes I feel that there are too few players to justify it. But more importantly I feel that it is unfair to customize the entire base game and story (which includes DLCs because they also tell the story as the original zones do) for any one particular playstyle. There are multiple types of players that play this game and no one type deserves more consideration than any other.
SilverBride wrote: »Yes, they are apples to oranges, so suggesting people who want to explore the world of tamriel just settle with apples when they actually wouldn't mind oranges misses their point.
There is no reason a player can't enjoy challenging content and also enjoy exploring Tamriel, and there is nothing preventing them from doing so. If they choose not to because they find it boring, that is their decision.
SilverBride wrote: »SilverBride wrote: »There is no reason a player can't enjoy challenging content and also enjoy exploring Tamriel, and there is nothing preventing them from doing so. If they choose not to because they find it boring, that is their decision.
If you don't understand how the actions a player takes in interacting with the world and its stories influences their ability to enjoy it, then it is what it is.
I understand that players have different ideas of what is fun and not everything in the game is going to be fun for everyone. So we make choices to participate in certain content or not based upon where our interests lie. Whether or not to participate in any aspect of the game is our own personal choice. Nothing stops any player from participating in any part of the game but their own decision not to.