I have to say, if a veteran overland zone isn't introduced, or something that challenges players - or at least departs them from the same instance as bots etc... then this game is utterly doomed. It's already dying, and the only reason the player base number increases in the Zenimax stat counts, is the amount of bots and free week accounts that are created. But these are not sustained players, and ZoS ultimately know this... but if they continue to bury their head, then i repeat, the game is doomed.
I have to say, if a veteran overland zone isn't introduced, or something that challenges players - or at least departs them from the same instance as bots etc... then this game is utterly doomed. It's already dying, and the only reason the player base number increases in the Zenimax stat counts, is the amount of bots and free week accounts that are created. But these are not sustained players, and ZoS ultimately know this... but if they continue to bury their head, then i repeat, the game is doomed.
Grandsheba wrote: »The Vast majority of people teleport from town to dungeon/trial to their homes.
SilverBride wrote: »Grandsheba wrote: »The Vast majority of people teleport from town to dungeon/trial to their homes.
That tells me that the vast majority aren't interested in having long difficult fights while out questing.
SilverBride wrote: »Grandsheba wrote: »The Vast majority of people teleport from town to dungeon/trial to their homes.
That tells me that the vast majority aren't interested in having long difficult fights while out questing.
This is your assumption, but even if it's true that the majority of players are happy with the current state of things, there is still a sizeable percentage that are unhappy with it.
Pretty much everyone involved has approached the topic from a perspective of "here is a problem I'm having with the game" and your response is pretty much a hard no to any difficulty increase made in anyway.
If ZoS said they were going to try and address the issue players finding overland content too easy, how would you go about it?
What would be your preferred approach?
SilverBride wrote: »Grandsheba wrote: »The Vast majority of people teleport from town to dungeon/trial to their homes.
That tells me that the vast majority aren't interested in having long difficult fights while out questing.
This is your assumption, but even if it's true that the majority of players are happy with the current state of things, there is still a sizeable percentage that are unhappy with it.
Pretty much everyone involved has approached the topic from a perspective of "here is a problem I'm having with the game" and your response is pretty much a hard no to any difficulty increase made in anyway.
If ZoS said they were going to try and address the issue players finding overland content too easy, how would you go about it?
What would be your preferred approach?
SilverBride wrote: »SilverBride wrote: »Grandsheba wrote: »The Vast majority of people teleport from town to dungeon/trial to their homes.
That tells me that the vast majority aren't interested in having long difficult fights while out questing.
This is your assumption, but even if it's true that the majority of players are happy with the current state of things, there is still a sizeable percentage that are unhappy with it.
Pretty much everyone involved has approached the topic from a perspective of "here is a problem I'm having with the game" and your response is pretty much a hard no to any difficulty increase made in anyway.
If ZoS said they were going to try and address the issue players finding overland content too easy, how would you go about it?
What would be your preferred approach?
Think about what we do in overland. We quest and farm mats and explore. I seriously doubt there are very many players who want to spend more time fighting difficult mobs while trying to get these things done.
And yes I am firmly against a separate veteran overland for reasons I've already stated throughout this thread. One of the biggest for me is that it is unfair to customize every single aspect of the game for any one type of player, especially if they profit by getting better rewards in the process.
The only solution for something that is not a problem (because overland is exactly what it should be so that all players of all levels and experience can succeed) is to address the player that is dissatisfied. And I would do that with debuffs.
" unfair to customize every single aspect of the game for any one type of player"
Because of this? What are companions then, other than a way to cater to players who want help in combat and enjoy the company of an npc companion? What is the card game than if not an addition for "one type of player" who like playing card games? What are different difficulty choices in every other piece of content that involves combat if not catering to different player taste? How is denying choice and reducing the number of players who participate in a particular part of content a bad thing? And don't you think it would be better in the long run for more players to be participating in overland?
"especially if they profit by getting better rewards in the process."
And honestly, what does that matter?]
TES games have never had challenging combat though. Sure, on lower levels, players run the risk of dying, but once you've reached higher levels, you practically wander around like a god, even on a scaled up difficulty level. There are basically no mechanisms to speak of in TES. Enemies come at you, you destroy them, next.Grandsheba wrote: »You've moved so far away from TES handbook that the game is loosing its enjoyment.
"Think about what we do in overland. We quest and farm mats and explore."
Farming mats is a throw point because anyone looking to do that would do it in as easy an area as possible, hence why most farm routes involve no combat. For quest and exploration though, I play games because I want to enjoy content, and I enjoy content that I remember. I don't remember lacky 3918 who spent his time in the fight walking backwards to throw a knife, I don't remember generic threat to the world 274 who died before they could finish their monologue.
it's just your opinion. And it seems any game on difficulty higher than easy is auto boring for you. Also any implementation can be balanced one way or another, more this less that etc. to adjust to the taste of many players.I've already explained how those wouldn't work, as have others. Making boring fights against incapable enemies take needlessly long does not make for a more engaging experience.
SilverBride wrote: »It is unfair to customize every single aspect of the game to the preference of one specific group. That is my opinion and it's not going to change.
SilverBride wrote: »Debuffs are the most that will happen if anything changes at all. They are not likely to redo all the overland mobs to have what some consider engaging mechanics. That would be a major change and Rich Lambert already stated that there are no major changes planned for overland difficulty.
amonengelb16_ESO wrote: »Rich Lambert also stated they are looking into this. He also stated that the question itself is difficult and not easy to answer. You see, you can snip out a lot of a Reddit quote you just googled.
Hi All, as many of you have noted already from Rich's interview, there are no current plans for changing the structure of overland content. It is something we will continue to look at, so constructive feedback is always appreciated.
The purpose of this thread is to collect constructive feedback so if there is an opportunity to make changes, we have feedback from players to possibly incorporate. However, if the conversation continues to be users arguing with each other, we will lock this thread. We understand not everyone will agree with the statement. However, you can disagree and voice it without pushing the buttons of other forum users.
As always, please follow the community guidelines.
IKYMI: Rich's Quote on Overland Content
"That's a difficult one because difficulty is definitely subjective. We have millions of players that play The Elder Scrolls Online, and a large portion of them find the game hard and the Overland content challenging, especially as a new player when you don't have gold, all the gear, and Champion Points. Ultimately it comes down to, if we make the game harder, what are the incentives for players to play it at the harder level? That opens up a whole huge can of worms. I also look back and remember we had harder Overland content. We had Cadwell Silver, we had Cadwell Gold, and players really didn't like it. It was too hard for them, and when we did One Tamriel, we ripped all that out based on player feedback. Like, nobody did it. So it's a challenging subject and a difficult question to answer. All I can really say is we're definitely looking at it, but we don't have any major changes planned for the Overland difficulty."