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?
amonengelb16_ESO wrote: »You are still ignoring the fact, that these people ask for "MORE OPTIONS". Not to delete your game or taking anything away from it. Clear?
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?amonengelb16_ESO wrote: »You are still ignoring the fact, that these people ask for "MORE OPTIONS". Not to delete your game or taking anything away from it. Clear?
It makes no difference how we would do it or what we ask for. ZOS is going to do ZOS. This is their game to ruin, not ours. Success or failure, they own the decision, design, implementation, and outcome. If 99% of the people in this thread want to do it one way, and ZOS wants to do it another way, it will get done the other way.
Discussions about how players would design it are interesting, but that is all they are, discussions about how players would do it. There is no meat on this bone.
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.
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.
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.
Thats how almost all single player games solve difficulty. Increase enemy damage, reduce player damage. We're not talking about chess, where can indeed be different levels of AI. Here everything is much simpler.
More damage to enemies means that you actually start healing yourself during quests. Less player damage means that bosses will finaly be able to finish their bravado speech (lol).
The point is that @SilverBride is clearly the most ardent supporter of the current status quo so it's interesting and worthwhile to find out what they see as the most acceptable option.
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.
This one actually isn't true. Several times in the past they have changed mob behaviour game wide, the one I remember most was trolls, because it broke the troll boss in vSO.
SilverBride wrote: »A separate veteran overland is the only thing I don't support.
spartaxoxo wrote: »Many of the players that are interested in vet overland ARE playing current overland. It is by far the most used content in this game. Most groups play it.
And those players DO help with stuff in regular overland.
It literally happens all the time.
Overland does not separate people into different instances unless an instance is too full. Players are generally always playing with other people on the map. ZOS set things up to make sure that there are enough players in a zone to meet each other and receive help and separate settings are a detriment to that. Because they cannot be combined when a zone has a low pop. And there are absolutely low population zones in this game.
The developers themselves have brought this up as an objective hurdle.
It doesn't mean they can't do it. But, all ideas have upsides and downsides. And this issue is a downside to a separate instance.
Somber97866 wrote: »If you want more of a challenge overland take all your cp out, take all your purple gold gear off and play with your friend with the gear you find available. Also try making a new character with your friend and not use your cp or crafting skills and only use the gear you find while adventuring.
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And how many only log in and stand at a bank until their group forms, or they pass the pvp queue?
It would be a choice to engage with the content, and if players are content with what there is now but would prefer the alternative and would take it, could you say it's selfish to say "You shouldn't get an option you prefer, it is better you are here to act as entertainment for these other players"? If a zone is so dead that this would so heavily cripple that zones ability to function, then it is a core issue with the zone that needs to be fixed, not a reason to lock everyone in the same box to say it's full enough.
That would be a nice inclusion, though I honestly think newer players are the least likely to notice those around them, except people about as new as they are or vet players carving past everything.
One thing I learned in Fallout 3 and then used in Oblivion, Skyrim, FO:NV and fallout 4 was the low health high damage play.spartaxoxo wrote: »I think playing the game's story "as is" is already pretty immersive, if you're someone who can enjoy walking sims. Whenever I am in the mood for that kind of relaxing gameplay, the overland quest doesn't disappoint. The story is engaging, entertaining, and well-written. But, you have to be in the mood for a walking sim like experience.
ETA
As noted by others, the game doesn't feel as much as an action RPG when the combat ends so quickly.
spartaxoxo wrote: »I think this is why "player blows up mobs I was struggling with" is more likely to be an immersion breaking experience for a new player than a vet, despite the fact they are both experiencing literally the exact same thing. Which is why I listed "less immersive" as a downside to debuffs back when I made my pros and cons list. Although, immersion is of course completely subjective.
Somber97866 wrote: »If you want more of a challenge overland take all your cp out, take all your purple gold gear off and play with your friend with the gear you find available.
In case it's not obvious, once i get an idea in my head i have a hard time letting it go.
so here is the last data point in "Tannus thinks overland is too easy"
Killing the whalefall delve boss with good gear, what i would consider a "proper" setup
yup, 5 seconds
so that was fun.
ok, i lied. it wasn't fun. i deleted him. Poor Mannick.
This isn't some weird flex "ooo, look how special i am, i can kill a delve boss!"
I'm trying to demonstrate what playing overland is like at end game.
It sucks.
It's really bad.
trash dies in 2 hits, bosses die in 4 or 5. they may as well not exist. Every quest is the same, it's literally just run over here, run over there with no actual gameplay involved.
Way point, way point, way point, hand in quest.
Honestly the most fun i had was the no gear, no cp, no attributes, no mundus, no food setup because at least i was playing the game again. But that sucks too because the entire build, gear, improvement thing is killed in sacrifice of trying desperately to make the game fun.