Once again a lot of players reason in style: "I don't need it, and therefore no one needs it"
This is extremely selfish.
If ZOS somehow implement overland difficulty, it will be optional. You can keep enjoing casual overland, but why you don't want for other players to enjoy harder version? Can someone explain me this super wierd logic?
Once again a lot of players reason in style: "I don't need it, and therefore no one needs it"
This is extremely selfish.
If ZOS somehow implement overland difficulty, it will be optional. You can keep enjoing casual overland, but why you don't want for other players to enjoy harder version? Can someone explain me this super wierd logic?
spartaxoxo wrote: »Veteran Overland doesn't mean it has to be a separate instance. For example, on the last couple of pages there was a discussion about a debuff slider in the style of LOTRO. They call their slider a "landscape difficulty modifier'" but what it does is give the player a series of debuffs that increase in intensity the higher they set the difficulty on the slider.
spartaxoxo wrote: »Veteran Overland doesn't mean it has to be a separate instance. For example, on the last couple of pages there was a discussion about a debuff slider in the style of LOTRO. They call their slider a "landscape difficulty modifier'" but what it does is give the player a series of debuffs that increase in intensity the higher they set the difficulty on the slider.
Just questions for thought. How do they reward a player with a debuff? Do the chests and resource nodes contain more or better stuff if the player has the difficulty slider cranked to "Nightmare"? Likewise, if they offer something easier, does the player get less for having it set to "I'm Too Young To Die"? Chests and resources are shared content now, so if the answer is yes, I guess they will need to instance the loot to prevent abuse. While they are there, should they address the issue of one character doing most of the damage and another doing just enough so they can get loot? If "I'm Too Young To Die" can take down the monsters but "Nightmare" gets premium loot for standing there, is that something that should not happen?
spartaxoxo wrote: »spartaxoxo wrote: »Veteran Overland doesn't mean it has to be a separate instance. For example, on the last couple of pages there was a discussion about a debuff slider in the style of LOTRO. They call their slider a "landscape difficulty modifier'" but what it does is give the player a series of debuffs that increase in intensity the higher they set the difficulty on the slider.
Just questions for thought. How do they reward a player with a debuff? Do the chests and resource nodes contain more or better stuff if the player has the difficulty slider cranked to "Nightmare"? Likewise, if they offer something easier, does the player get less for having it set to "I'm Too Young To Die"? Chests and resources are shared content now, so if the answer is yes, I guess they will need to instance the loot to prevent abuse. While they are there, should they address the issue of one character doing most of the damage and another doing just enough so they can get loot? If "I'm Too Young To Die" can take down the monsters but "Nightmare" gets premium loot for standing there, is that something that should not happen?
They can have achievements for using it that gives a title and maybe a little house item.
They can let using the slider increase the exp and gold received.
Everyone gets the same boss loot. Already in the game there is people who get rewarded for doing less damage to a boss. It works fine. Don't see why that needs to change because it's the vet player that is doing less damage now.
Everyone gets the same chests.
SilverBride wrote: »As long as there are other players in the same area at the same time there is a possibility that someone may help kill a mob not knowing the other player didn't want help. This is just as likely to happen in a veteran overland as a normal one and is just a consequence of playing a MMO.
It is not more likely to happen with a slider any more than it does now, because there is already a wide range of players from new players to vets running around overland as it is.
...sometimes high level players can get testy when they are helped by lower level ones, and that will happen a lot more with sliders than with independent zones.
SilverBride wrote: »...sometimes high level players can get testy when they are helped by lower level ones, and that will happen a lot more with sliders than with independent zones.
I think it would happen a lot less often because the player using the slider will now become one of the lower level players themselves.
Regardless, this is just how it is in MMOs. Other players can and will sometimes attack the same mob. Neither a separate veteran overland or a slider is going to change that.
SilverBride wrote: »Earlier in the game you had to kite around to take out the mages and ranged, block and dodge and utilize the environment. But its now all avoidable with brute force.
Earlier in the game players weren't leveled and geared and didn't have Champion Points and experience, so of course it was more difficult for them then.
A powerful character will find overland easy. This is logical and expected.
Overland is not supposed to be difficult forever.
SilverBride wrote: »One Tamriel removed difficult overland almost 7 years ago and it's been very successful ever since.
And ESO does not offer choice in every other aspect of the game. There are no solo dungeons or trials, or a non PvP Cyrodiil.
Some content is focused on some things, others on other things, all to give choices to accommodate the different playstyles. But it is not fair or reasonable to customize every single aspect of the game to just one playstyle.
SilverBride wrote: »I think a slider is the best they can hope for because they have been pretty clear about not wanting to divide the playerbase.
SilverBride wrote: »
- Where is the option to not have the playerbase split between normal and veteran overland? Response: For all this 'concern' about splitting the community, this is alienating a massive contingent of prospective and former players that aren't logging in period.
- Where is the option to not lose higher level players from normal overland causing lower level and new players to lose help with World Bosses and Harrowstorms? Response: I'm not doing those because I'm not logging in because it's absolutely ridiculous to assume that I would play a game where the overwhelming majority of the content is not enjoyable to me.
- Where is the option for new players to find progressive guilds to join to get stronger if these guilds are spending their time in veteran overland? Response: You're pretending as if there wasn't a mass exodus of veteran PvE players JUST THIS YEAR due to changes made to the endgame. I have friends still playing the game that complain about not being able to PUG trials like they used to with ease around the clock in 2021 as a result of the infamous balance passes of 2022. As to address the actual point: who are these absolute saints going around teaching new players how to weave using public text chat? Aren't they just watching a YouTube video like everyone else? If we're talking about group content, how would that be affected whatsoever?
- Where is the option for new and low level players to not be locked out of better rewards because they aren't strong enough for veteran overland? Response: Why are you arbitrarily drawing the line at veteran overland when it comes to 'better reward tiers'? It was completely fine when they did it for veteran dungeons, trials and arenas.
- Where are the options for solo dungeons and trials and PvE Cyrodiil for the rest of the playerbase? Response: False equivalence. Every other PvE aspect of the game has a veteran toggle.
[snip]
AlexanderDeLarge wrote: »You're pretending as if there wasn't a mass exodus of veteran PvE players JUST THIS YEAR due to changes made to the endgame.
SilverBride wrote: »AlexanderDeLarge wrote: »You're pretending as if there wasn't a mass exodus of veteran PvE players JUST THIS YEAR due to changes made to the endgame.
If that many end game players really left the game then there are even fewer players left to utilize a separate veteran overland if there was one.
SilverBride wrote: »AlexanderDeLarge wrote: »You're pretending as if there wasn't a mass exodus of veteran PvE players JUST THIS YEAR due to changes made to the endgame.
If that many end game players really left the game then there are even fewer players left to utilize a separate veteran overland if there was one.
Similarly, if all the PVP players leave, ZOS doesn't have to fix Cyrodiil.
SilverBride wrote: »AlexanderDeLarge wrote: »You're pretending as if there wasn't a mass exodus of veteran PvE players JUST THIS YEAR due to changes made to the endgame.
If that many end game players really left the game then there are even fewer players left to utilize a separate veteran overland if there was one.
AlexanderDeLarge wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »You're pretending as if there wasn't a mass exodus of veteran PvE players JUST THIS YEAR due to changes made to the endgame.
If that many end game players really left the game then there are even fewer players left to utilize a separate veteran overland if there was one.
So they should just simply do nothing and continue to cater exclusively to new users with more content/features that will be abandoned in favor of new content and features to continue selling the game?
AlexanderDeLarge wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »You're pretending as if there wasn't a mass exodus of veteran PvE players JUST THIS YEAR due to changes made to the endgame.
If that many end game players really left the game then there are even fewer players left to utilize a separate veteran overland if there was one.
So they should just simply do nothing and continue to cater exclusively to new users with more content/features that will be abandoned in favor of new content and features to continue selling the game?
Because I can flip this kind of statement right back around, if what ZOS were doing with The Elder Scrolls Online was working, why would they change the year's roadmap as of this year? Straw finally broke the camel's back. In my opinion, too little way too damn late as they should have dedicated a quarter to maintaining content and systems already in the game five years ago but there's still a lot of potential recovering those users who left and making sure current and future players have a better experience. It's not like the complaints about lack of difficulty will ever go away without some sort of system to address it. Talk about the game anywhere, it's brought up every single time along with 'clunky combat'.
SilverBride wrote: »AlexanderDeLarge wrote: »You're pretending as if there wasn't a mass exodus of veteran PvE players JUST THIS YEAR due to changes made to the endgame.
If that many end game players really left the game then there are even fewer players left to utilize a separate veteran overland if there was one.
SilverBride wrote: »AlexanderDeLarge wrote: »You're pretending as if there wasn't a mass exodus of veteran PvE players JUST THIS YEAR due to changes made to the endgame.
If that many end game players really left the game then there are even fewer players left to utilize a separate veteran overland if there was one.
Isn't this exactly the situation you and many others found yourselves in before one-tamriel? Like, exactly the same?
SilverBride wrote: »No it's not. I was responding to someone who said that there was "a mass exodus of veteran PvE players JUST THIS YEAR due to changes made to the endgame". They did not say these players left because overland was too easy.