SilverBride 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.
Isn't this exactly the situation you and many others found yourselves in before one-tamriel? Like, exactly the same?
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.
AlexanderDeLarge wrote: »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.
Yet anywhere, almost anytime the game is brought up in casual conversation, you hear and see the same complaints about lack of difficulty and clunky combat.
SilverBride wrote: »AlexanderDeLarge wrote: »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.
Yet anywhere, almost anytime the game is brought up in casual conversation, you hear and see the same complaints about lack of difficulty and clunky combat.
I have never once heard anyone complain that overland is too easy anywhere but on the forums. I play every day and I see others playing and helping each other with World Bosses and Harrowstorms and Vents. They aren't saying "I don't need help with this World Boss because overland is so easy!"
I see others playing and enjoying themselves and that is a much bigger indicator of satisfaction than a post on a forum.
You left because you were dissatisfied with the game, you came back when things changed, for the better I will add. You did say "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." which implies the mentality that "if the player group most likely to use this feature left, then it isn't needed," despite the fact your own past shows players are willing to return to the game if things improve. You, among others, are discrediting the positive impact this option, whatever form it may take, could very well bring back many players who have left. But so many ignore them and go on about how this will split the community, while at the same time ignoring those who have already been split away by virtue of not being here.
So, my point is that you left dissatisfied, ZOS changed things, and you came back. The game was made better on a whole for it. We have players leaving now, dissatisfied, and the comments of many here write it off as a non-issue or that things shouldn't change for people leaving, which goes against ZOS's past actions and the actions of a company intent on their product lasting. Also, all the points that were raised by AlexanderDeLarge and myself from the last page similarly address these points, if you wished to respond to them directly.
SilverBride wrote: »You left because you were dissatisfied with the game, you came back when things changed, for the better I will add. You did say "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." which implies the mentality that "if the player group most likely to use this feature left, then it isn't needed," despite the fact your own past shows players are willing to return to the game if things improve. You, among others, are discrediting the positive impact this option, whatever form it may take, could very well bring back many players who have left. But so many ignore them and go on about how this will split the community, while at the same time ignoring those who have already been split away by virtue of not being here.
So, my point is that you left dissatisfied, ZOS changed things, and you came back. The game was made better on a whole for it. We have players leaving now, dissatisfied, and the comments of many here write it off as a non-issue or that things shouldn't change for people leaving, which goes against ZOS's past actions and the actions of a company intent on their product lasting. Also, all the points that were raised by AlexanderDeLarge and myself from the last page similarly address these points, if you wished to respond to them directly.
The situations you describe are not the same. Many players left the early game and made it clear that the difficulty of the Cadwell's Silver and Gold zones and the forced grouping of Craglorn was the reason. Cadwell's Silver AND Gold were not being played by the majority of the players. The game was failing and they had to do something.
Today there is no mass exodus of players saying they are leaving because they think overland is too easy. It's been this way for 7 years now and is thriving.
Blackbird_V wrote: »Have we not rebutted the Cadwell's Gold and Silver argument multiple times already?
First of all I'm against a tougher or veteran overland, especially when it would grant extra rewards.
But I felt I had to post this: For those advocating for tougher/veteran overland, keep in mind many players are doing more in overland than just combat. Afking, excavating/scrying, inventory management, banking, selling, talking to quest NPC's/listening to dialogue, watching the scenery, roleplaying, guildevents, taking screenshots, checking questlog, checking the map, respeccing, crafting, chasing leads, chatting with other players, gearing, etc. Combat is only a very tiny portion of all that is going on in overland.
PS: Have completed about two and a half zones in the last week. There are many players always out and about.
SilverBride wrote: »What exactly would players do in a veteran overland that they can't do now?
The quests are going to be the same.
The resource nodes are going to be the same.
Antiquities will be the same.
The achievements are going to be the same because they probably won't add a veteran version of every overland achievement after they just pared them down with Account Wide Achievements.
The landscape will be the same.
Players will probably still run past that pack of wolves in their way as they travel to quest objectives just like they do now.
So what are players going to do besides the same exact things they can do now? It doesn't matter if it takes 10 hits to kill a wolf as opposed to 2 if most players will just be running past these mobs anyway.
Then what about the towns and guild traders? Will there be guild traders for hire in a veteran overland? No guild will want their trader in a veteran overland that has very few players using it.
There are just too many factors not being considered with this proposition.
colossalvoids wrote: »Hope you're aware that different instances right now have the same exact guild traders, that's how the game functions.
colossalvoids wrote: »As for "what would y'all do there" personally I'd be finally enjoying questing. Not just clicking through story yawning but actually playing through it, same as you do in dungeons currently. Not just a visual novel but with a gameplay matching the narrative.
SilverBride wrote: »So how will questing be more enjoyable when the quests are the exact same as they are now?
SilverBride wrote: »colossalvoids wrote: »Hope you're aware that different instances right now have the same exact guild traders, that's how the game functions.
The instances to accommodate the amount of players on at one time are all identical. A veteran overland would be different with more powerful mobs. If it's not different then what is the point of having it?colossalvoids wrote: »As for "what would y'all do there" personally I'd be finally enjoying questing. Not just clicking through story yawning but actually playing through it, same as you do in dungeons currently. Not just a visual novel but with a gameplay matching the narrative.
I never said it that way. I said "So what are players going to do besides the same exact things they can do now?"
Veteran overland wouldn't change questing at all. The quests will still be the same as they are now and players will still run past those wolves as they are traveling to the next quest objective. Players always do what's the easiest and no one is going to take the time to kill every mob they see as they are questing.
So how will questing be more enjoyable when the quests are the exact same as they are now?
SilverBride wrote: »What exactly would players do in a veteran overland that they can't do now?
The quests are going to be the same.
The resource nodes are going to be the same.
Antiquities will be the same.
The achievements are going to be the same because they probably won't add a veteran version of every overland achievement after they just pared them down with Account Wide Achievements.
The landscape will be the same.
Players will probably still run past that pack of wolves in their way as they travel to quest objectives just like they do now.
So what are players going to do besides the same exact things they can do now? It doesn't matter if it takes 10 hits to kill a wolf as opposed to 2 if most players will just be running past these mobs anyway.
Then what about the towns and guild traders? Will there be guild traders for hire in a veteran overland? No guild will want their trader in a veteran overland that has very few players using it.
There are just too many factors not being considered with this proposition.
I'd actually participate in it, rather than skipping year after year of content knowing full well it'll all be forgettable as I fall asleep in the face of world ending threats...
If I wanted to farm mats, I'd go to normal, just like people already do when farming gear for sticker book progress...
spartaxoxo wrote: »SilverBride wrote: »So how will questing be more enjoyable when the quests are the exact same as they are now?
Even if they only changed the bosses, it would be more enjoyable because the boss would feel like a threat. It's hard to take them seriously as a world ending threat when I have to AFK to get the most out of them.
Jeez this seems to be such a big topic lol anyways I have more feedback for
Overland should be preparation for dungeons, trials and pvp, but with it being so easy it doesn’t actually prepare us.
I look back at when I first started playing eso and I only new how to use cleave lol. I pretty much used cleave to complete every zone story. When I got into my first trial I knew nothing about mechanics or rotations so I was running around trying to cleave all my enemies and was getting killed, luckily not kicked from the group lol.
The zone stories/overland needs to have stronger enemies in certain areas so we have to start learning about rotations, trying different skills and even learn some mechanics so people can smoothly get into group content.
To the point about "the quest would be the same," I'm currently not doing the content.
Overland should be preparation for dungeons, trials and pvp, but with it being so easy it doesn’t actually prepare us.
... Because that's the point? So the process of questing isn't a tedious chore, that the combat encounters that make up the spine of almost every quest and of nearly every major quest line are actually worth participating in?
SilverBride wrote: »... Because that's the point? So the process of questing isn't a tedious chore, that the combat encounters that make up the spine of almost every quest and of nearly every major quest line are actually worth participating in?
The quests will be the same. The story won't change to be more interesting. And since these can only be done once per character what will keep a player in veteran overland once these are complete?
Just because it isn't how you prefer the game doesn't mean it is uncalled for, and saying "Overland is for questing and telling the story" would be like me saying "Trials are for hard core combat" as an argument for removing normal trials. It doesn't make sense, and adding options increases the scope of players who would participate in the content. Also, which content are you referring to when you say "many players don't participate in that content anyway."?
Jeez this seems to be such a big topic lol anyways I have more feedback for
Overland should be preparation for dungeons, trials and pvp, but with it being so easy it doesn’t actually prepare us.
I look back at when I first started playing eso and I only new how to use cleave lol. I pretty much used cleave to complete every zone story. When I got into my first trial I knew nothing about mechanics or rotations so I was running around trying to cleave all my enemies and was getting killed, luckily not kicked from the group lol.
The zone stories/overland needs to have stronger enemies in certain areas so we have to start learning about rotations, trying different skills and even learn some mechanics so people can smoothly get into group content.
Overland should be preparation for dungeons, trials and pvp, but with it being so easy it doesn’t actually prepare us.
SilverBride wrote: »Overland should be preparation for dungeons, trials and pvp, but with it being so easy it doesn’t actually prepare us.
Overland is for questing and telling the story. The only way to learn how to do dungeons, trials and PvP is to do dungeons, trials and PvP. There is no need to learn these things while questing. Besides the fact that many players don't participate in end game context anyway.
[Edited to clarify]
[...] like the original Doshia who showed the deadric invasion plot of the main story and fighters guild was serious. I fought her and thought to myself, this is just one of their scouts, and I was more invested in the story because I knew the deadric army was something to be taken seriously. ESO is a video game, it tells its stories in an interactive way, the way that interaction is done matters, and overland fails many with how it only offers one experience that is designed to accommodate new players.