SilverBride wrote: »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."?
Trials are there to provide a challenge for those who enjoy that. I am not sure what removing their normal mode would accomplish but there is no connection between this and overland, which is a completely different type of content.
And this still doesn't answer how the same quests and stories would be more interesting or what would keep players in veteran overland once the quests were complete.
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.
Well, overland doesn't need to prepare me for any of that. I don't do group content, dungeons, trials, pvp - first because it's not content I have any interest in any more, and second because it would be really tacky to dump my mega ping into a group and expect them to put up with it.
But as long as the harder overland is completely optional I don't care if it arrives. My fear is that "optional" will not be how ZOS decides to enable it....
If it's an across the board ramping up of difficulty, we'll see if it's possible for me to manage it. If not, I'll drop my 3 annual subs and make my merry way back to Oblivion and Skyrim.
ZOS already offers options in every other area of the game, and knows full well that the casual player base they draw in every major expansion is probably their biggest source of revenue, as much as my trust in them has been challenged over the years it would be beyond foolish for them to force it onto everyone.
Blackbird_V wrote: »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]
The amount of people I've had to not only carry, but explain in-depth for over an hour in basic dungeons like vCoA II is far too much. It goes to show that this is not a training place, especially when pugging.
A fair concern, but given the spike in communication on this pts, I'm cautiously optimistic, and feel ZOS is much more likely to do nothing than compromise what's most likely their largest player group.
SilverBride wrote: »Blackbird_V wrote: »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]
The amount of people I've had to not only carry, but explain in-depth for over an hour in basic dungeons like vCoA II is far too much. It goes to show that this is not a training place, especially when pugging.
Players not performing well in dungeons has nothing to do with overland and the story. And vCoA II isn't a basic dungeon. nCoA I is a basic dungeon. That is where these players should go first to learn about dungeon mechanics, not start at the most challenging version.
SilverBride wrote: »Blackbird_V wrote: »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]
The amount of people I've had to not only carry, but explain in-depth for over an hour in basic dungeons like vCoA II is far too much. It goes to show that this is not a training place, especially when pugging.
Players not performing well in dungeons has nothing to do with overland and the story. And vCoA II isn't a basic dungeon. nCoA I is a basic dungeon. That is where these players should go first to learn about dungeon mechanics, not start at the most challenging version.
You enjoy the game differently, and that's good, but why can't it offer an option, why are you so worried about the community yet still disregard those who are leaving because the biggest offerings ZOS has done nothing to engage them?
As for your gauges on players leaving, many in this thread have cited themselves or their friends leaving because the overland gave such a poor first impression, so there is a group that is impacted by this...
SilverBride wrote: »As for your gauges on players leaving, many in this thread have cited themselves or their friends leaving because the overland gave such a poor first impression, so there is a group that is impacted by this...
There has only been a handful of players posting in this thread (with a rare post by someone new) for a very long time. Of those a few have mentioned that they don't play and haven't for awhile. Whether or not these players would return if there was a veteran overland is not guaranteed, especially when there is no consensus on what a veteran overland would entail.
On the other hand there are many satisfied players that do still play and subscribe and otherwise support the game as it currently is.
SilverBride wrote: »As for your gauges on players leaving, many in this thread have cited themselves or their friends leaving because the overland gave such a poor first impression, so there is a group that is impacted by this...
On the other hand there are many satisfied players that do still play and subscribe and otherwise support the game as it currently is.
SilverBride wrote: »I measure satisfaction by my experiences and what I see going on in game around me, and I see players helping each other and having fun everywhere I go.
SilverBride wrote: »The quests would still be the same. The only difference is the trash mobs would take a few more hits to defeat. And as you pointed out players will use normal overland to farm and other activities.
Also these quests can only be done once per character so once those are complete what will keep players in veteran overland?
So if veteran overland would only be used to do quests that are identical to the current normal overland quests
and can only be done once, why bother making a separate instance that won't even be used for anything else?
That's a whole lotta content to go through. Without some sort of veteran overland phasing and/or difficulty slider, I'm not doing any of it and I'm certainly not going to pay $39.99 every year to play through 20-30 hours of questing where if I sneeze on an enemy, they die instantly. There is nothing more tedious in the world than going through voiced quest dialog where the person you're talking to is building up the objective target as some super intimidating badass and then after a chain of equally boring quests, you light attack him/her/it to death.In fact, the following UESP page indicates that there are about 2350 quests, and that would include the High Isle quests. The zone map doesn't include every quest in the zone. It may show all story and side quests as complete but there are others that aren't included in these categories. - Mar 31, 2022
SilverBride wrote: »Trials are there to provide a challenge for those who enjoy that. I am not sure what removing their normal mode would accomplish but there is no connection between this and overland, which is a completely different type of content.
And this still doesn't answer how the same quests and stories would be more interesting or what would keep players in veteran overland once the quests were complete.
SilverBride wrote: »Blackbird_V wrote: »Have we not rebutted the Cadwell's Gold and Silver argument multiple times already?
I don't agree with those rebuttals.
I play every day and I see what's actually happening in game.
spartaxoxo wrote: »Therefore, I personally believe that the majority of players enjoy Overland as it is. But, there is a big enough minority population that wants a change that the developer has felt the need to address the matter on at least 3 separate occasions. I don't think it's a small amount of players.
This is why I think that something needs to be done, but that it can't be mandatory. I think most people want it to be optional anyway.
AlexanderDeLarge wrote: »Also I just want to point out that once again, I've been through this before as a Lord of the Rings Online player. I was told that I was a vocal minority for years, that it was unnecessary because the playerbase skews towards 'casual' rather than 'hardcore', that it wouldn't change anything because the content would remain the same. The sentiment built up among the playerbase to the point where it couldn't be ignored any longer and landscape difficulty was finally introduced in 2021.
Four_Fingers wrote: »Looks like there is a case for a slider to make it easier as well as difficult.
https://forums.elderscrollsonline.com/en/discussion/627525/trouble-playing-solo#latest
spartaxoxo wrote: »A social media poll by a streamer that indicated the majority of those that responded would like to see Overland more difficult
AlexanderDeLarge wrote: »Also I just want to point out that once again, I've been through this before as a Lord of the Rings Online player. I was told that I was a vocal minority for years, that it was unnecessary because the playerbase skews towards 'casual' rather than 'hardcore', that it wouldn't change anything because the content would remain the same. The sentiment built up among the playerbase to the point where it couldn't be ignored any longer and landscape difficulty was finally introduced in 2021. It revitalized the whole game for me and it's currently the game I'm playing instead of The Elder Scrolls Online. Resulted in tons of media attention and brought back a lot of people who quit specifically due to a lack of difficulty in the overland content. Regarded as a huge win for the game and is one of the reasons why a nearly sixteen year old game just had it's biggest year since it launched on Steam back in 2010.
https://lotro-wiki.com/index.php/Landscape_Difficulty
Additionally, they released a mini expansion pack in November that contained an alternate level 1-32 experience. I bought it and enjoyed it on legendary servers with the landscape difficulty slider cranked up. It was one of the most enjoyable experiences I've had in MMORPGs in years because there was a real sense of danger and questing actually felt meaningful and rewarding. That's money I guarantee you I wouldn't have spent if not for the landscape difficulty feature.
SilverBride wrote: »AlexanderDeLarge wrote: »Also I just want to point out that once again, I've been through this before as a Lord of the Rings Online player. I was told that I was a vocal minority for years, that it was unnecessary because the playerbase skews towards 'casual' rather than 'hardcore', that it wouldn't change anything because the content would remain the same. The sentiment built up among the playerbase to the point where it couldn't be ignored any longer and landscape difficulty was finally introduced in 2021. It revitalized the whole game for me and it's currently the game I'm playing instead of The Elder Scrolls Online. Resulted in tons of media attention and brought back a lot of people who quit specifically due to a lack of difficulty in the overland content. Regarded as a huge win for the game and is one of the reasons why a nearly sixteen year old game just had it's biggest year since it launched on Steam back in 2010.
https://lotro-wiki.com/index.php/Landscape_Difficulty
Additionally, they released a mini expansion pack in November that contained an alternate level 1-32 experience. I bought it and enjoyed it on legendary servers with the landscape difficulty slider cranked up. It was one of the most enjoyable experiences I've had in MMORPGs in years because there was a real sense of danger and questing actually felt meaningful and rewarding. That's money I guarantee you I wouldn't have spent if not for the landscape difficulty feature.
I looked at the link and they did this with debuffs. Many of us are fine with debuffs here, too, but some have argued against it.