Blackbird_V wrote: »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.
I feel as if your use of language is... odd. "Many of us are fine with debuffs" vs. "some have argued against it". The use of "Many" and "some" make it seem like you're trying to convey that more people are on your side with the term "many", than our side with the term "some". It'd be more practical if you were to use some in both cases as it'd lean towards less bias.
The issue that I think is really driving the idea that overland is too easy is simply that player combat skill can be mastered, thus making the game easier. It isn't that overland is easy, it just stands out because the players have mastered the game. I don't know what ZOS has in mind for that, but "raising the floor" is not the answer.
SilverBride wrote: »spartaxoxo wrote: »A social media poll by a streamer that indicated the majority of those that responded would like to see Overland more difficult
A poll by a streamer is going to be biased, especially if they are streaming veteran end game content. Their viewers are also going to be end game players so there would be little feedback from casual players, if any.
spartaxoxo wrote: »LOTRO online did what is to me the perfect solution. They introduced a debuff slider. It meant that they didn't need to take on something as massive as redesigning all of their overland. It means they could keep their playerbase together. But, the players who wanted more difficulty for their game got a completely revitalized experience. That game got an immense boost from doing that because it found a way to keep it's core overland design AND give more difficulty to the players who needed it to enjoy the quest.
I don't personally think there's any reason we can't have such a thing here. I personally don't support a separate instance but something like what LOTRO did is not something I just support but something I think is needed for the health of the game. There's a lot of people out there unhappy with the current difficulty.
All this feedback and guess what...
AlexanderDeLarge wrote: »It was important enough to warrant a pinned thread for the past 470 days but not enough to warrant a single response of significance or consideration to anything that has been posted here ever beyond what I mentioned above? How many thousands of posts do we need to get someone in here to end the endless speculation on how a non-transparent company operates and what their codebase looks like and actually respond to anything that we've freely given them as players?
AlexanderDeLarge wrote: »It was important enough to warrant a pinned thread for the past 470 days but not enough to warrant a single response of significance or consideration to anything that has been posted here ever beyond what I mentioned above? How many thousands of posts do we need to get someone in here to end the endless speculation on how a non-transparent company operates and what their codebase looks like and actually respond to anything that we've freely given them as players?
colossalvoids wrote: »For some reason I'm suspecting new "endless dungeon with a buddy" is a new distraction primarily for ones who have nothing to do in game rn, might be absolutely wrong and hope to be proven wrong actually.
Just for the record if zos actually monitoring anything, people aren't dissatisfied with low hp wolves and mudcrabs some users are so fixated on, but about connecting with stories and having actual challenges when appropriate. Infinitely scaling packs of wolves aren't what most of us looking for. Yet again hoping to be proven just being pessimistic and wrong.
colossalvoids wrote: »...people aren't dissatisfied with low hp wolves and mudcrabs some users are so fixated on, but about connecting with stories and having actual challenges when appropriate. Infinitely scaling packs of wolves aren't what most of us looking for...
SilverBride wrote: »colossalvoids wrote: »...people aren't dissatisfied with low hp wolves and mudcrabs some users are so fixated on, but about connecting with stories and having actual challenges when appropriate. Infinitely scaling packs of wolves aren't what most of us looking for...
If you aren't dissatisfied with the general trash mobs of overland and are seeking more of a challenge with the story bosses then I think challenge banners would be a great option. The player could choose the boss fight to be more difficult while not affecting all of overland, especially since most players would be gathering resources etc. in normal overland anyway.
Is this something you could find acceptable?
colossalvoids wrote: »I've came with this particular idea to Rich so he's perfectly aware of it. He's just looking for a different kind of feedback, not solutions from us, but problems we're having.
SilverBride wrote: »colossalvoids wrote: »I've came with this particular idea to Rich so he's perfectly aware of it. He's just looking for a different kind of feedback, not solutions from us, but problems we're having.
Presenting suggestions for how a positive change could be accomplished is part of constructive feedback. Of course they don't have to implement our suggestions but it does give insight on the type of solutions that are being requested.
colossalvoids wrote: »SilverBride wrote: »colossalvoids wrote: »I've came with this particular idea to Rich so he's perfectly aware of it. He's just looking for a different kind of feedback, not solutions from us, but problems we're having.
Presenting suggestions for how a positive change could be accomplished is part of constructive feedback. Of course they don't have to implement our suggestions but it does give insight on the type of solutions that are being requested.
Let's just say I was told they're interested in our pain points in particular, I'm kinda suspecting it's not only about their artistic vision but that we're lacking understanding their code and architecture as outsiders. Or both, but everything that was implemented through requests didn't matched people's actual asks, be it ability timers implementation or awa, they are sticking to their own vision for those things for better or worse.
SilverBride wrote: »colossalvoids wrote: »SilverBride wrote: »colossalvoids wrote: »I've came with this particular idea to Rich so he's perfectly aware of it. He's just looking for a different kind of feedback, not solutions from us, but problems we're having.
Presenting suggestions for how a positive change could be accomplished is part of constructive feedback. Of course they don't have to implement our suggestions but it does give insight on the type of solutions that are being requested.
Let's just say I was told they're interested in our pain points in particular, I'm kinda suspecting it's not only about their artistic vision but that we're lacking understanding their code and architecture as outsiders. Or both, but everything that was implemented through requests didn't matched people's actual asks, be it ability timers implementation or awa, they are sticking to their own vision for those things for better or worse.
That's their perogative but nothing is lost by giving suggestions.
I'd like to add that asking for a separate veteran overland is also offering a solution.
colossalvoids wrote: »...the thing is though to give suggestions but not fight over it as it makes no affect on the end result so to say. It's not like they'll digest arguments for and against some forms people present, they have an internal team for that work.
SilverBride wrote: »This thread was not pinned because it was an important topic. It was pinned to address a problem with multiple threads on the same topic causing a negative experience for some forum users and to keep the discussion in one place.
And there was a statement that Rich Lambert made on this topic in an interview that was acknowledged in this thread that clearly states their current position on the topic.
AlexanderDeLarge wrote: »SilverBride wrote: »This thread was not pinned because it was an important topic. It was pinned to address a problem with multiple threads on the same topic causing a negative experience for some forum users and to keep the discussion in one place.
And there was a statement that Rich Lambert made on this topic in an interview that was acknowledged in this thread that clearly states their current position on the topic.
So in other words, a containment thread for a popular request and topic of discussion. As for Rich Lambert's response, I don't consider that a response because he's not responding to anything discussed in this thread and proves he hasn't read a single page of what we've been saying for 158 pages over the past 471 days.
The second premise is that they think overland is performing exactly as designed and there is no need for them to do anything. They would be aware of what is being said in the thread, but it really has no bearing on game design because the game design went in a different direction. If this is the case, I can't imagine that ZOS is interested in this thread from a game design perspective. The topic is abstract. Entertainment value only.
If this is the case, then Lambert is on point. ZOS already made their decision in this regard.
I just wish ZOS would make a statement of direction on the matter. If they have no pending plans, then at least say so.
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."
SilverBride wrote: »The second premise is that they think overland is performing exactly as designed and there is no need for them to do anything. They would be aware of what is being said in the thread, but it really has no bearing on game design because the game design went in a different direction. If this is the case, I can't imagine that ZOS is interested in this thread from a game design perspective. The topic is abstract. Entertainment value only.
If this is the case, then Lambert is on point. ZOS already made their decision in this regard.
I just wish ZOS would make a statement of direction on the matter. If they have no pending plans, then at least say so.
They did. Rich made a statement in an interview that they don't have any major changes planned for overland difficulty and Kevin posted it in this thread.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."
SilverBride wrote: »That post is from April 2022 and nothing different has been stated since, so I find it still relevant.
SilverBride wrote: »That post is from April 2022 and nothing different has been stated since, so I find it still relevant.
Well, in general, I consider that anything ZOS says about "no plans" expires about a year after they say it. That sort of a statement has a half-life measured in the number of "planning sessions" that happen. I figure they do some sort of planning exercise at least once per year, and while the statement still may be valid, there is half as much certainty about it with each "planning session" that comes along.
SilverBride wrote: »Statements don't expire. Information can change and a new statement be issued but that hasn't happened in this case.
SilverBride wrote: »Statements can change and will no longer be the current information but until they announce a change in their plans I consider Rich's statement as still current and relevant.
I would honestly be shocked if they ever did anything about overland difficulty because that isn't the direction this game has taken and it has thrived in its current state.