spartaxoxo wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »If they were farming exp they'd want to farm large amounts of mobs by themselves or in a very small group to maximize their exp gains. It takes more time to kill a tougher mob so obviously the exp gain has to go up too, otherwise their exp earned would go down. If they managed to somehow kill just as fast with a debuff as without it, that player earned it imo.
Why would they be using veteran overland to farm experience? That is way less immersive and way more boring than actually enjoying the story in the current overland.
They wouldn't imo. I was responding to the idea it would be an exp exploit. I don't think anyone would waste their time that way, and even if they did they'd have earned it.
The XP exploit for bonus veteran slider settings would be a simple carry. The experienced player would set themselves in "I'm too young to die" while the inexperienced/new player would set themselves to "Nightmare". The experienced player should be able to make quick work of just about anything in the zone while the new player gets bonus XP for doing little more than staying alive.
It would not be something that is new. There are carries today. It would be more effective than what we have today, though.
Why would it be more effective than what we have today? Selling carries is not an exploit imo
spartaxoxo wrote: »Why would it be more effective than what we have today? Selling carries is not an exploit imo
spartaxoxo wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »If they were farming exp they'd want to farm large amounts of mobs by themselves or in a very small group to maximize their exp gains. It takes more time to kill a tougher mob so obviously the exp gain has to go up too, otherwise their exp earned would go down. If they managed to somehow kill just as fast with a debuff as without it, that player earned it imo.
Why would they be using veteran overland to farm experience? That is way less immersive and way more boring than actually enjoying the story in the current overland.
They wouldn't imo. I was responding to the idea it would be an exp exploit. I don't think anyone would waste their time that way, and even if they did they'd have earned it.
The XP exploit for bonus veteran slider settings would be a simple carry. The experienced player would set themselves in "I'm too young to die" while the inexperienced/new player would set themselves to "Nightmare". The experienced player should be able to make quick work of just about anything in the zone while the new player gets bonus XP for doing little more than staying alive.
It would not be something that is new. There are carries today. It would be more effective than what we have today, though.
Why would it be more effective than what we have today? Selling carries is not an exploit imo
It is simple when XP is boosted for doing "hard" (aka Nightmare setting) content and combat is easier when the game is set to "I'm too young to die" setting. In this game, all participants get XP, so all the "hard" player has to do it tag the boss/mob just enough to get the XP. Because the XP is boosted, they get more XP. But wait! There's more! The whole point of veteran overland is that it is too easy for experienced players. Since the game is easy for the "easy mode" player, the experienced player will be able to take down mobs fast while the "hard" player rakes in extra XP for being in hard mode and not doing anything. Thus, it is more effective than what we have today.
SilverBride wrote: »spartaxoxo wrote: »Why would it be more effective than what we have today? Selling carries is not an exploit imo
In my opinion carries are a form of cheating because the player is getting achievements and other things they did not really earn themselves.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »Why would it be more effective than what we have today? Selling carries is not an exploit imo
In my opinion carries are a form of cheating because the player is getting achievements and other things they did not really earn themselves.
They are getting them from a group that did earn them. If a high level wants to sell their services, it's no different than crafting someone armor they can't craft themselves. IMO any group can set any requirements that they want for a member, and if they want is for the group member to bring lots of coin because they are already good on damage, healing, and tanking, then more power to them.
Blackbird_V wrote: »....crucioing ....
Sorry, I'm not understanding that word?
[Edit - ah, you edited after I posted....]
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »Why would it be more effective than what we have today? Selling carries is not an exploit imo
In my opinion carries are a form of cheating because the player is getting achievements and other things they did not really earn themselves.
They are getting them from a group that did earn them. If a high level wants to sell their services, it's no different than crafting someone armor they can't craft themselves. IMO any group can set any requirements that they want for a member, and if they want is for the group member to bring lots of coin because they are already good on damage, healing, and tanking, then more power to them.
I don't agree. There is a big difference in someone crafting a set of very basic gear for someone to get started with, and getting achievements that weren't earned that will then allow that player into groups for content they really aren't skilled enough for. I've seen threads complaining about this.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »Why would it be more effective than what we have today? Selling carries is not an exploit imo
In my opinion carries are a form of cheating because the player is getting achievements and other things they did not really earn themselves.
They are getting them from a group that did earn them. If a high level wants to sell their services, it's no different than crafting someone armor they can't craft themselves. IMO any group can set any requirements that they want for a member, and if they want is for the group member to bring lots of coin because they are already good on damage, healing, and tanking, then more power to them.
I don't agree. There is a big difference in someone crafting a set of very basic gear for someone to get started with, and getting achievements that weren't earned that will then allow that player into groups for content they really aren't skilled enough for. I've seen threads complaining about this.
Blackbird_V wrote: »Blackbird_V wrote: »....crucioing ....
Sorry, I'm not understanding that word?
[Edit - ah, you edited after I posted....]
Crucio, from harry potter. Basically omega torture.
spartaxoxo wrote: »I do agree that people trying to claim they got an achievement through skill when it's actually coin is an issue. It has a lot of negative repercussions for the groups they ruin.
I don't however think that means that buying runs is an exploit.
Some do it for that reason. But others just do it because they wanted a cosmetic and this is the only way they were gonna get it.
I don't see it much different to the fake tank thing.
If a DPS queues as a tank but slots a taunt and at least tries to keep things still, I don't have a problem with that. If a DPS queues as a tank but refuses to slot a taunt, I do take issue with that.
Likewise, if someone buys a run just to enjoy a mount, I don't have a problem with that. I'd personally never do it because it would ruin the whole thing for me, but I understand it wouldn't for others. And it's nice to me that raiders can earn some coin doing what they enjoy. If someone buys a run then tries to use that run to misrepresent their skill level, I do take issue with that.
But that's just my personal opinion.
SilverBride wrote: »spartaxoxo wrote: »I do agree that people trying to claim they got an achievement through skill when it's actually coin is an issue. It has a lot of negative repercussions for the groups they ruin.
I don't however think that means that buying runs is an exploit.
Some do it for that reason. But others just do it because they wanted a cosmetic and this is the only way they were gonna get it.
I don't see it much different to the fake tank thing.
If a DPS queues as a tank but slots a taunt and at least tries to keep things still, I don't have a problem with that. If a DPS queues as a tank but refuses to slot a taunt, I do take issue with that.
Likewise, if someone buys a run just to enjoy a mount, I don't have a problem with that. I'd personally never do it because it would ruin the whole thing for me, but I understand it wouldn't for others. And it's nice to me that raiders can earn some coin doing what they enjoy. If someone buys a run then tries to use that run to misrepresent their skill level, I do take issue with that.
But that's just my personal opinion.
I wouldn't mind getting some of the achievements and items and gear from veteran content either but I haven't developed my characters for that, and I will not pay someone to do the work for me.
I used to be an avid raider in other games so I know the kind of preparation that is needed. I worked hard for the rewards I earned and contributed to the group.
This same type of thing could happen with a veteran overland. Powerful players could bring low level players over and level them for a fee, especially if there is a higher experience gain in veteran overland.
ZoS may not see this as a cheat or take action against it, and that is their perogative, but I do.
SilverBride wrote: »I think of ESO as more story based. Yes there is combat but the story is a major focus.
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?
adamcavillb16_ESO wrote: »This comment doesn't follow on from anything in this thread and I can only imagine that something similar has already been said in the 160 pages of comments that precede it. However, as this thread is called Overland Feedback I'd still like to leave some.
I've been playing ESO off and on since launch. I have accounts with 900-1000 CP on the NA and EU servers. I've gotten as far as starting Veteran Trials and finished some of the veteran solo content.
I thought I might come back to ESO. I have mostly forgotten how to play so I rolled a new character, a nightblade, and entered the High Isles. I fought a few random guys on the way to a quest delve. I thought it was a bit weird that my health bar didn't move but just wrote it off to overland being tuned to be easy. I then went into a delve and noticed even if I did nothing when fighting one or two mobs that my health bar didn't go down at all. I then ran further into the delve and pulled about 6 or 7 mobs. I wanted to see what would happen. I stood there with my level 4 character with starter armor on and no CP points assigned without taking any significant damage. I then discovered I could run through the entire delve without fighting anything and click on the objectives.
Is this intended? I feel like playing a game should involve some risk; sort of challenge to overcome. My character didn't seem heoric, more like a bully beating up weaker things. It also made it seem like the main interaction with the envrionment was movement only, running from one click to the next for some snippets of story.
I'm honestly not sure my nostalgia for good times in ESO is stronger than the feeling of playing with a god mode cheat on.
Sorry, but that's incorrect. Whatever you may think of it, my proposal *was* completely different to anything you just mentioned.SilverBride wrote: »[snip]
There has not been anything new brought to the table since the first few pages of this thread. The only ideas I've seen are for a separate veteran overland or debuffs and challenge banners. And a third option to leave overland just as it is.
Several of the posters support debuffs and challenge banners, even some of us that think overland is fine just as it is. But the requests for a separate veteran overland with better rewards is something that I feel would be very bad for the game for reasons I've given in this thread, and I reinforce my feedback to protect the game I love.
[edited to remove quote]
SilverBride wrote: »There are many good things about how overland is today and reinforcing the positive and what is working well for players is also important.
Sorry, but that's incorrect. Whatever you may think of it, my proposal *was* completely different to anything you just mentioned.SilverBride wrote: »[snip]
There has not been anything new brought to the table since the first few pages of this thread. The only ideas I've seen are for a separate veteran overland or debuffs and challenge banners. And a third option to leave overland just as it is.
Several of the posters support debuffs and challenge banners, even some of us that think overland is fine just as it is. But the requests for a separate veteran overland with better rewards is something that I feel would be very bad for the game for reasons I've given in this thread, and I reinforce my feedback to protect the game I love.
[edited to remove quote]
I have seen a lot of different creative ideas for an overland change, and mostly what I hear is people not wanting it changed no matter what.
SilverBride wrote: »I have seen a lot of different creative ideas for an overland change, and mostly what I hear is people not wanting it changed no matter what.
The ONLY thing that is consistently disagreed with is a separate veteran overland. Yet there are some who will ONLY accept a separate overland and no other solution.
I think it's pretty generous of players who are happy with overland as it is and do not think anything needs changed to support some options, such as debuffs, difficulty sliders and challenge banners, when we would probably never use them ourselves. But we support those options as a QoL feature for others.
SilverBride wrote: »I have seen a lot of different creative ideas for an overland change, and mostly what I hear is people not wanting it changed no matter what.
The ONLY thing that is consistently disagreed with is a separate veteran overland. Yet there are some who will ONLY accept a separate overland and no other solution.
I think it's pretty generous of players who are happy with overland as it is and do not think anything needs changed to support some options, such as debuffs, difficulty sliders and challenge banners, when we would probably never use them ourselves. But we support those options as a QoL feature for others.
A seperate overland would solve the issue for nearly everyone. It would be simple to implement, and wouldnt burden the system. Simply take people who dont want vet overland, put them in those instances, put people who choose vet overland in those instances from the normal instances. It balances out easily. It is a simple, elegant, and selfless. And all because....what? There hasnt been a single logical argument why this wouldnt work. Why on earth should we debuff ourselves for simply wanting our practice to not go to waste? Why would we want the devs to waste more resources on banners and sliders if it would take away from dev time elsewhere where its needed?
The only logical, with everyone in mind, solution, is a seperate instance.
Logically, logistically, and without taking time away from other projects it is the best solution.
Yet all we hear is no no no, and absolutely no solution that is more logical, and logistically sound.
voltjoe.santiagob14_ESO wrote: »We've heard it before. Overland is too easy. Sucks the drama out of the narrative when you can't appreciate the stakes.
Here's how I would approach an opt-in Champion Overland. No separate instance, instead an immersive compromise. I present for your consideration:The Serpent's Entropy
- A Champion Point constellation of The Serpent reverse to the Thief, Mage, and Warrior
- No equippable star slots; all Entropy is passive and stacks
- Stars only apply to overland content and public dungeons. Group dungeons, trials, world bosses, and group / solo arenas are unaffected.
- The three lower stars are nested trees that represent the guardians being consumed, the head is the Serpent itself.
- Like the current Guardians, the Serpent tree has a root that unlocks more entropy stars.
- Reverse to the current guardians, we start at the top and go down
- Initial star: Lonely Champion
- Fight your battles alone. While in combat, other players outside your group cannot be seen or interacted with, and they cannot see or interact with you or the monsters you're fighting. While other players are in combat, you cannot see or interact with them or the monsters they're fighting.
- Syncs & isolates monsters to the client. A partial instance; we'd still see players adventuring, but in combat everyone else (not grouped with you) fades away.
- Group leader's Serpent points take priority
- The rest of the stars have miscellaneous effects that buff monsters and / or debuff yourself. In no particular order:
- Increase opponent health / armor
- NPCs can crit
- disable combat cues; Shorter NPC telegraphs & quicker attack patterns
- Monster aggro chains; if an NPC starts combat with you, after a moment they alert nearby NPCs outside of your own aggro range. They, in turn, can alert others with a smaller radius, ramping down until the alert peters out or you finish win / disengage. Encourages finishing fights quickly before the action alerts the whole gang / nest / haunt and brings every mob in the dungeon onto you.
- Player does less damage
- Lower player's equipment quality (for instance, if you have gold equipment, reduce it to purple, etc)
- Lower player's equipment level
- Players can only revive at wayshrines / blue flames (dungeon entrances)
- Increase armor degradation on death
- Gold multiplier (like the tel var multiplier) that resets on death / guard fine, and starts lower than default gold rate
- Quality multiplier, same as above. Increases quality of loot as you adventure, resets on death, starts lower than default.
- E T C
With the above system, any player would be able to ramp up difficulty as much as they want without affecting anyone else. They could make overland as hard as a solo arena, or harder. It could push the envelope on theorycrafting, finding builds that can tackle content on full entropy.
Most importantly, in my opinion, it would make the narrative much more engaging. It's hard to take NPCs' awe and admiration seriously when you can stand still and light attack the Big Bad to death. In fact, it just feels patronizing at that point. A shame-- overall I enjoy the stories and lore each chapter & DLC adds to the IP.
Thank you for coming to my TED talk. Please be kind, and remember, this is a pipe dream. I have zero expectation for ZOS to implement this exactly as I've written. The core message is zos, pls consider making overland & solo content more difficult & engaging.
.SilverBride wrote: »I have seen a lot of different creative ideas for an overland change, and mostly what I hear is people not wanting it changed no matter what.
The ONLY thing that is consistently disagreed with is a separate veteran overland. Yet there are some who will ONLY accept a separate overland and no other solution.
I think it's pretty generous of players who are happy with overland as it is and do not think anything needs changed to support some options, such as debuffs, difficulty sliders and challenge banners, when we would probably never use them ourselves. But we support those options as a QoL feature for others.
A seperate overland would solve the issue for nearly everyone. It would be simple to implement, and wouldnt burden the system. Simply take people who dont want vet overland, put them in those instances, put people who choose vet overland in those instances from the normal instances. It balances out easily. It is a simple, elegant, and selfless. And all because....what? There hasnt been a single logical argument why this wouldnt work. Why on earth should we debuff ourselves for simply wanting our practice to not go to waste? Why would we want the devs to waste more resources on banners and sliders if it would take away from dev time elsewhere where its needed?
The only logical, with everyone in mind, solution, is a seperate instance.
Logically, logistically, and without taking time away from other projects it is the best solution.
Yet all we hear is no no no, and absolutely no solution that is more logical, and logistically sound.
The main reason I say "NO" to separate instances is that the assumptions that are used cannot be validated. We don't know that it would be simple to implement. We don't know that it would be no burden on the system. It sounds simple and elegant, but that is to us, not the people that would have to do the work.
My assumptions about the system are different. I think that it would increase the infrastructure demands. I think it would split the player base. I think it would cost more for ZOS to implement and maintain. While it is a possible solution, it is not guaranteed to be the best solution.
Of course... I don't know any better than other people in the forum.
voltjoe.santiagob14_ESO wrote: »We've heard it before. Overland is too easy. Sucks the drama out of the narrative when you can't appreciate the stakes.
Here's how I would approach an opt-in Champion Overland. No separate instance, instead an immersive compromise. I present for your consideration:The Serpent's Entropy
- A Champion Point constellation of The Serpent reverse to the Thief, Mage, and Warrior
- No equippable star slots; all Entropy is passive and stacks
- Stars only apply to overland content and public dungeons. Group dungeons, trials, world bosses, and group / solo arenas are unaffected.
- The three lower stars are nested trees that represent the guardians being consumed, the head is the Serpent itself.
- Like the current Guardians, the Serpent tree has a root that unlocks more entropy stars.
- Reverse to the current guardians, we start at the top and go down
- Initial star: Lonely Champion
- Fight your battles alone. While in combat, other players outside your group cannot be seen or interacted with, and they cannot see or interact with you or the monsters you're fighting. While other players are in combat, you cannot see or interact with them or the monsters they're fighting.
- Syncs & isolates monsters to the client. A partial instance; we'd still see players adventuring, but in combat everyone else (not grouped with you) fades away.
- Group leader's Serpent points take priority
- The rest of the stars have miscellaneous effects that buff monsters and / or debuff yourself. In no particular order:
- Increase opponent health / armor
- NPCs can crit
- disable combat cues; Shorter NPC telegraphs & quicker attack patterns
- Monster aggro chains; if an NPC starts combat with you, after a moment they alert nearby NPCs outside of your own aggro range. They, in turn, can alert others with a smaller radius, ramping down until the alert peters out or you finish win / disengage. Encourages finishing fights quickly before the action alerts the whole gang / nest / haunt and brings every mob in the dungeon onto you.
- Player does less damage
- Lower player's equipment quality (for instance, if you have gold equipment, reduce it to purple, etc)
- Lower player's equipment level
- Players can only revive at wayshrines / blue flames (dungeon entrances)
- Increase armor degradation on death
- Gold multiplier (like the tel var multiplier) that resets on death / guard fine, and starts lower than default gold rate
- Quality multiplier, same as above. Increases quality of loot as you adventure, resets on death, starts lower than default.
- E T C
With the above system, any player would be able to ramp up difficulty as much as they want without affecting anyone else. They could make overland as hard as a solo arena, or harder. It could push the envelope on theorycrafting, finding builds that can tackle content on full entropy.
Most importantly, in my opinion, it would make the narrative much more engaging. It's hard to take NPCs' awe and admiration seriously when you can stand still and light attack the Big Bad to death. In fact, it just feels patronizing at that point. A shame-- overall I enjoy the stories and lore each chapter & DLC adds to the IP.
Thank you for coming to my TED talk. Please be kind, and remember, this is a pipe dream. I have zero expectation for ZOS to implement this exactly as I've written. The core message is zos, pls consider making overland & solo content more difficult & engaging.
If that did not apply to others with the CP, so I could see others fighting things with that CP enabled (only if it's enabled by myself as well) then that can work, but then that may be hard to balance correctly. Who knows? Not a bad suggestion though.Fight your battles alone. While in combat, other players outside your group cannot be seen or interacted with, and they cannot see or interact with you or the monsters you're fighting. While other players are in combat, you cannot see or interact with them or the monsters they're fighting.
Why would we want the devs to waste more resources on banners and sliders if it would take away from dev time elsewhere where its needed?
The only logical, with everyone in mind, solution, is a seperate instance.
I feel like this would be a balancing nightmare. We already have issues with the current star system and race, skills, classes, etc balance. Its defintely something that has potential though. A survival mode of sorts would also be good for me.
voltjoe.santiagob14_ESO wrote: »I feel like this would be a balancing nightmare. We already have issues with the current star system and race, skills, classes, etc balance. Its defintely something that has potential though. A survival mode of sorts would also be good for me.
How does balance come into play? It's isolated to whoever opts in + group members. If anything, it would be a useful tool for testing & measuring balance, as it stands. Figure out the highest entropy any class / build can solo at.
spartaxoxo wrote: »Why would we want the devs to waste more resources on banners and sliders if it would take away from dev time elsewhere where its needed?
They have already stated that a separate instances would be a lot of development work and have cited it as a reason as to why they haven't implemented it. It would not save development time or resources to rework the entire overland to a harder version of itself. Since the devs themselves have explicitly refuted the idea a separate instances would be a massive effort, I trust their word on that as they are the only ones familiar with the code of this game in particular.
The LOTRO devs, which is ofc a different game so we can't know how it shakes out the same for ESO, also used a debuff slider specifically because it reduced the amount of work necessary to a scope that was workable.The only logical, with everyone in mind, solution, is a seperate instance.
We have working examples in MMOs of other solutions. This includes landscape debuff sliders and leveled areas.
- Reverse to the current guardians, we start at the top and go down
- Initial star: Lonely Champion
- Fight your battles alone. While in combat, other players outside your group cannot be seen or interacted with, and they cannot see or interact with you or the monsters you're fighting. While other players are in combat, you cannot see or interact with them or the monsters they're fighting.
- Syncs & isolates monsters to the client. A partial instance; we'd still see players adventuring, but in combat everyone else (not grouped with you) fades away.
- Group leader's Serpent points take priority