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https://forums.elderscrollsonline.com/en/discussion/668861

Overland Content Feedback Thread

  • spartaxoxo
    spartaxoxo
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    Jammy420 wrote: »
    Those are other mmos, with different dev teams, with different strengths and weaknesses. If we look at this game, it needs to be easy to implement ( added servers already are done for events ), simple ( multipliers already there ), low development time ( vet option is already there for dungeons), and wouldnt split community ( as demonstrated by different chat selections in game atm, so everyone can still communicate , no isolation necessary )

    Debuffs/buffs are also already in the game, including zone specific ones e.g battle spirit. One of the main things about a debuff slider is that one can literally play right next to and with someone who isn't using it.

    They have also cited that it would split the community to put us in a separate instances, which makes sense since we'd literally be in separate instances.
    Jammy420 wrote: »
    They may have st ated that , but we already HAVE new instances for events. So sorry, I do not believe that. The devs are not perfect after all, no one is, neither am I, we all say things that arent true sometimes. They wouldnt have to individually do anything, itd be a simple sweeping multiplier being added. There would be no required new mechanics, no new animations, nothing.

    Those event instances have the same settings, which is what allows them to collapse into each other. Not new ones.

    If all they were going to do was a multiplier, it would make much more sense to use a debuff slider because they only have to change a single thing: the player, rather than every mob group.

    A separate instances would likely (and should) come with more extensive changes than they could get with a simple modifier. Things like changing the timing of attacks to be quicker, more elaborate mechanics, etc.

    Regardless, I believe the devs when they say it would be a ton of work because they are the ones with access to their code.
    Edited by spartaxoxo on February 27, 2023 9:42PM
  • Jammy420
    Jammy420
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    spartaxoxo wrote: »
    Jammy420 wrote: »
    Those are other mmos, with different dev teams, with different strengths and weaknesses. If we look at this game, it needs to be easy to implement ( added servers already are done for events ), simple ( multipliers already there ), low development time ( vet option is already there for dungeons), and wouldnt split community ( as demonstrated by different chat selections in game atm, so everyone can still communicate , no isolation necessary )

    Debuffs/buffs are also already in the game, including zone specific ones e.g battle spirit. One of the main things about a debuff slider is that one can literally play right next to and with someone who isn't using it.

    They have also cited that it would split the community to put us in a separate instances, which makes sense since we'd literally be in separate instances.
    Jammy420 wrote: »
    They may have st ated that , but we already HAVE new instances for events. So sorry, I do not believe that. The devs are not perfect after all, no one is, neither am I, we all say things that arent true sometimes. They wouldnt have to individually do anything, itd be a simple sweeping multiplier being added. There would be no required new mechanics, no new animations, nothing.

    Those event instances have the same settings, which is what allows them to collapse into each other. Not new ones.

    If all they were going to do was a multiplier, it would make much more sense to use a debuff slider because they only have to change a single thing: the player, rather than every mob group.

    A separate instances would likely (and should) come with more extensive changes than they could get with a simple modifier. Things like changing the timing of attacks to be quicker, more elaborate mechanics, etc.

    Regardless, I believe the devs when they say it would be a ton of work because they are the ones with access to their code.

    Ill just have to agree to disagree then, because to me, it just sounded like the same kind of statements we got during the " performance patch "
  • Jammy420
    Jammy420
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    BenTSG wrote: »
    I've not read any of the other suggestions on here because, well, there is a *lot* to go by, but for me personally, I could suggest two things.

    1 - This games combat has always boasted about it being fast paced, yet the NPCs take an age and a half to do a simple light attack. Perhaps bringing their attack speed and abilities cast times up, or even removing cast times in general would help make the PvE feel a little bit nicer.

    2 - I keep hearing an arguement about a 'seperate Vet Overland' on the grounds of it splitting the community in two, yet instanced areas already exsist in the game, such as a area that if you've not completed the quests and little story there, you cannot see those who have who are inside. So why not apply the same area instances to all the towns in ESO? Make them their own thing so when you go there, you can see any and every player inside regardless of overland difficulty setting, but then only see those of your setting in the wilds. ZOS is the one who always wants reasons to keep the towns populated and useful. A all instance zone chat would also be useful as well.

    I could probably think of more suggestions of my own given time, but I thought I;d share these two at least. They

    Exactly, in the end the population would be the same, it would just be a few less overland instances, and a few vet instances.
  • Aardappelboom
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    I wouldn't mind a seperate instance, but a debuff slider seems a lot easier to implement.

    As I've written before, my story build has no CP, no armor and no passives, yet I can't die, or at least I have to try hard to die. If they would take the battlespirit system from PVP and just adjust the values to increase Incoming dmg and decrease output, it would help for me.

    For me the combat in itself is fine, what I miss is a sense of survival (as in, block when needed or you'll get in trouble) and the fun of experimenting with builds and sets. Both would be possible with a few adjusted values coupled to a debuff slider based on battlespirit.

    This would probably take less devtime. The devs said that they don't have variables for defining stats in overland, in other words, changing difficulty in overland would mean litteraly going through overland and quests and adjusting values, while I dear to doubt this would be the case, it would be truly horrific programming tbh, I'm fine with a slider if that is less overhead in development and we get it early.

    I like the stories a lot, but at this rate I'm playing (and paying for) less and less of them, yet I still love the game. 🙂
    Edited by Aardappelboom on March 1, 2023 6:43AM
  • Four_Fingers
    Four_Fingers
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    Just add the harder overland instance to ESO+, done and paid for.

    Edit to clarify that it should still be optional whether to enter harder overland or not.
    Edited by Four_Fingers on March 1, 2023 6:21PM
  • TaSheen
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    Just add the harder overland instance to ESO+, done and paid for.

    Well, I don't really have any interest in harder overland, and don't want it force-added to ESO+ the way DLC dungeons are.... So it would still need to be optional, or at least for me not too much harder. Because I don't want to have to give up subbing; I like ESO+ perks, but wouldn't consider harder overland to be a "perk" any more than many consider random dungeons including DLC ones a "perk".
    Edited by TaSheen on March 1, 2023 2:47PM
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Credible_Joe
    Credible_Joe
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    *** this thread just restarts every couple of days, doesn't it?
    Thank you for coming to my T E D talk
  • Aardappelboom
    Aardappelboom
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    *** this thread just restarts every couple of days, doesn't it?

    It's an infinite loop, like groundhog day, only breakable by a ZOS admin.

    Here's hoping it's right around the corner.
  • Elsonso
    Elsonso
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    .
    *** this thread just restarts every couple of days, doesn't it?

    It's an infinite loop, like groundhog day, only breakable by a ZOS admin.

    Here's hoping it's right around the corner.

    I'm sure that this forum was the inspiration for Deathloop. :smile:
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • Arunei
    Arunei
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    Jammy420 wrote: »
    BenTSG wrote: »
    I've not read any of the other suggestions on here because, well, there is a *lot* to go by, but for me personally, I could suggest two things.

    1 - This games combat has always boasted about it being fast paced, yet the NPCs take an age and a half to do a simple light attack. Perhaps bringing their attack speed and abilities cast times up, or even removing cast times in general would help make the PvE feel a little bit nicer.

    2 - I keep hearing an arguement about a 'seperate Vet Overland' on the grounds of it splitting the community in two, yet instanced areas already exsist in the game, such as a area that if you've not completed the quests and little story there, you cannot see those who have who are inside. So why not apply the same area instances to all the towns in ESO? Make them their own thing so when you go there, you can see any and every player inside regardless of overland difficulty setting, but then only see those of your setting in the wilds. ZOS is the one who always wants reasons to keep the towns populated and useful. A all instance zone chat would also be useful as well.

    I could probably think of more suggestions of my own given time, but I thought I;d share these two at least. They

    Exactly, in the end the population would be the same, it would just be a few less overland instances, and a few vet instances.

    Haven't posted here in a while, but was skimming and decided to comment on this. People REALLY are underestimating how much it would actually take to make Vet versions of entire zones, and how it WOULD split the player base more.

    For one, the times when you're instances during quests only last generally for a portion of that given quest. People aren't spending hours on this one portion of one quest, so they aren't "removed" from the main player base for very long. That means they're back among the bulk of the player base before too long, where they can get help or help other people. Meanwhile, when you're questing in a zone overall, you could very well be hours knocking out a number of quests, which means being out of the main pool of players for for longer than it takes to work on one part of one quest that's instanced.

    Certain small areas are instanced until you do the quests to open them up. These are very small sections of any given zone that have these kinds of quests. But making instanced Vet versions of EVERY ZONE in the game? That's not at all comparable to the much smaller number of smaller instances locations. Also, keep in mind that every Vet version of every zone would also still need instanced versions of the quests/sections that exist, which results in even MORE of a load the servers need to work with.
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • Damico
    Damico
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    Arunei wrote: »
    Jammy420 wrote: »
    BenTSG wrote: »
    I've not read any of the other suggestions on here because, well, there is a *lot* to go by, but for me personally, I could suggest two things.

    1 - This games combat has always boasted about it being fast paced, yet the NPCs take an age and a half to do a simple light attack. Perhaps bringing their attack speed and abilities cast times up, or even removing cast times in general would help make the PvE feel a little bit nicer.

    2 - I keep hearing an arguement about a 'seperate Vet Overland' on the grounds of it splitting the community in two, yet instanced areas already exsist in the game, such as a area that if you've not completed the quests and little story there, you cannot see those who have who are inside. So why not apply the same area instances to all the towns in ESO? Make them their own thing so when you go there, you can see any and every player inside regardless of overland difficulty setting, but then only see those of your setting in the wilds. ZOS is the one who always wants reasons to keep the towns populated and useful. A all instance zone chat would also be useful as well.

    I could probably think of more suggestions of my own given time, but I thought I;d share these two at least. They

    Exactly, in the end the population would be the same, it would just be a few less overland instances, and a few vet instances.

    Haven't posted here in a while, but was skimming and decided to comment on this. People REALLY are underestimating how much it would actually take to make Vet versions of entire zones, and how it WOULD split the player base more.

    For one, the times when you're instances during quests only last generally for a portion of that given quest. People aren't spending hours on this one portion of one quest, so they aren't "removed" from the main player base for very long. That means they're back among the bulk of the player base before too long, where they can get help or help other people. Meanwhile, when you're questing in a zone overall, you could very well be hours knocking out a number of quests, which means being out of the main pool of players for for longer than it takes to work on one part of one quest that's instanced.

    Certain small areas are instanced until you do the quests to open them up. These are very small sections of any given zone that have these kinds of quests. But making instanced Vet versions of EVERY ZONE in the game? That's not at all comparable to the much smaller number of smaller instances locations. Also, keep in mind that every Vet version of every zone would also still need instanced versions of the quests/sections that exist, which results in even MORE of a load the servers need to work with.

    That idea sounds amazing! I'm in.
  • Arunei
    Arunei
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    Damico wrote: »
    Arunei wrote: »
    Jammy420 wrote: »
    BenTSG wrote: »
    I've not read any of the other suggestions on here because, well, there is a *lot* to go by, but for me personally, I could suggest two things.

    1 - This games combat has always boasted about it being fast paced, yet the NPCs take an age and a half to do a simple light attack. Perhaps bringing their attack speed and abilities cast times up, or even removing cast times in general would help make the PvE feel a little bit nicer.

    2 - I keep hearing an arguement about a 'seperate Vet Overland' on the grounds of it splitting the community in two, yet instanced areas already exsist in the game, such as a area that if you've not completed the quests and little story there, you cannot see those who have who are inside. So why not apply the same area instances to all the towns in ESO? Make them their own thing so when you go there, you can see any and every player inside regardless of overland difficulty setting, but then only see those of your setting in the wilds. ZOS is the one who always wants reasons to keep the towns populated and useful. A all instance zone chat would also be useful as well.

    I could probably think of more suggestions of my own given time, but I thought I;d share these two at least. They

    Exactly, in the end the population would be the same, it would just be a few less overland instances, and a few vet instances.

    Haven't posted here in a while, but was skimming and decided to comment on this. People REALLY are underestimating how much it would actually take to make Vet versions of entire zones, and how it WOULD split the player base more.

    For one, the times when you're instances during quests only last generally for a portion of that given quest. People aren't spending hours on this one portion of one quest, so they aren't "removed" from the main player base for very long. That means they're back among the bulk of the player base before too long, where they can get help or help other people. Meanwhile, when you're questing in a zone overall, you could very well be hours knocking out a number of quests, which means being out of the main pool of players for for longer than it takes to work on one part of one quest that's instanced.

    Certain small areas are instanced until you do the quests to open them up. These are very small sections of any given zone that have these kinds of quests. But making instanced Vet versions of EVERY ZONE in the game? That's not at all comparable to the much smaller number of smaller instances locations. Also, keep in mind that every Vet version of every zone would also still need instanced versions of the quests/sections that exist, which results in even MORE of a load the servers need to work with.

    That idea sounds amazing! I'm in.
    So it sounds amazing to put in a bunch of work and money for something that would a) further split the player base and b) not even be able to satisfy the crowd that wants harder Overland anyway? There would be people either claiming it's TOO hard, or that it's not hard enough and ZOS needs to add Vet Vet Overland or something. The number of people who'd be fine with whatever ZOS did would likely not be enough to justify such a massive undertaking.

    The only thing that would really work would be some sort of debuff slider that affects a person's character. Increasing damage they take, reducing their armor/resist, lowering damage they do. Maybe an option for their character to take constant damage that they need to manage to add a sense of "danger". Maybe an option that randomly disables their gear for a few seconds. Things that somehow nerf individual players. That way it's optional and it's also not unrealistic.
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • Damico
    Damico
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    Arunei wrote: »
    Damico wrote: »
    Arunei wrote: »
    Jammy420 wrote: »
    BenTSG wrote: »
    I've not read any of the other suggestions on here because, well, there is a *lot* to go by, but for me personally, I could suggest two things.

    1 - This games combat has always boasted about it being fast paced, yet the NPCs take an age and a half to do a simple light attack. Perhaps bringing their attack speed and abilities cast times up, or even removing cast times in general would help make the PvE feel a little bit nicer.

    2 - I keep hearing an arguement about a 'seperate Vet Overland' on the grounds of it splitting the community in two, yet instanced areas already exsist in the game, such as a area that if you've not completed the quests and little story there, you cannot see those who have who are inside. So why not apply the same area instances to all the towns in ESO? Make them their own thing so when you go there, you can see any and every player inside regardless of overland difficulty setting, but then only see those of your setting in the wilds. ZOS is the one who always wants reasons to keep the towns populated and useful. A all instance zone chat would also be useful as well.

    I could probably think of more suggestions of my own given time, but I thought I;d share these two at least. They

    Exactly, in the end the population would be the same, it would just be a few less overland instances, and a few vet instances.

    Haven't posted here in a while, but was skimming and decided to comment on this. People REALLY are underestimating how much it would actually take to make Vet versions of entire zones, and how it WOULD split the player base more.

    For one, the times when you're instances during quests only last generally for a portion of that given quest. People aren't spending hours on this one portion of one quest, so they aren't "removed" from the main player base for very long. That means they're back among the bulk of the player base before too long, where they can get help or help other people. Meanwhile, when you're questing in a zone overall, you could very well be hours knocking out a number of quests, which means being out of the main pool of players for for longer than it takes to work on one part of one quest that's instanced.

    Certain small areas are instanced until you do the quests to open them up. These are very small sections of any given zone that have these kinds of quests. But making instanced Vet versions of EVERY ZONE in the game? That's not at all comparable to the much smaller number of smaller instances locations. Also, keep in mind that every Vet version of every zone would also still need instanced versions of the quests/sections that exist, which results in even MORE of a load the servers need to work with.

    That idea sounds amazing! I'm in.
    So it sounds amazing to put in a bunch of work and money for something that would a) further split the player base and b) not even be able to satisfy the crowd that wants harder Overland anyway? There would be people either claiming it's TOO hard, or that it's not hard enough and ZOS needs to add Vet Vet Overland or something. The number of people who'd be fine with whatever ZOS did would likely not be enough to justify such a massive undertaking.

    The only thing that would really work would be some sort of debuff slider that affects a person's character. Increasing damage they take, reducing their armor/resist, lowering damage they do. Maybe an option for their character to take constant damage that they need to manage to add a sense of "danger". Maybe an option that randomly disables their gear for a few seconds. Things that somehow nerf individual players. That way it's optional and it's also not unrealistic.

    Yes, I'm a huge fan.
  • Heromofo
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    Honestly overland just needs tiers of difficulty for ya to smash out. Say you already have 100% quests done already you can jump to hard or veteran to do them again on that difficulty for replayability with higher difficulty.

    Normal : gold , rare resource chance, experience gains - normal
    Hard : gold , rare resource chance, experience gains + 25%
    Veteran : gold , rare resource resources, experience gains + 75%

    Could even have tokens rarely drop from mobs on hard and more often on Veteran to spend at a new vendor for skins, pets , mounts and furnishings for more reason to do them and more replayability of older content.
    Edited by Heromofo on March 16, 2023 3:06AM
  • Damico
    Damico
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    Heromofo wrote: »
    Honestly overland just needs tiers of difficulty for ya to smash out. Say you already have 100% quests done already you can jump to had or veteran to do them again on that difficulty for replayability with higher difficulty.

    Normal : gold , rare resource chance, experience gains - normal
    Hard : gold , rare resource chance, experience gains + 25%
    Veteran : gold , rare resource resources, experience gains + 75%

    Could even have tokens rarely drop from mobs on hard and more often on Veteran to spend at a new vendor for skins, pets , mounts and furnishings for more reason to do them and more replayability of older content.

    I would absolutely smash that.
  • Poss
    Poss
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    Heromofo wrote: »
    Honestly overland just needs tiers of difficulty for ya to smash out. Say you already have 100% quests done already you can jump to hard or veteran to do them again on that difficulty for replayability with higher difficulty.

    Normal : gold , rare resource chance, experience gains - normal
    Hard : gold , rare resource chance, experience gains + 25%
    Veteran : gold , rare resource resources, experience gains + 75%

    Could even have tokens rarely drop from mobs on hard and more often on Veteran to spend at a new vendor for skins, pets , mounts and furnishings for more reason to do them and more replayability of older content.

    I actually love this idea! There’s some “named” items you can only aquire from completing a specific quests like for example there’s a staff of necropotence you can only get for completing a story quest in rivenspire. I would’ve deconstructed this years ago as it wasn’t relevant to me but would love a chance to go back and get some of these.

    You could probably find them dotted around on guild traders or do the quests again on another account if you were desperate but like you said it’s too easy and doing all the base game again when everything just dies before finishing your main rotation would be so unbelievably tedious
  • WiseSky
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    *** this thread just restarts every couple of days, doesn't it?

    The game Deathloop was inspired by this thread
    Elsonso wrote: »
    .
    *** this thread just restarts every couple of days, doesn't it?

    It's an infinite loop, like groundhog day, only breakable by a ZOS admin.

    Here's hoping it's right around the corner.

    I'm sure that this forum was the inspiration for Deathloop. :smile:

    omg lol we said the same thing... you beat me to it lol lol!!!
    Edited by WiseSky on March 20, 2023 4:52PM
  • BenTSG
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    Another idea I had, although it is a seperate one, is they could perhaps rework how armour degrades and breaks? From what I have read and seen myself, armour 'breaks' based off the amount of XP you earn, yet there is no downside at all, aside from slightly less resistance to having your armour break on you mid-fight. Perhaps they could change it so armour has it's own actual HP/durability that will degrade with damage instead of just earned XP, and when a piece breaks it will also take every bonus with it away until it is fixed, mean if you have a chest with say, Divines, Max Stam and in the Hundings Rage set, once it breaks it'll no longer could towards that set, the enchantment will not work, and it's trait will have no effect until you go through the usual means of repair, either via merchant or repair crate. This at least could bring even a tiny bit more risk to going into fights with damaged armour and give you a reason to repair as quickly as you can aside from losing a tiny bit of defense that you arguably don't 'need' or will miss when in Overland if you're already someone looking for a harder Overland
  • green_grapebird
    green_grapebird
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    Cersenin wrote: »
    As a veteran player, if there is no challenge in doing quests, there is no fun. I feel like a daedric prince... If I cast one AoE spell, all of Tamriel will burn to ashes, so it's not fun, it gets boring… I really like the stories, but when I am doing quests it's like I am reading a book, or I am watching a video. I really want a good challenge when I am confronting an NPC or a final boss that wants to destroy the world. Plus, I want to be glad that I have my companion, armored and leveled up, to help me when doing quests.

    Maybe try Elden Ring and prepare to die every 10minutes..
    The reason I didn't buy it after reading experiences from players.

    Well for every one each his cup of tea I guess.
    I like to just play relaxed and enjoy story content with a bit off a challenge (witcher 3 was a good example)
    But I can understand some players wanting it harder, I would walk away from it. Maybe you would if it isn't changed.
    We all have our own way of playing, some for relaxation and escape of daily misery, others wanting more challenge.
    In games like the witcher 3 just set it on nightmare, but in an mmorpg that's not possible to implement as I understand it.
    I'm a dutchie, an introvert person, but I do like to get in contact ingame, just are quickly overwhelmed when too many people are asking or saying things at once.I'm a very sensitive en emphatic person. Eso is my first mmorpg.I used to play only single player like the witcher series, skyrim, assassin's creed, tombraider and such.but after 5 skyrim playthroughs and a successor years away I thought to give Eso a try.You can always message me, I don't always respond very quick, but DO respond when I see I have a message, I'm just not that active on the forum or discord, only when playing with others.
  • Cersenin
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    msteentjes wrote: »
    Cersenin wrote: »
    As a veteran player, if there is no challenge in doing quests, there is no fun. I feel like a daedric prince... If I cast one AoE spell, all of Tamriel will burn to ashes, so it's not fun, it gets boring… I really like the stories, but when I am doing quests it's like I am reading a book, or I am watching a video. I really want a good challenge when I am confronting an NPC or a final boss that wants to destroy the world. Plus, I want to be glad that I have my companion, armored and leveled up, to help me when doing quests.

    Maybe try Elden Ring and prepare to die every 10minutes..
    The reason I didn't buy it after reading experiences from players.

    Well for every one each his cup of tea I guess.
    I like to just play relaxed and enjoy story content with a bit off a challenge (witcher 3 was a good example)
    But I can understand some players wanting it harder, I would walk away from it. Maybe you would if it isn't changed.
    We all have our own way of playing, some for relaxation and escape of daily misery, others wanting more challenge.
    In games like the witcher 3 just set it on nightmare, but in an mmorpg that's not possible to implement as I understand it.

    I think this article can explain better my opinion:

    "In his 2004 book Authentic Happiness, the University of Pennsylvania psychologist Martin Seligman tells the story of a lizard that won’t eat.

    The lizard belonged to one of Seligman’s colleagues. No matter what it was offered — fruit, ground pork, dead flies — the lizard refused to eat. But then one day its owner tossed a newspaper down on top of a ham sandwich. The lizard pounced on the newspaper, shredded it to pieces, and devoured the sandwich beneath it.

    “Lizards have evolved to stalk and pounce and shred before they eat,” Seligman writes in his book. “So essential was the exercise… to the life of the lizard that its appetite could not be awakened until [this behavior] was engaged.”

    Seligman is one of the founders of the “positive psychology” movement, which aims to understand those behaviors or patterns of thinking that promote happiness or other positive mental states. The lizard anecdote, he writes, raises the question of whether there are true shortcuts to pleasure or gratification. For the lizard, the answer was no. It needed to engage in certain behaviors before it could enjoy something as essentially pleasurable as eating food."
  • Faulgor
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    I really got my hopes up when in his end-of-year letter, FIror said they wanted to implement systems that make us want to revisit old zones.

    Silly me should have expected it would be a new class, which we have to create new characters for and rediscover all wayshrines in old zones again.

    Or an "endless dungeon" that once more severs difficult content from overland.

    I don't know which players they profess to listen to, but it's not anyone on the forums.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Credible_Joe
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    Faulgor wrote: »
    I really got my hopes up when in his end-of-year letter, FIror said they wanted to implement systems that make us want to revisit old zones.

    Silly me should have expected it would be a new class, which we have to create new characters for and rediscover all wayshrines in old zones again.

    Or an "endless dungeon" that once more severs difficult content from overland.

    Takes more than a twist or two to interpret those features as incentives to revisit an old zone. There are QOL updates with every major patch that are only revealed weeks or days prior. Absolutely no reason to write this off for the whole rest of the year.

    Thank you for coming to my T E D talk
  • Damico
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    Takes more than a twist or two to interpret those features as incentives to revisit an old zone. There are QOL updates with every major patch that are only revealed weeks or days prior. Absolutely no reason to write this off for the whole rest of the year.

    That would be a welcome surprise and would immediately return this game to the top spot on my list.
  • Elsonso
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    Faulgor wrote: »
    Or an "endless dungeon" that once more severs difficult content from overland.

    Well, Rich said on his stream back in 2021 that it was intended that overland not be where the difficulty was and that this was reserved for dungeon content. He stated in an interview that they have no plans, and Kevin repeated that in here a few weeks ago.

    Given this, it is clear that if they are going to add difficult content to the game, it will be in a dungeon, not in overland. That said, my expectation is that these endless dungeons will slot in around Public Dungeon difficulty, given that it is a group exercise. It will be interesting to see if "endless" means that it scales up from that as the players get better.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • Credible_Joe
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    Elsonso wrote: »
    Faulgor wrote: »
    Or an "endless dungeon" that once more severs difficult content from overland.

    Well, Rich said on his stream back in 2021 that it was intended that overland not be where the difficulty was and that this was reserved for dungeon content. He stated in an interview that they have no plans, and Kevin repeated that in here a few weeks ago.

    Given this, it is clear that if they are going to add difficult content to the game, it will be in a dungeon, not in overland.

    I doubt this is the solution to address this thread's problem, which ultimately is that trivial difficulty detracts from the grandiose story experience. A vid floated around not too long ago of someone fighting Mehrunes Dagon at the end of the Blackwood and Deadlands chapter, and just standing still while everything on screen struggled to peak a thousand DPS on the player, mitigated almost entirely by modest health recovery. It was ridiculous, and demonstrated the problem in broad strokes.

    Rich may have said that the trivial overland difficulty is intentional in 2021, but since then there's been a steadily growing petition for change. I imagine the people he mentioned that hated the Veteran system are largely outnumbered by people bored & frustrated with NoPlayerLeftBehind at this point.

    An endless dungeon is a good mitigation measure, but doesn't address the core issue. I'd be very disappointed if its intention was to address these problems. But I'd also accept it as a holdover while a more elegant solution is engineered, perhaps after the code & hardware refresh is complete.

    We'll see, I guess.
    Thank you for coming to my T E D talk
  • SilverBride
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    Rich may have said that the trivial overland difficulty is intentional in 2021, but since then there's been a steadily growing petition for change. I imagine the people he mentioned that hated the Veteran system are largely outnumbered by people bored & frustrated with NoPlayerLeftBehind at this point.

    This was actually in April of 2022. I disagree that there is a steadily growing petition for change to overland difficulty, as this thread has all but died and nothing new has been brought to the discussion for a very long time.

    ZOS_Kevin wrote: »
    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...


    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."
    Edited by SilverBride on March 29, 2023 8:54PM
    PCNA
  • Credible_Joe
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    Rich may have said that the trivial overland difficulty is intentional in 2021, but since then there's been a steadily growing petition for change. I imagine the people he mentioned that hated the Veteran system are largely outnumbered by people bored & frustrated with NoPlayerLeftBehind at this point.

    This was actually in April of 2022. I disagree that there is a steadily growing petition for change to overland difficulty, as this thread has all but died and nothing new has been brought to the discussion for a very long time.

    This thread was started in November 2021 to address the frequently repeated criticisms regarding overland content and to decongest the general board from the topic. It's still active to this day, mostly from people joining the forums to air this specific grievance. And yes, because of that, largely the same discussions are hashed out over and over again. People aren't keen to read 161 pages of discussion ad nauseam. Tacking their opinions & suggestions onto the end is good enough.

    It's misleading and dismissive to imply that a significant margin of players aren't lobbying for this change. You can't know that for sure, and the sheer volume and activity of this thread alone contradicts your assessment.

    It might be smart to manage our expectations for development on this front given what Rich said, but trying to minimize and dismiss engagement of the topic doesn't accomplish anything.
    Thank you for coming to my T E D talk
  • SilverBride
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    This thread was started in November 2021 to address the frequently repeated criticisms regarding overland content and to decongest the general board from the topic. It's still active to this day, mostly from people joining the forums to air this specific grievance.

    This thread was started because "The increase in weekly threads around this issue has caused some users to have a negative experience on the forum overall, leading to the threads being closed."

    This thread is no longer active and it hasn't been for quite awhile. It's not unusual for a week or two to go by with no replies at all. The first post on this page alone was over a month ago and the page still isn't filled. The vast majority of replies have been by the same handful of posters anyway.

    They gave their answer and I don't believe it is going to change.
    Edited by SilverBride on March 30, 2023 4:23PM
    PCNA
  • Damico
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    And this thread continues because the idea of an engaging overland to experience the lore and story telling is something worth having.
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