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 )
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.
spartaxoxo 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.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.
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
Four_Fingers wrote: »Just add the harder overland instance to ESO+, done and paid for.
voltjoe.santiagob14_ESO wrote: »*** this thread just restarts every couple of days, doesn't it?
Aardappelboom wrote: »voltjoe.santiagob14_ESO 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'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.
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.
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.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.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.
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.
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.
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.
Credible_Joe wrote: »*** this thread just restarts every couple of days, doesn't it?
.Aardappelboom wrote: »voltjoe.santiagob14_ESO 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.
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.
msteentjes 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 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.
Credible_Joe wrote: »
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.
Or an "endless dungeon" that once more severs difficult content from overland.
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.
Credible_Joe wrote: »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.
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."
SilverBride wrote: »Credible_Joe wrote: »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.
Credible_Joe wrote: »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.