Agreed. Whether it's promoted as "new" or "re-balanced", we need advance notice of it, because it may have a major impact on how we play the game.spartaxoxo wrote: »Hi All, wanted to follow up here. We don't have any changes to announce at this time for Overland Difficulty. Rich's last statement is the current stance. But we wanted to make sure to have a thread that players over time can add feedback and thoughts to. We have internal discussions all the time about feedback and what we can do to address feedback for ESO overall. Having feedback for overland content is helpful for those conversations as they arise.
Thanks Kevin! It's good to know that Rich's last statement is still the official position. Although I hope they change their mind in the future!
If they do change things, I hope they give more advance notice and more advance detail than they did for AwA.
Or IF some of us do.
Well, if they don't do "optional" I'll just quit playing. Which means they don't get 3 annual subs.
Not that they care.
My thinking is that if they don't do a "debuff potion/scroll/spell/curse" then they won't do anything. I am not expecting that they would do separate zones, sliders, or anything more complicated due to development cost, age of the game, etc.
My thinking is that if they don't do a "debuff potion/scroll/spell/curse" then they won't do anything. I am not expecting that they would do separate zones, sliders, or anything more complicated due to development cost, age of the game, etc.
My thinking is that if they don't do a "debuff potion/scroll/spell/curse" then they won't do anything. I am not expecting that they would do separate zones, sliders, or anything more complicated due to development cost, age of the game, etc.
Aardappelboom wrote: »
My thinking is that if they don't do a "debuff potion/scroll/spell/curse" then they won't do anything. I am not expecting that they would do separate zones, sliders, or anything more complicated due to development cost, age of the game, etc.
Agreed, I get that this doesn't warrant a full rewrite of the existing game to make everything seperated, and I wouldn't want that anyway.
A debuff slider might be a "quick and elegant solution" but if that's not in the cards by now we'll probaby not see this any time soon.
SilverBride wrote: »My thinking is that if they don't do a "debuff potion/scroll/spell/curse" then they won't do anything. I am not expecting that they would do separate zones, sliders, or anything more complicated due to development cost, age of the game, etc.
I agree for these reasons and also that they may not see enough of an interest from the general playerbase.
I am curious though if something like a debuff item has been considered. This seems like a perfect solution to me because I assume it would be much less complicated to develop and would only affect the player that is using it.
Even a "debuff" impacts those who are not using it, as the debuff players are there next to them.
tokeinskyblu wrote: »Possible idea.
Instead of having the whole zones vet.
If you set your group to vet (just like dungeons and arena). All delves, public dungeons and story instances become vet mode.
tokeinskyblu wrote: »I don't think a slider would work properly. Like others have stated debuffing yourself would be ruined by others coming in and 1 shooting everything.
tokeinskyblu wrote: »And people coming in 1 shooting everything is where the problem lies with the overland difficulty for myself and many others
spartaxoxo wrote: »tokeinskyblu wrote: »And people coming in 1 shooting everything is where the problem lies with the overland difficulty for myself and many others
The issue isn't that players keep running into each other. The story bosses are solo instanced, for example. The issue is that many players are too strong for overland, and a debuff slider fixes that.
It's already worked well in another MMO.
I must be doing something wrong, then. It takes me a lot more than a few hours to complete the main and side quests in a zone, it's more like days of playing time. I listen to the NPCs, enjoy looking at the scenery, attack most hostile groups I see, and am generally in no hurry to complete anything.
I must be doing something wrong, then. It takes me a lot more than a few hours to complete the main and side quests in a zone, it's more like days of playing time. I listen to the NPCs, enjoy looking at the scenery, attack most hostile groups I see, and am generally in no hurry to complete anything.
Aardappelboom wrote: »Well no, you're doing it right. I do that too by the way, it's just that any story dungeon or delve, even public dungeons take a few minutes to get through.
I even solo the dungeons on normal that are part of the story and really let it all sink in, but those don't take too much effort anymore either.
Sometimes I wish I didn't start doing PVP or Veteran content, it really changed the game.
I did a low level build by the way, it was more enjoyable, but part of the fun is trying new skills and builds while enjoying the story.
Anyway, I gave my opinion and listed my experienced earlier in this thread, it's a great game, I just tend to enjoy more difficulty, it's like that in SP games for me as well. I still think a simple slider would give a lot of players more incentive to play the story, varied difficulty for varied taste.
Regarding a slider: I suspect that any increased difficulty mode would just made the game more tedious rather than more challenging. There's only so much the devs can do without completely reworking every mob. The most likely changes you'd see would be to mob hitpoints and their damage output.
Aardappelboom wrote: »Well no, you're doing it right. I do that too by the way, it's just that any story dungeon or delve, even public dungeons take a few minutes to get through.
I even solo the dungeons on normal that are part of the story and really let it all sink in, but those don't take too much effort anymore either.
Sometimes I wish I didn't start doing PVP or Veteran content, it really changed the game.
I did a low level build by the way, it was more enjoyable, but part of the fun is trying new skills and builds while enjoying the story.
Anyway, I gave my opinion and listed my experienced earlier in this thread, it's a great game, I just tend to enjoy more difficulty, it's like that in SP games for me as well. I still think a simple slider would give a lot of players more incentive to play the story, varied difficulty for varied taste.
Out of curiosity... how much CP do you have?
Regarding a slider: I suspect that any increased difficulty mode would just made the game more tedious rather than more challenging. There's only so much the devs can do without completely reworking every mob. The most likely changes you'd see would be to mob hitpoints and their damage output.
Aardappelboom wrote: »Just shy of 1700, been playing for 3 years, not that much compared to others.
I did test this out earlier by removing all cp skills, removing all passives, not slotting any healing skills, removing armor and equiping lvl 10 weapons and plated through Gremore that way.
It was fun, lots of stronger enemies have some mechanics and at least you have to block/dodge and interrupt to survive.
There's a lot of work being put into the game in terms of enemies but it's wasted because everything dies reamly fast when on higher level.
This is much less of a problem earlier in the game. It's just not scaled for more experienced players.
Well ... I'm at 601 CP and I'm here since beta (took a couple of long breaks).
The game has become a lot easier over time, I still remember struggling with Doshia (first boss in Fighter's Guild) at release. These days Doshia i's just a speed bump.
I'm fine with overland/story being easy though, it's not different from other MMORPGs on the market.
I must be doing something wrong, then. It takes me a lot more than a few hours to complete the main and side quests in a zone, it's more like days of playing time. I listen to the NPCs, enjoy looking at the scenery, attack most hostile groups I see, and am generally in no hurry to complete anything.
Doshia isn't a "speed bump" for me. I got past her twice (after I lost count how many times my girls died) and i'm never doing FG again for that reason alone.
High ping, bad reflexes, not able to manage twitchy combat - nothing's really easy for me. Oh - wolves and the like.... sure. With Oakensoul I'm somewhat better off. Still not doing FG again. Also probably not finishing DLC MQs any more - the quest bosses are just too hard for me to handle without pain and frustration.
Doshia isn't a "speed bump" for me. I got past her twice (after I lost count how many times my girls died) and i'm never doing FG again for that reason alone.
High ping, bad reflexes, not able to manage twitchy combat - nothing's really easy for me. Oh - wolves and the like.... sure. With Oakensoul I'm somewhat better off. Still not doing FG again. Also probably not finishing DLC MQs any more - the quest bosses are just too hard for me to handle without pain and frustration.
Thanks for bringing up an often overlooked point... difficulty and challenge ARE subjective. What may be easy for one player doesn't have to be true for everyone.
Regarding DLC MQs, I'm pretty much in the same boat as you... they are just frustrating to fight.
Hi All, wanted to follow up here. We don't have any changes to announce at this time for Overland Difficulty. Rich's last statement is the current stance. But we wanted to make sure to have a thread that players over time can add feedback and thoughts to. We have internal discussions all the time about feedback and what we can do to address feedback for ESO overall. Having feedback for overland content is helpful for those conversations as they arise.
SilverBride wrote: »Thanks for the information and video link Elsonso. I found a written transcript here:
https://eso-u.com/articles/eso_developer_ama__las_vegas_global_reveal_2023
Why not increase overland difficulty? Why not have Normal vs Veteran instances of overland?
Sort of looking back at how we did things with difficult overland content back before One Tamriel, we didn't see favorable results from separating players based on arbitrary categories and we really want to allow players to play with whoever they want and not introduce another barrier of interaction between different demographics of players.
With that being said, we do recognize a lot of people want increased overland difficulty and the new world events (Bastion Nymics) that are instanced for up to 4 players in Necrom is one of our answers to that.