@CameraBeardThePirate This was the last full statement on this issue and there hasn't been a change. The team is aware and constantly talking about ways to address this. As some others also stated, Rich did expand on this at our community meet-up in Vegas, but the core message was the same. However, we'll add the recording at some point in the future. That way, everyone can get access to that as well.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."
CameraBeardThePirate wrote: »@CameraBeardThePirate This was the last full statement on this issue and there hasn't been a change. The team is aware and constantly talking about ways to address this. As some others also stated, Rich did expand on this at our community meet-up in Vegas, but the core message was the same. However, we'll add the recording at some point in the future. That way, everyone can get access to that as well.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."
Thanks @ZOS_Kevin. Admittedly, I didn't see that April comment because of the amount of pages, I apologize for the ping - just please be sure to keep this topic in mind. Overland Content is something that impacts every player and the ease of the content is pretty much the only thing keeping a lot of players from experiencing the lore.
CameraBeardThePirate wrote: »@CameraBeardThePirate This was the last full statement on this issue and there hasn't been a change. The team is aware and constantly talking about ways to address this. As some others also stated, Rich did expand on this at our community meet-up in Vegas, but the core message was the same. However, we'll add the recording at some point in the future. That way, everyone can get access to that as well.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."
Thanks @ZOS_Kevin. Admittedly, I didn't see that April comment because of the amount of pages, I apologize for the ping - just please be sure to keep this topic in mind. Overland Content is something that impacts every player and the ease of the content is pretty much the only thing keeping a lot of players from experiencing the lore.
@CameraBeardThePirate I'm curious about why you think the ease of combat is preventing people from experiencing game lore. I'd think combat would be more of a distraction from it. My apologies if this was explained in one of the previous 172 pages but I am definitely not digging through that pile.
Because, simply put, Overland content is far too boring for a lot of people to actually bother completing the quests. Even if the lore is cool, I don't want to spend 20 minutes left clicking adds once or twice each in between the dialogue. I'd much rather be engaged with the combat in between the story beats.
Take Maelstrom Arena or Vateshran Arena for example. The mobs there will kill you fairly quickly if you're not actively defending. It's a lot more engaging as a result, you can't turn your brain off and face roll everything. In a similar vein, I love soloing dungeons - I can actually enjoy the dungeon storylines at a good pace and be engaged with the combat.
Quests are boring if the combat in between dialogue moments are boring. When the 'big bad' dies from a couple abilities, the whole story just feels kinda... meh
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »@CameraBeardThePirate This was the last full statement on this issue and there hasn't been a change. The team is aware and constantly talking about ways to address this. As some others also stated, Rich did expand on this at our community meet-up in Vegas, but the core message was the same. However, we'll add the recording at some point in the future. That way, everyone can get access to that as well.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."
Thanks @ZOS_Kevin. Admittedly, I didn't see that April comment because of the amount of pages, I apologize for the ping - just please be sure to keep this topic in mind. Overland Content is something that impacts every player and the ease of the content is pretty much the only thing keeping a lot of players from experiencing the lore.
@CameraBeardThePirate I'm curious about why you think the ease of combat is preventing people from experiencing game lore. I'd think combat would be more of a distraction from it. My apologies if this was explained in one of the previous 172 pages but I am definitely not digging through that pile.
Because, simply put, Overland content is far too boring for a lot of people to actually bother completing the quests. Even if the lore is cool, I don't want to spend 20 minutes left clicking adds once or twice each in between the dialogue. I'd much rather be engaged with the combat in between the story beats.
Take Maelstrom Arena or Vateshran Arena for example. The mobs there will kill you fairly quickly if you're not actively defending. It's a lot more engaging as a result, you can't turn your brain off and face roll everything. In a similar vein, I love soloing dungeons - I can actually enjoy the dungeon storylines at a good pace and be engaged with the combat. They feel far more epic and grandiose.
Quests are boring if the combat in between dialogue moments are boring. When the 'big bad' dies from a couple abilities, the whole story just feels kinda... meh
Because, simply put, Overland content is far too boring for a lot of people to actually bother completing the quests. Even if the lore is cool, I don't want to spend 20 minutes left clicking adds once or twice each in between the dialogue. I'd much rather be engaged with the combat in between the story beats.
Take Maelstrom Arena or Vateshran Arena for example. The mobs there will kill you fairly quickly if you're not actively defending. It's a lot more engaging as a result, you can't turn your brain off and face roll everything. In a similar vein, I love soloing dungeons - I can actually enjoy the dungeon storylines at a good pace and be engaged with the combat.
Quests are boring if the combat in between dialogue moments are boring. When the 'big bad' dies from a couple abilities, the whole story just feels kinda... meh
If overland would get remotely as difficult as a solo arena, I couldn't play anymore unless it would be entirely optional. I simply don't have the reflexes for that, not to mention that it would mean a lot of stress.
I already have an extremely hard time doing public dungeons, apart from the base game ones.
And no, it's not a simple "git gud" issue.
CameraBeardThePirate wrote: »...Because, simply put, Overland content is far too boring for a lot of people to actually bother completing the quests. Even if the lore is cool, I don't want to spend 20 minutes left clicking adds once or twice each in between the dialogue. I'd much rather be engaged with the combat in between the story beats.
Take Maelstrom Arena or Vateshran Arena for example. The mobs there will kill you fairly quickly if you're not actively defending. It's a lot more engaging as a result, you can't turn your brain off and face roll everything. In a similar vein, I love soloing dungeons - I can actually enjoy the dungeon storylines at a good pace and be engaged with the combat.
Quests are boring if the combat in between dialogue moments are boring. When the 'big bad' dies from a couple abilities, the whole story just feels kinda... meh
If overland would get remotely as difficult as a solo arena, I couldn't play anymore unless it would be entirely optional. I simply don't have the reflexes for that, not to mention that it would mean a lot of stress.
I already have an extremely hard time doing public dungeons, apart from the base game ones.
And no, it's not a simple "git gud" issue.
However; it frustrates me that many mobs or mini-bosses in the arenas are far more difficult than quest bosses. It's silly to me that Joe Schmoe the Dremora in Normal Maelstrom is often stronger than an ancient leader of a powerful Vampire Cult that you have to destroy in a quest.
CameraBeardThePirate wrote: »However; it frustrates me that many mobs or mini-bosses in the arenas are far more difficult than quest bosses. It's silly to me that Joe Schmoe the Dremora in Normal Maelstrom is often stronger than an ancient leader of a powerful Vampire Cult that you have to destroy in a quest.
CameraBeardThePirate wrote: »Because, simply put, Overland content is far too boring for a lot of people to actually bother completing the quests. Even if the lore is cool, I don't want to spend 20 minutes left clicking adds once or twice each in between the dialogue. I'd much rather be engaged with the combat in between the story beats.
Take Maelstrom Arena or Vateshran Arena for example. The mobs there will kill you fairly quickly if you're not actively defending. It's a lot more engaging as a result, you can't turn your brain off and face roll everything. In a similar vein, I love soloing dungeons - I can actually enjoy the dungeon storylines at a good pace and be engaged with the combat.
Quests are boring if the combat in between dialogue moments are boring. When the 'big bad' dies from a couple abilities, the whole story just feels kinda... meh
If overland would get remotely as difficult as a solo arena, I couldn't play anymore unless it would be entirely optional. I simply don't have the reflexes for that, not to mention that it would mean a lot of stress.
I already have an extremely hard time doing public dungeons, apart from the base game ones.
And no, it's not a simple "git gud" issue.
Edited my original comment to say this, but I'm definitely not suggesting that all content should be that difficult, and I don't think anyone is suggesting that any difficulty change be mandatory for everyone.
However; it frustrates me that many mobs or mini-bosses in the arenas are far more difficult than quest bosses. It's silly to me that Joe Schmoe the Dremora in Normal Maelstrom is often stronger than an ancient leader of a powerful Vampire Cult that you have to destroy in a quest.
CameraBeardThePirate wrote: »Because, simply put, Overland content is far too boring for a lot of people to actually bother completing the quests. Even if the lore is cool, I don't want to spend 20 minutes left clicking adds once or twice each in between the dialogue. I'd much rather be engaged with the combat in between the story beats.
Take Maelstrom Arena or Vateshran Arena for example. The mobs there will kill you fairly quickly if you're not actively defending. It's a lot more engaging as a result, you can't turn your brain off and face roll everything. In a similar vein, I love soloing dungeons - I can actually enjoy the dungeon storylines at a good pace and be engaged with the combat.
Quests are boring if the combat in between dialogue moments are boring. When the 'big bad' dies from a couple abilities, the whole story just feels kinda... meh
If overland would get remotely as difficult as a solo arena, I couldn't play anymore unless it would be entirely optional. I simply don't have the reflexes for that, not to mention that it would mean a lot of stress.
I already have an extremely hard time doing public dungeons, apart from the base game ones.
And no, it's not a simple "git gud" issue.
Edited my original comment to say this, but I'm definitely not suggesting that all content should be that difficult, and I don't think anyone is suggesting that any difficulty change be mandatory for everyone.
However; it frustrates me that many mobs or mini-bosses in the arenas are far more difficult than quest bosses. It's silly to me that Joe Schmoe the Dremora in Normal Maelstrom is often stronger than an ancient leader of a powerful Vampire Cult that you have to destroy in a quest.
Let me put it this way... you know the Ascendant Magus fight at the end of High Isle? I died 5 or 6 times until I finally got lucky enough to beat him. Was it fun for me? No, not in the slightest. That fight alone is enough to make me never want to play High Isle again (there are a couple of other reasons that don't belong here).
Or Rada-al-Saran in the epilogue of the Markath DLC? I've yet to defeat him, so far my multiple attempts have failed.
I'm at a point where I dread the end of chapter fights, due to their amount of adds and mechanics.
Maybe it could work, if we revert the problem and instead of nerfing veterans we simply buff players with little to no interest in combat, by using a mix of battle scaling and CP system.
Implement 8 slotable CP abilities with a cost of 1 CP (to ensure they can be activated as soon as a player hits lvl 50, or at least almost) which drastically reduce incoming dmg, while buffing dps at the same time. You could even go for things like constant cc immunity this way and therefore adress different issues.
As tradeoff you couldn't further adjust your build via CP, which is not a problem for people not interested in combat.
Working only in overland of course, to prevent exploiting in instanced content.
Maybe it could work, if we revert the problem and instead of nerfing veterans we simply buff players with little to no interest in combat, by using a mix of battle scaling and CP system.
Implement 8 slotable CP abilities with a cost of 1 CP (to ensure they can be activated as soon as a player hits lvl 50, or at least almost) which drastically reduce incoming dmg, while buffing dps at the same time. You could even go for things like constant cc immunity this way and therefore adress different issues.
As tradeoff you couldn't further adjust your build via CP, which is not a problem for people not interested in combat.
Working only in overland of course, to prevent exploiting in instanced content.
Well, that could work - but for me only if the green tree wasn't included, since even my lowbies use all the green CP on each account. Which is because all my characters explore, harvest, open chests etc. while I'm playing them.
Maybe it could work, if we revert the problem and instead of nerfing veterans we simply buff players with little to no interest in combat, by using a mix of battle scaling and CP system.
Implement 8 slotable CP abilities with a cost of 1 CP (to ensure they can be activated as soon as a player hits lvl 50, or at least almost) which drastically reduce incoming dmg, while buffing dps at the same time.
As tradeoff you couldn't further adjust your build via CP, which is not a problem for people not interested in combat.
Working only in overland of course, to prevent exploiting in instanced content.
CameraBeardThePirate wrote: »Because, simply put, Overland content is far too boring for a lot of people to actually bother completing the quests. Even if the lore is cool, I don't want to spend 20 minutes left clicking adds once or twice each in between the dialogue. I'd much rather be engaged with the combat in between the story beats.
Take Maelstrom Arena or Vateshran Arena for example. The mobs there will kill you fairly quickly if you're not actively defending. It's a lot more engaging as a result, you can't turn your brain off and face roll everything. In a similar vein, I love soloing dungeons - I can actually enjoy the dungeon storylines at a good pace and be engaged with the combat.
Quests are boring if the combat in between dialogue moments are boring. When the 'big bad' dies from a couple abilities, the whole story just feels kinda... meh
If overland would get remotely as difficult as a solo arena, I couldn't play anymore unless it would be entirely optional. I simply don't have the reflexes for that, not to mention that it would mean a lot of stress.
I already have an extremely hard time doing public dungeons, apart from the base game ones.
And no, it's not a simple "git gud" issue.
Edited my original comment to say this, but I'm definitely not suggesting that all content should be that difficult, and I don't think anyone is suggesting that any difficulty change be mandatory for everyone.
However; it frustrates me that many mobs or mini-bosses in the arenas are far more difficult than quest bosses. It's silly to me that Joe Schmoe the Dremora in Normal Maelstrom is often stronger than an ancient leader of a powerful Vampire Cult that you have to destroy in a quest.
Let me put it this way... you know the Ascendant Magus fight at the end of High Isle? I died 5 or 6 times until I finally got lucky enough to beat him. Was it fun for me? No, not in the slightest. That fight alone is enough to make me never want to play High Isle again (there are a couple of other reasons that don't belong here).
Or Rada-al-Saran in the epilogue of the Markath DLC? I've yet to defeat him, so far my multiple attempts have failed.
I'm at a point where I dread the end of chapter fights, due to their amount of adds and mechanics.
Maybe something as simple as a easymode scroll near questbosses would also be possible.
Took me 7 tries on one account, 8 on the other one. Again, it's a case of not being able to reliably access the NPC "assist" because of mega ping and poor reflexes mostly; not to mention not being able to dodge roll or even make attacks all connect.
So as of High Isle, I'm just not going to do zone main story quests any more, because it's seriously disheartening to get to for instance Mulaamnir (which took me forever - and the only reason I managed it finally was because he didn't jump back to full HP when I died; that was the single most miserable experience of my gaming life), Vandacia, and the Ascendent Magus and beat my brains out because I'm not able to use the "aids". No, not remotely "fun".
And no, I haven't even bothered with S Elsweyr, The Deadlands, or Galen. I'm not a masochist after all.
There are other things I enjoy about ESO, so I do have those. But questing has always been my first love in games, followed closely by exploring - which now is fairly uncomfortable in Tel Pen because of the Seekers' attack radius.
CameraBeardThePirate wrote: »I want to stress again that no one (at least, no one I've seen thus far) is asking for content to be more difficult for everyone; that'd just flip the issue upside down. A toggle of some sort would really be the only acceptable solution.
Maybe it could work, if we revert the problem and instead of nerfing veterans we simply buff players with little to no interest in combat, by using a mix of battle scaling and CP system.
Implement 8 slotable CP abilities with a cost of 1 CP (to ensure they can be activated as soon as a player hits lvl 50, or at least almost) which drastically reduce incoming dmg, while buffing dps at the same time.
As tradeoff you couldn't further adjust your build via CP, which is not a problem for people not interested in combat.
Working only in overland of course, to prevent exploiting in instanced content.
Yes, I had thought about something similiar to that idea.
While I wouldn't mind the loss of the blue and red stars, not having access to the green star would be annoying. But in general the idea has merit.
Maybe something as simple as a easymode scroll near questbosses would also be possible.
Maybe it could work, if we revert the problem and instead of nerfing veterans we simply buff players with little to no interest in combat, by using a mix of battle scaling and CP system.
Implement 8 slotable CP abilities with a cost of 1 CP (to ensure they can be activated as soon as a player hits lvl 50, or at least almost) which drastically reduce incoming dmg, while buffing dps at the same time. You could even go for things like constant cc immunity this way and therefore adress different issues.
As tradeoff you couldn't further adjust your build via CP, which is not a problem for people not interested in combat.
Working only in overland of course, to prevent exploiting in instanced content.
Well, that could work - but for me only if the green tree wasn't included, since even my lowbies use all the green CP on each account. Which is because all my characters explore, harvest, open chests etc. while I'm playing them.
I'd never dare touching the green CP tree, I'm not THAT crazy
That's why I suggested 8 slotables instead of 12.
No worries @CameraBeardThePirate. Totally get it and understand why this is an important topic. The thing to remember is this is a change that will impact every player, like you noted. So there is a ton of conversation and plotting out of potential issues that can come from a change to overland. Simply put, it isn't like just changing a damage or health slider. But the team is aware and have discussions regularly.
No worries @CameraBeardThePirate. Totally get it and understand why this is an important topic. The thing to remember is this is a change that will impact every player, like you noted. So there is a ton of conversation and plotting out of potential issues that can come from a change to overland. Simply put, it isn't like just changing a damage or health slider. But the team is aware and have discussions regularly.
You guys should really use naked combat as the foundation dictating just how much harder it needs to be.
Naked combat has no business being that overpowered at early levels. It makes leveling a new character feel super boring and nobody truly stops to get their character naked, plus they have their armor buffs on top of that.
Gimping your character at later levels just makes no sense either.
I still hold the belief it just needs to be a potion that removes that early level buff as an experimental and temporary solution. The incentives can be thought about another day since people seem to have enough incentive to play harder overland content, apparent by the years of the same threads about it.
I think people just want a reason to use their roll dodge in PvE, it could be decent practice too. Maybe the new players feel encouraged to try PvP after all that training and buy the next expansion that will give them that extra edge.
Making questing enjoyable by making PvE combat more engaging is the incentive it seems.
"Mobs deal X% more damage to players and health regen is disabled"
SilverBride wrote: »CameraBeardThePirate wrote: »However; it frustrates me that many mobs or mini-bosses in the arenas are far more difficult than quest bosses. It's silly to me that Joe Schmoe the Dremora in Normal Maelstrom is often stronger than an ancient leader of a powerful Vampire Cult that you have to destroy in a quest.
As someone that was playing before One Tamriel and remembers being stuck literally for days on a quest boss, and being unable to progress through the story quest until that boss was defeated... I much prefer things as they are now.
Maybe a feature could be added to quest bosses to optionally make them more difficult, like read a scroll as is done in dungeons to activate hardmode.
colossalvoids wrote: »Would be a good start implementing something like that in future quest content without backtracking immediately and do it over time, better that than nothing.