Interestingly these very same players always "forget" about exactly this argument, when they once again demand pve cyrodiil or ic.
spartaxoxo wrote: »Imperial City is dead. They cannot split the playerbase of IC and keep a healthy population. They need to address the most common pain points (too much telvar lost on death, loading screens preventing getting back into battle quickly, improper risk vs reward with ganking/large groups vs solo or small groups, more things to buy with telvar) to encourage people to actually use ic rather than trying to split it off.
spartaxoxo wrote: »This game doesn't use traditional servers. Also, they really want to keep the player base from being split up. So, I don't think it would be a good idea.
spartaxoxo wrote: »Not search for a low level, be the low level. Faster queues, too. And your argument for doing random over select dungeons was because of the rewards. Which are transmute, exp, and research jewelry to my understanding. Covered transmute, exp can be obtained in many ways, and the jewelry can be bought.
Edit: I think a “select all non dlc” and “select all dlc” button in the select dungeon menu would be great though. Helps keep the randomness feel and saves all that clicking time.
This is why no one queues. People more often than not queue for rewards. Take away rewards, noone will queue. These checkbox solutions are not solutions but a poorly thought over workaround that does nothing. The better the incentive, the more participants you have
People who aren't queuing now because dlc is part of the pool, would not suddenly join the dlc queue.
In addition, people who dlc queue now only for the rewards would leave the dlc queue.
This would destroy the dlc queue and the express purpose of the activity finder.
I don't think the playerbase should be split up to the extreme detriment of one group of players just to give rewards to a different group of players that are currently choosing to pass on them. I think it's inherently unfair to split the playerbase to such a large extent when it is guaranteed to break the game for one group.
spartaxoxo wrote: »I don't like the idea of splitting the playerbase with a separate overland because I think it will have a detrimental effect on zones that already have unhealthy population levels. Currently, because there is not any permanent separation, the number of instances can expand or contract depending on how many people are playing. Those single instance dead zones already struggle with unhealthy low population issues such as difficulty with getting help. I've seen a new player say they were going to rage quit because they waited at a world boss for an hour in such a zone (it was admittedly off-peak hours). That's not a problem I would want to make more common or exacerbate, when something like the difficulty slider exists and helps to solve the issue without splitting the playerbase. It worked for their single player games. It worked for LOTRO. Why not try it here?Interestingly these very same players always "forget" about exactly this argument, when they once again demand pve cyrodiil or ic.
I have posted the same thing about the idea of a PvE IC, the undaunted queue being split into dlc and non-dlc so people can get random rewards without queuing for dlc dungeons, and for the creation of a role playing server.spartaxoxo wrote: »Imperial City is dead. They cannot split the playerbase of IC and keep a healthy population. They need to address the most common pain points (too much telvar lost on death, loading screens preventing getting back into battle quickly, improper risk vs reward with ganking/large groups vs solo or small groups, more things to buy with telvar) to encourage people to actually use ic rather than trying to split it off.spartaxoxo wrote: »This game doesn't use traditional servers. Also, they really want to keep the player base from being split up. So, I don't think it would be a good idea.spartaxoxo wrote: »Not search for a low level, be the low level. Faster queues, too. And your argument for doing random over select dungeons was because of the rewards. Which are transmute, exp, and research jewelry to my understanding. Covered transmute, exp can be obtained in many ways, and the jewelry can be bought.
Edit: I think a “select all non dlc” and “select all dlc” button in the select dungeon menu would be great though. Helps keep the randomness feel and saves all that clicking time.
This is why no one queues. People more often than not queue for rewards. Take away rewards, noone will queue. These checkbox solutions are not solutions but a poorly thought over workaround that does nothing. The better the incentive, the more participants you have
People who aren't queuing now because dlc is part of the pool, would not suddenly join the dlc queue.
In addition, people who dlc queue now only for the rewards would leave the dlc queue.
This would destroy the dlc queue and the express purpose of the activity finder.
I don't think the playerbase should be split up to the extreme detriment of one group of players just to give rewards to a different group of players that are currently choosing to pass on them. I think it's inherently unfair to split the playerbase to such a large extent when it is guaranteed to break the game for one group.
It isn't nearly as simple as that.martygod12 wrote: »martygod12 wrote: »Came back to ESO after like three years. Saw this sticky topic and was super excited, that maybe something will finally be done about the biggest issue I had with this game back then ...
Then I saw, that the original post is from 2021 lol ... so nothing is gonna change ever
Most likely, the number of people on both sides of this with rather charged feelings leaves the developers understandably wanting to step rather cautiously.
Really dont understand what the big problem is. Just make two instances of the zone. One with normal difficulty which will be same as it is now and one "hard/veteran" one with increased difficulty. Bam both sides are happy and everyone can play the way they prefers it, and switch it up as they likes.
I myself know I would definitely use both types for example. Normal for when I harvest nodes, doing excavations etc. And really dont want to waste time with every mob I come across.
And when I have my questing mode on, I would switch to vet for some Challenge. Not necesarily every mob must be a death thread, but at least the Story bosses should last more then three seconds in the fight lol
It isn't nearly as simple as that.martygod12 wrote: »martygod12 wrote: »Came back to ESO after like three years. Saw this sticky topic and was super excited, that maybe something will finally be done about the biggest issue I had with this game back then ...
Then I saw, that the original post is from 2021 lol ... so nothing is gonna change ever
Most likely, the number of people on both sides of this with rather charged feelings leaves the developers understandably wanting to step rather cautiously.
Really dont understand what the big problem is. Just make two instances of the zone. One with normal difficulty which will be same as it is now and one "hard/veteran" one with increased difficulty. Bam both sides are happy and everyone can play the way they prefers it, and switch it up as they likes.
I myself know I would definitely use both types for example. Normal for when I harvest nodes, doing excavations etc. And really dont want to waste time with every mob I come across.
And when I have my questing mode on, I would switch to vet for some Challenge. Not necesarily every mob must be a death thread, but at least the Story bosses should last more then three seconds in the fight lol
For one, creating vet instances for EVERY ZONE would take far too much time and effort. It would also cause the game to become that much bigger, because you basically need two versions of every zone.
The bigger problem is you are never going to please everyone with a flat thing like this. How do they know how hard is hard enough, or is too hard? How many times do they add a Veteran Vet version of each zone for the people who think it's too easy still? How do they handle the people who claim it's too hard but they still feel like Overland is too easy and thus they want ZOS to add another instance so they're happy?
Adding vet Overland will not work. It would take too many resources and there's 0 way to balance it in a way that would even make it worth implementing. People would claim it's either too hard or still too easy. The only thing that would realistically work is some sort of slider that affects individual players rather than affecting the world.
Overland isn't a Trial and should not be treated as such. You don't really need to dish out 100k DPS on every single bandit, kwama, zombie, etc. you come across.
I play with a PvE tank build, which already affects the time it takes me defeat enemies. Most of the Base Game World Bosses take about 5 to 10 minutes for me to defeat (from just spamming Jabs). For storyline bosses, I like to take my time with killing them, just so I could hear every bit of dialogue they might say.
We're not asking for your experience to be changed, we are asking for the option to change our experience. Is there something wrong with that?
SilverBride wrote: »We're not asking for your experience to be changed, we are asking for the option to change our experience. Is there something wrong with that?
No, there is nothing wrong with that. We all have our own preferences when it comes to how we like to play and what we find enjoyable, and it's perfectly acceptable to make suggestions for what we'd like to see.
But not every suggestion will be implemented because what is good for the game in general is the priority.
SilverBride wrote: »We're not asking for your experience to be changed, we are asking for the option to change our experience. Is there something wrong with that?
No, there is nothing wrong with that. We all have our own preferences when it comes to how we like to play and what we find enjoyable, and it's perfectly acceptable to make suggestions for what we'd like to see.
But not every suggestion will be implemented because what is good for the game in general is the priority.
I'm not looking for every suggestion to be implemented. What I am hoping for is for both sides of this to get together to build a suggestion that everyone will be happy with.
I understand that there are a lot of people who are happy with how things are. There are also a great number of people who are not happy with how things are.
If both sides come together, we can come up with a combined suggestion that preserves what we have and adds to it an option that will let more people also find what they want.
From there, with a unified community, we might be able get something achieved while preserving what we have and love.
SilverBride wrote: »SilverBride wrote: »We're not asking for your experience to be changed, we are asking for the option to change our experience. Is there something wrong with that?
No, there is nothing wrong with that. We all have our own preferences when it comes to how we like to play and what we find enjoyable, and it's perfectly acceptable to make suggestions for what we'd like to see.
But not every suggestion will be implemented because what is good for the game in general is the priority.
I'm not looking for every suggestion to be implemented. What I am hoping for is for both sides of this to get together to build a suggestion that everyone will be happy with.
I understand that there are a lot of people who are happy with how things are. There are also a great number of people who are not happy with how things are.
If both sides come together, we can come up with a combined suggestion that preserves what we have and adds to it an option that will let more people also find what they want.
From there, with a unified community, we might be able get something achieved while preserving what we have and love.
Players that do not want a change aren't responsible to find a solution for those that do. Despite that, many (myself included) support some of the suggestions that have been presented here. But we aren't the ones making the decisions.
SilverBride wrote: »Players that do not want a change aren't responsible to find a solution for those that do. Despite that, many (myself included) support some of the suggestions that have been presented here. But we aren't the ones making the decisions.
What I would hope for, is to have those who want to preserve things, act as moderators who work in harmony with those who want change, providing constructive feedback as we try to have an actual discussion about what could be done to enable more people to be happy with the game.
SilverBride wrote: »SilverBride wrote: »Players that do not want a change aren't responsible to find a solution for those that do. Despite that, many (myself included) support some of the suggestions that have been presented here. But we aren't the ones making the decisions.
What I would hope for, is to have those who want to preserve things, act as moderators who work in harmony with those who want change, providing constructive feedback as we try to have an actual discussion about what could be done to enable more people to be happy with the game.
Constructive feedback isn't just feedback in favor of a suggestion. Reasons not to implement a suggestion is also constructive because it presents a different preference and view.
As I stated, many that are happy with overland just as it is have supported some of the ideas presented. But this does not mean that they have to stop presenting their side or their concerns.
.SilverBride wrote: »Constructive feedback isn't just feedback in favor of a suggestion. Reasons not to implement a suggestion is also constructive because it presents a different preference and view.
As I stated, many that are happy with overland just as it is have supported some of the ideas presented. But this does not mean that they have to stop presenting their side or their concerns.
You are right constructive feedback is not and should not be all positive. And while there should be negative feedback given, with constructive feedback, it should be given with the intention of building up.
In all reality, probably the best thing that could be done would be to get more people on both sides to stop feeling like we are on different sides.
SilverBride wrote: ».SilverBride wrote: »Constructive feedback isn't just feedback in favor of a suggestion. Reasons not to implement a suggestion is also constructive because it presents a different preference and view.
As I stated, many that are happy with overland just as it is have supported some of the ideas presented. But this does not mean that they have to stop presenting their side or their concerns.
You are right constructive feedback is not and should not be all positive. And while there should be negative feedback given, with constructive feedback, it should be given with the intention of building up.
In all reality, probably the best thing that could be done would be to get more people on both sides to stop feeling like we are on different sides.
Feedback that some players are happy with overland difficulty as it is now is positive feedback about the current system.
We can't expect everyone to work toward goals that are not beneficial to how they like to play, so let's just leave it at that.
TLDR: Overland content feels ridiculously easy to a player with CP points - please adjust the scaling.
Just want to add my voice. I have played since launch but very casually, usually playing the most recent DLC and quickly going back to other MMO's, taking my subscription money elsewhere. (My CP is around 500 I have never played long at max level outside of doing the story for the new DLC)
The Arcanist has changed that pattern and I am now about 2 months in to playing the game daily and have improved my character to the point where I have pre-trial BiS gear.
I am enjoying the end game dungeons and have tried a normal mode trial and the difficulty level feels good for my gear.
I am now going though the DLC's in order before Necrom. I've completed Thieves Guild, Dark Brotherhood and Craglorn stories and maps. Craglorn group areas felt engaging to solo, but have now moved on to Orsinium and some old EP campaign quests for (achievements to buy a house) and the 'epicness' of the stories are being greatly dumbed down by how easy stuff dies. I press my 1 key and normal mobs die instantly. Maybe 3 or 4 buttons and the end boss of a storyline (who you have spent several hours of engaging story to get to) is dead.
I understand people saying there other places for harder content, Thats fine. But the story and engagement of players playing through content with even low CP is affected by how easy the battles are. I would love to play through all the DLC's to experience their stories but I am on the verge of quitting.
ZOS - you have a great scaling system in place since One Tamriel. PLEASE dial up the AI, damage, and health of overland main story enemies, zones and bosses or risk losing engaged players like me. I am not a hardcore player but this difficulty scaling at CP level is beyond ridiculous.
ZOS - you have a great scaling system in place since One Tamriel. PLEASE dial up the AI, damage, and health of overland main story enemies, zones and bosses or risk losing engaged players like me. I am not a hardcore player but this difficulty scaling at CP level is beyond ridiculous.
That's an interesting take, just focus on adjusting the scaling when dealing with (what I am assuming is) high CP characters. I can actually see that. It then preserves the experience for the newer players and those who do not have as much CP, while making things better for those who have more resources to use.
SilverBride wrote: »That's an interesting take, just focus on adjusting the scaling when dealing with (what I am assuming is) high CP characters. I can actually see that. It then preserves the experience for the newer players and those who do not have as much CP, while making things better for those who have more resources to use.
It would make it worse for me because I don't want added difficulty in the story. There are plenty of places for a challenge. Sometime we just want to enjoy stress free questing.
ESO has the full spectrum of combat difficulty, from AFK-easy overland to the most challenging arenas and vet trials, and they need all of it to appeal to the full spectrum of players' desires for combat difficulty.
Highly-skilled players asking for an across-the-board buff of overland difficulty is no different than other players calling for nerfs to high-difficulty content. You're wanting to ruin someone else's experience to satisfy your desires, when ZOS has already provided you with content that meets your combat challenge needs, which is just selfish.