Similarly, open-world content is balanced for casual play; ZOS is not going to make the open-world game or story content too hard because they don’t want people to quit. People who want challenge are funneled into dungeons.
Couldnt have said it better myself. There is an ocean of difference between brain dead content, and casual. They are doubling down on face roll content, which is extremely disappointing. Guess I will not be spending any more on this game. What a shame. Will reconsider purchases from them in the future.
After playing with all 5 free classes, I can once again say that Overland is very difficult if one picks skills and equipment by what looks and sounds fun instead of by optimization research. Difficulty options in both directions (like the sliders in the main series) would benefit not only those who wish to struggle after being optimized, but also those who enjoy the freedom to roleplay without having to drop suboptimal character concepts.
After playing with all 5 free classes, I can once again say that Overland is very difficult if one picks skills and equipment by what looks and sounds fun instead of by optimization research. Difficulty options in both directions (like the sliders in the main series) would benefit not only those who wish to struggle after being optimized, but also those who enjoy the freedom to roleplay without having to drop suboptimal character concepts.
Difficulty options in both directions (like the sliders in the main series) would benefit not only those who wish to struggle after being optimized, but also those who enjoy the freedom to roleplay without having to drop suboptimal character concepts.
I honestly think there is more of a market for "easier overland" than there is for "harder overland".
I agree to disagree.
I am baffled by the fact there are people who are happy about playing an expansion for 10+ hours, and then finally reaching the epic conclusion and facing the daedric prince who was manipulating everyone and everything into invading and enslaving or destoying the world, only to defeat him in 5 seconds. He can't even finish his dialog in 5s.
Hmm. Vandacia took me numerous tries over a week or thereabouts to finally get past him. The Ascendent Magus took me longer than that. I'm not a "new player" - this is my 6th year. I don't have great internet - all that's available where I live (yes, in the lower 48) is satellite, otherwise known as "built in mega-ping". Also, I'm 76 years old, and my reflexes suck. So using the "sidekick" powers we're given (like Abnur's shield, the Ambition, the heal or whatever from Ayrenn) require much less ping than I have to actually get them to work.
I never did get past Nokvroz.... I've never been good at twitchy combat, and it's worse now that I'm so much older - and living where there's no "real broadband" is also problmeatic.
I'm not even able to reliably kill a 1 gem troll in 5 seconds. I would LOVE to be able to kill story quest bosses in one go, in less than a minute. Not happening!
I am baffled by the fact there are people who are happy about playing an expansion for 10+ hours, and then finally reaching the epic conclusion and facing the daedric prince who was manipulating everyone and everything into invading and enslaving or destoying the world, only to defeat him in 5 seconds. He can't even finish his dialog in 5s.
Necrom had a fairly tough boss. I suspect that the number of people who killed them in 5 seconds was smaller than the number who never did and rage quit.
valenwood_vegan wrote: »I am baffled by the fact there are people who are happy about playing an expansion for 10+ hours, and then finally reaching the epic conclusion and facing the daedric prince who was manipulating everyone and everything into invading and enslaving or destoying the world, only to defeat him in 5 seconds. He can't even finish his dialog in 5s.
I mean I want something like a difficulty slider or increased difficulty instances in overland, but it's quite possible that their data is telling them that only a minority engages in more difficult parts of the game. I certainly don't know, but it is very likely that "killing the necrom questline boss in 5 seconds" is not a typical experience. I have seen many posts on here to the contrary.
I sincerely hope that ZoS continues to look at this issue and ways to make the overland experience more satisfying for vet players, but just because YOU found it easy does not mean other people did.
valenwood_vegan wrote: »I am baffled by the fact there are people who are happy about playing an expansion for 10+ hours, and then finally reaching the epic conclusion and facing the daedric prince who was manipulating everyone and everything into invading and enslaving or destoying the world, only to defeat him in 5 seconds. He can't even finish his dialog in 5s.
I mean I want something like a difficulty slider or increased difficulty instances in overland, but it's quite possible that their data is telling them that only a minority engages in more difficult parts of the game. I certainly don't know, but it is very likely that "killing the necrom questline boss in 5 seconds" is not a typical experience. I have seen many posts on here to the contrary.
I sincerely hope that ZoS continues to look at this issue and ways to make the overland experience more satisfying for vet players, but just because YOU found it easy does not mean other people did.
After playing with all 5 free classes, I can once again say that Overland is very difficult if one picks skills and equipment by what looks and sounds fun instead of by optimization research. Difficulty options in both directions (like the sliders in the main series) would benefit not only those who wish to struggle after being optimized, but also those who enjoy the freedom to roleplay without having to drop suboptimal character concepts.
Couldnt have said it better myself. There is an ocean of difference between brain dead content, and casual. They are doubling down on face roll content, which is extremely disappointing. Guess I will not be spending any more on this game. What a shame. Will reconsider purchases from them in the future.
I hate to say it but I've lost an entire guild due to boredom. The leader of my favorite guild left, the co-founders reformed it to maintain the group but don't play anymore, and the new members I was hanging out with disappeared as well. This was a fairly large guild with a lot of active members. If there were something that people could achieve together that wasn't just repeatable content, I am certain it would be a draw for them.
One Tamriel was great for the game in my opinion, but it missed a critical piece of the puzzle. Opening up the world to exploration for everyone is in the spirit of the Elder Scrolls games, but the motivation has to be there and while the story is enough for some, for a lot of us the challenge has to be there in equal measure.
After playing with all 5 free classes, I can once again say that Overland is very difficult if one picks skills and equipment by what looks and sounds fun instead of by optimization research. Difficulty options in both directions (like the sliders in the main series) would benefit not only those who wish to struggle after being optimized, but also those who enjoy the freedom to roleplay without having to drop suboptimal character concepts.
I'm not going against what you say but I'm only speaking for myself: for now I'm using a non-optimized build. My bosmer wears Green Pact, Essence Thief, Wild Hunt and fights using sword and shield ( atronach mundus for, well, tanky stuff in dungeons ). I can still beat WBs alone ( it just takes longer ) so let's not even talk about story bosses…
I might have difficulty without food and CP but do I really want to do it? Do I really have to penalize myself like this to overcome boredom? Why should I make things difficult for myself when other players next to me can end the same fight with just a few scratches? I'm also a fan of "play as you want", but the problem remains: overland content is too easy as it is.
In any case, I wouldn’t accept VET overland if it wasn’t an option. I don't want to take anything away from anyone. I just want an addition to the game that I love and bring more people into it.
Hmm. Vandacia took me numerous tries over a week or thereabouts to finally get past him. The Ascendent Magus took me longer than that. I'm not a "new player" - this is my 6th year. I don't have great internet - all that's available where I live (yes, in the lower 48) is satellite, otherwise known as "built in mega-ping". Also, I'm 76 years old, and my reflexes suck. So using the "sidekick" powers we're given (like Abnur's shield, the Ambition, the heal or whatever from Ayrenn) require much less ping than I have to actually get them to work.
I never did get past Nokvroz.... I've never been good at twitchy combat, and it's worse now that I'm so much older - and living where there's no "real broadband" is also problmeatic.
I'm not even able to reliably kill a 1 gem troll in 5 seconds. I would LOVE to be able to kill story quest bosses in one go, in less than a minute. Not happening!
Just because you have a bad situation does not mean the entire population should suffer completely forgettable content. There is only so much accessibility can do for that many problems.
spartaxoxo wrote: »They devs know the majority of the playerbase enjoys overland. But, the majority of the playerbase doesn't do PvP. And that's a big part of the game's future. So, I don't see why it being a minority of players that dislike it should mean that we cannot get an optional system.
The only thing the majority liking it tells me is that it shouldn't be a forced change. But there's plenty of ways to add options.
spartaxoxo wrote: »They devs know the majority of the playerbase enjoys overland. But, the majority of the playerbase doesn't do PvP. And that's a big part of the game's future. So, I don't see why it being a minority of players that dislike it should mean that we cannot get an optional system.
The only thing the majority liking it tells me is that it shouldn't be a forced change. But there's plenty of ways to add options.
Speaking as a software developer (not byfor or at ZOS), options don't always make sense. In this case, there are two groups, one that wants harder overland, and one that wants optional difficulty. The two may overlap and not be the same, as not everyone would want to use the option to make overland harder. The option itself is an additional feature, and so optional features are generally more expensive than doing just the feature. To me, optional only make sense if the number of additional people who want the option is great enough to justify doing both the feature and the option.
I can't say that ZOS feels the same as I do, but I can certainly understand if they do.
spartaxoxo wrote: »A player who skips through dialogue as fast as possible and only plays quests that give skill points is easily dismissed as a player who doesn't want to actually be there.
Similarly, a player that isn't skipping through the dialogue and plays all the quests, sometimes on multiple characters, can easily be understood to enjoy questing.
A person who spends the majority of their time questing and doing overland while rarely partaking in other content can also easily understood to enjoy questing.
The devs can see all of these things. They know which content we're doing. They know which percentage of the playerbase engages in harder content.
They know who's buying what too.
And they can see the vast majority of the playerbase engage with overland in a way that shows they enjoy it.
They devs know the majority of the playerbase enjoys overland. But, the majority of the playerbase doesn't do PvP. And that's a big part of the game's future. So, I don't see why it being a minority of players that dislike it should mean that we cannot get an optional system.
The only thing the majority liking it tells me is that it shouldn't be a forced change. But there's plenty of ways to add options.
spartaxoxo wrote: »A player who skips through dialogue as fast as possible and only plays quests that give skill points is easily dismissed as a player who doesn't want to actually be there.
Similarly, a player that isn't skipping through the dialogue and plays all the quests, sometimes on multiple characters, can easily be understood to enjoy questing.
A person who spends the majority of their time questing and doing overland while rarely partaking in other content can also easily understood to enjoy questing.
The devs can see all of these things. They know which content we're doing. They know which percentage of the playerbase engages in harder content.
They know who's buying what too.
And they can see the vast majority of the playerbase engage with overland in a way that shows they enjoy it.
They devs know the majority of the playerbase enjoys overland. But, the majority of the playerbase doesn't do PvP. And that's a big part of the game's future. So, I don't see why it being a minority of players that dislike it should mean that we cannot get an optional system.
The only thing the majority liking it tells me is that it shouldn't be a forced change. But there's plenty of ways to add options.
Just like they knew what they were doing with the performance patch in 2019. A performance patch that broke the game when it came to group content entirely. Or when they did a years' worth of cyro tests at our expense, tanking the pvp population, because everyone already told them those tests would not solve the issue, only for them to admit to it years later and upgrade the server hardware?
The devs do a respectable job in a lot of places, but they are not all knowing, and they do not always know best.
spartaxoxo wrote: »spartaxoxo wrote: »A player who skips through dialogue as fast as possible and only plays quests that give skill points is easily dismissed as a player who doesn't want to actually be there.
Similarly, a player that isn't skipping through the dialogue and plays all the quests, sometimes on multiple characters, can easily be understood to enjoy questing.
A person who spends the majority of their time questing and doing overland while rarely partaking in other content can also easily understood to enjoy questing.
The devs can see all of these things. They know which content we're doing. They know which percentage of the playerbase engages in harder content.
They know who's buying what too.
And they can see the vast majority of the playerbase engage with overland in a way that shows they enjoy it.
They devs know the majority of the playerbase enjoys overland. But, the majority of the playerbase doesn't do PvP. And that's a big part of the game's future. So, I don't see why it being a minority of players that dislike it should mean that we cannot get an optional system.
The only thing the majority liking it tells me is that it shouldn't be a forced change. But there's plenty of ways to add options.
Just like they knew what they were doing with the performance patch in 2019. A performance patch that broke the game when it came to group content entirely. Or when they did a years' worth of cyro tests at our expense, tanking the pvp population, because everyone already told them those tests would not solve the issue, only for them to admit to it years later and upgrade the server hardware?
The devs do a respectable job in a lot of places, but they are not all knowing, and they do not always know best.
There's a pretty big difference between bugs and performance issues with dealing with old hardware, and not being able to read stats that tell them what players are doing.
The devs know what we're playing. And it's not hard to tell when a customer is engaged. That's the bare minimum for any successful game, and ESO is objectively a successful game.
[snipped for brevity]
There is literally no way to tell when it comes to overland unless they were to make a transparent poll for all active engaged players, and for veteran players who long left as to their opinions on the matter and sent it out per email. But they do not, so I err on the side of skepticism.
spartaxoxo wrote: ». There is literally no way to tell when it comes to overland unless they were to make a transparent poll for all active engaged players, and for veteran players who long left as to their opinions on the matter and sent it out per email. But they do not, so I err on the side of skepticism.
That's just not true. In fact, it's one of the worst ways to tell because the people most likely to participate in the poll are the people who want something changed. Game developers rely on play data and purchase data to tell them what content their customer base likes because it is far more reliable. There is a reason the use of polling is very limited in games.
spartaxoxo wrote: ». There is literally no way to tell when it comes to overland unless they were to make a transparent poll for all active engaged players, and for veteran players who long left as to their opinions on the matter and sent it out per email. But they do not, so I err on the side of skepticism.
That's just not true. In fact, it's one of the worst ways to tell because the people most likely to participate in the poll are the people who want something changed. Game developers rely on play data and purchase data to tell them what content their customer base likes because it is far more reliable. There is a reason the use of polling is very limited in games.
Not if they made a few posts on their social media accounts, added a splash screen in game, and posted here, and combined it with email. This is basic stuff. People who care would actually vote for it. Just because people were unhappy and left, does not mean their opinion is any less valid, especially when ZoS says they are open to constructive criticism, and have said they want to communicate more. Blindly accepting they know best, without any sort of transparency is.....well we are just going to have to agree to disagree on this topic.
spartaxoxo wrote: »spartaxoxo wrote: »A player who skips through dialogue as fast as possible and only plays quests that give skill points is easily dismissed as a player who doesn't want to actually be there.
Similarly, a player that isn't skipping through the dialogue and plays all the quests, sometimes on multiple characters, can easily be understood to enjoy questing.
A person who spends the majority of their time questing and doing overland while rarely partaking in other content can also easily understood to enjoy questing.
The devs can see all of these things. They know which content we're doing. They know which percentage of the playerbase engages in harder content.
They know who's buying what too.
And they can see the vast majority of the playerbase engage with overland in a way that shows they enjoy it.
They devs know the majority of the playerbase enjoys overland. But, the majority of the playerbase doesn't do PvP. And that's a big part of the game's future. So, I don't see why it being a minority of players that dislike it should mean that we cannot get an optional system.
The only thing the majority liking it tells me is that it shouldn't be a forced change. But there's plenty of ways to add options.
Just like they knew what they were doing with the performance patch in 2019. A performance patch that broke the game when it came to group content entirely. Or when they did a years' worth of cyro tests at our expense, tanking the pvp population, because everyone already told them those tests would not solve the issue, only for them to admit to it years later and upgrade the server hardware?
The devs do a respectable job in a lot of places, but they are not all knowing, and they do not always know best.
There's a pretty big difference between bugs and performance issues with dealing with old hardware, and not being able to read stats that tell them what players are doing.
The devs know what we're playing. And it's not hard to tell when a customer is engaged. That's the bare minimum for any successful game, and ESO is objectively a successful game.
chessalavakia_ESO wrote: »For example, Overwatch reworked Mercy's resurrect to attempt to make it less impactful. The thing is, the way they changed it actually made resurrect far more common and more impactful and it ended up tossing of the balance of the game for a year.
spartaxoxo wrote: »A player who skips through dialogue as fast as possible and only plays quests that give skill points is easily dismissed as a player who doesn't want to actually be there.
Similarly, a player that isn't skipping through the dialogue and plays all the quests, sometimes on multiple characters, can easily be understood to enjoy questing.
...
If the devs are interpreting their data to mean that a lack of overland engagement from players who like challenging content is a lack of interest in that kind of content, then they're mistaken.
I'm sure that many players skip through dialog and don't care about the story, but I have no doubt that there are people who, if given a reason to care, would sit up and pay attention. Adding challenge to overland may not completely solve that problem but it sure wouldn't hurt.
And why would your assumption be correct and not the devs?
Is that segment of the player base large enough for the developers to spend their limited resources on a harder overland option? That's a question only the developers can answer and going by their answers so far, it seems pretty clear that they don't want to spend resources on that.
In my case it isn't an assumption, because I'm living it. I'm not saying that the devs are even interpreting their data this way, only that the claim that @spartaxoxo made isn't necessarily true. We have very little idea about what ZOS is thinking or what they actually know.
spartaxoxo wrote: »Why would it be the case that a significant portion of the playerbase is primarily engaging in the story and actually listening to the dialogue if they don't find it at least somewhat interesting? If someone is mostly engaged with content they hate, that's on them really.
spartaxoxo wrote: »Why would it be the case that a significant portion of the playerbase is primarily engaging in the story and actually listening to the dialogue if they don't find it at least somewhat interesting? If someone is mostly engaged with content they hate, that's on them really.
You said yourself that players do story content for rewards. Some do it for the sake of completion. Some people may want to check it out but they bought the DLC for other reasons and it's not their primary interest.
Personally though? I've played content that I want to take part in but don't find engaging because I like being in the world, I enjoy the lore, the characters, the music. It's just that for me, that's no longer enough anymore and I want an actual challenge. Many people like me simply leave the game, as a number of my guildmates have, and I'm starting to lean that way as well. I'm here because I don't want to and I'm trying to get the devs to help me find a reason to stay.
spartaxoxo wrote: »People who don't like the activity just don't do it.