Now that we have armory, veteran experts have no excuse not to try
- no companion
- no cp
- solo self found tank gear
overland.
I wonder how easy world bosses will be.
Just had to respond to this, as this idea would grant those in the overland veteran instance(s) a massive bonus to farming resources and mobs. Both the seperate instance part, and the capped players part. That should never ever happen!StevieKingslayer wrote: »I realize my sleep deprived mind read your comment a little wrongly, so editing to add in that in my proposed example, the veteran instance would be capped at a certain amount of players to help with the server capacity and ensure it doesn't put any extra strain on the already desperately needing to be replaced servers - Instead of just adding in a whole new server or anything like that. Then again I accept that none of us are programmers for zos, or technician experts for them, so if they could provide more insight into this, like a clear "no, we actually cant physically do this, then that would put alot of this to bed, not "we wont do it because people don't like it"
I would like to see something done about overland or at the very least story bosses have some increased difficulty to make questing and exploration more engaging.
I do not understand what a difficult mob has to do with questing and exploration, especially when not all quests even involve killing. And engaging is a feeling, not something that can be measured, so how do you quantify that?The whole purpose with RPGs is to feel like your character is improving and getting more powerful to overcome challenges...
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SilverBride wrote: »[snip]
There are a lot of players who are happy with overland in its current state and are actively supporting the game with subs and crown store purchases. It would be bad business to drive these players away for something that is not guaranteed to increase player satisfaction or bring significantly more players or revenue to the game.
Franchise408 wrote: »SilverBride wrote: »[snip]
There are a lot of players who are happy with overland in its current state and are actively supporting the game with subs and crown store purchases. It would be bad business to drive these players away for something that is not guaranteed to increase player satisfaction or bring significantly more players or revenue to the game.
And there are a lot of players who aren't happy with overland in it's current state, and are actively supporting the game with subs and crown store purchases. It would also be bad business to drive these players away by insisting on keeping the status quo and refusing to evolve a game within a genre that necessitates evolution.
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hmr13.76preeb18_ESO wrote: »...Large Snip
Manage to get through all the arenas, and I will offer you a place among my officers. Well, are you interested? Or will you return to Tamriel to fight the mud crabs? "- semi-prince Fa-Nuit-Hen.
I find Firor's statement a bit condescending tbh - it's precisely the original players that did not forget what the game was like shortly after release, and the issues with Cadwell zones and Craglorn were more numerous than their difficulty.spartaxoxo wrote: »Your evidence is not less anecdotal than mine
Yes. It is. Rich Lambert works for Bethesda, you do not.
Here's a more official quoteAs for the extra difficulty, that's something our playerbase has talked about for a long time. A lot of our original players forget that we had that with [Cadwell's Gold and Silver] way back when. The feedback that we got about that was they didn't like it. It wasn't fun. The extra difficulty wasn't what they wanted. They wanted to enjoy the story. It's a catch-22."
From Matt Firor in an official interview.
Sorry, but it's objectively true.
Being in the minority doesn't mean nothing should be done, so that's not what I am saying.
For Cadwell in particular, one main issue was that you could go there only after finishing the main quest and reaching max level, which effectively presented these zones as endgame content. But you could experience that same content just by creating a new character in that alliance, which most players chose instead. Being able to do what a level 1 character can do is a poor carrot for endgame players.
Craglorn stumbled mainly over the forced grouping for quests, which meant you had to find people at the exact quest stage you were at to continue the story. Most people didn't even bother with that, and just stuck to grinding anomalies and world events for EXP.
Which ties into the problem of the whole reward structure of the game at the time, mainly that it didn't exist. VR ranks always felt like "sorry we don't have any more levels for you, here are some astronomical exp bars to fill" which made any content past level 50 feel so, so arduous. The only reason you'd want to rank up anyway was to beat higher VR rank mobs in the Cadwell and Craglorn zones, which, as said above, made poor endgame content for other reasons than just their difficulty.
In terms of items or cosmetic rewards, there was also virtually nothing. Crafted sets were superior anyway, by design.
If the only content the game offers is questing, and I can do it on a new character at level 1 or with an old character after weeks of grinding VR rank exp, of course I'm not going to bother.
When Matt Firor says that people didn't like the difficulty in those old zones, he is technically correct. But that is only part of the picture, because they particularly didn't like that the content wasn't worth the effort. It should be mentioned that at the same time, people were complaining massively that there was effectively no worthwhile endgame content at all, which is why ZOS tried to fill that gap with trials and new veteran dungeons (the base game veteran dungeons weren't that difficult at release far as I recall. City of Ash 2 was a real spike in difficulty, yet due to power creep is easier today than most DLC dungeons), but these also came too slow to keep players around or where not what players were looking for - highly coordinated 12 man raids with hour long play sessions aren't for everyone, even if they look for a challenge. Hence the addition of Maelstrom arena, etc etc.
So even at a time when he says that people didn't want more difficult content, they kept releasing more difficult content. Not to mention that even the non-Cadwell zones then were harder than they are today. There is also a lot of content in the game today that is vastly more difficult than the old Cadwell zones ever were, and people still do it. ZOS still bangs out 4 group dungeons with veteran hardmodes each year.
You could point out that there is a difference in expected difficulty between story and group content, but that just shows that the answer isn't that simple. Just like there are still people who want to experience group content in a story mode (which gets requested about as often), there are people who want to experience the story content at a higher difficulty.
Separating content difficulty by content type - hard instanced group dungeons vs easy story content - was a decision that ZOS made, and I think there is enough player demand for some cross-over there.
Yes to both.Hallothiel wrote: »Of those asking for vet overland, how many of you play on PC?
And if so, do you use add-ons?
One point I think I understand, Eso is not about how hard or how easy content is, it's about its world content and lore within. Lets not waste recourses on old content in Overland imo.
However, I think Cyrodiil needs to be front and center "NOW" and rise to the level that PVE content currently is, so it's more enjoyable. I am PVE, not PVP, however. I have read in this forum that PVP needs fixes, quests, drops, less lag, gear drops that meets PVP game play, and finally, balance skills between players, so why change Overland when Cyrodiil needs it so badly.
Cyrodiil should be a ZOS priority imo, so not to waste money and time on old content. Without a descent PVP option, ESO will never populate correctly imo. This would help PVP and PVE population.
I would love to see large World PVP battel events, like other top games have. A hundred count battle is so much fun, and dying in one is no big deal, because it is expected, plus, it's a good learning tool. Overland is where we live and level up, and Cyrodiil is not anywhere close to that for PVP players imo. Cyrodiil needs some TLC, and that is a fact imo.
Those in power only have the illusion they are powerful, however in reality, those in power are only so because we allow them to be.
Perhaps. But if devs wanted a clear definition they would ask for the specifics via mods here or via a survey. We don't need to explain implementation level details and justify our stance to other forum users as if they are the devs. I don't see the point of answering to people who make assumptions on what sort of information devs need. We give feedback about our current experience and some suggestions, it's up to the devs to figure out how to solve it.StevieKingslayer wrote: »So, has anyone defined or agreed upon what vOL is yet, or is it still an undefined thought that will never happen?
The exact definition is not needed. We are spitballing ideas to get traction on our perceived issue, we are not a guild or a community on discord or anything, we have nothing organized, though it is an interesting point, maybe we should be . It is for the devs to decide if it is worthy of hearing or not, and what constitutes change and doesn't. It appears that most of us on the vOL side are happy with optional toggle/difficulty meter for us. I would say the close second is at least challenge banners for bosses. I think even just one step in a direction towards us would be nice, and I could live with that, a show of good faith or something. But thats just me personally, others may feel differently
Well actually, a definition of what you are asking for is needed, otherwise the devs have no clue what you what.
People had issues for a long time with regards to the pains of obtaining and keeping gear with correct traits, and the devs came up with brilliant solutions such as transmutation, set reconstruction system and now curated drops (my hats off to the devs for this stuff btw, bloody amazing job ). Players didn't provide the solution details there, devs came up with it.I will just answer this one (and it's my opinion, I'm not a representative of any form of group to say it's a general consensus ). I want difficulty of the stories to be increased (must be optional tho). Quite a bit of quests involve certain overland mobs (the ones in camps and abandoned towns, castles etc, basically overland area where the quest occur) So those mobs should be affected too. Quest bosses definitely need to be affected. I'd be very happy if the big bad guy of the zone has an instanced difficulty of the same level as a veteran base game dungeon boss (maybe HM scroll included)spartaxoxo wrote: »Is it the entire Overland or just the stories?
I don't really care about the difficulty of world bosses, incursions (things like dolmens, geysers, harrowstorms etc.) as they are not directly involved in zone story quests. I just want to experience the stories with combat gameplay that actually matters. (30k HP enemies that do an attack once every 5 seconds and when that attack does like 100 damage, is not in anyway interesting to me)
Toxic_Hemlock wrote: »SimonThesis wrote: »Questing in Overland feels like I am one punch man! At CP 1200+ almost every mob we face has less hp than our dps numbers. They have made us more powerful every update for years but haven't changed overland. The power creep is real and they need to find a solution, right now many people have 125% crit damage and over 50% crit chance. As others have said we are just customers it's their job to figure out what to do. I understand they have to keep around the role players that only play an hour a week, but they also have to keep around the people that have had ESO+ for 6 years.
Maybe we are just overthinking it here. The devs could easily add an option to the overland to zero out all the CP (except maybe crafting). As they do this for cyrodiil now I don't think it would require much dev work. Even if the fights would still be easy to some, you would definitely feel the difference without the warfare buffs.
Maybe all that is needed is the ability to revert yourself voluntarily to a fresh lvl 50. It would still cause problems with others coming along and destroying your targets, but at least it would not require much dev time IMO.
Seminolegirl1992 wrote: »Well..problem with that is even without cp the game is laughable. I don't have higher than a level ten character on my pc eu account and I can fist fight things to death. Of course no cp on that account either since it's the other server
My 2 cents, from another thread:
I'm not opposed to OPTIONAL harder overland as long as there are NO extra rewards. Then the people who want a challenge can have it, and people like me who enjoy the current easygoing difficulty won't feel pressured to join the hard mode for extra goodies. Win-Win.
I'm not talking about the Veteran Zones. I am talking about before that. You were already level 50 when you started doing those.
The problem with the Veteran Zones was you had to grind those ranks and that drove a lot of people away. It killed my first guild in fact and made them all quit. lol
Seminolegirl1992 wrote: »Toxic_Hemlock wrote: »SimonThesis wrote: »Questing in Overland feels like I am one punch man! At CP 1200+ almost every mob we face has less hp than our dps numbers. They have made us more powerful every update for years but haven't changed overland. The power creep is real and they need to find a solution, right now many people have 125% crit damage and over 50% crit chance. As others have said we are just customers it's their job to figure out what to do. I understand they have to keep around the role players that only play an hour a week, but they also have to keep around the people that have had ESO+ for 6 years.
Maybe we are just overthinking it here. The devs could easily add an option to the overland to zero out all the CP (except maybe crafting). As they do this for cyrodiil now I don't think it would require much dev work. Even if the fights would still be easy to some, you would definitely feel the difference without the warfare buffs.
Maybe all that is needed is the ability to revert yourself voluntarily to a fresh lvl 50. It would still cause problems with others coming along and destroying your targets, but at least it would not require much dev time IMO.
Well..problem with that is even without cp the game is laughable. I don't have higher than a level ten character on my pc eu account and I can fist fight things to death. Of course no cp on that account either since it's the other server
AlexanderDeLarge wrote: »People had plenty of reasons to quit the game back then and Cadwell Silver/Gold and Craglorn are pretty damn low on that list of reasons why. TESO 2021 is obviously a very different game than what it was in 2014 and quite frankly I find the argument that 'well we had cadwell silver/gold and craglorn and people didn't like it' incredibly disingenuous to say the least.
A lot of our original players forget that we had that with [Cadwell's Gold and Silver] way back when. The feedback that we got about that was they didn't like it. It wasn't fun. The extra difficulty wasn't what they wanted. They wanted to enjoy the story. It's a catch-22."
spartaxoxo wrote: »AlexanderDeLarge wrote: »People had plenty of reasons to quit the game back then and Cadwell Silver/Gold and Craglorn are pretty damn low on that list of reasons why. TESO 2021 is obviously a very different game than what it was in 2014 and quite frankly I find the argument that 'well we had cadwell silver/gold and craglorn and people didn't like it' incredibly disingenuous to say the least.A lot of our original players forget that we had that with [Cadwell's Gold and Silver] way back when. The feedback that we got about that was they didn't like it. It wasn't fun. The extra difficulty wasn't what they wanted. They wanted to enjoy the story. It's a catch-22."
Typical example of the feedback received
"...It was far more difficult and unenjoyable than any game should be."
Other stuff also being problems =/= difficulty wasn't explicitly commonly identified as a problem too. One piece of feedback does not negate another. Other stuff may have also been issues but people also did not like the difficulty.
Nothing disingenuous about the devs citing both feedback and play data they commonly received.
Edit
Their game was gonna die and they were very intent on figuring out why and fixing it. They know better than all of us what the issues were because they studied feedback and play data intensely back then. It was their job. And their fixes completely turned the game around.
AlexanderDeLarge wrote: »How is 'data' gathered from 1.0 relevant when we're on version 7.1? Hell, how is that 'data' relevant past the relaunch of the game (v2.6)?[/b]
Do you amend existing zones or just limit to new zones? I personally would start with a Craglorn mark 2 zone. A zone where the content is difficult for 75% of players, where they need to group up to complete it, where the top 25% can solo it with a little difficulty. See how that goes, do the we want a harder overland go there? How much is it used? It can be used to gauge the real interest in harder overland content.
Anything else is a waste of time.
AlexanderDeLarge wrote: »My 2 cents, from another thread:
I'm not opposed to OPTIONAL harder overland as long as there are NO extra rewards. Then the people who want a challenge can have it, and people like me who enjoy the current easygoing difficulty won't feel pressured to join the hard mode for extra goodies. Win-Win.
Why shouldn't there be additional rewards? When I do veteran dungeons, I get extra rewards. When I do veteran trials, I get extra rewards. When I do veteran arenas, I get extra rewards. Why should a proposed veteran overland be different? It's very strange that of all things, a veteran overland player being rewarded for completing content at an increased difficulty is a step too far for some.
As stated in the previous thread I think I would be fine with some sort of debuff memento with an XP gain/gold modifier in the interim while they gather data and figure something else out long term. I would suggest looking at Warframe's Steel Path mode for inspiration on how they could use a global modifier for a veteran difficulty toggle and how to adequately reward players.I'm not talking about the Veteran Zones. I am talking about before that. You were already level 50 when you started doing those.
The problem with the Veteran Zones was you had to grind those ranks and that drove a lot of people away. It killed my first guild in fact and made them all quit. lol
It's strange to see so much revisionism when it comes to The Elder Scrolls Online's launch state. Sure, it had linear progression and a higher difficulty level but it also had broken grouping mechanics when a group-mandatory zone released and one of the most tedious endgame progression systems I've seen in all of MMOs and let's not act like the base game's content is attractive enough to warrant playing through another faction's zones... but harder .
People had plenty of reasons to quit the game back then and Cadwell Silver/Gold and Craglorn are pretty damn low on that list of reasons why. TESO 2021 is obviously a very different game than what it was in 2014 and quite frankly I find the argument that 'well we had cadwell silver/gold and craglorn and people didn't like it' incredibly disingenuous to say the least.
As stated in the previous thread I think I would be fine with some sort of debuff memento with an XP gain/gold modifier in the interim
spartaxoxo wrote: »
I really doubt they'll ever make a vet overland, but if they do I think it should be tuned around the same level of VVH. I don't see a point in doing something like Crag level difficulty. That place is a total face roll for even only slightly above average players. VVH has nothing that's unsoloable but is decently hard and has a lot of mechs.