Franchise408 wrote: »spartaxoxo wrote: »Franchise408 wrote: »I will never, never ever group with anyone in overland content. Never. I am not playing "with" anybody when I am in the overland. I am already separated from the rest of the playerbase because there is zero reason for me to play with anyone in the overland.
You are not. Others are playing with randoms. I have helped plenty of random players I came across while doing overland who needed it. And the vast majority of the playerbase is using overland.
If someone isn't using overland currently, then that's obviously not who is getting separated. It is vet players who DO use overland, that would be separated from new players. This makes it hard for them to find friends and guilds, receive help, or even understand that the game is still alive.
I know for a 100% fact players like this exist because I am literally one of them.
And those people that do that can stay in their preferred instance and play together, while those of us who want a challenge can go to our instance and play the way we want.
I agree that dynamism would be a huge boon for the overland experience, but a challenge increase (option) has to come first or it doesn't mean much. As it has already been said, if we're trampling over everything then no amount of surprise will matter. It would just be another nuisance to brush aside.
I agree that dynamism would be a huge boon for the overland experience, but a challenge increase (option) has to come first or it doesn't mean much. As it has already been said, if we're trampling over everything then no amount of surprise will matter. It would just be another nuisance to brush aside.
If it is possible to spawn enemies to attack the player specifically, encounters could be added that are comprehensively tailored to a player's chosen difficulty level. Not just in terms of player-side stats, but mob stats, numbers, types and special abilities. That does not depend in any way on changes to existing encounters. Saying those need to be addressed first may be a preference, but it's not a necessity.
But if you're already tailoring that type of encounter to the player's challenge preferences, why not just create a system which does it for all of overland? What is the point of creating challenging dynamic encounters while leaving the rest of overland as it is? Wouldn't it be better (and easier) to just build a blanket debuff system for the entire content area, rather than doing it only for those encounters and creating what would amount to an inconsistent experience?.
But if you're already tailoring that type of encounter to the player's challenge preferences, why not just create a system which does it for all of overland? What is the point of creating challenging dynamic encounters while leaving the rest of overland as it is? Wouldn't it be better (and easier) to just build a blanket debuff system for the entire content area, rather than doing it only for those encounters and creating what would amount to an inconsistent experience?.
It's a matter of quality over quantity. Dynamic encounters can be purposefully designed to provide a player-customizable challenge including mob numbers, strength and variety. A blanket player debuff is very limited in what it can achieve because it can't do any of that.
As for what is 'easier', I think a more pertinent consideration is 'what can ZOS monetize'. I think brand new added content has a better chance than a modifier on existing content.