Franchise408 wrote: »Higher difficulty content makes me more likely to group up with players, as it becomes more efficient...
I'm not going to quote you point-by-point because it's gotten out of hand, but EQ is what it is because it's effectively the original MMO (I played UO for years, let's not have this discussion) and WoW is the industry leader by a country mile. If those are the examples then yeah, of course it appears to be the industry standard but that doesn't mean it's true for the vast majority of other games in the market. A couple of big, old games does not a standard make, and certainly if you look at more modern MMOs you will not find this kind of system. It's generally reserved for "the good old days" classic-style servers or PvP servers, which aren't what we're discussing here, and so it's only even somewhat relevant.
You're still asking ZOS to do something that, to my knowledge, has not ever done before, which would require its own maintenance and balance considerations meaning dedicated developers and man-hours, which doesn't have a vast amount of support in the community and probably wouldn't see enough use to justify a server configuration all its own. And I have to wonder why, when there is an alternative that keeps everyone together and doesn't negatively impact you. It seems like you just want to have a server where everyone is on the same page from an effort standpoint, but I just don't see why it matters. Who cares what other players are doing? If you're grouping with players like you and you're all having a good time together, why does it matter if some nearby rando is having a good time in a slightly different way? How does it directly impact your experience?
Franchise408 wrote: »I don't care what other players are doing. However, the argument against separate instances has been about splitting the playerbase. Splitting the playerbase only matters in regards to people grouping up together, and I am not going to be grouping up with players that don't have similar goals and objectives as me in mind. Therefore, protesting against splitting the playerbase serves no purpose if it's not about getting people to play together. Having random people playing individually from each other serves no purpose on the "splitting the playerbase" front.
New World has servers with the same ruleset, that's not a relevant comparison.
The counterpoint was never just "splitting the playerbase", although I'll get to that in a moment. More importantly, it's about the time and effort it will take to develop, implement and maintain the different server configuration which I know you don't think will be a significant challenge but it will be far more effort than you're allowing for, and it wouldn't be necessary if there is a player-level solution that doesn't separate players who can absolutely become potential party members when they're not "picking flowers". Just because a player wants to do something that you're not interested in, that doesn't mean they won't decide to do something else at a later time. You're acting as if those who choose to pick flowers are only ever spending their time picking flowers when people like to take advantage of a variety of activities in the game. More players in the server means more opportunities for the groups you want. Even if you don't believe they'll decide you group with you, people aren't flower-picking robots and they make choices that are unpredictable. That's a good thing for you.
Franchise408 wrote: »I mean you do realize that with difficulty instancing, they won't be forced into that instance always and forever, right?
SilverBride wrote: »Franchise408 wrote: »I mean you do realize that with difficulty instancing, they won't be forced into that instance always and forever, right?
They should be. If they were to go to the time and expense to create a veteran overland it shouldn't be a toggle thing. It should be a completely separate server that players have to commit to.
SilverBride wrote: »[Edited to add] If some players find overland so easy that they aren't even playing the game because they find it too unenjoyable, then why would they need to switch back and forth to an easy version?
So if players can switch back and forth between instances, what is the point of this argument? Why are you so adamant about separating players by difficulty when the only difference is that otherwise you might happen to interact with players that aren't playing with exactly the same rules as you?
"I don't want to group with the person picking flowers, and the person picking flowers doesn't need or want a group to do that activity, and probably prefers to be left solo where they can just do their own thing without being bothered. There's absolutely nothing wrong with that, but why do I have to be in the same instance as that person?"
If I'm following you, your question indicates that the only reason you're taking this position and demanding this complex server implementation is that you don't want to see other players doing things you're not interested in doing. I'm going to assume you also don't want other players around you who aren't playing with the same rules because they're...ruining your experience somehow? Can you explain why this matters so much to you?
And with regard to vet mode and hard mode for bosses and delves/public dungeons, again, why does it matter whether this is handled at the instance/boss level versus the player level? Why does it have to be something that everyone deals with equally? When there is such a variety of builds and skill levels in the open zones, who really cares what another random player does or is capable of? Shouldn't we be fine with our own experience being enjoyable for ourselves?
Franchise408 wrote: »There is a clear discontent with many regarding the difficulty level of overland content. However, not all people want harder difficulty. These are both valid opinions and preferences to have. If nothing is done, people who aren't happy will continue to be unhappy. If harder difficulty is forced on everyone else, those people will become unhappy.
[...]
I am saying that splitting the playerbase by normal and vet is more efficient than splitting it by sheer population size, because for those of us who want a more challenging overland that may actually lend itself to grouping, it will be more efficient to be among a group of peers that are more likely to be doing the same thing.
Franchise408 wrote: »
I'm not bothered by people picking flowers in my instance. I am arguing that worrying about splitting the playerbase when my only current interaction with other players is just merely watching them pick flowers is not a valid concern to have.
Franchise408 wrote: »So if players can switch back and forth between instances, what is the point of this argument? Why are you so adamant about separating players by difficulty when the only difference is that otherwise you might happen to interact with players that aren't playing with exactly the same rules as you?
"I don't want to group with the person picking flowers, and the person picking flowers doesn't need or want a group to do that activity, and probably prefers to be left solo where they can just do their own thing without being bothered. There's absolutely nothing wrong with that, but why do I have to be in the same instance as that person?"
If I'm following you, your question indicates that the only reason you're taking this position and demanding this complex server implementation is that you don't want to see other players doing things you're not interested in doing. I'm going to assume you also don't want other players around you who aren't playing with the same rules because they're...ruining your experience somehow? Can you explain why this matters so much to you?
And with regard to vet mode and hard mode for bosses and delves/public dungeons, again, why does it matter whether this is handled at the instance/boss level versus the player level? Why does it have to be something that everyone deals with equally? When there is such a variety of builds and skill levels in the open zones, who really cares what another random player does or is capable of? Shouldn't we be fine with our own experience being enjoyable for ourselves?
I'm not sure how many more ways I need to answer the question.
No, I am not offended or bothered by someone in my instance picking flowers instead of grinding out the highest level content. The issue is this:
There is a clear discontent with many regarding the difficulty level of overland content. However, not all people want harder difficulty. These are both valid opinions and preferences to have. If nothing is done, people who aren't happy will continue to be unhappy. If harder difficulty is forced on everyone else, those people will become unhappy.
The game already implements methods of allowing for optional difficulty setting for every aspect of the game already, outside of the shared overland. This lends itself to an easy solution, as it is already used in game, and it remains consistent with all other aspects of the game. However, some people have argued against this stating the "splitting the playerbase" concern of separating players from each other.
I am saying that this is *not* a concern, and in fact would end up being a positive, because people out and about in the current world already aren't really engaging with each other anyways because the current state of overland does not lend itself to grouping, so people aren't working together anyways. I've also said that this should not be a concern, because the playerbase is already being split anyways. The group finder queue for dungeons is already split between normal and vet queues. Cyrodiil is split into different instances that have different rulesets and serve different purposes. Imperial City is split in a similar fashion. Overland zones are split into different shards based on population size.
I am saying that splitting the playerbase by normal and vet is more efficient than splitting it by sheer population size, because for those of us who want a more challenging overland that may actually lend itself to grouping, it will be more efficient to be among a group of peers that are more likely to be doing the same thing. I used the example of "flower pickers" to say that being in a shard of 100 people who just want to solo quest on easy and gather resources or hunt treasure chests is actually less likely to get me a group of like-minded players than if I were in a shard with 20 players all focused on doing more challenging content. Just like how if I want to find a group to do achievement and score pushing in vet dungeons and trials, I'm more likely to find that group in a guild curated to that sort of playstyle than I am by just picking up random people in Rimmen.
I'm not bothered in the least bit by seeing "flower pickers" in my instance (unless they snatch the resources I was aiming for lol), but in a world where I am more inclined to group because content is more challenging, that flower picker and I being in the same shard serves zero purpose, as we will both be of no benefit to each other. Were I in a shard of other players looking to do the same things, there would actually be a purpose to us being in the same shard.
I am saying that splitting the playerbase is not a concern because for purposes of overland, the playerbase isn't engaging with each other anyways.
As far as why I choose this solution over the more "player centered" solution of a debuff:
Normal and Vet instances are consistent with what ESO already does. There are already normal and vet instances of dungeons, which split the playerbase into 2 different queues for dungeons. There are normal and vet instances of trials, of arenas. PVP zones like Cyrodiil and Imperial City already have separate instances that split the playerbase. Normal and vet instances remain consistent with ESO's design philosophy.
Normal and Vet instance playersplitting is *not* the same as the playersplitting that led to One Tamriel. That playersplitting was based on other aspects that kept players away from each other *entirely* because they weren't the same faction. Normal and Vet playersplitting still allows players to go between the different instances at will to play with their friends and guild mates.
"Player centered" solutions, like the proposed debuffs, don't actually address the situation. Debuffs only serve to drag the fight out longer, similar to the immune phases that have been another recent subject of discontent. They don't actually make the encounters more interesting and engaging, the way that veteran content encounters already do and would.
A counter argument has been presented that it would be too much work to have additional zones with separate rules and mechanics, and I argue against that by saying it is what ZOS is already doing. They would not be creating a new methodology that hasn't been seen in ESO before. It's simply expanding their already existing design philosophy to include overland as well. I am also arguing that it should not been seen as too resource intensive to implement, as separate servers / instances, including servers and instances for different rulesets, are an industry standard for MMO's and online games. WoW has separate ruleset servers, EQ has separate ruleset servers, Warhammer Online had separate ruleset servers, and Diablo 4, which isn't a full blown MMO but is a persistent online world with loads and loads of players per instance, is a great example of separate difficulty instances and still having plenty of people per instance to do content with. Virtually every MMO I have ever played has some form of playersplitting based on difficulty or ruleset, and it is not isolated to a couple popular exceptions. I'd also argue that ESO is one of the most popular MMO's on the market, and ZOS is now owned my Microsoft, so while budgets are absolutely a thing, I'm going to say that resources to implement it is not a valid counter argument. ZOS has plenty of resources.
I'm not bothered by people picking flowers in my instance. I am arguing that worrying about splitting the playerbase when my only current interaction with other players is just merely watching them pick flowers is not a valid concern to have.
My opinion is not swayed by concerns of playersplitting or resources.
Also I would add that all the thousands of players who have already quit ESO (myself included, several times) because of how incredibly boring and bland the overland is are quite thoroughly split from the player base, wouldn't you agree?
SilverBride wrote: »Also I would add that all the thousands of players who have already quit ESO (myself included, several times) because of how incredibly boring and bland the overland is are quite thoroughly split from the player base, wouldn't you agree?
Where is the data to support that thousands of players quit because of overland being boring and bland?
SilverBride wrote: »Also I would add that all the thousands of players who have already quit ESO (myself included, several times) because of how incredibly boring and bland the overland is are quite thoroughly split from the player base, wouldn't you agree?
Where is the data to support that thousands of players quit because of overland being boring and bland?
The game is 10 years old. You cannot possibly argue this in good faith.
Literally 2 posts before yours is someone chiming in telling you they are falling asleep while playing.
I personally know at least 10 people who quit for precisely this reason. Youtube videos abound with hundreds/thousands of comments and likes etc all support this argument.
We're not going to rehash this old argument again.
Yes. thousands if not tens of thousands of people quit this game because it is extremely boring because of the difficulty.
All the people I know who quit - most of whom were die hard ES fans who played every single ES game - quit when they beat Molag Bal because it was so immensely disappointing.
Yes there are thousands (at least) and I'm not going to argue this point anymore. Keep your head buried in the sand if you want.
SilverBride wrote: »There is a steady influx of players joining, leaving, or taking temporary breaks from every MMO, for a variety of reasons. If a player specifically states why they left that does not mean that is why all the others did.
SilverBride wrote: »Also I would add that all the thousands of players who have already quit ESO (myself included, several times) because of how incredibly boring and bland the overland is are quite thoroughly split from the player base, wouldn't you agree?
Where is the data to support that thousands of players quit because of overland being boring and bland?
The game is 10 years old. You cannot possibly argue this in good faith.
Literally 2 posts before yours is someone chiming in telling you they are falling asleep while playing.
I personally know at least 10 people who quit for precisely this reason. Youtube videos abound with hundreds/thousands of comments and likes etc all support this argument.
We're not going to rehash this old argument again.
Yes. thousands if not tens of thousands of people quit this game because it is extremely boring because of the difficulty.
All the people I know who quit - most of whom were die hard ES fans who played every single ES game - quit when they beat Molag Bal because it was so immensely disappointing.
Yes there are thousands (at least) and I'm not going to argue this point anymore. Keep your head buried in the sand if you want.