Flangdoodle wrote: »
- Many new players don't know what their skills do because they never have to know, success is handed to them so often that when they run into content that expects anything, it is seen as an unfair difficulty spike. Subtle difficulty teaches players, such as in the first level of the first Mario game, if you don't jump over the first goomba, you'll not see the rest of the game, players need to learn to jump to succeed in that game, but in ESO as has been shown in many videos, you don't need to be paying attention to survive against the likes of a giant animated suit of ancient armor.
Well said.
I've said it before and I'll keep saying it until I don't need to: This game does a horrible job of teaching players how to play it. Thus far, with few exceptions they've outsourced that function either to veteran players or to third party "content creators" who may or may not know what the ___ they're talking about. I firmly believe that the longevity of this game and its appeal to new players would be better served by putting some resources into some bona fide in-game tutorials - like the one for Volendruung in Cyrodiil for instance, where you not only get to use each skill outside of the high pressure combat situation, but you can go back and "brush-up" on them any time you want in a safe zone. That tutorial proves that they have the capability to do it, but for some reason (likely financial) they lack the will.
SilverBride wrote: »
Maybe someone already said it (i sure someone did, but there are ~250 pages already and i don't wanna read it all to check), but imo, if you increase the difficulty - you should increase rewards too.
Right now overland is pretty simple most of the time (excl. world bosses in DLC zones) but also you get very low reward for doing it, like a few coins and absolutely useless gear for most of the regular mobs. That seems fair, low risk - low reward, all as it should be. But if difficulty going up, but we'll still have as loot none vut a few coins... It will be very disappointing
I_killed_Vivec wrote: »Maybe someone already said it (i sure someone did, but there are ~250 pages already and i don't wanna read it all to check), but imo, if you increase the difficulty - you should increase rewards too.
Right now overland is pretty simple most of the time (excl. world bosses in DLC zones) but also you get very low reward for doing it, like a few coins and absolutely useless gear for most of the regular mobs. That seems fair, low risk - low reward, all as it should be. But if difficulty going up, but we'll still have as loot none vut a few coins... It will be very disappointing
I take the opposite view - the attraction should be the challenge: the reward is the satisfaction of accomplishment.
The problem, in my eyes, with enhanced drops is that there is no way of assessing your contribution. Were you alone? Did you have a companion with you? Or a friend? Or was there a bunch of people acting together?
If it is fair that high risk = high reward, then I want something better than you if I'm solo and you have a companion...
And all of a sudden the game has to be taking into account all kinds of considerations just to determine the drops you get from overland mobs.
I love this game and have subscribed for years but this will completely ruin the relaxing questing experience for me. I really don't understand why they would go back to something that came very close to killing this game, especially when it's a small minority asking for it. To say I'm stunned is a gross understatement.
The very least they could have done is make a difficulty slider so those of us that do not want more difficulty in the story wouldn't have our experience ruined. Especially when we were supporting sliders to enhance the enjoyment of those that wanted more difficulty, even though we didn't want it ourselves. It didn't have to be just one way or the other.
This is the most disappointed I have ever felt in all my years of playing.
So we should note that we haven't announced what overland changes are yet. We'll have more information to share next year. We wanted to just note that there will be changes to overland difficulty generally. What form that takes will be shared next year.
SilverBride wrote: »I don't understand this:
2. They listed whatever happens under the systems/ideas category. All prior systems have been optional
ZOS_MattFiror wrote: »A new focus on change and experimentation
We have been hearing from you, the community, that we need to experiment more, to shake things up and not be so predictable. The game needs new and different types of content, and for long-standing feedback to be addressed. We have already started on some ideas that will be tested in 2025. These systems and ideas will be clearly marked as "experiments" in patch notes and are ideas that may or may not be fleshed out into full game systems. With our new focus on breaking up content into seasons and away from years, it gives us time to do these experiments and changes.
Here are some of the ideas that we are working on, some of which you may see on the live servers as tests in 2025 and beyond. Some of these will be tests and some will be improvements based on player feedback:
old_scopie1945 wrote: »SilverBride wrote: »
That's correct, I have seen no mention from ZOS of it being optional. Unfortunately ZOS does what ZOS wants to do. The Account Wide Achievements thing proves that point. It also highlights how much influence Content Creators have in these decisions and how little the rest of us have. At the end of the day they have ZOS's ear.
Those of us who where here at the start remember how hard the content was. Like many I jacked it in, only lasting six months. I remember how frustrating the game was and being an avid Elder Scrolls player how disappointed I was. The whole adventure was a dream come true. That dream turned into a nightmare. It wasn't until One Tamriel that I was tempted back.
The "Studio Director’s Letter" left me at first underwhelmed and then trepidation. All the points against harder overland content, IMO hold water.
ZOS is trying to make quests interesting for everyone, not just casuals. What's wrong with that?
And for the trillionth time - difficulty will be OPTIONAL anyway. No one is going to force you to increase the difficulty.
colossalvoids wrote: »Players that like the things the way they are currently thinking it's a wasted devs time, same as "we" think that time was completely wasted when the game was focusing solely on them lately. They can't even grasp the concept of why people asking for a change, even after pages upon pages of meticulous explanations. They're still bringing up Craglorn or people chaining mobs not engaging in combat, simply showing the lack of understanding.
And for the trillionth time - difficulty will be OPTIONAL anyway. No one is going to force you to increase the difficulty.
Where does it say that in Matt's letter? Oh right - it doesn't. Remember how "optional" AWA was.... So yeah, I'm very skeptical.colossalvoids wrote: »Players that like the things the way they are currently thinking it's a wasted devs time, same as "we" think that time was completely wasted when the game was focusing solely on them lately. They can't even grasp the concept of why people asking for a change, even after pages upon pages of meticulous explanations. They're still bringing up Craglorn or people chaining mobs not engaging in combat, simply showing the lack of understanding.
I understand quite well that there are people who love challenge for its own sake. I'm not one of them; my entire life is a challenge, and I simply don't want challenge in a game I play to get AWAY from my real world challenging life.
Mind you, I don't have to play THIS game. I will miss it, but hey - leaving will save me a bundle of money. The only real issue is that I'm actually still playing the only other games I have any interest in - Skyrim and Oblivion. And as single player titles (even ones with gazoolas of player made content) they're very limited compared to ESO.
But that's the way things are.
old_scopie1945 wrote: »I agree with the SilverBride comment:- "Also, Overland is for the story. It is not a training ground for end game content."
There are some people who seem to think this game has some sort of compulsory form of basic training, such as recruits undergo in the army. I would like to point out that this is just a game that folk can enjoy in their own way. It is not up to others to determine how they should play. Believe it or not some of us don't care tuppence about high level end game or being a unicum.
The difficulty increase in overland is obviously the biggest change for us here, and because it seems like ZOS has truly been listening I'd like to believe that they understand an optional change is the best way forward. I'm sure they also understand their demographics better than we ever will and so they know what a forced, global change would do to their subscription and retention numbers.
SilverBride wrote: »Not all content is going to meet everyone's play style so players should participate in what they enjoy and not try to change the parts that don't so that others don't lose what they enjoy in the process.
I'm not interested in having a back-and-forth with someone who chooses to act as if I disagree with them when I do not. Sometimes I feel as if you're just here to argue rather than discuss solutions. Just because the information may not be as clear as you would like, that doesn't mean it doesn't favor you and everyone else. You're dooming for no reason, SB.