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Overland Content Feedback Thread

  • CP5
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    Story bosses, world bosses, etc. have gotten progressively more difficult from High Isle forward. We were never told this was going to happen, but belive me... we noticed.

    Here's the reason why their new production style is a good thing. When it's "all hands on deck" for the next major chapter, ZOS's only way to address the concerns that 'overland is too easy' is to wedge solutions into that content. That causes that forced implementation, but, if a team is able to exclusively focus on just this thing independent of any chapters, then the solution could both be applied to content beyond just the newest zone, but also as a new system. Give them a chance to actually share their plans once they get them, this sort of modular production is exactly the kind of thing they would need to properly address these concerns without forcing changes onto everyone.
  • SilverBride
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    I don't know anyone that likes what they have done to these bosses. The immune phases do nothing but make the fights drawn out and tedious.
    PCNA
  • Muizer
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    I don't fear any blanket increases in difficulty, because there won't be any. It's way too obvious that would not work.

    There's a wide gap to cross from the difficulty overland is at now and the difficulty that would make it somewhat challenging.

    Anywhere in that gap is going to yield a 'worst of both worlds' compromise. Anywhere on either side will either mean doing nothing or risking chasing away one group of users trying to retain another. Not going to happen.

    Edited by Muizer on December 18, 2024 11:36PM
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • disky
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    I would personally welcome an increase in difficulty for Overland content. It's long overdue. And I don't want to see it optional. No difficulty sliders. Just straight up boost the difficulty.

    When anybody, even brand new players, can just truck across any overland zone training all the mobs into one giant pile then turn around at their leisure to kill them all without breaking a sweat, there's something inherently wrong. What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?

    But why does it matter what someone else is doing or what their experience is? Shouldn't you only care about your experience? So what if they're racing through a zone, they aren't affecting you in any way other than that you can see them, and if that's such a big issue then you have a problem with MMOs, not just ESO overland.
  • CP5
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    Immune phases are tedious, but given a dedicated group who can work longer on this specific task, things other than quick fixes like immune phases are achievable.
  • SilverBride
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    Players shouldn't have to have a dedicated group to do overland quests or complete the zone story. The story is our character's personal story of helping the inhabitants of the zones and should not require grouping. Most of these bosses don't even allow it.

    Edit: I misunderstood a post I thought was suggesting finding dedicated groups to fight story bosses. I still stand by my opinion but now undestand their point.
    Edited by SilverBride on December 18, 2024 11:51PM
    PCNA
  • DenverRalphy
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    What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?

    How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..

    Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.
    Edited by DenverRalphy on December 18, 2024 11:39PM
  • disky
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    Muizer wrote: »
    I don't fear any blanket increases in difficulty, because there won't be any. It's way too obvious that would not work.

    There's a wide gap to cross from the difficulty overland is at now and the difficulty that would make it somewhat challenging.

    Anywhere in that gap is going to yield a 'worst of both worlds' compromise. Anywhere on either side will either mean doing nothing or risking chasing away one group of users trying to retain another. Not going to happen.

    Exactly.
  • DenverRalphy
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    disky wrote: »
    I would personally welcome an increase in difficulty for Overland content. It's long overdue. And I don't want to see it optional. No difficulty sliders. Just straight up boost the difficulty.

    When anybody, even brand new players, can just truck across any overland zone training all the mobs into one giant pile then turn around at their leisure to kill them all without breaking a sweat, there's something inherently wrong. What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?

    But why does it matter what someone else is doing or what their experience is? Shouldn't you only care about your experience? So what if they're racing through a zone, they aren't affecting you in any way other than that you can see them, and if that's such a big issue then you have a problem with MMOs, not just ESO overland.

    Because I'd rather not have my accomplishments diminished by the fact that at any time it can be done without a challenge.

    But then too, I don't believe in "Participation Trophies" either.
    Edited by DenverRalphy on December 18, 2024 11:44PM
  • CP5
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    Was I implying forced grouping should be on ZOS's agenda? By having a dedicated group work on addressing the concern of overland difficulty, given the time to make something that isn't applied to everyone (increased difficulty of story bosses/world bosses), wouldn't you think this would then enable ZOS to go back to the content they put those band-aids on in the past and remove them? So that newer content is on the same level floor as older content, so the difficulty scaling, in whatever form it takes, will be even throughout all the content? It would make a lot more sense for ZOS to address the overly challenging newer bosses to establish a consistent base, than to go back and make more work for themselves buffing everything else.
  • SilverBride
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    What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?

    How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..

    Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.

    Actually it changed with One Tamriel and overland enemies have been the same ever since. It's the bosses they changed, and many don't even bother with them any more because of it.
    PCNA
  • SilverBride
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    CP5 wrote: »
    Was I implying forced grouping should be on ZOS's agenda? By having a dedicated group work on addressing the concern of overland difficulty, given the time to make something that isn't applied to everyone (increased difficulty of story bosses/world bosses), wouldn't you think this would then enable ZOS to go back to the content they put those band-aids on in the past and remove them? So that newer content is on the same level floor as older content, so the difficulty scaling, in whatever form it takes, will be even throughout all the content? It would make a lot more sense for ZOS to address the overly challenging newer bosses to establish a consistent base, than to go back and make more work for themselves buffing everything else.

    My mistake. I misunderstood.

    I thought you meant for the player to get a dedicated group to deal with the more difficult bosses. I didn't realize you were speaking about ZoS. I will edit my post.
    PCNA
  • old_scopie1945
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    What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?

    How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..

    Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.

    Farming resources, what a mindless pain at the best of times. I don't need it to be more than a pain as it is. Done and dusted and onto something more interesting, asap. LOL (what a chore)
  • DenverRalphy
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    What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?

    How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..

    Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.

    Farming resources, what a mindless pain at the best of times. I don't need it to be more than a pain as it is. Done and dusted and onto something more interesting, asap. LOL (what a chore)

    If bots can manage to farm resources without aggroing anything, it shouldn't be too difficult for a player who's paying attention.
  • CP5
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    Going back to my own post, I should have phrased it better.
  • disky
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    disky wrote: »
    I would personally welcome an increase in difficulty for Overland content. It's long overdue. And I don't want to see it optional. No difficulty sliders. Just straight up boost the difficulty.

    When anybody, even brand new players, can just truck across any overland zone training all the mobs into one giant pile then turn around at their leisure to kill them all without breaking a sweat, there's something inherently wrong. What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?

    But why does it matter what someone else is doing or what their experience is? Shouldn't you only care about your experience? So what if they're racing through a zone, they aren't affecting you in any way other than that you can see them, and if that's such a big issue then you have a problem with MMOs, not just ESO overland.

    Because I'd rather not have my accomplishments diminished by the fact that at any time it can be done without a challenge.

    But then too, I don't believe in "Participation Trophies" either.
    I can't say with 100% certainty that you will never be satisfied, but I'm pretty sure you're just not going to get anything like what you're asking for. ZOS understands that the bulk of its players do not want an increased challenge and those people pay the bills. I would encourage you not to worry so much about what other people do with their time and prioritize your own enjoyment of the game instead.
  • old_scopie1945
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    What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?

    How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..

    Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.

    Farming resources, what a mindless pain at the best of times. I don't need it to be more than a pain as it is. Done and dusted and onto something more interesting, asap. LOL (what a chore)

    If bots can manage to farm resources without aggroing anything, it shouldn't be too difficult for a player who's paying attention.

    Ember deals with the aggro when I'm farming. I can't be bothered. LOL
  • BananaBender
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    I know there are some who are only playing the game to run around and do some other stuff in the meantime and they don't want to actually interact with majority of the game's mechanics to begin with, but there should be an incentive for people to learn.

    To me, the fact that you can breeze through all story and zone content without actually playing the game just sucks all enjoyment out of it. People run through the game with random gear they found on the floor, spamming a single skill that looks good. This should be a viable strategy to start with, but not something that gets you through everything.

    Why would I care if someone wants it easy and doesn't like investing time into the game?
    1. Selfishly, it's super boring for me personally to do content that dies in 2-3 skills.
    2. This creates a massive gap between 'the casual' player and anyone who does some sort of group content. Because the game doesn't tell you that you are doing poorly. You just beat a daedric lord! So people just blindly go through content that doesn't challenge them to do better or improve, because you just simply don't have to. Then when they finally feel ready for dungeons, the cold reality sets in.

    How do I know this to be true? Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.
  • SilverBride
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    Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.

    How would a more difficult overland make players better in dungeons? No one would expect wolves and bears to have the same mechanics as a veteran dungeon boss, so how would overland enemies being more difficult do anything but frustrate the player and make them take longer to kill? The only way to learn dungeon mechanics is in dungeons.
    Edited by SilverBride on December 19, 2024 1:49AM
    PCNA
  • KingNutella
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    I'll be totally honest, and this is maybe an unpopular opinion (on these forums), but I hardly need "reward incentives" to run a veteran style overland. Actually engaging with and being immersed in the world would be enough to compel me to play the overland content. I pay to play a game, not to go through sleep-inducing motions to advance a story.

    I didn't even purchase Gold Road because I predicted it would be same old mindnumbingly boring gameplay loop like every expansion that came before it. I have thousands of hours in the game in total, but on my new account (switched from PS to PC), I have just under 400 hours and have only completed the Covenant overland content because overland is exceedingly boring to experience. Adding companions but keeping overland difficulty practically the same was a baffling choice to me.

    At the current difficulty, I frankly don't understand why they don't just delete the mobs and let us play through the game like it's a movie. On my nightblade I would just kill mobs with a surprise attack or three. On my arcanist, just my beam - provided that my companion (which I don't use anymore) doesn't damage or completely eliminate the target. I don't even consider myself to be a hard-core PvE player in the slightest (HM vet dungeons is really as far as I go, definitely not HM trials). Heck, I play PvP and it's really bizarre to me that taking down a resource without any player interference is substantially harder than any PvE interaction in the base game (including most WBs) and most DLC PvE interactions.

    I'm fully on board with having optional veteran overland/quest encounters with the incentives being:

    - Overland drops more likely to be purple while normal gives green/blue gear.

    - Achievements, some of which have a prize or something. Not too different from what is already done with veteran content anyway.

    EDIT: Assuming it's not optional, I think that there should be adjustments to different quests and NPCs. For example, skeevers should remain as trash mobs, wolves and bears should still be insignificant, but daedra should pose more of a threat, for example. Boss encounters can look like some of the boss encounters in IA or restrict that kind of encounter to certain quests/quest bosses rather than all of them to be fair.
    Edited by KingNutella on December 19, 2024 1:38AM
  • disky
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    How do I know this to be true? Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.
    I agree that optional challenge does foster a skill gap, but I also think that those who utilize the challenge option will be naturally perform better in instanced content, while those who can't or don't want to are still able to continue playing. You will still have undergeared and/or underskilled people showing up from time to time in pug vet dungeons, but probably fewer because some of them will decide to enable the overland challenge mode and improve.

    All things considered, keeping it optional is probably good for everyone involved. Though it may be frustrating to have a less-effective group member in difficult content every now and then, more players who are able to enjoy the game means more revenue, which means more content and features for everyone. I'm willing to accept a wider variety of player skill and builds in the mix if it means the game is longer-lived with better support. It feels like a worthwhile compromise.
  • MidniteOwl1913
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    What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?

    How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..

    Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.

    Farming resources, what a mindless pain at the best of times. I don't need it to be more than a pain as it is. Done and dusted and onto something more interesting, asap. LOL (what a chore)

    If bots can manage to farm resources without aggroing anything, it shouldn't be too difficult for a player who's paying attention.

    Bots only do it in the starter areas. Serious farmers avoid those areas because you can't beat the bots.

    Making overland harder will only make it annoying. If I want harder there are plenty of ways to get that in game. Why ruin the whole experience just to add one more?
    PS5/NA
  • MidniteOwl1913
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    Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.

    How would a more difficult overland make players better in dungeons? No one would expect wolves and bears to have the same mechanics as a veteran dungeon boss, so how would overland enemies being more difficult do anything but frustrate the player and make them take longer to kill? The only way to learn dungeon mechanics is in dungeons.

    Exactly! Maybe make dungeons harder so players actually need to learn the mechanics. Upping the difficulty of overland just doesn't make any sense. Making it take longer (because the trash has more HP) to get from point A to B will only make the game more boring.
    PS5/NA
  • BananaBender
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    Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.

    How would a more difficult overland make players better in dungeons? No one would expect wolves and bears to have the same mechanics as a veteran dungeon boss, so how would overland enemies being more difficult do anything but frustrate the player and make them take longer to kill? The only way to learn dungeon mechanics is in dungeons.

    I'm not saying they should turn a wolf into a damage sponge that takes ages to kill, nobody wants that. I want there to be some progression on the difficulty. Normal basic enemies should be a walk in a park for everyone, but some elite enemies or guards at an enemy stronghold should take much more to kill than they do now. Because right now a wolf is pretty much as difficult to kill as a trained bodyguard, and that just shouldn't be the case in my opinion.

    As for taking enemies longer to kill, this is where progression comes in. I think all content should be pretty swift and painless if you are prepared for it properly. Just throwing on some white gear off the ground shouldn't cut it for a main boss in a story line. If you have even remotely proper gear and you know what your skills do, you should be able to kill the boss. The boss shouldn't die just because the hero showed up. In short, the time to kill wouldn't increase, because the player's gear, skills and knowledge of the game has improved.

    I'm not expecting the wolves to teach the player how to work as a team and do some mechanics and I never said that in my original post. What I said is that the game does not teach, nor require the player to have even the slightest idea how to actually play the game. Meaning players don't have to know what their skills do, or how the sets work in this game. These are things the player should have to know to complete major quests lines. I'm not asking for 0.1s weaving time or advanced rotations, I simply want the game to teach and require basic knowledge of how combat works in the game itself.

    I used ESOLogs (https://www.esologs.com) to see what people were wearing, what they were casting and how much they were contributing in terms of damage, healing and buffs etc. It's not an addon, it's a base game feature which you can access with the command /encounterlog. You will need an ESO Logs uploader to properly read the gathered data though. (Players are anonymous by default. There is a setting in-game if you want other people to see your name in encounterlogs.)
  • DenverRalphy
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    What ever happened to there being an actual reason you may need to stick to the roadways because otherwise you run the risk of running into something more challenging that you're ready to handle?

    How are players supposed to stick to the roadways when their quest objectives are out in the wild and down in caves and delves etc.? And don't forget farming mats for crafting, etc..

    Simple, you don't. You travel the roadways until you can't get any closer, then you step into the wild. That's when you have to start paying attention to your surroundings instead of just mindlessly stomping through. Farming resources shouldn't be a mindless activity either. And it hasn't always been this way. Over time it's just become easier and easier, until eventually everybody just became complacent with it.

    Farming resources, what a mindless pain at the best of times. I don't need it to be more than a pain as it is. Done and dusted and onto something more interesting, asap. LOL (what a chore)

    If bots can manage to farm resources without aggroing anything, it shouldn't be too difficult for a player who's paying attention.

    Bots only do it in the starter areas. Serious farmers avoid those areas because you can't beat the bots.

    Making overland harder will only make it annoying. If I want harder there are plenty of ways to get that in game. Why ruin the whole experience just to add one more?

    I farm in DLC zones all the time. Probably significantly more often than most players. And I never have a problem avoiding aggro. If anything, I usually find that I have to go out of my way to intentionally get aggro if I decide I want some raw leather scraps or alkahest.

    Increasing difficulty in overland areas wouldn't change that.
  • BananaBender
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    disky wrote: »
    How do I know this to be true? Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.
    I agree that optional challenge does foster a skill gap, but I also think that those who utilize the challenge option will be naturally perform better in instanced content, while those who can't or don't want to are still able to continue playing. You will still have undergeared and/or underskilled people showing up from time to time in pug vet dungeons, but probably fewer because some of them will decide to enable the overland challenge mode and improve.

    All things considered, keeping it optional is probably good for everyone involved. Though it may be frustrating to have a less-effective group member in difficult content every now and then, more players who are able to enjoy the game means more revenue, which means more content and features for everyone. I'm willing to accept a wider variety of player skill and builds in the mix if it means the game is longer-lived with better support. It feels like a worthwhile compromise.

    I don't mind people of lower skill level at all, even if my post made it sound that way a bit. Majority of players are trying their best and doing part even if it's not as much as someone else can pull off. But when someone as a damage dealer, is doing the same damage as a real tank with tank sets and skills, there is something wrong.

    I think a lot is to blame on how little the game expects from the player and how little information is given to the player. If you have your default settings and no addons, how are you supposed to know how well you are doing? Stuff still dies, quests get done and achievements are gained, so you must be doing good, right...? Once people get into dungeons or any other group content, that's when the player faces any sorts of expectations. Tbf, mostly from other players, and I think this has lead a lot of people to dislike dungeons and group content as a whole, because the game completely failed to prepare them for it.
    This pretty much ties into the "play how you want" thing that keeps getting mentioned a lot when discussing builds and people in dungeons, but that's a topic for another thread.
  • disky
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    Because for a few weeks now I've done multiple veteran dungeons (DLC and base game) and logged them. There have been multiple people without set gear, some with 10 different sets meaning they got 0 set bonuses at all. People spamming skills that reset the duration instead of dealing damage straight away (ie. Daedric Pray), resulting in them dealing no damage what so ever. The level range has been anywhere from 300cp to 1500cp of people with 0 clue on how the basic mechanics of the game function and are just waiting for everyone else to carry them through any of the content, because the game doesn't tell them any better.

    How would a more difficult overland make players better in dungeons? No one would expect wolves and bears to have the same mechanics as a veteran dungeon boss, so how would overland enemies being more difficult do anything but frustrate the player and make them take longer to kill? The only way to learn dungeon mechanics is in dungeons.

    Exactly! Maybe make dungeons harder so players actually need to learn the mechanics. Upping the difficulty of overland just doesn't make any sense. Making it take longer (because the trash has more HP) to get from point A to B will only make the game more boring.
    So the feature is not something you're interested in. It's not intended to cater to your interests, and that's fine. To say that it's not something anyone could enjoy is incorrect though, because I and plenty of other people do want it.
  • Renato90085
    Renato90085
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    i alway think it why we can in rnd see a dps do 5k(1%)
    because basegame overland trash only 10~30k health, 5k dps still can cook them in 2-6sec
  • colossalvoids
    colossalvoids
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    i alway think it why we can in rnd see a dps do 5k(1%)
    because basegame overland trash only 10~30k health, 5k dps still can cook them in 2-6sec

    Partially, for me personally it was that my base regen and sturdiness was enough to tank anything pretty much without using block, dodge or healing myself when I started. Like why would I learn if it makes no difference? Why would I invest into crafting or collect a full gear set if those aren't needed? And then one day I queued into the veteran dlc dungeon. Pretty sure most people would just quit with that spike not even understanding what went wrong.
  • Attorneyatlawl
    Attorneyatlawl
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    Morvan wrote: »
    Frooke wrote: »
    I recorded a video to show how difficult overlanding is, and it's serious. I can't understand who is having any kind of difficulty. Watch the video and draw your own conclusions

    https://youtu.be/DWtW1BP6qqM

    Honestly, they could make overland 10x more difficult and it would still be extremely easy. LMFAO

    It was much more difficult pre One Tamriel and it still was too easy even in upper craglorn solo and the vet zones. Unpopular opinion, but I stand by the thought that people only found them hard because the game didn't teach how to play very well and required experimentation that many didn't spend the time to do.

    I'm coming back from a long hiatus, as is a family member, because of this announcement along with cyrodiil remarks in the director's letter. I hope some increase in overland isn't optional so that people learn how to play better (with associated tutorials), but I also hope for an optional component that adds adjustable, beyond launch vet and upper craglorn difficulty at its higher end.

    Right now, as has been well covered, the game is simply too easy in overland and that has turned off a lot of people I've known from awhile back who tried eso again. It does a disservice to brand new players, let alone "casuals", by not making the story matter whatsoever or feel connected to what's actually happening during gameplay. It also never teaches them to improve.

    If zos is worried about losing some people, then make an optional "story mode" difficulty for those who like it how it is now, and bump the default up some. Everyone wins there.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
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