Maintenance for the week of December 23:
· [COMPLETE] NA megaservers for maintenance – December 23, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
· [COMPLETE] EU megaservers for maintenance – December 23, 9:00 UTC (4:00AM EST) - 14:00 UTC (9:00AM EST)

Overland Content Feedback Thread

  • BasP
    BasP
    ✭✭✭✭
    barney2525 wrote: »
    So long as players start their posts by telling everyone else What the game is supposed to be, without so much as an " In My Opinion ", people ARE trying to shame players that have differing opinions into following their orders.

    To be fair, it goes the other way around as well. When the topic is a more difficult Overland, many have made blanket statements like 'No one would use it' or 'Nobody likes the difficult World Bosses/World Events that are already in the game' and so on.
    barney2525 wrote: »
    Their primary, Number One goal is this : To Make as Much Money As Possible. Just like ANY business. And you make the Most Money by offering a game that can be enjoyed by ALL personal preferences and play styles.

    Yeah, which is why it's great to hear that ZOS is looking into increasing Overland's difficulty (and I can't imagine this change not being optional). For years, a not-insignificant number of 'veteran' players have asked for a more challenging Overland experience - some of whom even stopped playing the game because they found it too easy. Interestingly, that sentiment isn't limited to veterans; just this month, several negative Steam reviews from new players mentioned Overland being too easy as a drawback.

    So, when it comes to Overland content, ZOS hasn't really catered to all preferences and playstyles for a long time, and may have missed out on some potential revenue because of it.
    barney2525 wrote: »
    Players get tired of being told ( Not by the Company, but by Other Players ) HOW they must play the game.

    Agreed. Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.' Comments like that didn't really address the issue or helped foster a constructive discussion.

    In essence, I agree with your post by the way. But I think it’s important to recognize that it goes both ways. While some players now fear that they might not be able to enjoy Overland content in the future, other players haven't been able to enjoy it for years. Respecting all playstyles is key.
  • disky
    disky
    ✭✭✭✭✭
    Arunei wrote: »
    snip
    The new Crag-like is coming per the letter, but if that's the planned solution to overland challenge then it's not a solution I consider valuable even though it is also welcome. When I say that I want grouping to make a difference, I don't need it to be life or death, I just want it to feel like the other players can actually help rather than just making things faster. I've said it before but as my level increases I don't ever want to feel godlike or overpowered, I want access to more tools which suit my playstyle. Which means that if I'm not too strong, more players matter, and when there are more elements of the game that matter, that's good for me. Hitting the sweet spot for this is tough which is why I really want a granular challenge system that allows the player to select the challenge elements which suit them best, though I doubt it will ever be implemented in this way.

    I wouldn't mind a death debuff, but I wasn't thinking about it and I'd bet that almost nobody would want it. That's a very delicate thing to tackle from a development perspective with little return on investment. I really just feel like fewer soul gems would be enough, because needing to think about that resource is good for me, and running out means you are punished in the form of lost time. It may also force you to wait for player assistance which is another grounding element. I feel like it's way too easy to acquire soul gems and scarcity would dramatically alter the way you play the game. It would also add far more importance and value to the Soul Magic skill line and associated Champion Point nodes. More consequential choices to consider! Good for me.
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    BasP wrote: »
    Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.'

    It wasn't just players saying that.
    PCNA
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    spartaxoxo wrote: »
    I agree with barney2525. Opinions should be stated as opinions and not facts.

    Saying "Overland is too easy" presents it as a fact, but it isn't. It's a personal preference.

    However saying "I find Overland too easy for how I like to play" clearly states that this is the player's personal view and is much less likely to meet pushback.

    Easy is subjective so it's not presenting it as a fact. Overland is too easy is simply direct. The latter is nicer in some cultures but is not how a person would speak in others. Direct speech =/= fact.

    I disagree. Even just saying "I find Overland too easy" is much more clear that an opinion is being given. Because Overland is not too easy for many players and hearing it stated as fact just stirs up defensive feelings.

    "Overland is not too easy for many players" is no different than "Overland is too easy for many players", IMO. I don't have a problem with either, it's just how people talk. I think that when using an international forum, it's important to keep in mind that a wide variety of cultures are using it as well. And that what is considered polite speech in one culture would not even cross someone else's mind to say in another.

    Textual communication does not have the benefit of body language, tone of voice, and other indicators that someone is not being aggressive. So, it is generally considered polite to NOT assume someone is being rude unless they explicitly state something rude.

    If someone finds themselves getting defensive at what someone is communicating because they did something like used the word "should" or left off the word "IMO" one should back away and re-read later. You'll often find that it is not the writers intentions at all. I just used the forum search tool on the word "should" for example, and almost every single last one was from someone who explicitly stated that they wanted everything to be optional. I actually didn't see one case that was the opposite but I might have missed some as it was only a quick glance.

    People wanting overland difficulty to be forced is simply not a popular opinion.
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    spartaxoxo wrote: »
    I disagree. Even just saying "I find Overland too easy" is much more clear that an opinion is being given. Because Overland is not too easy for many players and hearing it stated as fact just stirs up defensive feelings.

    "Overland is not too easy for many players" is no different than "Overland is too easy for many players", IMO. I don't have a problem with either, it's just how people talk. I think that when using an international forum, it's important to keep in mind that a wide variety of cultures are using it as well. And that what is considered polite speech in one culture would not even cross someone else's mind to say in another.

    Textual communication does not have the benefit of body language, tone of voice, and other indicators that someone is not being aggressive. So, it is generally considered polite to NOT assume someone is being rude unless they explicitly state something rude.

    This is why we need to be more precise and accurate, so our statements aren't misinterpreted.

    Also, no one said that anyone was being rude or aggressive. And there are no rules of etiquette for how anyone perceives something. How we react to what we perceive, yes, but we feel however we feel.
    Edited by SilverBride on December 23, 2024 9:16PM
    PCNA
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    spartaxoxo wrote: »
    Textual communication does not have the benefit of body language, tone of voice, and other indicators that someone is not being aggressive. So, it is generally considered polite to NOT assume someone is being rude unless they explicitly state something rude.

    This is why we need to be more precise and accurate, so our statements aren't misinterpreted.

    Also, no one said that anyone was being rude or aggressive. And etiquette has nothing to do with how someone perceives what anyone else says.

    https://www.linkedin.com/pulse/20141125212408-10714894-email-tone-often-misinterpreted

    Etiquette does have to do with whether or not we show others grace, they even teach this in professional settings. I actually first heard this point from a job.

    Also, yes they did. They said players are shaming others
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    spartaxoxo wrote: »
    spartaxoxo wrote: »
    Textual communication does not have the benefit of body language, tone of voice, and other indicators that someone is not being aggressive. So, it is generally considered polite to NOT assume someone is being rude unless they explicitly state something rude.

    This is why we need to be more precise and accurate, so our statements aren't misinterpreted.

    Also, no one said that anyone was being rude or aggressive. And etiquette has nothing to do with how someone perceives what anyone else says.

    https://www.linkedin.com/pulse/20141125212408-10714894-email-tone-often-misinterpreted

    Etiquette does have to do with whether or not we show others grace, they even teach this in professional settings. I actually first heard this point from a job.

    Also, yes they did. They said players are shaming others

    I did edit my post to say how we react to our perceptions is goverened by etiquette, but not our perceptions themselves. (I edit a lot to make sure I am stating things in a way that won't be misinterpreted.)

    Some others have felt like players were being shamed, and honestly I feel talked down to by posts that tell players we just need to get better and then we could handle a more difficult overland.
    PCNA
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    spartaxoxo wrote: »
    spartaxoxo wrote: »
    Textual communication does not have the benefit of body language, tone of voice, and other indicators that someone is not being aggressive. So, it is generally considered polite to NOT assume someone is being rude unless they explicitly state something rude.

    This is why we need to be more precise and accurate, so our statements aren't misinterpreted.

    Also, no one said that anyone was being rude or aggressive. And etiquette has nothing to do with how someone perceives what anyone else says.

    https://www.linkedin.com/pulse/20141125212408-10714894-email-tone-often-misinterpreted

    Etiquette does have to do with whether or not we show others grace, they even teach this in professional settings. I actually first heard this point from a job.

    Also, yes they did. They said players are shaming others

    I did edit my post to say how we react to our perceptions is goverened by etiquette, but not our perceptions themselves. (I edit a lot to make sure I am stating things in a way that won't be misinterpreted.)

    Some others have felt like players were being shamed, and honestly I feel talked down to by posts that tell players we just need to get better and then we could handle a more difficult overland.

    It's both. While we can't completely control our immediate emotions, we can try to keep certain things in mind to better help inform and shape them. Over time, this can result in our being better able to be emotionally equipped to handle certain environments.

    For example, most of the "getting better" feedback has been about the onboarding ramp for new players learning how to play the game. Overland actually doesn't do a good job of teaching the mechanics of the game because they're unneeded. Many players actually struggle to break free, roll dodge, bash, etc. A lot of this IS taught in normal dungeons but even then it's mostly the dlc ones.

    It isn't directed at vet players being told to get good so they can enjoy vet overland. I actually have seen very little posts like that.
    Edited by spartaxoxo on December 23, 2024 11:05PM
  • Kyip
    Kyip
    ✭✭✭
    Just posting here to say that I found the discussion in https://forums.elderscrollsonline.com/en/discussion/670971 to be very constructive, based on the perspective of a player who spends lots of time and money here, yet needs the current overland difficulty level where it is. I found that discussion insightful. I think it was unhelpful for the moderator to shut it down and point here, where the conversation sprawls all over the place, going back to 2021. That topic shouldn't have been locked. It is one of many cases recently where I find myself wishing we had a 'disagree' reaction option, specifically for mods shutting down topics that provided value where they were.
    Edited by Kyip on December 23, 2024 11:16PM
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    spartaxoxo wrote: »
    I did edit my post to say how we react to our perceptions is goverened by etiquette, but not our perceptions themselves. (I edit a lot to make sure I am stating things in a way that won't be misinterpreted.)

    It's both. While we can't completely control our immediate emotions, we can try to keep certain things in mind to better help inform and shape them. Over time, this can result in our being better able to be emotionally equipped to handle certain environments.

    I do not agree and I am not going to continue arguing the point. So let's just agree to disagree and leave it at that.
    Edited by SilverBride on December 23, 2024 11:37PM
    PCNA
  • TaSheen
    TaSheen
    ✭✭✭✭✭
    ✭✭✭✭✭
    spartaxoxo wrote: »
    spartaxoxo wrote: »
    spartaxoxo wrote: »
    Textual communication does not have the benefit of body language, tone of voice, and other indicators that someone is not being aggressive. So, it is generally considered polite to NOT assume someone is being rude unless they explicitly state something rude.

    This is why we need to be more precise and accurate, so our statements aren't misinterpreted.

    Also, no one said that anyone was being rude or aggressive. And etiquette has nothing to do with how someone perceives what anyone else says.

    https://www.linkedin.com/pulse/20141125212408-10714894-email-tone-often-misinterpreted

    Etiquette does have to do with whether or not we show others grace, they even teach this in professional settings. I actually first heard this point from a job.

    Also, yes they did. They said players are shaming others

    I did edit my post to say how we react to our perceptions is goverened by etiquette, but not our perceptions themselves. (I edit a lot to make sure I am stating things in a way that won't be misinterpreted.)

    Some others have felt like players were being shamed, and honestly I feel talked down to by posts that tell players we just need to get better and then we could handle a more difficult overland.

    It's both. While we can't completely control our immediate emotions, we can try to keep certain things in mind to better help inform and shape them. Over time, this can result in our being better able to be emotionally equipped to handle certain environments.

    For example, most of the "getting better" feedback has been about the onboarding ramp for new players learning how to play the game. Overland actually doesn't do a good job of teaching the mechanics of the game because they're unneeded. Many players actually struggle to break free, roll dodge, bash, etc. A lot of this IS taught in normal dungeons but even then it's mostly the dlc ones.

    It isn't directed at vet players being told to get good so they can enjoy vet overland. I actually have seen very little posts like that.

    I've had that pointed directly at me. Several times. In fact, I do not care to "get better" because I have less than zero interest in anything beyond story quests and overland. I am SO DONE with dungeons, raids, pvp etc - done for over a decade.

    I will see what we hear in April. I've already canceled my subs. One of them (my oldest account) runs through October '25. I may renew my second oldest account monthly for a few months - until I see how things are going. The other two I will play as free accounts if I play them at all.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • BananaBender
    BananaBender
    ✭✭✭
    Going to talk about mainly quests here. ↓
    I feel like the yearly release of large zones being the major selling point for expansions and the game as a whole is one of the biggest reasons for why we are in this situation to begin with, which makes me all the more excited to see ZoS drop it. Currently the design has been for new players and returning players alike, to start with the new story straight away. Of course the quests and encounters will be designed around this model. But this results in the main story lines feeling like tutorials for anyone experienced, because that's kinda what they are. Sure there is the actual tutorial, which still fails to highlight major key points in the game, but usually in games the first zone after the tutorial is also very beginner friendly, which is also the case in ESO. Here it just applies to every single expansion, and every single zone with the exception of Craglorn.

    So basically we are stuck in a situation where every zone is aimed to be beginner friendly, and the whole map is lacking structure or a form of progression. I know for some this is a huge positive thing, but it comes at the cost of being extremely underwhelming for anyone who progresses past the beginner phase. To me it's such a shame as well, because I love the world and generally enjoy the quests (apart every NPC talking to the vestige like they would to a child), the new areas look absolutely amazing, but I just can't enjoy the quests anymore since all the quests feel like they could be intro quests.
  • BananaBender
    BananaBender
    ✭✭✭
    Kyip wrote: »
    Just posting here to say that I found the discussion in https://forums.elderscrollsonline.com/en/discussion/670971 to be very constructive, based on the perspective of a player who spends lots of time and money here, yet needs the current overland difficulty level where it is. I found that discussion insightful. I think it was unhelpful for the moderator to shut it down and point here, where the conversation sprawls all over the place, going back to 2021. That topic shouldn't have been locked. It is one of many cases recently where I find myself wishing we had a 'disagree' reaction option, specifically for mods shutting down topics that provided value where they were.

    I do agree that it is a bit silly that every topic that includes the word 'overland' gets moved here, because it leads to this thread being just a massive pile of conversations where multiple people might be posting at the same time on completely different things...
  • AlterBlika
    AlterBlika
    ✭✭✭✭
    Tbh it's disappointing that devs don't see the core of the problem - unnecessary buffs every patch that eventually rendered all older content irrelevant. They aren't making overland really difficult anyway. In maybe two years we will be once again asking for a more difficult overland thanks to powercreep.
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    AlterBlika wrote: »
    Tbh it's disappointing that devs don't see the core of the problem - unnecessary buffs every patch that eventually rendered all older content irrelevant. They aren't making overland really difficult anyway. In maybe two years we will be once again asking for a more difficult overland thanks to powercreep.

    We don't know if they are making overland really difficult or not because they haven't told us anything about what they are planning.
    PCNA
  • Arunei
    Arunei
    ✭✭✭✭✭
    ✭✭✭
    disky wrote: »
    Arunei wrote: »
    snip
    The new Crag-like is coming per the letter, but if that's the planned solution to overland challenge then it's not a solution I consider valuable even though it is also welcome. When I say that I want grouping to make a difference, I don't need it to be life or death, I just want it to feel like the other players can actually help rather than just making things faster. I've said it before but as my level increases I don't ever want to feel godlike or overpowered, I want access to more tools which suit my playstyle. Which means that if I'm not too strong, more players matter, and when there are more elements of the game that matter, that's good for me. Hitting the sweet spot for this is tough which is why I really want a granular challenge system that allows the player to select the challenge elements which suit them best, though I doubt it will ever be implemented in this way.
    I think the main issue is that different people play at different levels of skill, and what what person sees as too easy could be impossible for others; thus, for many people grouping can already make that difference you want it to make for you. Unfortunately, as with any game, the longer you play, the better you tend to get. You become familiar with mechanics, with the way enemies act/react, how to best put together gear and consumables, which Skills synergize with each other and your gear the best, and so on. That's obviously not true for everyone, or even maybe half the player base, but it's true for a considerable amount of people.

    And once you learn that stuff, you can't really UNlearn it in order to make things as challenging as when you were newer, or on a weaker character (because as you start amassing CP even fresh characters can be super buffed). The problem is trying to find some balance between the people who've learned and gotten better, and the people who are stuck at a certain level of ability for whatever reason (or just don't CARE about actively getting better).

    Unless ZOS gives you those tools you want, you will unfortunately continue to be "too" strong, because you know how to play the game and get the most out of it. Even if you self-gimp by removing CP and gear, resetting Skills to their base versions, and so on, you still understand the game mechanics and such. Hopefully whatever they have planned for the difficulty boost will give you enough tools to help you feel like how you WANT to feel, and make it more interesting than just going in naked and no CP to punch everything to death. It's why I'm thinking that giving people a set of parameters they can pick and choose to change would be better than just a flat slider that can't take into account different nuances.
    disky wrote: »
    I wouldn't mind a death debuff, but I wasn't thinking about it and I'd bet that almost nobody would want it. That's a very delicate thing to tackle from a development perspective with little return on investment. I really just feel like fewer soul gems would be enough, because needing to think about that resource is good for me, and running out means you are punished in the form of lost time. It may also force you to wait for player assistance which is another grounding element. I feel like it's way too easy to acquire soul gems and scarcity would dramatically alter the way you play the game. It would also add far more importance and value to the Soul Magic skill line and associated Champion Point nodes. More consequential choices to consider! Good for me.
    The ooooonly thing about making Soul Gems harder to come across is they aren't just used to rez yourself. You need them for teammates in group content, and you also need them to recharge your Weapon Enchants. Making them *too* hard to come by means making it more difficult to get downed teammates back up (which could make or break runs for harder achievements) and might make it a real hassle to keep Weapon Enchants up.
    Edited by Arunei on December 24, 2024 5:45AM
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • disky
    disky
    ✭✭✭✭✭
    Arunei wrote: »
    snip

    To all of this, my answer is...yes.

    I have thought about this quite a bit, I am fully aware of the potential for trouble, and I still want it. To me, choices, challenge and consequences are what make the game fun. I don't expect everyone to feel the same way and that's why I believe that the ideal challenge system is optional and granular, with switches that allow the player to choose their degree of challenge, though I don't think it's likely to happen in that way.

    The TES games, including ESO, have a grand history of modding and a system like this would feel like an official way of honoring that legacy. I also think it would be really innovative for the MMO genre and something that would set the game apart, even surpassing LotRO which did kind of do the idea first. For a game which has so often espoused the "play your way" ethos, it feels like a natural evolution. Again, I don't think I'll ever get exactly what I want and I will be happy with something that just allows me to feel satisfied that my build and choices matter in overland, but this is my ideal implementation.

    Edited by disky on December 24, 2024 2:16PM
  • Cooperharley
    Cooperharley
    ✭✭✭✭
    I've lost so many brain cells reading this thread.

    Why don't we wait for the difficulty increase to come out on PTS and test it so we can give targeted feedback rather than dooming and picking apart other peoples' arguments? It's just silly.

    It VERY likely will be optional, and anyone losing sleep over other players have an optional difficulty increase need to touch grass a bit. Just saying.
  • colossalvoids
    colossalvoids
    ✭✭✭✭✭
    ✭✭✭✭✭

    It VERY likely will be optional, and anyone losing sleep over other players have an optional difficulty increase need to touch grass a bit.

    The frosty season might be an issue here.
  • disky
    disky
    ✭✭✭✭✭
    I've lost so many brain cells reading this thread.

    Why don't we wait for the difficulty increase to come out on PTS and test it so we can give targeted feedback rather than dooming and picking apart other peoples' arguments? It's just silly.

    It VERY likely will be optional, and anyone losing sleep over other players have an optional difficulty increase need to touch grass a bit. Just saying.
    I agree, dooming is bad. But the thread is still valuable because it provides a point of focus for the devs to look at and gauge player sentiment, and maybe selfishly, I'd like to believe that it's possible to change someone's mind through (relatively) respectful discussion. If that happens enough maybe more informed and broadly reasonable opinions will disseminate through the community. Talking civilly about it is good for everyone and showing ZOS how much this matters to us by not shutting up about it is even more important.

    Fully get why it would drive you nuts though.
    Edited by disky on December 24, 2024 3:05PM
  • Kallykat
    Kallykat
    ✭✭✭✭✭
    BasP wrote: »
    Agreed. Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.' Comments like that didn't really address the issue or helped foster a constructive discussion.

    In essence, I agree with your post by the way. But I think it’s important to recognize that it goes both ways. While some players now fear that they might not be able to enjoy Overland content in the future, other players haven't been able to enjoy it for years. Respecting all playstyles is key.

    I agree that both playstyles are important, and they are both provided for by ZOS. The question is whether or not both playstyles should be supported in all types of content. Currently, overland supports one playstyle and dungeons/trials support the other. If you think overland should be made more difficult to support the latter style, then do you also agree that dungeons/trials should have an easy/story mode to support the former playstyle?
  • Kallykat
    Kallykat
    ✭✭✭✭✭
    I think one of the biggest issues with "increase difficulty of overland" is that it's actually a few different things in there. And that means that everyone's arguing for a different version of it, and making different strawmen of everything to discount the opposition.

    First, it should be broken down as to what "overland difficulty" entails. I see a few different things people highlight:
    • Overland trash mobs
    • Delve and World bosses
    • Story quest bosses

    A lot of people say "I want harder difficulty because I don't want the story final boss to fall over when I breathe on them" and the rebuttal ends up being "I don't want to spend 10 minutes fighting a wolf to pick flowers." Those are talking about two different things, and we should treat them as two different things. On the flipside, we should recognize that there is no comparison between the bosses in the later DLCs and the basegame bosses - even the delves are starting to get mechanics. Trying to argue that DLC bosses and basegame bosses are the same level is blatantly false.

    My biggest issue with increasing difficulty of story bosses though is the fact that they're one-and-done. ESO's stories are not exactly replayable - sure, people love to replay RPGs like Baldur's Gate since you can play a different class or make different choices, but ESO's stories are fairly linear and have only gotten more and more linear as time goes on. Very few people will feel the need to run the entire "Hi nameless adventurer, do this fetch quest while I explain everything to you like you're a blithering idiot" multiple times on multiple characters, so a really intense final fight is pretty well wasted after you see it once. I really enjoyed the Ithelia fight at the end of Gold Road, but I have zero intention of getting another character through Necrom AND Gold Road AND the epilogue just to spend 5 minutes with this fight again. The best I can hope for is that it ends up in the Archive at some point. Personally, I'd rather the Encounters team spend the time making Dungeon or Trial bosses with interesting mechanics since those can be done over and over, instead of making a really fun one-time boss and then no Dungeons.

    I just wanted to say that I think these are fair points to keep in mind as we continue this discussion.
  • LootAllTheStuff
    Perspective is everything:
    1. "Overland is easy" when you have max level character and meta gear/build.
    2. "Overland is easy" until it suddenly isn't (WB with AoE and multiple adds)
    3. "Overland is easy" when you've been playing hours everyday for > 6 months
    4. etc.

    I'm a big fan of games that provide individualized options for difficulty, and that would seem to fit with the ESO ethos better than enforced difficulty - "Dead Souls" it ain't, and that's fine because the Dead Souls series exists for those who prefer that. There's no reason why a "hardcore" mode toggle couldn't be included, with options for losing gear/progress right up to permadeath. Programmatically trickier but still doable would be a Skyrim style slider: default would be as it is now, and go from there.


  • Cambion2401
    Cambion2401
    ✭✭✭
    disky wrote: »
    I've lost so many brain cells reading this thread.

    Why don't we wait for the difficulty increase to come out on PTS and test it so we can give targeted feedback rather than dooming and picking apart other peoples' arguments? It's just silly.

    It VERY likely will be optional, and anyone losing sleep over other players have an optional difficulty increase need to touch grass a bit. Just saying.
    I agree, dooming is bad. But the thread is still valuable because it provides a point of focus for the devs to look at and gauge player sentiment, and maybe selfishly, I'd like to believe that it's possible to change someone's mind through (relatively) respectful discussion. If that happens enough maybe more informed and broadly reasonable opinions will disseminate through the community. Talking civilly about it is good for everyone and showing ZOS how much this matters to us by not shutting up about it is even more important.

    Fully get why it would drive you nuts though.
    I agree we should wait, but input is important. I'm also feeling a bit cautious about the change (the fact I logged back in to the forums for the first time in ages should say something), as I pretty much exclusively play solo PvE. Currently it's mostly fine, but sometimes overland combat sometimes feels like an annoyance when running about for stuff. But hey, it's quick so not too bad. I know the mechanics and it's not like I cannot beat harder difficulties, but I don't want to have to when trying to get around to do other stuff that isn't directly linked to combat. Rather save that for bosses or other specific moments that are about the combat. The DB skill to have less aggression when mounted is already a life-saver there. Making overworld hard would be horrid if it means I have to end up spending time fighting when I'm just running one place to another for other things. But, we don't know yet if that will be the case. There have been enough good changes to the game as well. So I'm having some hope they implement it nicely. At least they've had enough time to think about it by now.

    Kallykat wrote: »
    BasP wrote: »
    Agreed. Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.' Comments like that didn't really address the issue or helped foster a constructive discussion.

    In essence, I agree with your post by the way. But I think it’s important to recognize that it goes both ways. While some players now fear that they might not be able to enjoy Overland content in the future, other players haven't been able to enjoy it for years. Respecting all playstyles is key.

    I agree that both playstyles are important, and they are both provided for by ZOS. The question is whether or not both playstyles should be supported in all types of content. Currently, overland supports one playstyle and dungeons/trials support the other. If you think overland should be made more difficult to support the latter style, then do you also agree that dungeons/trials should have an easy/story mode to support the former playstyle?
    That's an interesting idea actually. All the cool achievements I'm missing out on now... Might not be a bad move financially either, since I don't buy dungeon DLC now either as I would never play them in the current setup anyways, and I cannot imagine I'm alone in that.
    Started ESO: February 2015
    99% solo PvE'er
    PC-EU
  • Cambion2401
    Cambion2401
    ✭✭✭
    disky wrote: »
    I've lost so many brain cells reading this thread.

    Why don't we wait for the difficulty increase to come out on PTS and test it so we can give targeted feedback rather than dooming and picking apart other peoples' arguments? It's just silly.

    It VERY likely will be optional, and anyone losing sleep over other players have an optional difficulty increase need to touch grass a bit. Just saying.
    I agree, dooming is bad. But the thread is still valuable because it provides a point of focus for the devs to look at and gauge player sentiment, and maybe selfishly, I'd like to believe that it's possible to change someone's mind through (relatively) respectful discussion. If that happens enough maybe more informed and broadly reasonable opinions will disseminate through the community. Talking civilly about it is good for everyone and showing ZOS how much this matters to us by not shutting up about it is even more important.

    Fully get why it would drive you nuts though.
    I agree we should wait, but that input is also important. I'm also feeling a bit cautious about the change (the fact I logged back in to the forums for the first time in ages should say something), as I pretty much exclusively play solo PvE as that's simply what I enjoy doing the most. I've done the rest a few times, and I'm not entirely useless despite not having a character build for it, but other than sometimes yolo'ing with people for fun or going after achievement rewards I really want it's just not my jam. I'm sure less than 5% of my gameplay involves other things than solo PvE content, if not lower.

    Currently it's mostly fine, but sometimes overland combat feels like an annoyance when running around for stuff. But hey, it's quick so not too bad. I know the mechanics and it's not like I cannot beat harder difficulties, but I don't want to have to when trying to get around to do other stuff that isn't directly linked to combat. Rather save that for bosses or moments that are about the combat. The DB skill to have less aggression when mounted is already a life-saver there. Making overworld hard would be horrid if it means I have to end up spending time fighting when I'm just running one place to another for other things.

    But, we don't know yet if that will be the case. The past 10 years there have been enough good changes to the game as well. So I'm having some hope they implement it nicely. At least they've had enough time to think about it by now.

    Kallykat wrote: »
    BasP wrote: »
    Agreed. Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.' Comments like that didn't really address the issue or helped foster a constructive discussion.

    In essence, I agree with your post by the way. But I think it’s important to recognize that it goes both ways. While some players now fear that they might not be able to enjoy Overland content in the future, other players haven't been able to enjoy it for years. Respecting all playstyles is key.

    I agree that both playstyles are important, and they are both provided for by ZOS. The question is whether or not both playstyles should be supported in all types of content. Currently, overland supports one playstyle and dungeons/trials support the other. If you think overland should be made more difficult to support the latter style, then do you also agree that dungeons/trials should have an easy/story mode to support the former playstyle?
    That's an interesting idea actually. All the cool achievement rewards I'm missing out on now... Might not be a bad move financially either, since I don't buy dungeon DLC now either as I would never play them in the current setup anyways, and I cannot imagine I'm alone in that.
    Started ESO: February 2015
    99% solo PvE'er
    PC-EU
  • disky
    disky
    ✭✭✭✭✭
    Kallykat wrote: »
    BasP wrote: »
    Agreed. Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.' Comments like that didn't really address the issue or helped foster a constructive discussion.

    In essence, I agree with your post by the way. But I think it’s important to recognize that it goes both ways. While some players now fear that they might not be able to enjoy Overland content in the future, other players haven't been able to enjoy it for years. Respecting all playstyles is key.

    I agree that both playstyles are important, and they are both provided for by ZOS. The question is whether or not both playstyles should be supported in all types of content. Currently, overland supports one playstyle and dungeons/trials support the other. If you think overland should be made more difficult to support the latter style, then do you also agree that dungeons/trials should have an easy/story mode to support the former playstyle?

    They absolutely should. I want challenging overland very much but I also find dungeon content to be frustrating when it requires other players for two reasons:

    - You are generally expected to know what to do by your groupmates, meaning that if you want to contribute properly you need to spoil the dungeon's mechanics for yourself,

    - The speed of the group tends to move at the speed of its fastest player, which often prevents someone interested in the story from taking it in.
  • thatnewcatsmell
    thatnewcatsmell
    Soul Shriven
    I'd say any player who does veteran content on a regular basis wouldn't really care about easy modes for dungeons/trials if ZOS were to implement them, Normal difficulty dungeons/trials are basically already 'easy mode' and their existence doesn't detract from veteran content at all.
Sign In or Register to comment.