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Overland Content Feedback Thread

  • Kyip
    Kyip
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    They did it again, just now, HERE, where we were talking about what difficulty people expect for individual mobs.'

    That was a solid, insightful, constructive, on-topic conversation that provide value. I was learning from the people who disagreed with me. I was forced to better articulate my positions. I saw reactions to my posts indicating people found them insightful and helpful too. Now it's dead. Again.
  • Kyip
    Kyip
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    @ZOS_GregoryV

    Please stop thanking us for understanding. Do not rub salt in the damned wound.
  • Surgee
    Surgee
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    Kyip wrote: »
    They did it again, just now, HERE, where we were talking about what difficulty people expect for individual mobs.'

    That was a solid, insightful, constructive, on-topic conversation that provide value. I was learning from the people who disagreed with me. I was forced to better articulate my positions. I saw reactions to my posts indicating people found them insightful and helpful too. Now it's dead. Again.

    Reading through the OP's post, I don't think difficulty should be about how long it takes to kill something due to high hp pool, but the damage and frequency of enemy attacks. The difficulty should mean higher engagement in combat by dodging, blocking, countering etc, not spamming attack for a longer time.

    Increase hp - longer fight, not harder. Boring.
    Increase damage / attack frequency, response timeframes - harder fight, same duration
    Increased all of the above - much harder fight, slightly longer duration.

    And before someone says it, this doesn't require rewriting everything. It's a bunch of parameters that ZOS can already control (as seen in veteran dungeon challenges)
  • Franchise408
    Franchise408
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    Kyip wrote: »
    They did it again, just now, HERE, where we were talking about what difficulty people expect for individual mobs.'

    That was a solid, insightful, constructive, on-topic conversation that provide value. I was learning from the people who disagreed with me. I was forced to better articulate my positions. I saw reactions to my posts indicating people found them insightful and helpful too. Now it's dead. Again.

    Even more evidence of the poor moderation methods used on this forum that are being highlighted in another thread.
  • SilverBride
    SilverBride
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    From the original post:

    "With the creation of this thread, please note that future threads created to address overland content will be closed and redirected to this one."
    PCNA
  • o_Primate_o
    o_Primate_o
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    how about minor expedition when players are traveling on the roads.
    Xbox NA as o Primate o
  • colossalvoids
    colossalvoids
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    Kyip wrote: »
    They did it again, just now, HERE, where we were talking about what difficulty people expect for individual mobs.'

    That was a solid, insightful, constructive, on-topic conversation that provide value. I was learning from the people who disagreed with me. I was forced to better articulate my positions. I saw reactions to my posts indicating people found them insightful and helpful too. Now it's dead. Again.

    Even more evidence of the poor moderation methods used on this forum that are being highlighted in another thread.

    Honestly this exact two threads were quickly derailed by the posters to be closed and redirected here, if you're reading them post factum already closed it's getting more obvious. Moderation is an issue but some posters (not OP) intentionally or not triggering the end result by the current ruleset.
  • mocap
    mocap
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    Surgee wrote: »
    Increase hp - longer fight, not harder. Boring.
    Increase damage / attack frequency, response timeframes - harder fight, same duration
    Increased all of the above - much harder fight, slightly longer duration.
    An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.

    In general, I wouldn't change the difficulty of trash mobs in any way. Impact of overland difficulty should be only for bosses, mini-bosses, some unique (named) opponents. Normal 32k HP mobs should remain either unchanged or with minimal buffs.
  • Surgee
    Surgee
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    mocap wrote: »
    Surgee wrote: »
    Increase hp - longer fight, not harder. Boring.
    Increase damage / attack frequency, response timeframes - harder fight, same duration
    Increased all of the above - much harder fight, slightly longer duration.
    An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.

    In general, I wouldn't change the difficulty of trash mobs in any way. Impact of overland difficulty should be only for bosses, mini-bosses, some unique (named) opponents. Normal 32k HP mobs should remain either unchanged or with minimal buffs.

    I don't think overland difficulty will be toggable. That's a good thing.

    Let me digress a little. I know this community want to be able to literally turn off mobs, damage, and any challenge, but if you look at forums outside of this one, where players talk about ESO but don't play it anymore, this type of "easy" mode is what killed the game for them. People here forget it's an MMO. You won't hear about it here though, because the only ones left here are the ones who enjoy the game enough to stay. Current concurrent player count, according to charts is around 2% of all the people who played the game, so obviously a lot of things are wrong, and if you read opinions outside of this bubble, it's very clear what was wrong for years.
  • mocap
    mocap
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    Surgee wrote: »
    Let me digress a little. I know this community want to be able to literally turn off mobs, damage, and any challenge, but if you look at forums outside of this one, where players talk about ESO but don't play it anymore, this type of "easy" mode is what killed the game for them. People here forget it's an MMO. You won't hear about it here though, because the only ones left here are the ones who enjoy the game enough to stay. Current concurrent player count, according to charts is around 2% of all the people who played the game, so obviously a lot of things are wrong, and if you read opinions outside of this bubble, it's very clear what was wrong for years.
    Sure, there is such a thing. Community indeed can differ between official forum and say reddit.

    The main thing is to keep everyone's interests in mind. I also want hard overland, because of this my questing stuck in Summerset due to super boring combat. But it needs to be done in a way that casual players don't feel rejected by any means.
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