colossalvoids wrote: »spartaxoxo wrote: »colossalvoids wrote: »I hope you can see the difference between a solo game debuffs, universal debuffs like bs and a debuff working just for you alone and not affecting anyone around.
They have similarities and differences, nevertheless it's untrue that nobody likes them even in this thread. One of the earliest responses in this thread before it became a 40 page monstrosity dominated by the same like what 10 people, is people asking for debuffs so they can use them and still play with their friends and group mates who aren't using them.
I'll start small and just ask if you're the one advocating for it how would it solve your issues (if you had any?) and what are those issues for you, just as example? Not trying to bait or something, I'm seriously don't see any value in it for myself so what would be the benefit for at least some people, there should be any to begin with.
colossalvoids wrote: »
Would be a different song if properly tuned "pve battlespirit" was an instance-wide thing accordingly to your dungeon mode setting being veteran upon zoning.
Chilly-McFreeze wrote: »colossalvoids wrote: »
Would be a different song if properly tuned "pve battlespirit" was an instance-wide thing accordingly to your dungeon mode setting being veteran upon zoning.
What's the difference between an instance-wide debuff and a veteran instance? The effort of implementation or am I missing something here?
Like you said, from a psychological standpoint it would be more charming to buff up opponents than to kill your own progression.
spartaxoxo wrote: »Benefits are
*New people will see me and others running around and won't think the game is dead
Drawbacks are
* I'd probably have to wait a couple weeks after a new zone drops to be able to use them properly and they also wouldn't be great for event quests. I wouldn't care if occasionally someone comes along and dusts stuff because they are debuffed and I am not, but it would get annoying if it was constant because the zone is densely populated.
spartaxoxo wrote: »Benefits are
*New people will see me and others running around and won't think the game is dead
Drawbacks are
* I'd probably have to wait a couple weeks after a new zone drops to be able to use them properly and they also wouldn't be great for event quests. I wouldn't care if occasionally someone comes along and dusts stuff because they are debuffed and I am not, but it would get annoying if it was constant because the zone is densely populated.
Am I the only one who see a contradiction here?
Am I the only one who see a contradiction here?
I don't like the debuff idea unless it is applied to everyone in the zone as it would be just anticlimatic to see undebuffed ppl fighting with enemies while i struggle with max debuff on me. I'm just a type who wants to play with others in same sandpit with same rules applied to everyone.
spartaxoxo wrote: »
Debuffs are definitely a matter of taste. I won't care what others are doing because seeing people hitting harder than me is a normal part of multiplayer gaming. I just don't want to fight off the bigger crowds that come with every new content launch.
SilverBride wrote: »Am I the only one who see a contradiction here?
I don't like the debuff idea unless it is applied to everyone in the zone as it would be just anticlimatic to see undebuffed ppl fighting with enemies while i struggle with max debuff on me. I'm just a type who wants to play with others in same sandpit with same rules applied to everyone.
This already happens all the time. New players often struggle with fights that more powerful players are taking out easily. And this would happen in a veteran overland too, when less powerful players are having a harder time with the mobs while the more powerful players are not.
There is never going to be a situation where all players have the same level of skills, experience and gear, except in custom made groups in instanced content, such as veteran dungeon, trial and arena groups. The only way to assure everyone is on the same level playing field in overland is to turn all the overland zones into instanced content.
Chilly-McFreeze wrote: »spartaxoxo wrote: »
Debuffs are definitely a matter of taste. I won't care what others are doing because seeing people hitting harder than me is a normal part of multiplayer gaming. I just don't want to fight off the bigger crowds that come with every new content launch.
I for one wouldn't find it too amusing. Going some extra steps to debuff myself just to have someone casually 2 hitting the quest boss I try to squeeze a fight out of isn't exactly what people are asking for. And with a look at the "vet players are ruining my casual dungeon experience" threads, this isn't an uncommon issue. And no, someone building to hit harder with the same premises as me isn't the same.
TBF the instance-wide debuff thing would probably be the easy way out, the lazy but somewhat working compromise.
But on the other hand. ZOS is working so hard to put out year long quest content for us to pay for and yet can't be bothered to create an option to fit all of the player base. Feels wasted to me.
Chilly-McFreeze wrote: »I for one wouldn't find it too amusing. Going some extra steps to debuff myself just to have someone casually 2 hitting the quest boss I try to squeeze a fight out of isn't exactly what people are asking for. And with a look at the "vet players are ruining my casual dungeon experience" threads, this isn't an uncommon issue. And no, someone building to hit harder with the same premises as me isn't the same.
TBF the instance-wide debuff thing would probably be the easy way out, the lazy but somewhat working compromise.
But on the other hand. ZOS is working so hard to put out year long quest content for us to pay for and yet can't be bothered to create an option to fit all of the player base. Feels wasted to me.
SilverBride wrote: »Chilly-McFreeze wrote: »I for one wouldn't find it too amusing. Going some extra steps to debuff myself just to have someone casually 2 hitting the quest boss I try to squeeze a fight out of isn't exactly what people are asking for. And with a look at the "vet players are ruining my casual dungeon experience" threads, this isn't an uncommon issue. And no, someone building to hit harder with the same premises as me isn't the same.
TBF the instance-wide debuff thing would probably be the easy way out, the lazy but somewhat working compromise.
But on the other hand. ZOS is working so hard to put out year long quest content for us to pay for and yet can't be bothered to create an option to fit all of the player base. Feels wasted to me.
As I said there are always going to be new players and experienced players of all types in all the zones. The only way to avoid that is to make overland instanced, which it may as well be a single player game in that case. Or to start all players at max level so they are all the same power, which would completely ruin the fun of leveling. Neither of those are good options.
SilverBride wrote: »Chilly-McFreeze wrote: »I for one wouldn't find it too amusing. Going some extra steps to debuff myself just to have someone casually 2 hitting the quest boss I try to squeeze a fight out of isn't exactly what people are asking for. And with a look at the "vet players are ruining my casual dungeon experience" threads, this isn't an uncommon issue. And no, someone building to hit harder with the same premises as me isn't the same.
TBF the instance-wide debuff thing would probably be the easy way out, the lazy but somewhat working compromise.
But on the other hand. ZOS is working so hard to put out year long quest content for us to pay for and yet can't be bothered to create an option to fit all of the player base. Feels wasted to me.
As I said there are always going to be new players and experienced players of all types in all the zones. The only way to avoid that is to make overland instanced, which it may as well be a single player game in that case. Or to start all players at max level so they are all the same power, which would completely ruin the fun of leveling. Neither of those are good options.
As fair as putting debuffed and not debuffed players in the same instance. If you want fairness then different instances for normal and vet would be a way to go as giving ppl options is what usually works the best
Chilly-McFreeze wrote: »spartaxoxo wrote: »
Debuffs are definitely a matter of taste. I won't care what others are doing because seeing people hitting harder than me is a normal part of multiplayer gaming. I just don't want to fight off the bigger crowds that come with every new content launch.
I for one wouldn't find it too amusing. Going some extra steps to debuff myself just to have someone casually 2 hitting the quest boss I try to squeeze a fight out of isn't exactly what people are asking for. And with a look at the "vet players are ruining my casual dungeon experience" threads, this isn't an uncommon issue. And no, someone building to hit harder with the same premises as me isn't the same.
TBF the instance-wide debuff thing would probably be the easy way out, the lazy but somewhat working compromise.
But on the other hand. ZOS is working so hard to put out year long quest content for us to pay for and yet can't be bothered to create an option to fit all of the player base. Feels wasted to me.
Franchise408 wrote: »Chilly-McFreeze wrote: »spartaxoxo wrote: »
Debuffs are definitely a matter of taste. I won't care what others are doing because seeing people hitting harder than me is a normal part of multiplayer gaming. I just don't want to fight off the bigger crowds that come with every new content launch.
I for one wouldn't find it too amusing. Going some extra steps to debuff myself just to have someone casually 2 hitting the quest boss I try to squeeze a fight out of isn't exactly what people are asking for. And with a look at the "vet players are ruining my casual dungeon experience" threads, this isn't an uncommon issue. And no, someone building to hit harder with the same premises as me isn't the same.
TBF the instance-wide debuff thing would probably be the easy way out, the lazy but somewhat working compromise.
But on the other hand. ZOS is working so hard to put out year long quest content for us to pay for and yet can't be bothered to create an option to fit all of the player base. Feels wasted to me.
Well for me, I just know that chapter content is no longer worth my purchase. It's clear that players like me are not welcome in this game, so I don't have to continue supporting a product that no longer wants me.
Franchise408 wrote: »Chilly-McFreeze wrote: »spartaxoxo wrote: »
Debuffs are definitely a matter of taste. I won't care what others are doing because seeing people hitting harder than me is a normal part of multiplayer gaming. I just don't want to fight off the bigger crowds that come with every new content launch.
I for one wouldn't find it too amusing. Going some extra steps to debuff myself just to have someone casually 2 hitting the quest boss I try to squeeze a fight out of isn't exactly what people are asking for. And with a look at the "vet players are ruining my casual dungeon experience" threads, this isn't an uncommon issue. And no, someone building to hit harder with the same premises as me isn't the same.
TBF the instance-wide debuff thing would probably be the easy way out, the lazy but somewhat working compromise.
But on the other hand. ZOS is working so hard to put out year long quest content for us to pay for and yet can't be bothered to create an option to fit all of the player base. Feels wasted to me.
Well for me, I just know that chapter content is no longer worth my purchase. It's clear that players like me are not welcome in this game, so I don't have to continue supporting a product that no longer wants me.
I bought last chapter mostly for trial as companions are useless addition to the game for me and i don't enjoy questing anymore. If new chapter wouldn't provide something extraordinary then i will probably skip it too. Not a lot of content for ppl like me
Franchise408 wrote: »Franchise408 wrote: »Chilly-McFreeze wrote: »spartaxoxo wrote: »
Debuffs are definitely a matter of taste. I won't care what others are doing because seeing people hitting harder than me is a normal part of multiplayer gaming. I just don't want to fight off the bigger crowds that come with every new content launch.
I for one wouldn't find it too amusing. Going some extra steps to debuff myself just to have someone casually 2 hitting the quest boss I try to squeeze a fight out of isn't exactly what people are asking for. And with a look at the "vet players are ruining my casual dungeon experience" threads, this isn't an uncommon issue. And no, someone building to hit harder with the same premises as me isn't the same.
TBF the instance-wide debuff thing would probably be the easy way out, the lazy but somewhat working compromise.
But on the other hand. ZOS is working so hard to put out year long quest content for us to pay for and yet can't be bothered to create an option to fit all of the player base. Feels wasted to me.
Well for me, I just know that chapter content is no longer worth my purchase. It's clear that players like me are not welcome in this game, so I don't have to continue supporting a product that no longer wants me.
I bought last chapter mostly for trial as companions are useless addition to the game for me and i don't enjoy questing anymore. If new chapter wouldn't provide something extraordinary then i will probably skip it too. Not a lot of content for ppl like me
This is the only MMO I have ever played that didn't make new content specifically for higher level players. Once you've reached a certain level, there's no reason to keep going anymore.
Knowing that the devs don't think I'm important, and the community only sees me as someone who needs to be forced into their lower level instances so they can ask me for help when they face any semblance of challenge, is a continuous reminder that this game has no place for me.
Franchise408 wrote: »This is the only MMO I have ever played that didn't make new content specifically for higher level players. Once you've reached a certain level, there's no reason to keep going anymore.
Knowing that the devs don't think I'm important, and the community only sees me as someone who needs to be forced into their lower level instances so they can ask me for help when they face any semblance of challenge, is a continuous reminder that this game has no place for me.
Self debuffs work fine for offline games, I've used them in several single player games. But they are not great in online games.SilverBride wrote: »The value I see in a debuff is it solves what many have stated that their issue is... that mobs die too fast, which they find boring and immersion breaking. What difference does it make why the mobs no longer die fast as long as the stated issue is resolved?
Parasaurolophus wrote: »SilverBride wrote: »FlopsyPrince wrote: »And Harrowstorms illustrate the lack of value for most doing veteran overland content. I rarely see anyone doing these except during an event. I jumped in with 2 others the other day and spent 20-30 minutes trying to work it, but the pillars kept getting back to full health almost immediately, meaning we had absolutely NO PROGRESS after all that effort. This is "fun"?
At least less powerful players can do something to Dolmans. They can do nothing here because the towers are constantly healed with the spirits while masses of mobs spawn to kill you.
I am sure we will get some to jump on here that say "I solo those!" and I am sure they do. But how much of their time do they spend doing that? They most likely have gotten bored and moved on.
That is exactly what would happen to veteran overland. Lots of time making things very hard that the target audience would not stick with.
I couldn't agree more.
We already had veteran overland zones an no one played them. That and the split playerbase are two of the biggest reasons why One Tamriel was introduced. If anything ESO has gotten more casual over time and is doing better now than it ever has.
I believe it would be a huge step backward to split the playerbase again, and would cause a lot of casual players to leave, especially if a veteran overland offered better rewards.
I would just like to remind you that in this game, apart from Craglorn, whose problems have already been discussed here more than once, there have never been any truly veteran locations. Yes, the gold and silver zones led us to the so-called veteran locations that required us to have veteran levels. However, mobs of your level have always been easy, and it doesn't matter at level 10 or at veteran 10. So the difficulty of the locations never increased. The players only needed to meet the required level, not only for one location, but also inside the location, which was very frustrating so we could not freely explore the zone. So the difference between level 1 and level 5 mobs was colossal. In fact, level 10 mobs were unkillable for a level 5-6 player.
@FlopsyPrince, there is a big difference between "play" and "complete". I have a lot of coagulants and reagents from dragons. I have everything related to these achievements. I have "closed" or "completed" this content. For me, as for many other players, there is absolutely no incentive to return to the zone, even if it is no more than two or three months old. Because all overland content isn't just too trivial - it's one-off. Sometimes I really go back to Summerset to farm the geysers for the reagents, but since the drop chance is very small, I get bored very quickly.
The fact that you complain that no one is doing dragons and storms, confirms that overland as a whole is of little interest to anyone. Most of the players completed it and left.
I'm feeling the same regarding concerns over "split playerbase". It's not like we're going to have a wide number of isolated instances like in the old days.Franchise408 wrote: »As it is, the only purpose served by not "splitting the playerbase" is so the higher level vet players can be at the beck and call of lower level players when they need help. There is no need for grouping in any capacity in ESO's overland. Even public dungeons can be solo'd with ease.
There is absolutely no need to keep the playerbase together - other than the serve the needs of the lower level players who want to use the services of higher level players at their need - if content is going to be so tediously easy that grouping will never be required.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Yes, the gold and silver zones led us to the so-called veteran locations that required us to have veteran levels. However, mobs of your level have always been easy, and it doesn't matter at level 10 or at veteran 10. So the difficulty of the locations never increased.
Yes it did and players quite often complained about the difficulty increase. Just because it was not an issue for you doesn't mean it was not an issue. The devs themselves stated they got a lot of negative feedback about the difficulty and the person you're talking to was relaying their own personal negative experience with the difficulty.As for the extra difficulty, that's something our playerbase has talked about for a long time. A lot of our original players forget that we had that with [Cadwell's Gold and Silver] way back when. The feedback that we got about that was they didn't like it. It wasn't fun. The extra difficulty wasn't what they wanted. They wanted to enjoy the story. It's a catch-22.
I've heard a lot of players complaining that the zones required the appropriate level, even within the same location. And the players could not freely explore the location. The mobs in the south of Auridon were significantly stronger than the mobs in the north of Auridon. But they did not fundamentally differ from the zones of silver and gold. I played then and I remember very well. I started out as a nightblade archer. I didn't even use any healing skills, only potions. And I didn't have any difficulties in the overland. ESO was my first mmo. I didn't have any sets at all. I learned about the existence of craft sets when I was 14 vr.
Again, that's your personal experience. Your personal experience doesn't negate others personal experience nor the devs statement that they did remove difficulty.
It's great that you didn't have trouble. It probably means you have good reflexes and you're probably a skilled player now. But your personal anecdote simply doesn't trump the devs design decisions nor the feedback of others.
The majority of people did find the difficulty increase to be noticeable and they didn't like that difficulty. When they studied the game to fix it they looked at the feedback and data they were getting and the majority explicitly cited the difficulty as one of their pain points and their play data also reflected that.
It was most certainly not the only problem. But it was one of them. And this history lead to the current Overland design, and that has made them a success.
I don’t deny that people have different experiences. However, I cannot say that I played well. I couldn't even complete any group dungeons on my level. I understand that no one should be able to play, but it's really hard for me to imagine how an 8vr player could have difficulty completing content for 6-7vr. Most likely this player was doing something wrong.
Also, when the OT release took place, I did not notice the difference in the difficulty of the mobs, they were the same for me as they always were. Therefore, I do not believe that the difficulty has been reduced. ZoS just removed the levels.
They literally stated they did. And other players noted how much better it felt. So I don't know what to tell you. I think it's pretty objectively true that they adjusted the difficulty and that players left feedback they enjoyed it, so we'll just have to agree to disagree on that.
colossalvoids wrote: »I hope you can see the difference between a solo game debuffs, universal debuffs like bs and a debuff working just for you alone and not affecting anyone around.
Franchise408 wrote: »Chilly-McFreeze wrote: »spartaxoxo wrote: »
Debuffs are definitely a matter of taste. I won't care what others are doing because seeing people hitting harder than me is a normal part of multiplayer gaming. I just don't want to fight off the bigger crowds that come with every new content launch.
I for one wouldn't find it too amusing. Going some extra steps to debuff myself just to have someone casually 2 hitting the quest boss I try to squeeze a fight out of isn't exactly what people are asking for. And with a look at the "vet players are ruining my casual dungeon experience" threads, this isn't an uncommon issue. And no, someone building to hit harder with the same premises as me isn't the same.
TBF the instance-wide debuff thing would probably be the easy way out, the lazy but somewhat working compromise.
But on the other hand. ZOS is working so hard to put out year long quest content for us to pay for and yet can't be bothered to create an option to fit all of the player base. Feels wasted to me.
Well for me, I just know that chapter content is no longer worth my purchase. It's clear that players like me are not welcome in this game, so I don't have to continue supporting a product that no longer wants me.
SilverBride wrote: »Chilly-McFreeze wrote: »I for one wouldn't find it too amusing. Going some extra steps to debuff myself just to have someone casually 2 hitting the quest boss I try to squeeze a fight out of isn't exactly what people are asking for. And with a look at the "vet players are ruining my casual dungeon experience" threads, this isn't an uncommon issue. And no, someone building to hit harder with the same premises as me isn't the same.
TBF the instance-wide debuff thing would probably be the easy way out, the lazy but somewhat working compromise.
But on the other hand. ZOS is working so hard to put out year long quest content for us to pay for and yet can't be bothered to create an option to fit all of the player base. Feels wasted to me.
As I said there are always going to be new players and experienced players of all types in all the zones. The only way to avoid that is to make overland instanced, which it may as well be a single player game in that case. Or to start all players at max level so they are all the same power, which would completely ruin the fun of leveling. Neither of those are good options.
Chilly-McFreeze wrote: »SilverBride wrote: »As I said there are always going to be new players and experienced players of all types in all the zones. The only way to avoid that is to make overland instanced, which it may as well be a single player game in that case...
Huh?
Overland zones are already instanced. Depending on how many players are in each zone there are multiple instances of it at the same time. This can easily be seen when you group up with a friend, both standing in the same spot, yet you only see his live bar.
SilverBride wrote: »Chilly-McFreeze wrote: »SilverBride wrote: »As I said there are always going to be new players and experienced players of all types in all the zones. The only way to avoid that is to make overland instanced, which it may as well be a single player game in that case...
Huh?
Overland zones are already instanced. Depending on how many players are in each zone there are multiple instances of it at the same time. This can easily be seen when you group up with a friend, both standing in the same spot, yet you only see his live bar.
I meant instanced like dungeons are.
SilverBride wrote: »Chilly-McFreeze wrote: »SilverBride wrote: »As I said there are always going to be new players and experienced players of all types in all the zones. The only way to avoid that is to make overland instanced, which it may as well be a single player game in that case...
Huh?
Overland zones are already instanced. Depending on how many players are in each zone there are multiple instances of it at the same time. This can easily be seen when you group up with a friend, both standing in the same spot, yet you only see his live bar.
I meant instanced like dungeons are.
And how do you know how dungeon instances are working currently?