Now this is strange, as I experience pretty much all "old" zones to be quite crowded - I go back to pretty much all of them for antiquities, and from my point of view, they are quite filled with a new generation of players. Ok, they are doing Z content yet, and you might eventually not refer to them seeking help, but from what I can tell, these zones are pretty much alive.
You said it yourself, you left after you got to the silver and gold zones because they weren't engaging for you.
Have you ever considered what people who run vet trials do when their raid is done and the group disbands? Normally, from those I run with, they log off until their next scheduled raid. Outside of group content, the game doesn't offer them any reason to log back in.
An interesting list, but as someone who doesn't pvp much anymore I feel pvp in general shouldn't probably have a tier. Difficulty is far too dependent on who you're fighting.
spartaxoxo wrote: »Now this is strange, as I experience pretty much all "old" zones to be quite crowded - I go back to pretty much all of them for antiquities, and from my point of view, they are quite filled with a new generation of players. Ok, they are doing Z content yet, and you might eventually not refer to them seeking help, but from what I can tell, these zones are pretty much alive.
The antiquities have helped that problem a bit to be sure, but I see people pretty rarely in certain zones on console.
spartaxoxo wrote: »Now this is strange, as I experience pretty much all "old" zones to be quite crowded - I go back to pretty much all of them for antiquities, and from my point of view, they are quite filled with a new generation of players. Ok, they are doing Z content yet, and you might eventually not refer to them seeking help, but from what I can tell, these zones are pretty much alive.
The antiquities have helped that problem a bit to be sure, but I see people pretty rarely in certain zones on console.
ok, but console is attracting a different kind of players - I play on PC and there I cannot see a lack of players in old zones - I revisited as well those 6 very basic newbie zones (Stros M'kai, Betnik ect) and they are packed with new players.
spartaxoxo wrote: »What would be your answer to that, for an experienced player who finds anything outside of group content to be painfully dull.
Side note: This is exactly why I think that the solution should keep people in the same instance and also that vet overland should actually be on par with VVH. I know almost nobody is asking for it to be that brutally hard, but I want the challenge banners on bosses to be that brutally hard. And I don't think they should overhaul the entire game because then it would take dev time away from other things as their time is extremely limited at current time, but if they did I also hope that they make it that hard.
I don't think we need it to be current Craglorn difficulty, that's a total waste of time. That content is also stupid easy. The reason that I refer to it as 5 minute mudcrap fights isn't because I think it would literally take 5 minutes to fight a crab or anyone would want that, it's because the only thing that level of difficulty accomplishes is making trash take slightly longer. That zone is still very easy. You can already accomplish that level of difficulty by just taking off your gear. If you were debuffed enough to where practically every heavy attack could one shot you though, that would be a different story.
The vast majority of this game''s new content caters to mid-tier casual players, with even the group events and the public dungeons now catering to them. The new public dungeon is pretty rough on new players. The new group event is rough on new players. About the only thing they feel comfortable doing is the old overland, delves, and story questing. And on the top end you pretty much only have vet arenas and trials.
I don't want new player experience to be made worse because they can't get help, because a game's continued success requires that the game make a good first impression. I have seen many games completely crumble because they became too top heavy and stopped being attractive to new players.
At the same time though, it's impossible to ignore the complete lack of content for upper middle and elite players, especially if they prefer to play solo. THAT is who the difficulty level should be catered to, not some Tom and Joy with the 20k DPS who already have basically the entire game at their feet.
https://tiermaker.com/list/video-games/eso-elder-scrolls-online-content-tier-list-1225647/1614244
I made this tier list a while back and you'll notice there is hardly anything for Z tier and hardly any content for A+ difficulty. Almost all of it was in the middle.
I think it's easy to think Z list content is also mid-tier content, but all the non-stop threads about wanting to remove normal dlc dungeons, the new players that already make threads complaining that the older base game zones are already ghost towns in which it is hard to find help etc should show otherwise. A lot of those players already struggle in places like IDK Greenshade to get help and these are already largely single instance areas with only a small amount of established players available to help. I don't want to see a zone that already is struggling to have a population get further split apart.
spartaxoxo wrote: »Just scaling the world is no different gameplay wise than a debuff slider, which is what LOTRO uses. The harm of splitting people out of already dead zones greatly outweighs the positive of splitting.
The only good reason to split players is you're doing so because you're completely overhauling things with a lot of new mechs.
spartaxoxo wrote: »spartaxoxo wrote: »Now this is strange, as I experience pretty much all "old" zones to be quite crowded - I go back to pretty much all of them for antiquities, and from my point of view, they are quite filled with a new generation of players. Ok, they are doing Z content yet, and you might eventually not refer to them seeking help, but from what I can tell, these zones are pretty much alive.
The antiquities have helped that problem a bit to be sure, but I see people pretty rarely in certain zones on console.
ok, but console is attracting a different kind of players - I play on PC and there I cannot see a lack of players in old zones - I revisited as well those 6 very basic newbie zones (Stros M'kai, Betnik ect) and they are packed with new players.
Console is very much a part of this game and no changes to this game are PC only outside of some settings and add-ons.
The starter islands are typically full of farmers, Alikr is popular for Dolmens, etc. I'm talking moreso places like Greenshade where there isn't a lot of farming going on. There's no way to tell for sure but, I wouldn't be surprised if that was a single instance zone most of the time.
SilverBride wrote: »You said it yourself, you left after you got to the silver and gold zones because they weren't engaging for you.
I never said that. What I said was I completed Silver and Gold on one character but never did them again on my alts because they were too difficult and I didn't enjoy struggling. I left when Craglorn came along with its forced grouping and it was impossible to progress because no one was grouping for quests. I was at a standstill.Have you ever considered what people who run vet trials do when their raid is done and the group disbands? Normally, from those I run with, they log off until their next scheduled raid. Outside of group content, the game doesn't offer them any reason to log back in.
I knew a lot of players like that in WoW, too. The only thing they enjoyed was raiding so that's what they did. I never once heard any of them say that they sure wish the questing zones were more difficult so they could have a challenge while gathering animal pelts or burning supply crates.
SilverBride wrote: »Have you ever considered what people who run vet trials do when their raid is done and the group disbands? Normally, from those I run with, they log off until their next scheduled raid. Outside of group content, the game doesn't offer them any reason to log back in.
I knew a lot of players like that in WoW, too. The only thing they enjoyed was raiding so that's what they did. I never once heard any of them say that they sure wish the questing zones were more difficult so they could have a challenge while gathering animal pelts or burning supply crates.
So, we shouldn't try to give those players something interesting to do? Let the biggest piece of content in game go unplayed by a decent part of the community, and allow those players to get in the habit of not wanting to log in. You know what happens when these trial groups take breaks? Come time for them to run again, we have a few who just don't come back, which in turn causes the groups runs to become delayed, which can well cause more to leave. Player retention is vital for an mmo to survive, and congratz, players in your area of play are happy, but why then is it such a bad thing to give other player an option that could well give them something to do. Why then does everyone, even in instances you're not a part of, have to play your way?
SilverBride wrote: »SilverBride wrote: »Have you ever considered what people who run vet trials do when their raid is done and the group disbands? Normally, from those I run with, they log off until their next scheduled raid. Outside of group content, the game doesn't offer them any reason to log back in.
I knew a lot of players like that in WoW, too. The only thing they enjoyed was raiding so that's what they did. I never once heard any of them say that they sure wish the questing zones were more difficult so they could have a challenge while gathering animal pelts or burning supply crates.
So, we shouldn't try to give those players something interesting to do? Let the biggest piece of content in game go unplayed by a decent part of the community, and allow those players to get in the habit of not wanting to log in. You know what happens when these trial groups take breaks? Come time for them to run again, we have a few who just don't come back, which in turn causes the groups runs to become delayed, which can well cause more to leave. Player retention is vital for an mmo to survive, and congratz, players in your area of play are happy, but why then is it such a bad thing to give other player an option that could well give them something to do. Why then does everyone, even in instances you're not a part of, have to play your way?
I knew a lot of raiders who only logged in for raids because their play time was limited and they chose to spend it on activities they enjoyed most.
I seriously doubt that veteran overland will appeal to hard core end game players and make them excited to quest again. How challenging is it to gather pelts after running hard mode veteran trials? Increasing a wolf's difficulty isn't going to make that exciting again.
Players come and go due to burnout or other reasons. It doesn't hurt a game to lose players as long as they are still gaining.
ShalidorsHeir wrote: »spartaxoxo wrote: »Just scaling the world is no different gameplay wise than a debuff slider, which is what LOTRO uses. The harm of splitting people out of already dead zones greatly outweighs the positive of splitting.
The only good reason to split players is you're doing so because you're completely overhauling things with a lot of new mechs.
dead zones can not be split - do not think that vet players enter dead zones in the hope to find someone who needs help. Thats not how it works in practise they may enter for excavation lead or whatnot for their own sake and leave afterwards. And please - at least read the whole post.
Besides that: i think you did a good job on that tier list. But statistics like these need interpretation of multiple points of view to find some consent.
SilverBride wrote: »SilverBride wrote: »Have you ever considered what people who run vet trials do when their raid is done and the group disbands? Normally, from those I run with, they log off until their next scheduled raid. Outside of group content, the game doesn't offer them any reason to log back in.
I knew a lot of players like that in WoW, too. The only thing they enjoyed was raiding so that's what they did. I never once heard any of them say that they sure wish the questing zones were more difficult so they could have a challenge while gathering animal pelts or burning supply crates.
So, we shouldn't try to give those players something interesting to do? Let the biggest piece of content in game go unplayed by a decent part of the community, and allow those players to get in the habit of not wanting to log in. You know what happens when these trial groups take breaks? Come time for them to run again, we have a few who just don't come back, which in turn causes the groups runs to become delayed, which can well cause more to leave. Player retention is vital for an mmo to survive, and congratz, players in your area of play are happy, but why then is it such a bad thing to give other player an option that could well give them something to do. Why then does everyone, even in instances you're not a part of, have to play your way?
I knew a lot of raiders who only logged in for raids because their play time was limited and they chose to spend it on activities they enjoyed most.
I seriously doubt that veteran overland will appeal to hard core end game players and make them excited to quest again. How challenging is it to gather pelts after running hard mode veteran trials? Increasing a wolf's difficulty isn't going to make that exciting again.
Players come and go due to burnout or other reasons. It doesn't hurt a game to lose players as long as they are still gaining.
SilverBride wrote: »SilverBride wrote: »Have you ever considered what people who run vet trials do when their raid is done and the group disbands? Normally, from those I run with, they log off until their next scheduled raid. Outside of group content, the game doesn't offer them any reason to log back in.
I knew a lot of players like that in WoW, too. The only thing they enjoyed was raiding so that's what they did. I never once heard any of them say that they sure wish the questing zones were more difficult so they could have a challenge while gathering animal pelts or burning supply crates.
So, we shouldn't try to give those players something interesting to do? Let the biggest piece of content in game go unplayed by a decent part of the community, and allow those players to get in the habit of not wanting to log in. You know what happens when these trial groups take breaks? Come time for them to run again, we have a few who just don't come back, which in turn causes the groups runs to become delayed, which can well cause more to leave. Player retention is vital for an mmo to survive, and congratz, players in your area of play are happy, but why then is it such a bad thing to give other player an option that could well give them something to do. Why then does everyone, even in instances you're not a part of, have to play your way?
I knew a lot of raiders who only logged in for raids because their play time was limited and they chose to spend it on activities they enjoyed most.
I seriously doubt that veteran overland will appeal to hard core end game players and make them excited to quest again. How challenging is it to gather pelts after running hard mode veteran trials? Increasing a wolf's difficulty isn't going to make that exciting again.
Players come and go due to burnout or other reasons. It doesn't hurt a game to lose players as long as they are still gaining.
Veteran overland makes the stories more appealing and makes the stakes actually make sense. Right now its a snooze fest and the stakes are laughable. To be honest with the loot and payouts being what they are why they are there is barely a reason to go though the new expansion content because people can just go read a book.
SilverBride wrote: »SilverBride wrote: »Have you ever considered what people who run vet trials do when their raid is done and the group disbands? Normally, from those I run with, they log off until their next scheduled raid. Outside of group content, the game doesn't offer them any reason to log back in.
I knew a lot of players like that in WoW, too. The only thing they enjoyed was raiding so that's what they did. I never once heard any of them say that they sure wish the questing zones were more difficult so they could have a challenge while gathering animal pelts or burning supply crates.
So, we shouldn't try to give those players something interesting to do? Let the biggest piece of content in game go unplayed by a decent part of the community, and allow those players to get in the habit of not wanting to log in. You know what happens when these trial groups take breaks? Come time for them to run again, we have a few who just don't come back, which in turn causes the groups runs to become delayed, which can well cause more to leave. Player retention is vital for an mmo to survive, and congratz, players in your area of play are happy, but why then is it such a bad thing to give other player an option that could well give them something to do. Why then does everyone, even in instances you're not a part of, have to play your way?
I knew a lot of raiders who only logged in for raids because their play time was limited and they chose to spend it on activities they enjoyed most.
I seriously doubt that veteran overland will appeal to hard core end game players and make them excited to quest again. How challenging is it to gather pelts after running hard mode veteran trials? Increasing a wolf's difficulty isn't going to make that exciting again.
Players come and go due to burnout or other reasons. It doesn't hurt a game to lose players as long as they are still gaining.
spartaxoxo wrote: »Now this is strange, as I experience pretty much all "old" zones to be quite crowded - I go back to pretty much all of them for antiquities, and from my point of view, they are quite filled with a new generation of players. Ok, they are doing Z content yet, and you might eventually not refer to them seeking help, but from what I can tell, these zones are pretty much alive.
The antiquities have helped that problem a bit to be sure, but I see people pretty rarely in certain zones on console.
ok, but console is attracting a different kind of players - I play on PC and there I cannot see a lack of players in old zones - I revisited as well those 6 very basic newbie zones (Stros M'kai, Betnik ect) and they are packed with new players.
SilverBride wrote: »Players come and go due to burnout or other reasons. It doesn't hurt a game to lose players as long as they are still gaining.
MMO's live and die by their ability to retain players. At least you saying you're comfortable with letting players leave, and making no efforts to change this (despite the fact that one tamriel, an update you enjoyed, was explicitly designed in no small part to fix such an issue) helps frame the conversation moving forward. Let me just say, since you aren't a part of this group in game, that the end game community has been slowing considerably as players continue to leave, and newer players only sometimes advance to the same type of content. It's all fine if a part of the game you don't enjoy is suffering slowly, but would you be content receiving the same responses you're giving out if you tried voicing concerns of a flaw you had in the game in the future?
SilverBride wrote: »SilverBride wrote: »Players come and go due to burnout or other reasons. It doesn't hurt a game to lose players as long as they are still gaining.
MMO's live and die by their ability to retain players. At least you saying you're comfortable with letting players leave, and making no efforts to change this (despite the fact that one tamriel, an update you enjoyed, was explicitly designed in no small part to fix such an issue) helps frame the conversation moving forward. Let me just say, since you aren't a part of this group in game, that the end game community has been slowing considerably as players continue to leave, and newer players only sometimes advance to the same type of content. It's all fine if a part of the game you don't enjoy is suffering slowly, but would you be content receiving the same responses you're giving out if you tried voicing concerns of a flaw you had in the game in the future?
It's a fact that players take breaks and leave games for various reasons. It is not logical to expect players to join a game and then play it actively forever. I'm comfortable with this because that is just how it is, and it's this way in every MMO. That alone will not break a game.
What part of the game that I don't enjoy is suffering slowly? I don't enjoy PvP or veteran end game content but I don't see how those are failing. There are plenty of players running them. Just go to Craglorn and notice all the players advertising for veteran dungeon and trial groups. Players in my guild also get groups together for these.
Overland is not failing. I spend a lot of time questing and always run into other players. I just finished every quest in every zone on my 3 characters so yesterday I rolled a new alt so I can do it again on a new class. This is my first alt since the Necromancer I rolled when Elsweyr released. The starting area is teeming with new characters, some of which are probably also new to the game.
I personally don't see a need for more overland difficulty but I appreciate that some do. This is why I support a debuff or toggle or slider and challenge banners. I also support a standalone adventure zone, just to see how many would actually use it. That information could make a difference in how they address this in the future.
But I do not support a separate veteran overland for reasons I've stated before.
SilverBride wrote: »What part of the game that I don't enjoy is suffering slowly? I don't enjoy PvP or veteran end game content but I don't see how those are failing. There are plenty of players running them. Just go to Craglorn and notice all the players advertising for veteran dungeon and trial groups. Players in my guild also get groups together for these.
SilverBride wrote: »What part of the game that I don't enjoy is suffering slowly? I don't enjoy PvP or veteran end game content but I don't see how those are failing. There are plenty of players running them. Just go to Craglorn and notice all the players advertising for veteran dungeon and trial groups. Players in my guild also get groups together for these.
PvP lost almost half of its playerbase because of NW (major portion of pvp playerbase who decided to try it out didn't return), everyone who have at least 2-3 eso pvp discords knows about that. Same story for end game pve, a lot of groups disband because they had problems with players leaving and no new raiders available (the mass exodus started around end of 2020 but now it is much worse).
You admitted before that you don't participate with high end pve or pvp content, please don't assume how the situations of these communities looks like if you are not a part of those communities. Ppl who are an actual part of those communities tell you that situation is bad, they probably know better as they play with other raiders/pvpers on daily basis. It is not an opinion of an unit, it is a consensus of major part of those communities.
Finding party for farming is not hard for now, finidng team for progressing trifecta is now much harder then before. Same with pvp, not too hard to find pug group in cyro but finding a pvp guild that will do pvp evenings 2-3 times per week is really tough
I think there are some good ideas that could bandaid the problem until a more long term overhaul to overland takes place
The hard mode banners in story bosses and instances I fully support as a compromise, and I also like the idea of ZOS releasing chapter stories and zones only for veteran content.
The debuff scroll is a tricky one for me and it depends on how its implemented. I am not keen on the idea of just reducing stats of the player as you may aswell just not use it and take off all your gear and fight naked as it would have the same result, and I am not keen on this type of debuff.
Any kind of debuff scroll in my opinion should come with increased gold and XP or better quality items, otherwise it makes players level more slowly and get less gold as a result. I think this is perfectly fair in my eyes, as more difficulty should not make things less efficient.
SilverBride wrote: »SilverBride wrote: »What part of the game that I don't enjoy is suffering slowly? I don't enjoy PvP or veteran end game content but I don't see how those are failing. There are plenty of players running them. Just go to Craglorn and notice all the players advertising for veteran dungeon and trial groups. Players in my guild also get groups together for these.
PvP lost almost half of its playerbase because of NW (major portion of pvp playerbase who decided to try it out didn't return), everyone who have at least 2-3 eso pvp discords knows about that. Same story for end game pve, a lot of groups disband because they had problems with players leaving and no new raiders available (the mass exodus started around end of 2020 but now it is much worse).
You admitted before that you don't participate with high end pve or pvp content, please don't assume how the situations of these communities looks like if you are not a part of those communities. Ppl who are an actual part of those communities tell you that situation is bad, they probably know better as they play with other raiders/pvpers on daily basis. It is not an opinion of an unit, it is a consensus of major part of those communities.
Finding party for farming is not hard for now, finidng team for progressing trifecta is now much harder then before. Same with pvp, not too hard to find pug group in cyro but finding a pvp guild that will do pvp evenings 2-3 times per week is really tough
All I know is what I see, and I see groups forming for these all the time. But even if there are less end game players doing things like trifecta that you mentioned, how is veteran overland going to fix that?
SilverBride wrote: »SilverBride wrote: »What part of the game that I don't enjoy is suffering slowly? I don't enjoy PvP or veteran end game content but I don't see how those are failing. There are plenty of players running them. Just go to Craglorn and notice all the players advertising for veteran dungeon and trial groups. Players in my guild also get groups together for these.
PvP lost almost half of its playerbase because of NW (major portion of pvp playerbase who decided to try it out didn't return), everyone who have at least 2-3 eso pvp discords knows about that. Same story for end game pve, a lot of groups disband because they had problems with players leaving and no new raiders available (the mass exodus started around end of 2020 but now it is much worse).
You admitted before that you don't participate with high end pve or pvp content, please don't assume how the situations of these communities looks like if you are not a part of those communities. Ppl who are an actual part of those communities tell you that situation is bad, they probably know better as they play with other raiders/pvpers on daily basis. It is not an opinion of an unit, it is a consensus of major part of those communities.
Finding party for farming is not hard for now, finidng team for progressing trifecta is now much harder then before. Same with pvp, not too hard to find pug group in cyro but finding a pvp guild that will do pvp evenings 2-3 times per week is really tough
All I know is what I see, and I see groups forming for these all the time. But even if there are less end game players doing things like trifecta that you mentioned, how is veteran overland going to fix that?
By providing some content specialy for those end game players? So they will have something to do when they are not in group to beat same trials and dungeons over and over (with merely 4 new dungeons and one new trial per year)? Casuals get something each update, some love to more experienced players is not bad.
As for pvp players, they desperately need cyro fixes and some new modes, apparently zos started working on fixes so maybe they will get some love in like 2 years