Spongeyfloor wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »SilverBride wrote: »Mandatory grouping almost killed this game before One Tamriel. If they tried that again there would be a mass exodus and the game would go under.
Because as anyone who was actually there knows, the grouping and phasing mechanics were broken. That content is predicated on grouping being solid. You can't have group-mandatory content be successful when the fundamentals of grouping and quest phasing are still broken. The game itself was still broken on a fundamental level. Attributing TESO's failed launch to Craglorn is... Disingenuous to say the least.
This is a thread I started in 2014 about the forced grouping. I was not alone in wanting this changed.
https://forums.elderscrollsonline.com/en/discussion/132207/please-give-us-a-solo-questing-for-vet-levels-11-14#latest
I just want to point out that I don't see people here pushing for an entire new zone that's vet/group content only. I think just adding 1 delve/public dungeon or something that was similar to craglorn, where it's got that + symbol for group content would be great. Only 1 small part in addition to each new zone, so not replacing anything.
The discussion I saw in your thread was not that group content was bad, but that an ENTIRE zone being forced grouping was bad. That any way leveling past V10 required you to group was bad, which I agree. I just don't think that's what people are pushing for here.
Spongeyfloor wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »SilverBride wrote: »Mandatory grouping almost killed this game before One Tamriel. If they tried that again there would be a mass exodus and the game would go under.
Because as anyone who was actually there knows, the grouping and phasing mechanics were broken. That content is predicated on grouping being solid. You can't have group-mandatory content be successful when the fundamentals of grouping and quest phasing are still broken. The game itself was still broken on a fundamental level. Attributing TESO's failed launch to Craglorn is... Disingenuous to say the least.
This is a thread I started in 2014 about the forced grouping. I was not alone in wanting this changed.
https://forums.elderscrollsonline.com/en/discussion/132207/please-give-us-a-solo-questing-for-vet-levels-11-14#latest
I just want to point out that I don't see people here pushing for an entire new zone that's vet/group content only. I think just adding 1 delve/public dungeon or something that was similar to craglorn, where it's got that + symbol for group content would be great. Only 1 small part in addition to each new zone, so not replacing anything.
The discussion I saw in your thread was not that group content was bad, but that an ENTIRE zone being forced grouping was bad. That any way leveling past V10 required you to group was bad, which I agree. I just don't think that's what people are pushing for here.
Iron_Warrior wrote: »FlopsyPrince wrote: »What do you mean "pay" for all the effort made? I saw this type of comment earlier too. We make one-time payment for latest chapters and we sub for ESO+ (people pay for ESO+ for a wide variety of reasons, I mostly pay for the craft bag and increased storage space). What other payments are there for replaying content? It's not like you make additional payments every time you replay an overland zone.FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.Not anymore.FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
CP2.0 is not that strong compared to CP1.0. Also ZoS gave extra stats to all characters regardless of CP, when they transitioned from CP1.0 to CP2.0. For example free 1000 weapon and spell damage for everyone, and increased health. You can't turn these off.
Also, you can have builds that do 20k+ dps with good self heals/shields while having enough sustain to fight for days. And this is with only basic gear and zero CP. It comes from knowing well how the game works, and being skilled with your class. Can't exactly turn these "off".
I am not talking about a payment anyone would make. I am using the business term if some effort will "pay" for the effort it costs. That means "will it be worth more than the cost and level of effort it would take."
Hopefully that clarifies things. I was not suggesting making anyone pay more, but life is full of tradeoffs, including all development.
Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
BlackArgonian wrote: »Me and my wife came to a consensus on a simple solution for making the content feel more meaningful.
All we need is a buff on quest bosses and world dungeon bosses (not group dungeons and not public dungeons) that lasts anywhere from 30 to 60 seconds, the either significantly reduces damage taken by the bosses (99%?), or makes them unable to drop below 1 HP. This way they can do dialogue, some flashy moves, and maybe even kill you if your build is subpar.
You spent all of Deshaan chasing Vox and kill her like some random netch 🤣
damage sponges - oh my, what an idea - people don't like spongy enemies.
FlopsyPrince wrote: »Iron_Warrior wrote: »FlopsyPrince wrote: »What do you mean "pay" for all the effort made? I saw this type of comment earlier too. We make one-time payment for latest chapters and we sub for ESO+ (people pay for ESO+ for a wide variety of reasons, I mostly pay for the craft bag and increased storage space). What other payments are there for replaying content? It's not like you make additional payments every time you replay an overland zone.FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.Not anymore.FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
CP2.0 is not that strong compared to CP1.0. Also ZoS gave extra stats to all characters regardless of CP, when they transitioned from CP1.0 to CP2.0. For example free 1000 weapon and spell damage for everyone, and increased health. You can't turn these off.
Also, you can have builds that do 20k+ dps with good self heals/shields while having enough sustain to fight for days. And this is with only basic gear and zero CP. It comes from knowing well how the game works, and being skilled with your class. Can't exactly turn these "off".
I am not talking about a payment anyone would make. I am using the business term if some effort will "pay" for the effort it costs. That means "will it be worth more than the cost and level of effort it would take."
Hopefully that clarifies things. I was not suggesting making anyone pay more, but life is full of tradeoffs, including all development.
Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
Where did I speak of corporate income?
It sounds like you have not dealt with the business end of things in the real world. Getting a good value for the effort you spend is always a part of planning. Any effort made must give enough feedback to justify its cost.
For example: Spending $1000 to make $100 would be a poor investment if the $100 was the top expected additional income from all areas. Companies will sometimes still spend money on such things if other factors push the value up, but spending lots of money (dev time boils down to costs at some point) to do something that will not get the return is not going to happen in most companies, at least those that want to stay solvent.
Talking about the cost vs. reward of efforts in this area is VERY appropriate because of that.
FlopsyPrince wrote: »Iron_Warrior wrote: »FlopsyPrince wrote: »What do you mean "pay" for all the effort made? I saw this type of comment earlier too. We make one-time payment for latest chapters and we sub for ESO+ (people pay for ESO+ for a wide variety of reasons, I mostly pay for the craft bag and increased storage space). What other payments are there for replaying content? It's not like you make additional payments every time you replay an overland zone.FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.Not anymore.FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
CP2.0 is not that strong compared to CP1.0. Also ZoS gave extra stats to all characters regardless of CP, when they transitioned from CP1.0 to CP2.0. For example free 1000 weapon and spell damage for everyone, and increased health. You can't turn these off.
Also, you can have builds that do 20k+ dps with good self heals/shields while having enough sustain to fight for days. And this is with only basic gear and zero CP. It comes from knowing well how the game works, and being skilled with your class. Can't exactly turn these "off".
I am not talking about a payment anyone would make. I am using the business term if some effort will "pay" for the effort it costs. That means "will it be worth more than the cost and level of effort it would take."
Hopefully that clarifies things. I was not suggesting making anyone pay more, but life is full of tradeoffs, including all development.
Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
Where did I speak of corporate income?
It sounds like you have not dealt with the business end of things in the real world. Getting a good value for the effort you spend is always a part of planning. Any effort made must give enough feedback to justify its cost.
For example: Spending $1000 to make $100 would be a poor investment if the $100 was the top expected additional income from all areas. Companies will sometimes still spend money on such things if other factors push the value up, but spending lots of money (dev time boils down to costs at some point) to do something that will not get the return is not going to happen in most companies, at least those that want to stay solvent.
Talking about the cost vs. reward of efforts in this area is VERY appropriate because of that.
Unless ZOS would make data about their financial planning public, which is unlikely, discussing cost of anything would do nothing but derail discussion. You can only make inaccurate assumptions based on your perception and limited experience in that area of what is feasible, and what isn’t.
FlopsyPrince wrote: »Iron_Warrior wrote: »FlopsyPrince wrote: »What do you mean "pay" for all the effort made? I saw this type of comment earlier too. We make one-time payment for latest chapters and we sub for ESO+ (people pay for ESO+ for a wide variety of reasons, I mostly pay for the craft bag and increased storage space). What other payments are there for replaying content? It's not like you make additional payments every time you replay an overland zone.FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.Not anymore.FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
CP2.0 is not that strong compared to CP1.0. Also ZoS gave extra stats to all characters regardless of CP, when they transitioned from CP1.0 to CP2.0. For example free 1000 weapon and spell damage for everyone, and increased health. You can't turn these off.
Also, you can have builds that do 20k+ dps with good self heals/shields while having enough sustain to fight for days. And this is with only basic gear and zero CP. It comes from knowing well how the game works, and being skilled with your class. Can't exactly turn these "off".
I am not talking about a payment anyone would make. I am using the business term if some effort will "pay" for the effort it costs. That means "will it be worth more than the cost and level of effort it would take."
Hopefully that clarifies things. I was not suggesting making anyone pay more, but life is full of tradeoffs, including all development.
Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
Where did I speak of corporate income?
It sounds like you have not dealt with the business end of things in the real world. Getting a good value for the effort you spend is always a part of planning. Any effort made must give enough feedback to justify its cost.
For example: Spending $1000 to make $100 would be a poor investment if the $100 was the top expected additional income from all areas. Companies will sometimes still spend money on such things if other factors push the value up, but spending lots of money (dev time boils down to costs at some point) to do something that will not get the return is not going to happen in most companies, at least those that want to stay solvent.
Talking about the cost vs. reward of efforts in this area is VERY appropriate because of that.
Unless ZOS would make data about their financial planning public, which is unlikely, discussing cost of anything would do nothing but derail discussion. You can only make inaccurate assumptions based on your perception and limited experience in that area of what is feasible, and what isn’t.
FlopsyPrince wrote: »FlopsyPrince wrote: »Iron_Warrior wrote: »FlopsyPrince wrote: »What do you mean "pay" for all the effort made? I saw this type of comment earlier too. We make one-time payment for latest chapters and we sub for ESO+ (people pay for ESO+ for a wide variety of reasons, I mostly pay for the craft bag and increased storage space). What other payments are there for replaying content? It's not like you make additional payments every time you replay an overland zone.FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.Not anymore.FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
CP2.0 is not that strong compared to CP1.0. Also ZoS gave extra stats to all characters regardless of CP, when they transitioned from CP1.0 to CP2.0. For example free 1000 weapon and spell damage for everyone, and increased health. You can't turn these off.
Also, you can have builds that do 20k+ dps with good self heals/shields while having enough sustain to fight for days. And this is with only basic gear and zero CP. It comes from knowing well how the game works, and being skilled with your class. Can't exactly turn these "off".
I am not talking about a payment anyone would make. I am using the business term if some effort will "pay" for the effort it costs. That means "will it be worth more than the cost and level of effort it would take."
Hopefully that clarifies things. I was not suggesting making anyone pay more, but life is full of tradeoffs, including all development.
Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
Where did I speak of corporate income?
It sounds like you have not dealt with the business end of things in the real world. Getting a good value for the effort you spend is always a part of planning. Any effort made must give enough feedback to justify its cost.
For example: Spending $1000 to make $100 would be a poor investment if the $100 was the top expected additional income from all areas. Companies will sometimes still spend money on such things if other factors push the value up, but spending lots of money (dev time boils down to costs at some point) to do something that will not get the return is not going to happen in most companies, at least those that want to stay solvent.
Talking about the cost vs. reward of efforts in this area is VERY appropriate because of that.
Unless ZOS would make data about their financial planning public, which is unlikely, discussing cost of anything would do nothing but derail discussion. You can only make inaccurate assumptions based on your perception and limited experience in that area of what is feasible, and what isn’t.
That is not true in the slightest. The software development and game development process is a well-known area. We may not know the exact specifics for ZOS, but we do know general principles. We can assume some broad principles, like the level of effort to customize each and every world zone and boss to make them "harder" (which is still not well-defined).
The payback does not look to be worth the time cost in this case, whatever the exact numbers involved.
Some want debuffs, some despise them and want customized content (much more costly in time/salaries/etc.), some want something that has not been clearly defined.
Thus even the group wanting "harder overland content" is widely split.
Parasaurolophus wrote: »It looks like opinion manipulation.
Rich Lambert wrote:I totally hear you on the difficulty thing. I like things to be more difficult. But you know, the data doesn’t lie. And we have never been more successful than we are today. And a lot of that has to do with just how much freedom players have to go and experience story.
Rich Lambert wrote:Would it be an option just to give people the choice? It is not as simple as just flip a switch and make things more difficult. There is a TON of work and then as Lucky mentioned earlier you have to also incentivize that.
spartaxoxo wrote: »Listening to a developer about the challenges in implementing something is not opinion manipulation. The developers themselves have stated they weren't successful when they implemented harder story quests and now that they changed it they are more successful than have ever been. The developers themselves have stated it would be a ton of work.
spartaxoxo wrote: »Considering an authoritative source when you form your opinion and discuss a matter is not now nor will it ever be opinion manipulation. I think attributing information provided by a developer to players and then telling them they cannot discuss or consider that information as part of their opinion is not being very objective.
Parasaurolophus wrote: »spartaxoxo wrote: »Listening to a developer about the challenges in implementing something is not opinion manipulation. The developers themselves have stated they weren't successful when they implemented harder story quests and now that they changed it they are more successful than have ever been. The developers themselves have stated it would be a ton of work.
Okay. I understand it. But that doesn't mean it can't be done in some other way. It can also be implemented as a debuff or just release new dlcs with mode switching.spartaxoxo wrote: »Considering an authoritative source when you form your opinion and discuss a matter is not now nor will it ever be opinion manipulation. I think attributing information provided by a developer to players and then telling them they cannot discuss or consider that information as part of their opinion is not being very objective.
Because there is an opinion that eso had a lot of problems with the quality of the content, and not just with the difficulty of the battle. Can't the fact that people left games because they were bored finish 10 similar locations without seeing anything new be an argument? I also say that I crafted the first set already in VR14 and before that I completed all the zones without any difficulties and stated several times that the new locations were not more difficult, but simply required a higher level from the player. Yes, I know some people don't think so. But until we get a definitive answer about the old scaling system, there's no point in talking any further.
We know and even the ZoS recognize that there are big communication problems between developers and players. Therefore, we have some reason to believe that some conclusions may be incorrect. Although in fact I don’t want to believe so, I still want to believe that big companies know what they are doing. But as Nefas said, could the recent tests of BG`s really be objective when NW was released and meta pvp was dying under dark convergence?
In no case do I want to say something bad about ZoS, I understand that this company, like others, simply optimizes its work - spends less where they can spend less. But that doesn't make the game any better. How long did we endure lag in pvp or pve before ZoC finally announced that he would be rewriting the server code?
StevieKingslayer wrote: »Alright, So after thinking about it, Im down with giving us a small veteran expansion to test the waters (as has been suggested by a few people)
But how does that stop the "we dont want it" people from being upset that there is now a small land that they cant go to and do anything in? It was some people of that viewpoint that suggested the idea of giving us a small area to ourselves, so like, how do you then feel about that fact that you wouldnt be able to go there because the combat level was too high? Or do you just legitimately not care and it's one space and it's fine? Well, what if that worked and then ZOS had good feedback and gave us more smaller zones and areas as time went on? Does that then create more of a problem?
StevieKingslayer wrote: »Alright, So after thinking about it, Im down with giving us a small veteran expansion to test the waters (as has been suggested by a few people)
But how does that stop the "we dont want it" people from being upset that there is now a small land that they cant go to and do anything in? It was some people of that viewpoint that suggested the idea of giving us a small area to ourselves, so like, how do you then feel about that fact that you wouldnt be able to go there because the combat level was too high? Or do you just legitimately not care and it's one space and it's fine? Well, what if that worked and then ZOS had good feedback and gave us more smaller zones and areas as time went on? Does that then create more of a problem?
FlopsyPrince wrote: »FlopsyPrince wrote: »Iron_Warrior wrote: »FlopsyPrince wrote: »What do you mean "pay" for all the effort made? I saw this type of comment earlier too. We make one-time payment for latest chapters and we sub for ESO+ (people pay for ESO+ for a wide variety of reasons, I mostly pay for the craft bag and increased storage space). What other payments are there for replaying content? It's not like you make additional payments every time you replay an overland zone.FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.Not anymore.FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
CP2.0 is not that strong compared to CP1.0. Also ZoS gave extra stats to all characters regardless of CP, when they transitioned from CP1.0 to CP2.0. For example free 1000 weapon and spell damage for everyone, and increased health. You can't turn these off.
Also, you can have builds that do 20k+ dps with good self heals/shields while having enough sustain to fight for days. And this is with only basic gear and zero CP. It comes from knowing well how the game works, and being skilled with your class. Can't exactly turn these "off".
I am not talking about a payment anyone would make. I am using the business term if some effort will "pay" for the effort it costs. That means "will it be worth more than the cost and level of effort it would take."
Hopefully that clarifies things. I was not suggesting making anyone pay more, but life is full of tradeoffs, including all development.
Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
Where did I speak of corporate income?
It sounds like you have not dealt with the business end of things in the real world. Getting a good value for the effort you spend is always a part of planning. Any effort made must give enough feedback to justify its cost.
For example: Spending $1000 to make $100 would be a poor investment if the $100 was the top expected additional income from all areas. Companies will sometimes still spend money on such things if other factors push the value up, but spending lots of money (dev time boils down to costs at some point) to do something that will not get the return is not going to happen in most companies, at least those that want to stay solvent.
Talking about the cost vs. reward of efforts in this area is VERY appropriate because of that.
Unless ZOS would make data about their financial planning public, which is unlikely, discussing cost of anything would do nothing but derail discussion. You can only make inaccurate assumptions based on your perception and limited experience in that area of what is feasible, and what isn’t.
That is not true in the slightest. The software development and game development process is a well-known area. We may not know the exact specifics for ZOS, but we do know general principles. We can assume some broad principles, like the level of effort to customize each and every world zone and boss to make them "harder" (which is still not well-defined).
The payback does not look to be worth the time cost in this case, whatever the exact numbers involved.
Some want debuffs, some despise them and want customized content (much more costly in time/salaries/etc.), some want something that has not been clearly defined.
Thus even the group wanting "harder overland content" is widely split.
Sylvermynx wrote: »StevieKingslayer wrote: »Alright, So after thinking about it, Im down with giving us a small veteran expansion to test the waters (as has been suggested by a few people)
But how does that stop the "we dont want it" people from being upset that there is now a small land that they cant go to and do anything in? It was some people of that viewpoint that suggested the idea of giving us a small area to ourselves, so like, how do you then feel about that fact that you wouldnt be able to go there because the combat level was too high? Or do you just legitimately not care and it's one space and it's fine? Well, what if that worked and then ZOS had good feedback and gave us more smaller zones and areas as time went on? Does that then create more of a problem?
Okay, I'm an outlier here. I don't care if that's what they choose to go with. My inability to manage the current overland "with dispatch" is not going to get better: I'm old, my reflexes are crap, and the combat in this game decidedly does NOT agree with me. Overland is quite hard enough for me thank you very much. I certainly wouldn't be upset about them choosing that option - perhaps they'd decide to drop one dungeon DLC in favor. That would work for me just fine - because dungeon DLCs are already useless content for me.
And I haven't said "I don't want it" - I've said that a veteran overland instance is what I'd personally like y'all to have since most of you don't have any interest in debuffs of any sort.
Sylvermynx wrote: »StevieKingslayer wrote: »Alright, So after thinking about it, Im down with giving us a small veteran expansion to test the waters (as has been suggested by a few people)
But how does that stop the "we dont want it" people from being upset that there is now a small land that they cant go to and do anything in? It was some people of that viewpoint that suggested the idea of giving us a small area to ourselves, so like, how do you then feel about that fact that you wouldnt be able to go there because the combat level was too high? Or do you just legitimately not care and it's one space and it's fine? Well, what if that worked and then ZOS had good feedback and gave us more smaller zones and areas as time went on? Does that then create more of a problem?
Okay, I'm an outlier here. I don't care if that's what they choose to go with. My inability to manage the current overland "with dispatch" is not going to get better: I'm old, my reflexes are crap, and the combat in this game decidedly does NOT agree with me. Overland is quite hard enough for me thank you very much. I certainly wouldn't be upset about them choosing that option - perhaps they'd decide to drop one dungeon DLC in favor. That would work for me just fine - because dungeon DLCs are already useless content for me.
And I haven't said "I don't want it" - I've said that a veteran overland instance is what I'd personally like y'all to have since most of you don't have any interest in debuffs of any sort.
Realistically, if adventure zone ever happen, it would replace zone DLC or chapter. DLC dungeons are way to small part of content to be replaced by other zones.
Sylvermynx wrote: »StevieKingslayer wrote: »Alright, So after thinking about it, Im down with giving us a small veteran expansion to test the waters (as has been suggested by a few people)
But how does that stop the "we dont want it" people from being upset that there is now a small land that they cant go to and do anything in? It was some people of that viewpoint that suggested the idea of giving us a small area to ourselves, so like, how do you then feel about that fact that you wouldnt be able to go there because the combat level was too high? Or do you just legitimately not care and it's one space and it's fine? Well, what if that worked and then ZOS had good feedback and gave us more smaller zones and areas as time went on? Does that then create more of a problem?
Okay, I'm an outlier here. I don't care if that's what they choose to go with. My inability to manage the current overland "with dispatch" is not going to get better: I'm old, my reflexes are crap, and the combat in this game decidedly does NOT agree with me. Overland is quite hard enough for me thank you very much. I certainly wouldn't be upset about them choosing that option - perhaps they'd decide to drop one dungeon DLC in favor. That would work for me just fine - because dungeon DLCs are already useless content for me.
And I haven't said "I don't want it" - I've said that a veteran overland instance is what I'd personally like y'all to have since most of you don't have any interest in debuffs of any sort.
StevieKingslayer wrote: »Sylvermynx wrote: »StevieKingslayer wrote: »Alright, So after thinking about it, Im down with giving us a small veteran expansion to test the waters (as has been suggested by a few people)
But how does that stop the "we dont want it" people from being upset that there is now a small land that they cant go to and do anything in? It was some people of that viewpoint that suggested the idea of giving us a small area to ourselves, so like, how do you then feel about that fact that you wouldnt be able to go there because the combat level was too high? Or do you just legitimately not care and it's one space and it's fine? Well, what if that worked and then ZOS had good feedback and gave us more smaller zones and areas as time went on? Does that then create more of a problem?
Okay, I'm an outlier here. I don't care if that's what they choose to go with. My inability to manage the current overland "with dispatch" is not going to get better: I'm old, my reflexes are crap, and the combat in this game decidedly does NOT agree with me. Overland is quite hard enough for me thank you very much. I certainly wouldn't be upset about them choosing that option - perhaps they'd decide to drop one dungeon DLC in favor. That would work for me just fine - because dungeon DLCs are already useless content for me.
And I haven't said "I don't want it" - I've said that a veteran overland instance is what I'd personally like y'all to have since most of you don't have any interest in debuffs of any sort.
Dw Sylver, you dont need to explain yourself to me - I remember and am fully aware of your viewpoint based on your personal situation ^-^ I do understand your struggle with overland - There are days when I cant tank because I have had a TIA and have lost some basic motor use in my fingers, so I just spam dps instead. I do understand the care that needs to be taken in regards to people who can not physically do the content as it is.
Sylvermynx wrote: »StevieKingslayer wrote: »Sylvermynx wrote: »StevieKingslayer wrote: »Alright, So after thinking about it, Im down with giving us a small veteran expansion to test the waters (as has been suggested by a few people)
But how does that stop the "we dont want it" people from being upset that there is now a small land that they cant go to and do anything in? It was some people of that viewpoint that suggested the idea of giving us a small area to ourselves, so like, how do you then feel about that fact that you wouldnt be able to go there because the combat level was too high? Or do you just legitimately not care and it's one space and it's fine? Well, what if that worked and then ZOS had good feedback and gave us more smaller zones and areas as time went on? Does that then create more of a problem?
Okay, I'm an outlier here. I don't care if that's what they choose to go with. My inability to manage the current overland "with dispatch" is not going to get better: I'm old, my reflexes are crap, and the combat in this game decidedly does NOT agree with me. Overland is quite hard enough for me thank you very much. I certainly wouldn't be upset about them choosing that option - perhaps they'd decide to drop one dungeon DLC in favor. That would work for me just fine - because dungeon DLCs are already useless content for me.
And I haven't said "I don't want it" - I've said that a veteran overland instance is what I'd personally like y'all to have since most of you don't have any interest in debuffs of any sort.
Dw Sylver, you dont need to explain yourself to me - I remember and am fully aware of your viewpoint based on your personal situation ^-^ I do understand your struggle with overland - There are days when I cant tank because I have had a TIA and have lost some basic motor use in my fingers, so I just spam dps instead. I do understand the care that needs to be taken in regards to people who can not physically do the content as it is.
Thanks.... that's kind of you. I don't want those who really need harder overland to do without - I'm just seeing new people posting, and some of them come across as "just make it harder overall" (which doesn't work for me, for reasons posted - and for others for other reasons).
I'm getting the feeling that actually the "harder overland" folks really are the majority (at least, here on the forum) no matter what Mr. Lambert had to say. This is why I'd really like ZOS to make a concerted effort to poll those of us who play a lot as well as those who don't play as much.
If I'm such an outlier that the game changes enough that I just can't play it any more.... well, I won't precisely be happy, but I will understand the reasons. And then I'll go back to Skyrim and Oblivion. The reason for playing an MMO is the non-static nature of the beast - but there are still good player-made content mods for the SPMR games. So.... it's not like I'll never have a game to play.
Sylvermynx wrote: »Eh yeah - speculation. But what I want to have happen is a game I can love playing (as I do now) being also a game all y'all can love playing. So, I just hope there's a decent middle ground....
BroughBreaux wrote: »B'Vehk 87 pages of replies, that's a lot.
Anyway, I just wanted to add that all ZOS would have to do is add a difficulty slider in the settings that buffs and/or debuffs your character depending on which point it's set to and this problem would be solved, for the most part.
Difficulty options would be as follows:
Novice > Apprentice > Adept > Expert > Master > Legendary
These options would attach a Battle Spirit-like buff and debuff to your character that affects very general values and acts as a sort-of "post process" for the internal equations for how the game calculates things like damage done, taken, healing done, taken, etc. This buff would only apply if you're in an overland or delve instance of the game, and would toggle off when you enter group instanced content like Dungeons, Arenas, Trials, and PvP.
the following percentage values are based around the current damage and healing values in the overworld
Novice:
Damage Taken: 80%
Damage Done: 120%
Healing Taken: 120%
Apprentice:
Damage Taken: 100%
Damage Done: 100%
Healing Taken: 100%
Adept:
Damage Taken: 150%
Damage Done: 80%
Healing Taken: 80%
Expert:
Damage Taken: 200%
Damage Done: 60%
Healing Taken: 60%
Master:
Damage Taken: 250%
Damage Done: 50%
Healing Taken: 50%
Legendary:
Damage Taken: 300%
Damage Done: 30%
Healing Taken: 30%
I think this sort of system, that is completely optional and defaults to apprentice, would be unintrusive and the perfect solution to make everyone happy, and would not be difficult to implement at all, as it does not have to edit any worldspaces, any enemies, any instancing, anything at all, other than your specific character.
Personally, I would love to play on Legendary, to get a truly terrifying world that I have to prepare myself for, and I have to use things like block and roll dodge to succeed. That would be very fun to play in my opinion.
But if someone doesn't want to play on legendary, they don't have to and aren't obligated to, they can play on whichever difficulty they want to, and enjoy the game the way they want to.
This is all about player choice, and no amount of self-nerfs I inflict on myself can even come close to that legendary difficulty I described and still remain fun, as I'd have to just run in naked with no weapons, and that's not how I want to play.
BroughBreaux wrote: »Novice > Apprentice > Adept > Expert > Master > Legendary
These options would attach a Battle Spirit-like buff and debuff to your character
Legendary:
Damage Taken: 300%
Damage Done: 30%
Healing Taken: 30%
BroughBreaux wrote: »Novice > Apprentice > Adept > Expert > Master > Legendary
These options would attach a Battle Spirit-like buff and debuff to your character
Legendary:
Damage Taken: 300%
Damage Done: 30%
Healing Taken: 30%