Franchise408 wrote: »
As far as quests go... I don't know that there is a need to redo the quests again on vet, because with the rate that new content comes out, there would be plenty to do for vet players if they could just have a vet instance of new DLC zones and quests. As my previous post stated, I'd even be okay with it if already existing overland was left the same (just give instances for things like delves), but new DLC that will be released could have instances for normal and vet (or at least the quests). Maybe I'm only speaking for myself, but even if a vet overland was isolated just to new content (or, as I suggested, one of the 2 zones were "normal", and the other was a higher level "veteran" challenge zone), that would be satisfactory for me..
myskyrim26 wrote: »Update for my "harder overland' thoughts.
Just helped a player, CP 132, to complete some story boss in Deadlands. He spent 7 (SEVEN) hours trying to fight with that boss. There was some simple mechanics, I'll place it in a spoiler as it is a quest feature:a white globe used to be protected from deadly fire ring. Now what? Harder overland for everyone? Weird mechanics for everyone? Unplayable game for 80% of players- as 80% are casual and newbies? No. Hell no. Harder overland can only be an option.
myskyrim26 wrote: »Update for my "harder overland' thoughts.
Just helped a player, CP 135, to complete some story boss in Deadlands. He spent 7 (SEVEN) hours trying to fight with that boss. There was some simple mechanics, I'll place it in a spoiler as it is a quest feature:a white globe used to be protected from deadly fire ring. Now what? Harder overland for everyone? Weird mechanics for everyone? Unplayable game for 80% of players- as 80% are casual and newbies? No. Hell no. Harder overland can only be an option.
myskyrim26 wrote: »Update for my "harder overland' thoughts.
Just helped a player, CP 132, to complete some story boss in Deadlands. He spent 7 (SEVEN) hours trying to fight with that boss. There was some simple mechanics, I'll place it in a spoiler as it is a quest feature:a white globe used to be protected from deadly fire ring. Now what? Harder overland for everyone? Weird mechanics for everyone? Unplayable game for 80% of players- as 80% are casual and newbies? No. Hell no. Harder overland can only be an option.
That's what we're saying, give us the option for harder difficulty
That's what we're saying, give us the option for harder difficulty
SilverBride wrote: »Blackbird_V wrote: »That breathes life into overland content, which is currently dead.
And not to mention public dungeons are farmed anyway depending on what sets are meta (right now deshaan for sorrow). Dolmens are heavily farmed due to experience... so.....?
Overland is far from dead. Many players still enjoy and spend a lot of time in overland, myself included. And I always run into other players.
I am not referring to current sets that players farm that are available to all... my issue is rewarding players with better drops for an increased difficulty that they asked for and are not required to participate in. The goal has been stated as wanting to feel immersed in the story which is reward enough.
And I am not talking about just green to blue, or blue to purple, or even purple to gold which would be the case for some of the story bosses. Some have also suggested new drops and cosmetics only for the veteran version of overland.
SilverBride wrote: »That's what we're saying, give us the option for harder difficulty
Several of us have explained why an option is not a viable solution. Besides all the reasons we have given, Rich Lambert summed it up nicely here:
"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. Like just making something more difficult for no reason, if you’re not going to get anything out of it why do it? The satisfaction's there sure but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.
So, you know like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it."
SilverBride wrote: »That's what we're saying, give us the option for harder difficulty
Several of us have explained why an option is not a viable solution. Besides all the reasons we have given, Rich Lambert summed it up nicely here:
"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. Like just making something more difficult for no reason, if you’re not going to get anything out of it why do it? The satisfaction's there sure but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.
So, you know like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it."
Ravensilver wrote: »Franchise408 wrote: »
As far as quests go... I don't know that there is a need to redo the quests again on vet, because with the rate that new content comes out, there would be plenty to do for vet players if they could just have a vet instance of new DLC zones and quests. As my previous post stated, I'd even be okay with it if already existing overland was left the same (just give instances for things like delves), but new DLC that will be released could have instances for normal and vet (or at least the quests). Maybe I'm only speaking for myself, but even if a vet overland was isolated just to new content (or, as I suggested, one of the 2 zones were "normal", and the other was a higher level "veteran" challenge zone), that would be satisfactory for me..
Ok. But you still don't adress the problem of having two versions of the game.
If I start a new area or quest, do I have to choose *before* I start, whether to do the normal or the vet version?
What if I don't feel confident enough to do the vet version yet, can I then do the content *again*, but this time in vet? Will there be different rewards? Achievements, like in Dungeons?
Will the vet versions (including quests and all) be infinitely repeatable, so that I can keep having a 'vet' experience?
All this will require much more work and time and effort than 'just' a toggle...
Blackbird_V wrote: »Not a viable reason for the "we went down that route" part. This isn't the 2013-2016 era. The game has massively changed then, and we're not longer Alliance locked to our Alliance-based zones. There will be more players doing this content than back in 2014 lol.
Blackbird_V wrote: »As for the "ton of work": yeah, it will be, but if players want it they'd do it and be worth it.
Ravensilver wrote: »Now try to imagine that situation throughout Tamriel. Every boss has now varying and difficult mechanics. Every bandit. Every wolf. You'd have to group. Then take time to educate the group. Then hope that no one else comes along (since except for Dungeons, Trials and Raids, everything else isn't instanced to the single player or group entering it) and blows it. Requiring you to start over. Three hours later... you're still fighting the same wolf or pirate or whatever.
Thanks to the Devs for this great thread with a lot of great input already!
I'll try to keep it short: I've been a player since Beta, and still love the game, but the only thing that attracts me to overland content these days are the lore and the skillpoints one gains through the main story quests. I miss terribly the suspense and tension I experienced early in the game when confronting such antagonists as Doshia and Mannimarco. I recall dying often and having to think through strategies to help me achieve ultimate victory. Nowadays, I actually refrain from attacking so I don't instantly kill these so-called ultimate threats to Tamriel.
Blackbird_V wrote: »
As for the "ton of work": yeah, it will be, but if players want it they'd do it and be worth it.
SilverBride wrote: »Blackbird_V wrote: »Not a viable reason for the "we went down that route" part. This isn't the 2013-2016 era. The game has massively changed then, and we're not longer Alliance locked to our Alliance-based zones. There will be more players doing this content than back in 2014 lol.
Rich Lambert found it significant enough to mention when asked specifically about an optional veteran delves and quests just 2 months ago.Blackbird_V wrote: »As for the "ton of work": yeah, it will be, but if players want it they'd do it and be worth it.
But how many players want it and will utilize it? Is it enough to justify the huge amount of work it will take to implement it?
Rich also had these things to say:
"I get there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things. And so that was why we did what we did and said story is soloable and quick path will always be soloable and if you want the extra challenge you can go seek out other things to challenge you.
"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."
Ravensilver wrote: »Blackbird_V wrote: »
As for the "ton of work": yeah, it will be, but if players want it they'd do it and be worth it.
And that, right there, is the crux of the matter.
Do players really want this?
Oh, we have, what... 20? 30? people arguing here on the forum? Both for and against a vet version of the game.
But that is such a miniscule portion of the actual player base, that it's more or less irrelevant.
The only way we can *truly* know what *all* players want, is to do a survey. A *mandatory* survey that you have to complete before you can sign in. Then ZOS will know what *all* players - PC NA, PC EU, Console - really want.
What we're doing here on the forum is just airing our grievances... those few of us that actually frequent the forums. If you look at the various threads, it's always the same people posting.
There is one other thing that ZOS does that we can't: look at the data.
How many percent of the active accounts have completed which content? How often? How many percent of the active accounts have completed which achievements? How many percent of the active accounts have bought the newest chapters? How many ESO+ accounts out there? How many players in each zone? What dungeons are most popular, and which version of them - normal or vet?
And so on.
All we're doing here is talking. We don't have access to what *really* influences ZOS: the data. As long as we don't have that, 20 people stamping their feet and whining 'we want vet overland' isn't going to convince ZOS to actually allocate time and money to doing something that *none of us here* really knows whether the paying player base wants it or not.
SilverBride wrote: »Blackbird_V wrote: »Not a viable reason for the "we went down that route" part. This isn't the 2013-2016 era. The game has massively changed then, and we're not longer Alliance locked to our Alliance-based zones. There will be more players doing this content than back in 2014 lol.
Rich Lambert found it significant enough to mention when asked specifically about an optional veteran delves and quests just 2 months ago.Blackbird_V wrote: »As for the "ton of work": yeah, it will be, but if players want it they'd do it and be worth it.
But how many players want it and will utilize it? Is it enough to justify the huge amount of work it will take to implement it?
Rich also had these things to say:
"I get there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things. And so that was why we did what we did and said story is soloable and quick path will always be soloable and if you want the extra challenge you can go seek out other things to challenge you.
"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."
Blackbird_V wrote: »So make a toggle.
Blackbird_V wrote: »You guys get overland, normal trials, normal dungeons, normal arenas. We really do not have much, and what we have can get extremely repetitive. So many quests in overland a lot to explore, but it's just so easy even with crafted gear like julianos/hundings that it's actually laughable that an MMO has catered so hard to people who are basically noobs.
Blackbird_V wrote: »I am actually getting sick and tired people treating this game as a casual solo story game, when it's an MMO, where a part of MMO is challenge.
Blackbird_V wrote: »This is the Elder Scrolls Online. There should be challenge, even if there's a toggle (like dungeons and trials have normal and vet). This isn't Skyrim 2.0.
Ravensilver wrote: »Blackbird_V wrote: »
As for the "ton of work": yeah, it will be, but if players want it they'd do it and be worth it.
And that, right there, is the crux of the matter.
Do players really want this?
Oh, we have, what... 20? 30? people arguing here on the forum? Both for and against a vet version of the game.
But that is such a miniscule portion of the actual player base, that it's more or less irrelevant.
The only way we can *truly* know what *all* players want, is to do a survey. A *mandatory* survey that you have to complete before you can sign in. Then ZOS will know what *all* players - PC NA, PC EU, Console - really want.
What we're doing here on the forum is just airing our grievances... those few of us that actually frequent the forums. If you look at the various threads, it's always the same people posting.
There is one other thing that ZOS does that we can't: look at the data.
How many percent of the active accounts have completed which content? How often? How many percent of the active accounts have completed which achievements? How many percent of the active accounts have bought the newest chapters? How many ESO+ accounts out there? How many players in each zone? What dungeons are most popular, and which version of them - normal or vet?
And so on.
All we're doing here is talking. We don't have access to what *really* influences ZOS: the data. As long as we don't have that, 20 people stamping their feet and whining 'we want vet overland' isn't going to convince ZOS to actually allocate time and money to doing something that *none of us here* really knows whether the paying player base wants it or not.
SilverBride wrote: »
ESO isn't catering to "noobs", but rather are providing overland content that everyone can succeed in.
SilverBride wrote: »Blackbird_V wrote: »So make a toggle.
There has to be a sufficient number of players who want this and would utilize it to justify the cost. If they find that is the case then maybe they will consider it. This thread alone won't determine that... what players are doing in game will weigh in on this too, and they do keep an eye on that.Blackbird_V wrote: »You guys get overland, normal trials, normal dungeons, normal arenas. We really do not have much, and what we have can get extremely repetitive. So many quests in overland a lot to explore, but it's just so easy even with crafted gear like julianos/hundings that it's actually laughable that an MMO has catered so hard to people who are basically noobs.
Everyone gets overland, normal trials, normal dungeons, normal arenas. If a player chooses not to utilize these that is their choice, just as I choose not to run veteran content. But these things are not restricted just to casual players and low level and new to ESO players.
ESO isn't catering to "noobs", but rather are providing overland content that everyone can succeed in.
spartaxoxo wrote: »Blackbird_V wrote: »This is the Elder Scrolls Online. There should be challenge, even if there's a toggle (like dungeons and trials have normal and vet). This isn't Skyrim 2.0.
That's what a lot of people want from this game though, Skryim with Friends. Where they can use any build they want the fights and still feel like a dragon slayer.
Dark_Lord_Kuro wrote: »Can we get solo dungeon option in exchange? Would only be fair
Obviously green gear instead of blue just like vet overland would be purple instead of blue
Blackbird_V wrote: »SilverBride wrote: »Blackbird_V wrote: »So make a toggle.
There has to be a sufficient number of players who want this and would utilize it to justify the cost. If they find that is the case then maybe they will consider it. This thread alone won't determine that... what players are doing in game will weigh in on this too, and they do keep an eye on that.Blackbird_V wrote: »You guys get overland, normal trials, normal dungeons, normal arenas. We really do not have much, and what we have can get extremely repetitive. So many quests in overland a lot to explore, but it's just so easy even with crafted gear like julianos/hundings that it's actually laughable that an MMO has catered so hard to people who are basically noobs.
Everyone gets overland, normal trials, normal dungeons, normal arenas. If a player chooses not to utilize these that is their choice, just as I choose not to run veteran content. But these things are not restricted just to casual players and low level and new to ESO players.
ESO isn't catering to "noobs", but rather are providing overland content that everyone can succeed in.
I wouldn't call 2 shotting quest bosses and overland mobs succeeding. I'd call that absolutely laughable and boring. Not even close to being fun.
However, what if we could toggle this and suddenly make it harder, so we have a better feeling of succeeding, for those who can do it?
Franchise408 wrote: »Dark_Lord_Kuro wrote: »Can we get solo dungeon option in exchange? Would only be fair
Obviously green gear instead of blue just like vet overland would be purple instead of blue
Most dungeons can already be solo'd
Hallothiel wrote: », but if not incentivized correctly the whole idea about difficulty options would die rather fast.
But why would it need to be incentivised? Surely the challenge alone would be sufficient, no?
Blackbird_V wrote: »If ZoS did an in-game poll where they went through this being OPTIONAL etc. and found a balance between rewards/incentive/whatever then we can get an answer if people want this. Plus, how many threads have been made on this matter? LOTS.
spartaxoxo wrote: »Blackbird_V wrote: »SilverBride wrote: »Blackbird_V wrote: »So make a toggle.
There has to be a sufficient number of players who want this and would utilize it to justify the cost. If they find that is the case then maybe they will consider it. This thread alone won't determine that... what players are doing in game will weigh in on this too, and they do keep an eye on that.Blackbird_V wrote: »You guys get overland, normal trials, normal dungeons, normal arenas. We really do not have much, and what we have can get extremely repetitive. So many quests in overland a lot to explore, but it's just so easy even with crafted gear like julianos/hundings that it's actually laughable that an MMO has catered so hard to people who are basically noobs.
Everyone gets overland, normal trials, normal dungeons, normal arenas. If a player chooses not to utilize these that is their choice, just as I choose not to run veteran content. But these things are not restricted just to casual players and low level and new to ESO players.
ESO isn't catering to "noobs", but rather are providing overland content that everyone can succeed in.
I wouldn't call 2 shotting quest bosses and overland mobs succeeding. I'd call that absolutely laughable and boring. Not even close to being fun.
However, what if we could toggle this and suddenly make it harder, so we have a better feeling of succeeding, for those who can do it?
The problem is that people have different ideas of what they want out of a toggle.
Some want one that simply makes mobs deal them more damage and stuff.
Some want one that lets enter a completely different shard with totally reworked mechanics. And every add group become challenging.
Some want one that lets them enter a completely different shard that is just the same stuff but everything has been buffed.
Franchise408 wrote: »spartaxoxo wrote: »Blackbird_V wrote: »SilverBride wrote: »Blackbird_V wrote: »So make a toggle.
There has to be a sufficient number of players who want this and would utilize it to justify the cost. If they find that is the case then maybe they will consider it. This thread alone won't determine that... what players are doing in game will weigh in on this too, and they do keep an eye on that.Blackbird_V wrote: »You guys get overland, normal trials, normal dungeons, normal arenas. We really do not have much, and what we have can get extremely repetitive. So many quests in overland a lot to explore, but it's just so easy even with crafted gear like julianos/hundings that it's actually laughable that an MMO has catered so hard to people who are basically noobs.
Everyone gets overland, normal trials, normal dungeons, normal arenas. If a player chooses not to utilize these that is their choice, just as I choose not to run veteran content. But these things are not restricted just to casual players and low level and new to ESO players.
ESO isn't catering to "noobs", but rather are providing overland content that everyone can succeed in.
I wouldn't call 2 shotting quest bosses and overland mobs succeeding. I'd call that absolutely laughable and boring. Not even close to being fun.
However, what if we could toggle this and suddenly make it harder, so we have a better feeling of succeeding, for those who can do it?
The problem is that people have different ideas of what they want out of a toggle.
Some want one that simply makes mobs deal them more damage and stuff.
Some want one that lets enter a completely different shard with totally reworked mechanics. And every add group become challenging.
Some want one that lets them enter a completely different shard that is just the same stuff but everything has been buffed.
But how the rest of us want to see it implemented literally doesn't matter. None of us are the developers. We can offer suggestions, but at the end of the day it's up to the dev team to find a way to implement it.
They can look at our suggestions, they can try to implement the suggestions that can work within the context of the game, or they can find a completely different way that they think will work better.
Just because not everyone in the playerbase agrees on the details of the solution is not a valid reason to not come up with a solution.