As the original thread was closed during video processing I'll post my personal experience with "fighting the troll" in this thread.
For this attempt following rules apply:
- Toon is lvl 50, all points in stam, no CP slotted.
- No armor, jewelry, buff food, pots and further unnecessary paraphernalia are applied.
- Weapons: 2x dagger CP 160, white, no trait, no enchants
- It's strictly a one-bar-"build" to keep things simple.
- Used skills: LA, HA, bloodthirst
- Mechanics of the troll were respected, as I refuse to simulate a complete moron. Scuttler avoided AoE quite well too (he is a veteran in the end)
Enjoy!https://youtu.be/GW_jTlNvqd8
Result: Definitely more tedious, but still braindead easy
Well, this topic were discussed a lot in a sticky thread regarding overland difficulty. Look here, if you're interested:
The really interesting question is: Why does some players oppose a optional veteran difficulty for overland so fervent, while they demand the very same splitting of the playerbase in other connections (like for example PvP)?
Well, this topic were discussed a lot in a sticky thread regarding overland difficulty. Look here, if you're interested:
The really interesting question is: Why does some players oppose a optional veteran difficulty for overland so fervent, while they demand the very same splitting of the playerbase in other connections (like for example PvP)?
Thanks. Since I'm so late to the forum party, Perhaps I should just stop and delve deeper into archived topics before posting.
Its not difficult to understand but if even playing naked or in white gear is still easy it doesnt make a difference.
Well, this topic were discussed a lot in a sticky thread regarding overland difficulty. Look here, if you're interested:
https://forums.elderscrollsonline.com/en/discussion/590162/overland-content-feedback-thread#latest
As short summary, there are two major problems with "just nerf yourself":
- It's nothing else than "git gud" coming from the opposite direction and is in direct opposition to character development (which is one of the most important mechanics in any rpg, even if you play it as pen&paper)
- Most of us tried nerfing themselves, the results weren't exactly desireable, look for yourselfAs the original thread was closed during video processing I'll post my personal experience with "fighting the troll" in this thread.
For this attempt following rules apply:
- Toon is lvl 50, all points in stam, no CP slotted.
- No armor, jewelry, buff food, pots and further unnecessary paraphernalia are applied.
- Weapons: 2x dagger CP 160, white, no trait, no enchants
- It's strictly a one-bar-"build" to keep things simple.
- Used skills: LA, HA, bloodthirst
- Mechanics of the troll were respected, as I refuse to simulate a complete moron. Scuttler avoided AoE quite well too (he is a veteran in the end)
Enjoy!https://youtu.be/GW_jTlNvqd8
Result: Definitely more tedious, but still braindead easy
The really interesting question is: Why do some players oppose an optional veteran difficulty for overland so fervent, while they demand the very same splitting of the playerbase in other connections (like for example PvP)?
Well, this topic were discussed a lot in a sticky thread regarding overland difficulty. Look here, if you're interested:
https://forums.elderscrollsonline.com/en/discussion/590162/overland-content-feedback-thread#latest
As short summary, there are two major problems with "just nerf yourself":
- It's nothing else than "git gud" coming from the opposite direction and is in direct opposition to character development (which is one of the most important mechanics in any rpg, even if you play it as pen&paper)
- Most of us tried nerfing themselves, the results weren't exactly desireable, look for yourselfAs the original thread was closed during video processing I'll post my personal experience with "fighting the troll" in this thread.
For this attempt following rules apply:
- Toon is lvl 50, all points in stam, no CP slotted.
- No armor, jewelry, buff food, pots and further unnecessary paraphernalia are applied.
- Weapons: 2x dagger CP 160, white, no trait, no enchants
- It's strictly a one-bar-"build" to keep things simple.
- Used skills: LA, HA, bloodthirst
- Mechanics of the troll were respected, as I refuse to simulate a complete moron. Scuttler avoided AoE quite well too (he is a veteran in the end)
Enjoy!https://youtu.be/GW_jTlNvqd8
Result: Definitely more tedious, but still braindead easy
The really interesting question is: Why do some players oppose an optional veteran difficulty for overland so fervent, while they demand the very same splitting of the playerbase in other connections (like for example PvP)?
Many players have expressed an opinion I share. It isn't that we oppose veteran difficulty we just do not think it is feasible. A vet level instance of each zone would after a short time become mostly empty. Some players may choose to quest there but many would not. Players farming for gear or materials are going to stay away from vet mode. Fight mechanics for every creature you encounter would need to be reworked. Just making them stronger wouldn't make the fights any more fun. Would just make them last longer.
I would spend some time in a vet level instance if it were offered. I just don't think I or anyone else would spend enough time there to make developing it a worth while endeavor. To me it isn't feasible to have vet leveled overland content. Maybe public dungeons and things like that could offer a choice?
Well, this topic were discussed a lot in a sticky thread regarding overland difficulty. Look here, if you're interested:
https://forums.elderscrollsonline.com/en/discussion/590162/overland-content-feedback-thread#latest
As short summary, there are two major problems with "just nerf yourself":
- It's nothing else than "git gud" coming from the opposite direction and is in direct opposition to character development (which is one of the most important mechanics in any rpg, even if you play it as pen&paper)
- Most of us tried nerfing themselves, the results weren't exactly desireable, look for yourselfAs the original thread was closed during video processing I'll post my personal experience with "fighting the troll" in this thread.
For this attempt following rules apply:
- Toon is lvl 50, all points in stam, no CP slotted.
- No armor, jewelry, buff food, pots and further unnecessary paraphernalia are applied.
- Weapons: 2x dagger CP 160, white, no trait, no enchants
- It's strictly a one-bar-"build" to keep things simple.
- Used skills: LA, HA, bloodthirst
- Mechanics of the troll were respected, as I refuse to simulate a complete moron. Scuttler avoided AoE quite well too (he is a veteran in the end)
Enjoy!https://youtu.be/GW_jTlNvqd8
Result: Definitely more tedious, but still braindead easy
The really interesting question is: Why do some players oppose an optional veteran difficulty for overland so fervent, while they demand the very same splitting of the playerbase in other connections (like for example PvP)?
Many players have expressed an opinion I share. It isn't that we oppose veteran difficulty we just do not think it is feasible. A vet level instance of each zone would after a short time become mostly empty. Some players may choose to quest there but many would not. Players farming for gear or materials are going to stay away from vet mode. Fight mechanics for every creature you encounter would need to be reworked. Just making them stronger wouldn't make the fights any more fun. Would just make them last longer.
I would spend some time in a vet level instance if it were offered. I just don't think I or anyone else would spend enough time there to make developing it a worth while endeavor. To me it isn't feasible to have vet leveled overland content. Maybe public dungeons and things like that could offer a choice?
This conversation is the same as the sticky and should be closed.
Anyway, here is the main problem with a more difficult overland.
There is no fallback position for the players who don’t like it. Understand?
Vet trials, vet dungeons, regular trials, regular dungeons, public dungeons, arenas… The one thing they all have in common is that if a player finds them too difficult they have overland. They have a basic story they can solo and entertain them selves with it.
Zos makes overland more difficult, they have no place to go. There is no fall back position from that.
This game keeps chipping away at the casual common player, every time they seem to get an advantage they push them back and symbolically hit their nose with a rolled up newspaper.
Here is a ring!
Nope sorry too powerful, can’t let you be even slightly competitive.
Here is a more enjoyable combat rotation based on heavy attacks!
Nope, got to pull that back. You were almost at 50% of top end players! Can’t have that!
Necrom even took away public events from them.
And it’s beginning to show. Pvp event? I remember when the battle grounds were full. You had to wait to get into any of them. Now a bunch of them are empty, during an event!
Wbs? New chapter? Used to have huge groups farming them. No wait, always multiple people. Now they are mostly deserted.
Stop pushing away players. There is so much difficult content in this game. Utilize it. Let common, casual players enjoy themselves.
Optional, BlueRaven. Every piece of pve content outside of overland has optional difficulties. Is the mentality of "if ZOS does this it has to be forced" still this prevalent? Because all they would need to do is leverage the same thing they do in dungeons and trials, to modify the multiple different overland instances that already exist, to curate each to fit different players interest. Nothing needs to be "forced," and continuing to say that's the only option is to ignore how much of the game already works.
So, as per your own phrasing. Stop pushing experienced players away from the world of tamriel by making even world ending threats nothing more than boring tedium, by adding options.
Optional, BlueRaven. Every piece of pve content outside of overland has optional difficulties. Is the mentality of "if ZOS does this it has to be forced" still this prevalent? Because all they would need to do is leverage the same thing they do in dungeons and trials, to modify the multiple different overland instances that already exist, to curate each to fit different players interest. Nothing needs to be "forced," and continuing to say that's the only option is to ignore how much of the game already works.
So, as per your own phrasing. Stop pushing experienced players away from the world of tamriel by making even world ending threats nothing more than boring tedium, by adding options.
Budget.
Want a duplicate “vet” overland? Well it does not come free.
Additional server space, additional combat balance, are the rewards different? Well someone has to create those rewards, so more budget…
So we giving up the trials for this? Maybe no wbs anymore? No public dungeons? What gets axed to pay for this?
And let me tell you right now. Not having a new card deck (or something like that) is not going to give you the budget for what you want.
Sure, vet overland. While we are at it pve cyrodiil, story mode trials and dungeons, free crafting bag, double the house space, and a new class every chapter…
What else you want?
Optional, BlueRaven. Every piece of pve content outside of overland has optional difficulties. Is the mentality of "if ZOS does this it has to be forced" still this prevalent? Because all they would need to do is leverage the same thing they do in dungeons and trials, to modify the multiple different overland instances that already exist, to curate each to fit different players interest. Nothing needs to be "forced," and continuing to say that's the only option is to ignore how much of the game already works.
So, as per your own phrasing. Stop pushing experienced players away from the world of tamriel by making even world ending threats nothing more than boring tedium, by adding options.
Budget.
Want a duplicate “vet” overland? Well it does not come free.
Additional server space, additional combat balance, are the rewards different? Well someone has to create those rewards, so more budget…
So we giving up the trials for this? Maybe no wbs anymore? No public dungeons? What gets axed to pay for this?
And let me tell you right now. Not having a new card deck (or something like that) is not going to give you the budget for what you want.
Sure, vet overland. While we are at it pve cyrodiil, story mode trials and dungeons, free crafting bag, double the house space, and a new class every chapter…
What else you want?
Here you have your answer: They axed a story zone for a new endless dungeon mode in Q4. They did so based on the data they gather all the time. And it was long overdue to do so.
Optional, BlueRaven. Every piece of pve content outside of overland has optional difficulties. Is the mentality of "if ZOS does this it has to be forced" still this prevalent? Because all they would need to do is leverage the same thing they do in dungeons and trials, to modify the multiple different overland instances that already exist, to curate each to fit different players interest. Nothing needs to be "forced," and continuing to say that's the only option is to ignore how much of the game already works.
So, as per your own phrasing. Stop pushing experienced players away from the world of tamriel by making even world ending threats nothing more than boring tedium, by adding options.
Budget.
Want a duplicate “vet” overland? Well it does not come free.
Additional server space, additional combat balance, are the rewards different? Well someone has to create those rewards, so more budget…
So we giving up the trials for this? Maybe no wbs anymore? No public dungeons? What gets axed to pay for this?
And let me tell you right now. Not having a new card deck (or something like that) is not going to give you the budget for what you want.
Sure, vet overland. While we are at it pve cyrodiil, story mode trials and dungeons, free crafting bag, double the house space, and a new class every chapter…
What else you want?
Here you have your answer: They axed a story zone for a new endless dungeon mode in Q4. They did so based on the data they gather all the time. And it was long overdue to do so.
When I pointed that out, as the dlc was something else they took away from the common player, someone mentioned they also took out a dungeon pack.
So was not producing more four player dungeons something else “long overdue”?
Well, this topic were discussed a lot in a sticky thread regarding overland difficulty. Look here, if you're interested:
https://forums.elderscrollsonline.com/en/discussion/590162/overland-content-feedback-thread#latest
As short summary, there are two major problems with "just nerf yourself":
- It's nothing else than "git gud" coming from the opposite direction and is in direct opposition to character development (which is one of the most important mechanics in any rpg, even if you play it as pen&paper)
- Most of us tried nerfing themselves, the results weren't exactly desireable, look for yourselfAs the original thread was closed during video processing I'll post my personal experience with "fighting the troll" in this thread.
For this attempt following rules apply:
- Toon is lvl 50, all points in stam, no CP slotted.
- No armor, jewelry, buff food, pots and further unnecessary paraphernalia are applied.
- Weapons: 2x dagger CP 160, white, no trait, no enchants
- It's strictly a one-bar-"build" to keep things simple.
- Used skills: LA, HA, bloodthirst
- Mechanics of the troll were respected, as I refuse to simulate a complete moron. Scuttler avoided AoE quite well too (he is a veteran in the end)
Enjoy!https://youtu.be/GW_jTlNvqd8
Result: Definitely more tedious, but still braindead easy
The really interesting question is: Why do some players oppose an optional veteran difficulty for overland so fervent, while they demand the very same splitting of the playerbase in other connections (like for example PvP)?
Optional, BlueRaven. Every piece of pve content outside of overland has optional difficulties. Is the mentality of "if ZOS does this it has to be forced" still this prevalent? Because all they would need to do is leverage the same thing they do in dungeons and trials, to modify the multiple different overland instances that already exist, to curate each to fit different players interest. Nothing needs to be "forced," and continuing to say that's the only option is to ignore how much of the game already works.
So, as per your own phrasing. Stop pushing experienced players away from the world of tamriel by making even world ending threats nothing more than boring tedium, by adding options.
Budget.
Want a duplicate “vet” overland? Well it does not come free.
Additional server space, additional combat balance, are the rewards different? Well someone has to create those rewards, so more budget…
So we giving up the trials for this? Maybe no wbs anymore? No public dungeons? What gets axed to pay for this?
And let me tell you right now. Not having a new card deck (or something like that) is not going to give you the budget for what you want.
Sure, vet overland. While we are at it pve cyrodiil, story mode trials and dungeons, free crafting bag, double the house space, and a new class every chapter…
What else you want?
chessalavakia_ESO wrote: »Well, this topic were discussed a lot in a sticky thread regarding overland difficulty. Look here, if you're interested:
https://forums.elderscrollsonline.com/en/discussion/590162/overland-content-feedback-thread#latest
As short summary, there are two major problems with "just nerf yourself":
- It's nothing else than "git gud" coming from the opposite direction and is in direct opposition to character development (which is one of the most important mechanics in any rpg, even if you play it as pen&paper)
- Most of us tried nerfing themselves, the results weren't exactly desireable, look for yourselfAs the original thread was closed during video processing I'll post my personal experience with "fighting the troll" in this thread.
For this attempt following rules apply:
- Toon is lvl 50, all points in stam, no CP slotted.
- No armor, jewelry, buff food, pots and further unnecessary paraphernalia are applied.
- Weapons: 2x dagger CP 160, white, no trait, no enchants
- It's strictly a one-bar-"build" to keep things simple.
- Used skills: LA, HA, bloodthirst
- Mechanics of the troll were respected, as I refuse to simulate a complete moron. Scuttler avoided AoE quite well too (he is a veteran in the end)
Enjoy!https://youtu.be/GW_jTlNvqd8
Result: Definitely more tedious, but still braindead easy
The really interesting question is: Why do some players oppose an optional veteran difficulty for overland so fervent, while they demand the very same splitting of the playerbase in other connections (like for example PvP)?
Because it's an ineffective usage of resources in my view.
Both Cyrodiil and the Imperial City have some phenomenal content that I think people are missing out on due to the PvP modes that they are attached to that in my view are beyond cost effectively saving. It's a waste to use them to draw people into modes that will simply never fly in their current iteration.
I could be mistaken but, my impression is that it would be relatively cheap to spin up an additional instance that has tweaks so that the PvP is off/effectively off and to cut down on the loot. (It might end up being a bit of a hackish solution like you see in Battlegrounds where players have their faction overwritten.)
Based on your complaints about Overland it's likely the only solutions that would work for you would be changing the abilities/ability usage of npcs and that would definitely be a significant amount of work to attempt in most areas (Some areas with high rates of npc repetition or areas where you have similar npcs that offer higher difficulties elsewhere might not be that bad but, other areas would be an absolute mess). (I'd assume the instancing would be relatively manageable)
From the games I've played over the past couple decades developers have a pretty lousy record of designing content for the top section of the game (despite constantly attempting to do it.) and having them end up happy. Further, in the majority of the games I've played over the two decades the population at the top tended to not care much about story content and tended to be highly results oriented. Finally, ESO has a relatively low skill player base and a significant gear gap and as such I would not expect many players to actually be able to complete the content if it is actually hard enough to be challenging to the top.
So, I don't expect implementing it would be cheap. I don't expect them to actually succeed on their first attempt. I don't expect the people at the top to actually use it much even it if does work out for them. I don't expect many of the people outside the top will be able to do it if it does work for the top.
It might be possible to cost effectively make a Veteran Overland that works for people that just want things a bit harder as you can do that potentially with just some numbers tweaks but, I wouldn't expect one that satisfies you to ever be cost effective.
I have on many occasions in game heard people complaining that combat is so easy they are bored with it. After a short time on this fourm digging around I'm seeing it as well.
I don't understand why the concept of adjusting your personal build to keep combat challenging to suit your personal preference is such a hard concept to understand.
Hypothesis
If meta builds offer players with lesser abilities the opportunity to succeed and players with higher abilities adjust builds to suit their difficulty preference...that's a good thing correct?
“If the doors of perception were cleansed, everything would appear to man as it is — infinite.” ― William Blake