Besides, I believe that some of the latest "bite sized content" we got - Zerith-Var's questline for example - was received pretty well. I believe some even called that ESO's best story in years (which I can't remember reading about any of the main quests in recent Chapters).
It was well-written and I enjoyed it. But only 4 of such storylines for a whole year (if they include one per season) would be very little. I hope it will be more than that.
It seems like you identified a problem, outlined a cause, but then miss the obvious solution...
Why invest months (years?) of dev time on creating new skills when they could just institute something they had already done for 1 week in the past?
It solved the problems during that week. It can do it again.
The_Meathead wrote: »Then start by setting very hard limits on Cross-healing and -shielding to diminish the amount of calculations a Ball Group is placing on a small area.
The only time I experience any let alone problematic lag in Cyrodiil personally is when a Ball Group is present, and I've seen the same voiced often enough that I know I'm not alone. It seems TREMENDOUSLY likely that the stacked cluster of 12 people on a single pixel of land hurling 12 Vigors, 12 shields, 12 etc on top of each other non-stop is the source of calculations troubling the server.
Chop those down to a single one of each type on each player at a time and see if that reduces strain.
SilverBride wrote: »SilverBride wrote: »I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.
What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.
The one thing I will say is, there's been a lot of power creep since Craglorn was released. They could increase the difficulty of overland without impacting players ability to clear the content.
Power creep hasn't affected players new to ESO. Or casual players that have no interest in end game. Or players that have physical limitations. These are the players whose game revolves around overland and if that is taken from them what is left? And there are way more of these than end game players.
Besides the fact that not every single content in the game is going to appeal to all play styles. Players should participate in the parts that meet their desires and not take away the parts that don't from those that rely on it.
There are definitely ways to accomplish both without leaning too far to one side or the other. Whether that's how this directive will be accomplished remains to be seen.
A player can be both an endgame content player that ALSO enjoys questing so let's not use the narrative that each player can only fit in a single box. I certainly don't want a single overland wolf to be a bullet sponge. But I would like to quest where I actually have to engage in the content instead of just lighting attack or tossing down a couple AOEs. The newer content that is "invulnerability phases with trash mobs" <> engaging mechanics for story/quest content.
I one shot everything I come across in overland. That's not a skill thing, I run around in zen alkosh most of the time so it's not proc sets either. A quest boss is dead before I complete half a rotation. That's not skill either. That's just overland being laughable.
Also macabre vintage is available to everyone who either has gold road or has gold. It trivializes overland content.
This isn't directed at you, but reactions like this show that some players don't realize that there are also many ESO players who play the game to relax and who just don't want to spend two minutes fighting a wolf because they can't kill everything with one shot. These are perhaps people who already have enough stress in real life and are just looking for peace in the game - yes, maybe just running around picking flowers - and don't care about any sets, builds, etc. Especially if you have to search the Internet first to optimally equip and build your character. Maybe it's a generational thing, I don't know, but I'd like to keep the option of just running around comfortably and only being challenged in fights when I feel like it and then specifically going to the corresponding areas.
KingNutella wrote: »SilverBride wrote: »I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.
What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.
To answer your question, as someone who has wanted harder overland for years, I don't think all NPCs need to be "challenging to fight". That is to say, I don't think a wolf should really ever be as strong as a daedra or a story boss, for example. It's silly that they pose the same degree of threat in my opinion. I don't think trash mobs need to be stronger, but I do think other mobs, particularly "boss" NPCs, should be more engaging.
Also, to be fair, they announced plans to increase overland difficulty, but no details. Maybe they don't do it in the same way it was in the past. Anecdotally, though, the incredible ease of the game (especially quest bosses) takes me straight out of the game and I dont engage with overland very often anymore. I know some friends/guildmates who feel the same.
I don't think it should just be a difficulty toggle unless there's increased rewards for toggling it on (ex. higher gold drops, mat drops, etc).
old_scopie1945 wrote: »I have noticed some gloom and doom about maintenance mode. Though anything is possible, I don't think so. The exact opposite in fact. My reasoning, they are running out of areas on the map they can use. Add to that there may be some sort of temporary embargo on using Hammerfell by Bethesda. They may be planning on rationing the remaining areas. So it could be a sign of long term planning. Add to that some staff may or may not have been siphoned off for the rumoured new project, affecting development for new projects for ESO.
Though I was not overjoyed by the announcement in many respects, the lack of new content didn't set off any alarm bells. The idea that they may/ probably put everything behind a pay wall did.
I don't think it should just be a difficulty toggle unless there's increased rewards for toggling it on (ex. higher gold drops, mat drops, etc).
So you wouldn't do harder content just for the challenge?
Or you don't think enough other people would to make it worth the dev effort?
Weird, it's almost like lots of people don't want harder content, and even the people who claim to want harder content just want more skill-gated rewards.
kensan62_ESO wrote: »After reading all of the responses to this letter for the past 10 pages fills me with little to no joy. It amazes me how I can go from loving a game one second to having the steam let out of me to the point I dont even feel like logging in at this point. Why should I put hours and hours into a game where the developers are basically scrapping the existing game and turning into a game unrecognizable. My needs as a player have pretty much stayed the same. I like open world exploration with new areas to enhance that. Dungeons and trials are also cool. By saying they are turning the page on chapters and not doing large areas basically tells me this game will not meet my needs any longer. Wether its from lack of passion from developers, lack of money , or just an overall need to tank the game so they can make something else, its clear that the player base is the LAST thing on their minds. I mean if you reread the letter they are literally throwing out what they've done so they can cheapen the experience. Ive seen this trend with other mmo's and they all end the same way. Maintenance mode. Elder Scrolls has always been about stories, by doing these "bite-sized" content really shows how little they care. Not interested in playing out a new story that lasts 3-4 hours and then have to wait another 3 months for the next bite sized update. All anyone has ever wanted was for them to fix the existing game while bringing out new areas with compelling stories and challenges. The letter is not what I wanted by a long shot. I hope someone comes to their senses soon before there is no longer a player base.
Anyone else getting maintenance mode vibes from reading this? I read this as restructuring/downsizing.
Necrotech_Master wrote: »on the topic of overland difficulty, i dont see how they can implement a slider, or even just use our vet/normal toggle because the overland is a shared instance, how is it supposed to scale the enemy if its being shared by multiple players who have different settings? well the only other way would be nerfing the player themselves, or limiting the challenge difficulty to specifically the story instanced missions
Necrotech_Master wrote: »on the topic of overland difficulty, i dont see how they can implement a slider, or even just use our vet/normal toggle because the overland is a shared instance, how is it supposed to scale the enemy if its being shared by multiple players who have different settings? well the only other way would be nerfing the player themselves, or limiting the challenge difficulty to specifically the story instanced missions
Just as you suggest, it would probably come in the form of player debuffs. I don't think that's a bad thing if it provides the desired effect and everyone can still play together. Your experience is what matters to you, after all. Or, that's how it should be, I think. Not everyone seems to agree.
I really hope their idea doesn't come in the form of the Craglorn-like zone they discussed. If that's what they're doing then they will have missed the whole point of the discussion once again.
ZOS_MattFiror wrote: »First, a few notes about 2024. I probably say this every year, but 2024’s ESO content was among my favorite. I loved the vibe and story of Gold Road, and now that Home Tours is allowing me to see so many other people’s homes, I’m seriously considering making Merryvine Estate my main house – although it will take a lot to unseat me from Mournoth Keep… 2024 showed that we are still creating wonderful content for all our players. We ended the year with two new Companions – I am currently adventuring with Zerith-var, although I’m early in my journey with him – as well some fun tweaks to Battlegrounds, and much more. I look back on 2024’s content and updates, and am very satisfied with our story, content, and systems updates.
ZOS_MattFiror wrote: »And now it is time to look forward, which will comprise most of this end of year message. Change is a constant, especially in gaming. The gaming industry changes, player habits change, other games come and go. In fact, change has been constant since ESO launched in
2022. We have been able to keep up with the times, make hard decisions and big changes when it was time to make them. Looking back on all the changes that have gotten us here, it is pretty clear that we have generally made the right decisions at the right times for our game. And now, we are looking forward to 2025 and how we can change ESO to keep it relevant, awesome, and compelling.
ZOS_MattFiror wrote: »Turning the Page on Chapters
We have been incredibly successful with our strong annual Chapter releases: starting with Morrowind in 2017 up through Gold Road just six months ago. Zone design and quest/content is at the core of every Elder Scrolls game, as our annual Chapter release model highlighted. We will still do lots of story content, but now, looking into 2025, we need to concentrate on different types of content to support all types of ESO players. So, we are putting Chapters aside and will be focusing on new types of content, and a new release philosophy. More on that below.
As 2025 will be a transition year for new content, we are going to have new zone-based content launch in 2025 - but you'll have to wait until April to hear the specifics about how it is different. Stay tuned!
ZOS_MattFiror wrote: »Introducing Seasons
Over the course of 2025 we will be moving more towards a seasonal content model and away from launching massive content updates once a year, as we did with Chapters. We will be talking much more about this in the future, but in 2025 expect to see named Seasons of three or six months duration with a mix of themed story content, events, store items, dungeons and more.
2025 will be a mix of old and new as we move the dev team towards creating smaller bite-sized pieces of content. We will still have some larger items that we've been working on for over a year, which you'll see launch as well.
ZOS_MattFiror wrote: »Freeing up the dev team from needing to adhere to a strict annual cycle means we will be able to have teams launch content when it is ready throughout the year and not work to a date in June – this will let us focus on a greater variety of content spread over the year. This supports the new Seasons model, and will enable us to release content, updates, fixes, and systems in a more efficient manner.
ZOS_MattFiror wrote: »A new focus on change and experimentation
We have been hearing from you, the community, that we need to experiment more, to shake things up and not be so predictable. The game needs new and different types of content, and for long-standing feedback to be addressed. We have already started on some ideas that will be tested in 2025. These systems and ideas will be clearly marked as "experiments" in patch notes and are ideas that may or may not be fleshed out into full game systems. With our new focus on breaking up content into seasons and away from years, it gives us time to do these experiments and changes.
ZOS_MattFiror wrote: »Here are some of the ideas that we are working on, some of which you may see on the live servers as tests in 2025 and beyond. Some of these will be tests and some will be improvements based on player feedback:
- We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign. It's not just Cyrodiil, I'm sorry. But anyways, this sounds great in theory. I really like the idea of PVP balance being separate from PVE. If you guys can pull that off, by all means, do it. Whatever you do, please, please treat the PVP community with respect and transparency. Treat them with kit gloves. There's been too many debacles and I'd like to see that all go smoother. I say that as a PVE'er.
- Increasing the difficulty of standard overworld combat. Be careful here, please. The ask is for a difficultly slider. Just coming in and making all of overland harder will push people away. Yes, there are some who want it, so you need to figure out a way to give them that option.
- Improving the overall feel of combat with animation, FX, and potentially audio work. No argument there!
- Experimenting with more zones like Craglorn (although not as large in area or scope), created exclusively for high-end group and soft-group content with associated gear chase. I love Craglorn, so I think that's a good idea. However, you need to balance this all against the gear set bloat that we have now. There needs to be more reward for this - apex quality content to chase after. Set balance is too fragile for that really to be the focus here. Overall though, this sounds fantastic. Cautiously optimistic on this.
- Adding and refining tools to make guild recruitment, interaction, and management easier and more logical. On console especially, it's very difficult to manage guilds. I inherited a guild from a friend and I wanted to change just the Guild and rank names and can't even do that. Having spruced up basic functionality and tools for raffles and dues will be great.
- We have many more ideas here, and of course we are listening to you and will be coming up with new ideas based on your feedback. Can we address treasure maps and surveys already? Relieving inventory pressure is something you guys should stay focused on. Keep that up!
ZOS_MattFiror wrote: »Concentrating on new and returning user experience
It is long past time that we address ESO's new and returning user experience. The game is so large at this point that we need to refine the new user experience. Our goal is to shield new players from being overwhelmed by dozens of content options presented to them on entering the world, and instead give them the essential guidance they need to enjoy the game before opening it up to all possibilities.
ZOS_MattFiror wrote: »Additionally, we have many millions of players who return to the game every year after taking months to years off – and it is often confusing to them what they should be doing. We need to address this by making sure that the game’s map and other quest/informational UI areas clearly show the user where they were when they left, what has been added since then, and where they will find content they will love.
ZOS_MattFiror wrote: »Continuing to tell great stories
With the changes to our content release model, please be assured that we are not abandoning new quest content – but we will do it in different ways than we previously have. As our focus will not be on adding giant new landmasses – although we will do that from time to time – instead, we will use existing zones and areas to tell new stories. Some of these are:
- Continuing the stories in existing zones and storylines and bringing back familiar characters
- New stories focused on hallmark Elder Scrolls organizations like Dark Brotherhood, Thieves Guild, Fighters Guild, and Mages Guild
- Splitting a large zone across multiple updates
ZOS_MattFiror wrote: »You have already heard the news that we will not be doing a 2025 North American community event as we originally planned. This was a difficult decision, but as shown by all the planning and development changes listed here, we need to focus on the game itself for a while this year. That said, we will still see you at local community events in many territories, so stay tuned for announcements and details on those.
I don't think it should just be a difficulty toggle unless there's increased rewards for toggling it on (ex. higher gold drops, mat drops, etc).
So you wouldn't do harder content just for the challenge?
Or you don't think enough other people would to make it worth the dev effort?
Weird, it's almost like lots of people don't want harder content, and even the people who claim to want harder content just want more skill-gated rewards.
Is "associated gear chase" a good thing for most people? For me that looks like "your playtime is now jumping through our hoops, enjoy."
SilverBride wrote: »SilverBride wrote: »I will never understand why anyone would want trash mobs in overland to be more difficult. How is it rewarding to spend 2 minutes on one wolf when you are trying to reach your quest objective, or harvest some mats for crafting? And the story bosses have already gotten so difficult starting with High Isle that many players can no longer defeat them and complete the story.
What baffles me the most is that difficult overland almost killed this game. No one was doing the veteran zones or Craglorn. But a handful of players, most of which haven't even played in years, said they'd come back if overland was made more difficult again. Even though many of us that have been actively playing and subscribed asked to please leave it as it is. But for some reason they are going back to what didn't work before.
The one thing I will say is, there's been a lot of power creep since Craglorn was released. They could increase the difficulty of overland without impacting players ability to clear the content.
Power creep hasn't affected players new to ESO. Or casual players that have no interest in end game. Or players that have physical limitations. These are the players whose game revolves around overland and if that is taken from them what is left? And there are way more of these than end game players.
Besides the fact that not every single content in the game is going to appeal to all play styles. Players should participate in the parts that meet their desires and not take away the parts that don't from those that rely on it.
There are definitely ways to accomplish both without leaning too far to one side or the other. Whether that's how this directive will be accomplished remains to be seen.
A player can be both an endgame content player that ALSO enjoys questing so let's not use the narrative that each player can only fit in a single box. I certainly don't want a single overland wolf to be a bullet sponge. But I would like to quest where I actually have to engage in the content instead of just lighting attack or tossing down a couple AOEs. The newer content that is "invulnerability phases with trash mobs" <> engaging mechanics for story/quest content.
I one shot everything I come across in overland. That's not a skill thing, I run around in zen alkosh most of the time so it's not proc sets either. A quest boss is dead before I complete half a rotation. That's not skill either. That's just overland being laughable.
Also macabre vintage is available to everyone who either has gold road or has gold. It trivializes overland content.
This isn't directed at you, but reactions like this show that some players don't realize that there are also many ESO players who play the game to relax and who just don't want to spend two minutes fighting a wolf because they can't kill everything with one shot. These are perhaps people who already have enough stress in real life and are just looking for peace in the game - yes, maybe just running around picking flowers - and don't care about any sets, builds, etc. Especially if you have to search the Internet first to optimally equip and build your character. Maybe it's a generational thing, I don't know, but I'd like to keep the option of just running around comfortably and only being challenged in fights when I feel like it and then specifically going to the corresponding areas.
I was running around last night in white training heavy armor, don't think I had a mundus, oakensoul, DSA 2h (golded), attributes and CP in correctly, barely any passives (just race and 2h passives), and I still was killing overland enemies very quickly. The only ones that put up a fight were bigger enemies and even then it wasn't very interesting.
I don't think it should just be a difficulty toggle unless there's increased rewards for toggling it on (ex. higher gold drops, mat drops, etc). Maybe zones that are set up more difficult. Someone around here suggested treating zones like base game dungeons and having a 2nd version that takes place in a later time, I think that could be an option.
Why not? The effect is that overland is more challenging no matter how it's implemented. I only care about the game being fun and satisfying. Who cares if it affects everyone or just you?Necrotech_Master wrote: »if the only "difficulty" option is self nerfs, i dont think that would make anyone happy either, i know i would never use it
I don't care about rewards, I just want to actually have a satisfying game to play, but there's no reason it couldn't affect rewards. If you enable the mode the rewards could come with it. It seems trivial to implement alongside the rest of the code and make no mistake, ZOS knows that most people think like you. I don't think they'd do something like this without also incentivizing it in some way, either directly or laterally.Necrotech_Master wrote: »something like that wouldnt affect rewards either, it would literally be just for your own gratification, which i doubt many would bother using
"whats that you say? make myself LESS powerful for NO additional benefits? forget that ill just do a vet dungeon"
I don't think it should just be a difficulty toggle unless there's increased rewards for toggling it on (ex. higher gold drops, mat drops, etc).
So you wouldn't do harder content just for the challenge?
Or you don't think enough other people would to make it worth the dev effort?
Weird, it's almost like lots of people don't want harder content, and even the people who claim to want harder content just want more skill-gated rewards.
I don't care about rewards, I just want to actually have a satisfying game to play, but there's no reason it couldn't affect rewards. If you enable the mode the rewards could come with it. It seems trivial to implement alongside the rest of the code and make no mistake, ZOS knows that most people think like you. I don't think they'd do something like this without also incentivizing it in some way, either directly or laterally.
Why not? The effect is that overland is more challenging no matter how it's implemented. I only care about the game being fun and satisfying. Who cares if it affects everyone or just you?Necrotech_Master wrote: »if the only "difficulty" option is self nerfs, i dont think that would make anyone happy either, i know i would never use itI don't care about rewards, I just want to actually have a satisfying game to play, but there's no reason it couldn't affect rewards. If you enable the mode the rewards could come with it. It seems trivial to implement alongside the rest of the code and make no mistake, ZOS knows that most people think like you. I don't think they'd do something like this without also incentivizing it in some way, either directly or laterally.Necrotech_Master wrote: »something like that wouldnt affect rewards either, it would literally be just for your own gratification, which i doubt many would bother using
"whats that you say? make myself LESS powerful for NO additional benefits? forget that ill just do a vet dungeon"