This is fine, for people who enjoy it.ZOS_MattFiror wrote: »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
Oh, great, more overland difficulty, so we cannot solo stuff. Yay. People who want difficult content already have difficult content. Yet for years on the forums some have been asking to make overland difficult too. God forbid the rest of us actually enjoy the game playing solo.ZOS_MattFiror wrote: »Increasing the difficulty of standard overworld combat
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.
And how exactly you measure how many players prefers which option? Do you consider fact that majority of players who don't enjoy too easy overland just left game and they may come back for this change? Boring and too easy combat in overland is something that you can see in many, many reviews of ESO.I love this game and have subscribed for years but this will completely ruin the relaxing questing experience for me. I really don't understand why they would go back to something that came very close to killing this game, especially when it's a small minority asking for it. I'm stunned by this.
Harder overland - I feel that more difficult overland is one of those "be careful what you wish for" things. It could really backfire in terms of the population. I'll wait and see how this is actually implemented. If overland turns into a slog, it'll be bye-bye ESO. I'm not interested in having to slog through mobs that take longer to kill just to get from A to B, or mobs that have annoying mechanics when all I want to do is get to the woodworking survey spot. But if it's just a slight uptick, or it's limited to wandering bosses that don't engage you unless you engage them (like the guys in Telvanni Peninsula), or if it's optional, then okay.
spartaxoxo wrote: »Why is PC's UI fixing being prioritized over console?
Rather telling, isn't it? Remember what they said about being unable to increase the housing item limits due to the restrictions of first gen console performance?
Interesting, indeed!
Tommy_The_Gun wrote: »I took part in those "experiments" and while most of them were horrible, one was really good. In one of those "experiments" they removed cross-healing & I think also heal stacking or something like that. The result was pretty much no ball groups were playing and also, surprise, surprise with ball groups gone - lag was gone. Game worked. It was more or less 2014 PvP Experience. Huge army vs army fights. No lag and no cheese... But oddly, despite player feedback, ZOS ignored this...JustLovely wrote: »Are these "pvp specific" skills going to be animation changes only? Are there plans to change the functionality of cross healing/shielding?
The comments regarding PvP gave me horrible flashbacks to those many months of painful experiments we endured a few years back with the only end result being a couple rounds of lowering the population cap.
CoolBlast3 wrote: »Choices in difficulty is good. But telling people who want difficult overland to just "go do trials/dungeons/etc" is ridiculous. Plenty of people who want difficult overland ENJOY story content and the tales ESO has to give, we just don't like one shotting literal gods with a single light attack.
There's room in ESO for both "normal" and "veteran" overland.
RaptorRodeoGod wrote: »What in Akatosh's name does "Splitting a large zone across multiple updates" mean?
Surely it refers to new zones being implemented, and not splitting existing zones, right?
Otherwise I am cautiously optimistic. The experimental stuff is stuff that's been due for years now. Hopefully seasonal content will be additive without any sunsetting involved.
SilverBride wrote: »Overland really is too easy, even as a casual I never struggled with the basic enemies.
That was the best part for me. There is plenty of challenging content in the game already. Overland was my relaxing playing through the story time. That doesn't include struggling through the content.
kensan62_ESO wrote: »maybe im reading this different than everyone else but what im getting out of it is Less new areas, harder difficulty to play the game, and seasonal content that will be around older areas that are gimmicky. also sounds to me like the store will be a big part of getting any new content at all. so for 14.99 a month i will now be getting less content that is harder to play. I really hope this is not the case. I dont know what player base has changed. ive been playing this game for a long time and the problems not being fixed still arent and now we are changing things up which im sure will be even new problems. I always look forward to new chapters every year and now i get to look forward to a crappy season format. Will see i guess. i dont play to be frustrated and as soon as this game turns into that im out.
RaptorRodeoGod wrote: »What in Akatosh's name does "Splitting a large zone across multiple updates" mean?
Surely it refers to new zones being implemented, and not splitting existing zones, right?
Ugh.
Seasons.
More FOMO garbage . Think, they released a dungeon, great. You got six months to farm it out because it's set will be meta in a year, it won't be available then so you'll need it in your stickerbook already. Hate it.
More Craglorn like zones? I freaking QUIT when Craglorn came out. Forced group content like that for the overworld was the absolute worst bloody thing ever and I hated it with the passion of a thousand suns.
More difficult overland content... welcome to alienating a ton of players. There's folks that struggle *now*. My ex was one of them, it's why he quit. He has motor disability in his hands and needs to face tank everything because he can't move very fast.
Not looking forward to this.
spartaxoxo wrote: »Why is PC's UI fixing being prioritized over console?
Rather telling, isn't it? Remember what they said about being unable to increase the housing item limits due to the restrictions of first gen console performance?
Interesting, indeed!
PC changes can be iterated instantly. Console changes need to co through a lengthy vetting process especially with Sony. We on PC get to be the guinea pigs while console reaps the benefits of all our testing.
ZOS_MattFiror wrote: ».
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.
RaptorRodeoGod wrote: »What in Akatosh's name does "Splitting a large zone across multiple updates" mean?
Surely it refers to new zones being implemented, and not splitting existing zones, right?
Otherwise I am cautiously optimistic. The experimental stuff is stuff that's been due for years now. Hopefully seasonal content will be additive without any sunsetting involved.
I assume, and it's just my interpretation, that it means adding new content and improved visuals for a whole zone in multiple passes and not just in one update.