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Overland and questing difficulty overhaul

  • karekiz
    karekiz
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    Hey OP, my tank doesn't one shot everything.
  • Franieck
    Franieck
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    implement normal and veteran overland/questing system
    damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)

    Not everyone plays with your setup, and questing should be accessible to everyone playing the game.[/quote]

    sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
    Edited by Franieck on August 17, 2018 12:41AM
  • AlienatedGoat
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    implement normal and veteran overland/questing system
    Adding an option to toggle veteran difficulty doesn't change anything for people who like things as it is. It doesn't affect them at all.

    Adding a toggle and liking how it is shouldn't be mutually exclusive.

    I truly don't understand the resistance to this idea.
    PC-NA Goat - Bleat Bleat Baaaa
  • Tannus15
    Tannus15
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    implement normal and veteran overland/questing system
    DocFrost72 wrote: »
    Normal: Exactly as is, change nothing.

    Vet: Make mobs equivalent to vMA mobs of the same tier, make world bosses scaled to full dungeon or even trial enemy. Dropped gear and quest rewards should be purple or at worst blue, increase gold reward from quests by 25%, remove training trait from drop loot table.

    My idea, anyway.

    Add a small chance of gold jewels dropping from world bosses.
  • Tannus15
    Tannus15
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    implement normal and veteran overland/questing system
    Phage wrote: »
    Adding an option to toggle veteran difficulty doesn't change anything for people who like things as it is. It doesn't affect them at all.

    Adding a toggle and liking how it is shouldn't be mutually exclusive.

    I truly don't understand the resistance to this idea.

    I mean, this is basically how things worked for the old veteran rank system
    Once you completed your faction the next faction would unlock at veteran difficulty.
  • PlagueSD
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    leave it as it is, I like one shotting everything
    PlagueSD wrote: »
    One word...Craglorn. They tried that with that zone and failed miserably. Everyone was complaining that it was too hard to solo.

    I still see newer players complaining that overland quests are "too hard". Hell, when Clockwork came out, people were complaining that the last fight in the main quest track was too hard.

    Current Craglorn is the best zone in the game. It has both veteran and normal delves as well as challenging quest hubs that can soloed or done in groups.

    Every zone should be like the current Craglorn. It's the only zone I had fun questing through with a CP level character.

    keyword "Current". Craglorn was already nerfed once to make it easier.
  • AlienatedGoat
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    implement normal and veteran overland/questing system
    Tannus15 wrote: »
    Phage wrote: »
    Adding an option to toggle veteran difficulty doesn't change anything for people who like things as it is. It doesn't affect them at all.

    Adding a toggle and liking how it is shouldn't be mutually exclusive.

    I truly don't understand the resistance to this idea.

    I mean, this is basically how things worked for the old veteran rank system
    Once you completed your faction the next faction would unlock at veteran difficulty.

    Sort of. The system I made a thread on a while back was basically the same toggle used for trials and dungeons.

    You flip the switch if you want veteran overland/quests, veteran delves, veteran public dungeons. If you don't, you just leave it on normal.

    It makes no sense to me why anyone wouldn't be open to the game having more options. Especially when you still have the choice to keep things the same difficulty.
    PC-NA Goat - Bleat Bleat Baaaa
  • Robo_Hobo
    Robo_Hobo
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    Other (explain your ideas and thoughts)
    I have a few simple suggestions to improve it without making it uncomfortable for players who like it how easy it currently is:

    1. Have an optional debuff for the player like the one applied in Cyrodiil, but for PvE. It could increase damage taken, reduce healing, and reduce damage dealt, or something like that.

    2. Have an optional Hard Mode scroll specifically for the final bosses of new DLC quest lines. Probably not for old ones though because that would be a lot of work to go back and make it for all of them. Just the bosses that really seem like they're meant to be special encounters.

    3. Make CP profiles, so you can switch CP setups for free (After initially buying the CP profile slots with gold or crowns, and still costing 3k to rearrange a specific profile slot). This way you could make a profile slot with no CP assigned and be able to easily switch on/off CP between questing mode and group dungeon mode or whatever. In the end, whatever other balance choices are made to increase the difficulty for questing, high CP will always break the balance since overland is designed around CP 160 difficulty. This just makes the process more convenient and intuitive, and really would be a useful design feature for a number of reasons, not just this.
  • Franieck
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    implement normal and veteran overland/questing system
    Phage wrote: »
    Adding an option to toggle veteran difficulty doesn't change anything for people who like things as it is. It doesn't affect them at all.

    Adding a toggle and liking how it is shouldn't be mutually exclusive.

    I truly don't understand the resistance to this idea.

    Exactly. Either people don't read it thoroughly, or they just do not understand the concept (maybe due to poor explanation or stupidity). Imo, the current difficulty should be kept as well. BUT, there is no sustainability or longevity for quests as it is currently implemented and, as such, my recommendation is to introduce an optional, vet/scaled up/challenging (whatever you'd like to call it) overland/questing option . Maybe with slightly better rewards (all needs to be discussed), but the point of this thread is to acknowledge that there is a big issue with the questing design in this game once you reach a certain level of skill (level 1 for some, level 50 for others). While it is true that it is impossible to cater to the level of player experience across all different types of players, compromising on different (binary or not) difficulties of overland based on stats is the very least that could be done about it ( again ALL OPTIONAL). There is no need for new players to get afraid, it's something they could welcome later on in the game when they look for something to do (because honestly, running the same dungeons and trials is just mind-numbly boring)
  • ZeroXFF
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    Other (explain your ideas and thoughts)
    Franieck wrote: »
    damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)

    Not everyone plays with your setup, and questing should be accessible to everyone playing the game.

    sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?

    If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).
  • Franieck
    Franieck
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    implement normal and veteran overland/questing system
    ZeroXFF wrote: »
    Franieck wrote: »
    damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)

    Not everyone plays with your setup, and questing should be accessible to everyone playing the game.

    sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?

    If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).

    I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.
  • ZeroXFF
    ZeroXFF
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    Other (explain your ideas and thoughts)
    Franieck wrote: »
    ZeroXFF wrote: »
    Franieck wrote: »
    damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)

    Not everyone plays with your setup, and questing should be accessible to everyone playing the game.

    sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?

    If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).

    I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.

    Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.
  • Linaleah
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    implement normal and veteran overland/questing system
    ZeroXFF wrote: »
    Franieck wrote: »
    damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)

    Not everyone plays with your setup, and questing should be accessible to everyone playing the game.

    sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?

    If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).

    rewards can stay the same as in, no unique rewards from vet difficulty just... slightly better. like... double the gold from quest rewards, better chance for purple world drop set items. small things like that. creates an added incentive, without excluding players who would rather stay on normal difficulty. and I say that as someone who will absolutely stay on normal difficulty.

    as for fixing disparity between tank/healer and dps experience.. honestly, what I personaly would have liked is being able to have morph presets that you could switch between, on a fly without having to go to a shrine. I don't even mind paying for re-morphing at this point, especially since we no longer have to redo every... single... morph... but it would certainly help, so that you could play your chose spec in group content, and still quest nicely solo.
    P.S. they really need to add functionality of gear/bar swap addons to base game. its NOT cheating to be able to save skill/gear set presets instead of having to redo them one skill/gear piece at a time. its baseline functionality in multiple MMO's at this point.
    Edited by Linaleah on August 17, 2018 1:34AM
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Franieck
    Franieck
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    implement normal and veteran overland/questing system
    ZeroXFF wrote: »
    Franieck wrote: »
    ZeroXFF wrote: »
    Franieck wrote: »
    damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)

    Not everyone plays with your setup, and questing should be accessible to everyone playing the game.

    sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?

    If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).

    I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.

    Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.

    Again, OK, point taken. However, we have not even touched the "difficulty level discussion". There are many concepts and notions on what "difficulty means". It could be as simple as straight up buffing enemies health to introducing new mechanics or giving them more damage. ALL of that, has to be discussed and the community should be involved in that to steer it towards the best direction. But AGAIN, however, this thread's purpose is to identify whether this should be a discussion to be further developed, given thought about and lead to actionable pragmatic suggestions on how to achieve a pleasant questing experience for nearly everybody.

    EDIT: so this is your opportunity to voice any dissatisfaction you have with overland and questing (if at all) and your concerns about it (for example, if it were to change, what would you hate to be changed? why? what would you like to change?). The more insight we get into it, the more ZoS can potentially come up with a viable solution for the majority.
    Edited by Franieck on August 17, 2018 1:33AM
  • Linaleah
    Linaleah
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    implement normal and veteran overland/questing system
    Franieck wrote: »
    ZeroXFF wrote: »
    Franieck wrote: »
    ZeroXFF wrote: »
    Franieck wrote: »
    damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)

    Not everyone plays with your setup, and questing should be accessible to everyone playing the game.

    sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?

    If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).

    I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.

    Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.

    Again, OK, point taken. However, we have not even touched the "difficulty level discussion". There are many concepts and notions on what "difficulty means". It could be as simple as straight up buffing enemies health to introducing new mechanics or giving them more damage. ALL of that, has to be discussed and the community should be involved in that to steer it towards the best direction. But AGAIN, however, this thread's purpose is to identify whether this should be a discussion to be further developed, given thought about and lead to actionable pragmatic suggestions on how to achieve a pleasant questing experience for nearly everybody.

    EDIT: so this is your opportunity to voice any dissatisfaction you have with overland and questing (if at all) and your concerns about it (for example, if it were to change, what would you hate to be changed? why? what would you like to change?). The more insight we get into it, the more ZoS can potentially come up with a viable solution for the majority.

    I know you were replying to someone else, but personaly and I'm pretty sure many would agree with me. baseline difficulty should stay as it is. NO changes. the only discussion in my opinion should revolve around how to handle optional vet difficulty (or whatever we may want to call it)
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Franieck
    Franieck
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    implement normal and veteran overland/questing system
    Linaleah wrote: »
    Franieck wrote: »
    ZeroXFF wrote: »
    Franieck wrote: »
    ZeroXFF wrote: »
    Franieck wrote: »
    damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)

    Not everyone plays with your setup, and questing should be accessible to everyone playing the game.

    sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?

    If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).

    I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.

    Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.

    Again, OK, point taken. However, we have not even touched the "difficulty level discussion". There are many concepts and notions on what "difficulty means". It could be as simple as straight up buffing enemies health to introducing new mechanics or giving them more damage. ALL of that, has to be discussed and the community should be involved in that to steer it towards the best direction. But AGAIN, however, this thread's purpose is to identify whether this should be a discussion to be further developed, given thought about and lead to actionable pragmatic suggestions on how to achieve a pleasant questing experience for nearly everybody.

    EDIT: so this is your opportunity to voice any dissatisfaction you have with overland and questing (if at all) and your concerns about it (for example, if it were to change, what would you hate to be changed? why? what would you like to change?). The more insight we get into it, the more ZoS can potentially come up with a viable solution for the majority.

    I know you were replying to someone else, but personaly and I'm pretty sure many would agree with me. baseline difficulty should stay as it is. NO changes. the only discussion in my opinion should revolve around how to handle optional vet difficulty (or whatever we may want to call it)

    And I completely agree with you there! That was my idea (and position) towards the normal + vet overland modes.
    edit: some people might have different ideas and positions, and those are welcomed as well.
    Edited by Franieck on August 17, 2018 1:53AM
  • ZeroXFF
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    Other (explain your ideas and thoughts)
    Franieck wrote: »
    ZeroXFF wrote: »
    Franieck wrote: »
    ZeroXFF wrote: »
    Franieck wrote: »
    damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)

    Not everyone plays with your setup, and questing should be accessible to everyone playing the game.

    sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?

    If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).

    I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.

    Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.

    Again, OK, point taken. However, we have not even touched the "difficulty level discussion". There are many concepts and notions on what "difficulty means". It could be as simple as straight up buffing enemies health to introducing new mechanics or giving them more damage. ALL of that, has to be discussed and the community should be involved in that to steer it towards the best direction. But AGAIN, however, this thread's purpose is to identify whether this should be a discussion to be further developed, given thought about and lead to actionable pragmatic suggestions on how to achieve a pleasant questing experience for nearly everybody.

    EDIT: so this is your opportunity to voice any dissatisfaction you have with overland and questing (if at all) and your concerns about it (for example, if it were to change, what would you hate to be changed? why? what would you like to change?). The more insight we get into it, the more ZoS can potentially come up with a viable solution for the majority.

    Well in that case I don't really care, I'm happy with what we have. When I want an epic battle I do vet DLC dungeons.
  • pieratsos
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    implement normal and veteran overland/questing system
    Dymence wrote: »
    Veteran overland questing isn't a solution. Endgame players have done the questing long ago and will not do it again. New characters get grinded up. That means the only reason you would go back to overland stuff is to farm specific gear. Farming is already boring as hell I sure wouldn't want to make it even more tedious by making mobs tankier.

    You do realise that new DLCs/Chapters have their own storylines right?
  • idk
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    Franieck wrote: »
    idk wrote: »
    It’s not going to happen in any meaningful manner.

    Zos won’t create a choice of normal or get overland. It would essentially double the instances and infrastructure needs. Increased costs without any return isn’t a good decision.

    Zos already created more challenging content from normal sndnvet dungeons to normal and get trials not to mention the arenas.

    If you want more challenging content do the more challenging content.
    Except we are not really asking for challenging content itself. We’re asking for quests to be made enjoyable after reaching level 40-50. And for that, a little more challenge is needed.

    And with this comment you are mostly wrong.

    Besides the clear FACT that t here will not be agreement on what you just said, what is "enjoyable" to you is a cake walk to someone else and impossible to others.

    The post of mine you quoted was not arguing anything here, but stating the facts to why this will not happen. Not an opinion on wanting or not wanting change.
  • Kiralyn2000
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    leave it as it is, I like one shotting everything
    You know, thinking back to when I played WoW (vanilla - BC - Wrath - Cata)....

    I don't know how it has been recently, but when I played, new expansions were balanced so that someone just playing straight through could manage the quests & upgrade their gear. Even 'bads' & 'n00bs'. Meanwhile, someone who had raided through the previous expansion wouldn't start upgrading their gear until near the 'end' of the questing. And also, since they had great builds, great gear, and were used to the complicated mechanics of elite dungeons & raids, general overland mobs were 'simple'.

    So it wasn't just "when you were at cap & raided, overland was easy", it was also when new story/zone/quest expansions came out. Top end players weren't challenged by it. Doesn't seem that different compared to "but they're putting out new quest content in ESO and it's too easy for me!"



    (which leads to another thought - if they made a "veteran" mode for overland zones, just how would it be 'harder'? Just making mobs hit harder & have more HP wouldn't be 'hard' for people used to the mechanics of DLC dungeon & trial fights, it'd just make them longer. To make it 'challenging' would require redesigning the mob spawns/mechanics/etc. Which then leads into the conflict of different levels of 'veteran' players - there'd be folks who find regular too easy, but couldn't manage 'vet', there'd be folks who still found it a cakewalk, etc.....)
    Edited by Kiralyn2000 on August 17, 2018 2:25AM
  • Franieck
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    implement normal and veteran overland/questing system
    idk wrote: »
    Franieck wrote: »
    idk wrote: »
    It’s not going to happen in any meaningful manner.

    Zos won’t create a choice of normal or get overland. It would essentially double the instances and infrastructure needs. Increased costs without any return isn’t a good decision.

    Zos already created more challenging content from normal sndnvet dungeons to normal and get trials not to mention the arenas.

    If you want more challenging content do the more challenging content.
    Except we are not really asking for challenging content itself. We’re asking for quests to be made enjoyable after reaching level 40-50. And for that, a little more challenge is needed.

    And with this comment you are mostly wrong.

    Besides the clear FACT that t here will not be agreement on what you just said, what is "enjoyable" to you is a cake walk to someone else and impossible to others.

    The post of mine you quoted was not arguing anything here, but stating the facts to why this will not happen. Not an opinion on wanting or not wanting change.

    The problem is that you mixed things a tad here and missed out on the purpose of the thread (i refer to you dubbing it down to it being a post about requesting more challenging content). "Enjoyable" is highly subjective, with that I can agree. However, statistically, research on positive reinforcement (specifically on games) shows that, enjoyment comes from challenge and a sense of overcoming challenges. What do you think will happen once players burn through that "learning curve"?
    The fate of any MMORPG is that, at some point, influx of new players keeps decreasing and the majority of the paying customer base you are left with are already existing players who stick to the game. With that said, imagine when we get to that point where a significant portion of paying customers obliterate overland (a ridiculously easy feat to accomplish) and think of it as a complete and utter waste of time (like almost any player 100+ CP feels like). ZoS is gonna start running into problems. How much do you think they spend on those awesome quests (with play writing, voice acting, etc.) ? how many players do you think actually get to enjoy it (due to their level or game proficiency?) That is the question at stake here. I, for one, stopped questing because it feels ridiculous Moreover, to your suggestion (which was beside the point) on turning to dungeons and trials: that is incredibly boring! It is obnoxiously repetitive and is very unlikely to sustainably retain paying customers giving the update schedules ZoS employs. While I can understand some points that you make, I feel to see any facts in your argumentation...
  • Dymence
    Dymence
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    pieratsos wrote: »
    Dymence wrote: »
    Veteran overland questing isn't a solution. Endgame players have done the questing long ago and will not do it again. New characters get grinded up. That means the only reason you would go back to overland stuff is to farm specific gear. Farming is already boring as hell I sure wouldn't want to make it even more tedious by making mobs tankier.

    You do realise that new DLCs/Chapters have their own storylines right?

    True, but even if it's made harder I don't expect it to be a challenge. I breezed through vMA when it was first released, and you see how many people are still claiming that's too hard many years later...

    Point is, for story stuff, accessibility for everyone is fine.
  • Mr_Walker
    Mr_Walker
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    Instead of demanding zos in effect nerf every other player in the game, remove your CP and do it with steel gear.

    Overland has to cater for people of all skills and game levels.

    Besides, some of you obviously haven’t considered the full (or any) of the ramifications of what you’re asking. Given the density of trash mobs in some areas of overland content, I personally don’t want the equivalent of a sole dolmen battle every 20 feet between wayshrines. I’m guessing most folk don’t either.
    Edited by Mr_Walker on August 17, 2018 3:05AM
  • Sevn
    Sevn
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    Phage wrote: »
    Adding an option to toggle veteran difficulty doesn't change anything for people who like things as it is. It doesn't affect them at all.

    Adding a toggle and liking how it is shouldn't be mutually exclusive.

    I truly don't understand the resistance to this idea.

    I'll help you and OP understand why there would be resistance to even this being an option, time/resources. In order for this to happen something else has to be put aside. Time and resources aren't infinite and lots of us would rather them spend that limited time/resources on content the majority of the fanbase will enjoy and or other more pertinent issues that warrant those funds and that time.

    Overworld is a cakewalk for me and I'd still rather them work on new dungeons than rework old overworld content. It's really that simple. Though I would definitely enjoy farming in these vet zones as they would most certainly be emptier than the normal zones.
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • DocFrost72
    DocFrost72
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    implement normal and veteran overland/questing system
    ZeroXFF wrote: »
    Franieck wrote: »
    ZeroXFF wrote: »
    Franieck wrote: »
    damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)

    Not everyone plays with your setup, and questing should be accessible to everyone playing the game.

    sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?

    If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).

    I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.

    Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.

    I think you have it backwards. Under the current system a tank is wholly uneeded for questing, agree? If suddenly there is a mode people can't do so easily alone, support roles become worth their weight in gold to most players who want them phat rewards (gold jewels, special titles etc).

    Doesn't hurt tanks to have more damage to soak, imho
  • Smitch_59
    Smitch_59
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    leave it as it is, I like one shotting everything
    Although I'm at max CP, I have a low-level redguard with no CP allocated. Playing her reminds me of the pre-one tamriel days. She doesn't one-shot anything!
    By Azura, by Azura, by Azura!
  • Cously
    Cously
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    Other (explain your ideas and thoughts)
    The game content is either too easy or too hard. Easy content should be buffed to be a bit harder and and/or a third middle difficult should be introduced.
  • Aesthier
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    leave it as it is, I like one shotting everything
    Simplest Fix:

    Implement a hardcore character mode at the character select screen which enabled veterans to create a toon that would suffer a permanent debuff that reduces "all" stats by a certain percentage on that specific character.

    They could still play with their friends while enjoying the increased difficulty of "all" content.

    This makes much more sense than creating new servers or implementing some type of toggle for players which lends itself to more breakage.

    Hell ZoS could even implement new titles for those who complete certain content using said toons.

    Just a simple lifetime debuff that is applied to the character on creation.
  • Linaleah
    Linaleah
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    implement normal and veteran overland/questing system
    Aesthier wrote: »
    Simplest Fix:

    Implement a hardcore character mode at the character select screen which enabled veterans to create a toon that would suffer a permanent debuff that reduces "all" stats by a certain percentage on that specific character.

    They could still play with their friends while enjoying the increased difficulty of "all" content.

    This makes much more sense than creating new servers or implementing some type of toggle for players which lends itself to more breakage.

    Hell ZoS could even implement new titles for those who complete certain content using said toons.

    Just a simple lifetime debuff that is applied to the character on creation.

    unfortunately, this will not work. why? for the same reason people keep buying skyreach carries to level. so you create a debuffed character. and group up with buffed characters. and now you are just someone who is being carried, rather then experiencing personal challenge. so don't group up,you say? most of the quest content is uninstalled. which means.. if there are other players around and there tend to be other players around a fair bit nowadays? you just got all things killed for you quickly and without challenge. last but not least - this doesn't solve the issue of people wanting to play their existing characters in new story content and not feeling like they are god moding through it. (or that there are people who already have their character slots maxed out. rolling a new character is anything BUT a fix. it was bad enough that we had to, to get storage chests and couple of outfit styles that were not retroactive)
    Edited by Linaleah on August 17, 2018 7:59AM
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Etienne_et_Isabeau
    Want to make Overland more difficult? No Champion Points until you reach Level 50. Should you die, you return to Coldharbor as a Level 1 Character.
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