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.
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.
What time? What resources? The system already exists in-game, it only needs to be applied to overland.
This logic makes no sense. They spend time and resources on much more minuscule things. At least this is worthwhile.
There are 2 ways to do this and only 2 ways
1. A whole seperate veteran level version of the game which would mean more servers, double the amount of PvE servers to allow this for each platform (PC, XBOX, PS4).
2. A toggle or slider that nerfs THE CHARACTER. With zones that a level 1 can be in at the same time as a max CP character there is no way to adjust monsters and mobs. A challenge for a max CP player will be impossible for a lowbie. A challenge for a lowbie will still be too easy for max CP.
I sincerely doubt that #1 will ever happen
So that leaves #2 as the only real way to do this.
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
^ I agree with this.jedtb16_ESO wrote: »as has been pointed out overland stuff is where you build your character, the story line is not for end game it's for developing a character so it can cope with the end game...
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)
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.
This thread was about overland content being "too easy" not dungeons but since you chose to go there.
My suggestion does not cause people to be carried as you are suggesting. The only people who would use the option my suggestion creates are those who are finding things "too easy", those players who can "one shot" everything have the skill to keep up with or surpass those players who already have a difficult time. Thier "skill" makes up for the handicap..
The suggestion of implementing harder and harder content only serves to widen the gap and effectively "close the doors" to those who are not the best of the best. Which in turn causes people to "buy carries" because they have no other way of completing the content. (Though if you are paying to be power-leveled in skyreach then your really are putting the cart ahead of the horse and thats your own fault and not ZOS's)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
I never said anything about not grouping and my suggestion doesn't cause on to not group. In fact, it strengthens the point of grouping.
As to the original discussion:^ I agree with this.jedtb16_ESO wrote: »as has been pointed out overland stuff is where you build your character, the story line is not for end game it's for developing a character so it can cope with the end game...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)
You are correct my suggestion does not fix the problem of top skilled players desiring to play characters they have already maxed to the very upper limits of efficiency causing their prosecution of new content to feel lackluster.
However it does give those players an option that would increase their difficulty without closing off new content to the vast majority of the player base like the OP's suggestion does, and it would also be relatively easy for ZOS to implement.
Saying create harder (insert type) content isn't a solution for ZOS when it widens the gap and closes off content for a large group of players just like unskilled players shouting "take off your CP and gear" isn't a working solution to those who are skilled.
^ Those are simply dismissals of the situations at hand and move the burden of coming up with a "working" solution to someone else.
Want to fix the issue?
Then bring forth suggestions with actual solutions/options that could work that don't break or close off content from other portions of the player base.
If you do this then you will garner better support.
Lois McMaster Bujold "A Civil Campaign"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 ***
DocFrost72 wrote: »
If it functioned as additional instances, zone would be shared. If someone asked for help with a world boss, I could group and join their instance like now.
i NEVER said dungeons.
unfortunately, this will not work. why? for the same reason people keep buying skyreach carries to level.
you do realize that people also group for questing right? you realize that you can take an nerfed character put them in a group with not nerfed character - and voila.. they continue to experience "one shot everything" gamepllay.
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.
but fine. they are not trying to cheat their way through, they genuinely want a challenge - HOW do you propose they get it in overworld that is NOT. INSTANCED?
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.
you go into a delve, a bunch of other random people zone in and.. good bye challenge. you go into a public dungeon - same thing. you are questing in whatever zone you can think of, bunch of people come along and one shot everything you are working on killing. are you getting my drift yet? the reason why vet dungeons work is BECAUSE they are instanced. when you have content with both nerfed and not nerfed players running around? you. are solving. NOTHING.
that said. if it were up to me? I would simply made the upper gameplay ceiling much lower. i would STOP with CP increases, and would balance the game in that the difference between skilled player and unskilled player is NOT 6 times the performance, give or take.
here is the problem with that though.those upper skill players? are going to HATE that. becasue the paradox is that while they want more challenging content - they do NOT want to be nerfed theselves.
hence the proposal of veteran zones for overworld. and it doesn't actualy break off content, becasue those are same exact quests and stories that you get on normal. just... harder with slightly better but not unique rewards.
DocFrost72 wrote: »
If it functioned as additional instances, zone would be shared. If someone asked for help with a world boss, I could group and join their instance like now.
Yes, because we all know how VR system worked and made many zones feel dead. This would then force unskilled players to jump into 'vet' system to find more people causing them to become frustrated and quit.
Plus, ZOS would rather have vet players quit than new players since new players need to buy more things from the Crown Store while vet players typically already have what they want/need.
I agree overland is too easy.
We all agree overland is too easy, the amount of threads prove that.
However!
I don't think it's worth the dev's time to invest into something that takes so little of our time. We all did the quests only once. Even if you repeat the quest, the facepalm difficulty is actually very welcome that second time around.
I think this might actually be the only example where self gimping is the right way to make things more interesting for yourself. Make a new character and do the quests with gear you just found along the way.
Then just blaze through it on your main if you need the achievements or skill points.
Again... I also think it's facepalm easy.
It's just not worth investing resources into overland and story difficulty.
Azuramoonstar wrote: »No mmo has a "hard" overland. Once you explore everything and figure things out it becomes easy. Difficulty is subjective, and most mmo the challenge isn't with the overland, but the end game dungeon and raid bosses.
How many MMOs have the entire overland map, like every overland area, designed to scale fights for both low level and max level characters? GW2 lets you scale down but doesn't scale you up, for example. It was a neat idea for the sake of keeping players together, but is it possible that it just doesn't work that great in when it comes to making new zones more interactive for veteran players?
Azuramoonstar wrote: »Like i said, overworld isn't really meant for vets, end game dungeons are though.
I do think overland is far too easy. But I also understand that raising the difficulty globally isn't a solution.
The solution I propose, as I've explained in more detail in other threads, is to add a status effect that is automatically applied to the player when they're in overland zones/instances, similar to Battle Spirit in that it adjusts several stats based on a chosen difficulty setting to make the experience easier or harder.
Battle Spirit is a status effect that is applied to all players in any PVP-enabled zones/instances, such as Cyrodiil, Imperial City & Battlegrounds. It makes a few adjustments to improve balance for PVP, without affecting PVE, such as increasing max health by 5000, reducing damage done by 50%, reducing healing effectiveness by 50%, reducing the strength of damage shields by 50%, and increasing the range of very long range abilities (ie abilities with 28+ meter ranges) by 8 meters.
Something similar can be added for overland zones, where the status effect adjusts several behind-the-scenes stats, such as damage done & damage taken, based on the difficulty the player has chosen. This way any and all players can choose their difficulty setting, not just vets, without affecting anybody else outside of maybe a player dealing a little more damage to a boss, killing it quicker.Azuramoonstar wrote: »Like i said, overworld isn't really meant for vets, end game dungeons are though.
It's a pity that overland content makes up the vast majority of all content in the game, then. If we're being generous, overland content makes up a good 70-80% of the game. And that's if we're being generous.
Tavore1138 wrote: »At launch overland was harder 1-50 was challenging at times especially the 3 mob fights and some bosses were too tough for many to take on without a firm grasp of mechanics plus buffs in place. Zones were levelledand sneaking into a zone too far above you was an invitation to a quick death for all but the pros.
After the MB fight in which you could die you then went into the Silver and Gold content feeling tough only to have your face melted by single mobs with scary hp and damage... welcome to veteran mode! This was where you truly had to l2p, master your skills and learn to fear the red. Questing through these areas and doing their dungeon content was not trivial.
Cue several years of complaining and the eventual switch to One Tamriel where everything is at the same level and you can go anywhere with little consequence. Even normal dungeons and trials have become too easy and no longer serve as a training ground for the vet mode end game stuff.
In short it is like this because people wanted it like this. The problem is that the questing and other solo content no longer forces players to learn the mechanics that will help them survive end game pve and pvp.
Speak for yourself. I can't say I always find it especially easy, depends on my character; and apart from anything, I'm not that interested in a game that's mainly about combat: if I wanted that, I'd play a shooter. Which isn't me being snarky, I played shooters for years because RPGs somehow passed me by until 10-15 years back and I found them often quite tedious.We all agree overland is too easy, the amount of threads prove that.
Tavore1138 wrote: »At launch overland was harder 1-50 was challenging at times especially the 3 mob fights and some bosses were too tough for many to take on without a firm grasp of mechanics plus buffs in place. Zones were levelledand sneaking into a zone too far above you was an invitation to a quick death for all but the pros.
After the MB fight in which you could die you then went into the Silver and Gold content feeling tough only to have your face melted by single mobs with scary hp and damage... welcome to veteran mode! This was where you truly had to l2p, master your skills and learn to fear the red. Questing through these areas and doing their dungeon content was not trivial.
Cue several years of complaining and the eventual switch to One Tamriel where everything is at the same level and you can go anywhere with little consequence. Even normal dungeons and trials have become too easy and no longer serve as a training ground for the vet mode end game stuff.
In short it is like this because people wanted it like this. The problem is that the questing and other solo content no longer forces players to learn the mechanics that will help them survive end game pve and pvp.
What's often forgotten, of course, is that a lot of players have no interest in end game PvE and PvP. That's not why they play the game, and because they tend to be the ones with a lot of characters to spread their time between many of them never actually reach the end game, of if they do that's their cue to roll another character and enjoy running through the main game again. They play for the questing, exploration, crafting, housing and all manner of other things and don't look for a serious challenge or for a competitive build etc.
AhPook_Is_Here wrote: »
I think it's just unethical to have a game that is so socially inclusive but then physically exclusive.