CyberOnEso wrote: »1. You will split the population and make it so the vet players and the new players never really see each other, this will leave one of the two instances barren of players.
2. You will 'reintroduce' some of the issues one tamriel was implemented to fix where players can't easily group together (I.e. If a vet player and a new player group together, the new player will get rekt whilst the vet player will just one shot the bosses.)
3. There will be some potential back end issues with guild traders and other 'stuff' not being properly synced across the maps.
CyberOnEso wrote: »In my opinion there is a simpler solution, with the next chapter you make the overland content just harder and apply a stronger proportional buff to players level 1 - 779. In my opinion this buff should be strong enough so that as you level from 1-779 your stats get weaker, however that is offset by lack of skills/ lack of player experience. This should create content that is hard enough for the vet players to enjoy doing whilst also making lower leveled players be able to complete the content. And allowing for a vet player to group with a brand new player and not have the vet player one shoting the bosses and the new player getting rekt.
CyberOnEso wrote: »In my opinion there is a simpler solution, with the next chapter you make the overland content just harder and apply a stronger proportional buff to players level 1 - 779. In my opinion this buff should be strong enough so that as you level from 1-779 your stats get weaker, however that is offset by lack of skills/ lack of player experience. This should create content that is hard enough for the vet players to enjoy doing whilst also making lower leveled players be able to complete the content. And allowing for a vet player to group with a brand new player and not have the vet player one shoting the bosses and the new player getting rekt.
joaaocaampos wrote: »I just didn't like the solution. In that case, you are expanding One Tamriel beyond the CP 160 gear cap. Scaling is going from gear to CP itself. This is weird.
CyberOnEso wrote: »joaaocaampos wrote: »I just didn't like the solution. In that case, you are expanding One Tamriel beyond the CP 160 gear cap. Scaling is going from gear to CP itself. This is weird.
Yeah, although I don't think I explained myself fully. My general idea was to have people have a really strong buff from level 1-50, a slightly strong buff from cp 1-160 and a weak buff from CP 160-779. So that all players would experience similar difficulty with content (A bit like skyrim did scaling) so that you wouldn't have people who's stats made them too powerful for certain overland enemies or too weak to clear certain overland enemies.
joaaocaampos wrote: »Another suggestion I thought now is: instead of separating zones into Normal and Veteran, ZeniMax could mix the two contents in the same instance. I don't know if this is possible, but...
In the same zone we would have:
Normal contents
- Solo quest hubs
- 6 Delves
- 6 Group Boss
- 2 Public Dungeons
- 3 (not 6) Dolmens/Geysers
Veteran contents
- Some veteran quest hubs
- 1 or 3 Public Group Delves
- 1 or 3 Trial-level Group Boss
mateosalvaje wrote: »It would be ideal for me if the normal/veteran toggle we already have could apply to overland content and delves
mateosalvaje wrote: »It would be ideal for me if the normal/veteran toggle we already have could apply to overland content and delves
You realize the normal/vet toggle creates totally seperate instances of each dungeon/trial. We dont have normal/vet delves.
The only way an over land toggle will work is if the character gets nerfed when activating the vet toggle, making the current content harder for you but not harder for someone on normal.
CyberOnEso wrote: »This I really like, and can get behind though, I don't know what others would think.
My only 'issue' with it is that it may be a bit weird for a player to suddenly go from one shotting everything to entering a part of the zone with the vet content. However as long as this is indicated by the screen center notification (like in craglorn upon entering Spellscar) then it is a non- issue.
Jayman1000 wrote: »The game needs to be easy and accessible for the players that really are challenged in their playstyle. If you increase difficulty they will probably quit in despair. And then they wont spend cash on crowns for crates.
joaaocaampos wrote: »There's no doubt that One Tamriel was the best update so far. I know there are some other players who prefer an old item level system. BTW. That was one of the big reasons I left WoW (in early 2017). Everything I did during the expansion was useless, in vain. There is no expansion there, as the game decreases with each new update. Systems are removed when a new "expansion" is live. Anyway, it's not about WoW that I came here to talk about.
ESO good points that make me love the game:I know there are other good points, but for now that's it.
- One Tamriel and the maximum gear cap of CP 160.
- Champion Points - even though some people hate it. Comparing with other MMORPGs, it's the best system! You don't have to buy a DLC or Chapter to increase your CP - that's wonderful!
- Fully PvE zones. PvP zones must be separate and optional.
Negative points
- There is no overland challenge.
- Rewards.
And when I say "rewards," I'm not talking about powerful sets. I play ESO, not WoW or FFXIV. Even when some players ask for new Classes and Races (instead of Skill Lines).
I loved One Tamriel, but I think players need more challenges! With the CP, we can face powerful monsters without the need to increase gear cap. We don't need to get stronger - we need tougher challenges! Content for veterans (CP 300 or 600+). But I'm not talking about Dungeons, Trials and Arenas. I'm talking about general content.
Craglorn's biggest problem is reward - and the instanced group contents. I would like to see, for example, a Public Group Delve, rather than a Group Delve. That is, I want to meet other players while exploring a challenging delve. In addition, I want a satisfactory reward. Increased XP and gold at least!
The important point is: How will these veteran zones work? Are they separate and exclusive, like Craglorn? Or will the same zone have its own "Normal" and "Veteran" version?
What I would like to say to ZeniMax is: There is no need to change what we already have. On the other hand, you can add new content, systems and rewards!
Based on what I said, I could exemplify:
- "In the next Chapter, the zone will have a Normal and Veteran version. If it works, we will bring this system to all Tamriel zones!"
- Or... "In the next Chapter, you will have two new zones, instead of one! A Normal zone, as everyone is accustomed to, and a Veteran zone! Although the Veteran zone is smaller (Artaeum size), it will be challenging and full of new rewards! You can hardly wait!"
These are just ideas. For the future, maybe. The important thing is to take new paths.
P.S.: For PvP lovers, these ideas can be expanded. Players could choose between playing in Normal, Veteran or PvP level zones.
What do you think? What can be added?
joaaocaampos wrote: »There's no doubt that One Tamriel was the best update so far. I know there are some other players who prefer an old item level system. BTW. That was one of the big reasons I left WoW (in early 2017). Everything I did during the expansion was useless, in vain. There is no expansion there, as the game decreases with each new update. Systems are removed when a new "expansion" is live. Anyway, it's not about WoW that I came here to talk about.
ESO good points that make me love the game:I know there are other good points, but for now that's it.
- One Tamriel and the maximum gear cap of CP 160.
- Champion Points - even though some people hate it. Comparing with other MMORPGs, it's the best system! You don't have to buy a DLC or Chapter to increase your CP - that's wonderful!
- Fully PvE zones. PvP zones must be separate and optional.
Negative points
- There is no overland challenge.
- Rewards.
And when I say "rewards," I'm not talking about powerful sets. I play ESO, not WoW or FFXIV. Even when some players ask for new Classes and Races (instead of Skill Lines).
I loved One Tamriel, but I think players need more challenges! With the CP, we can face powerful monsters without the need to increase gear cap. We don't need to get stronger - we need tougher challenges! Content for veterans (CP 300 or 600+). But I'm not talking about Dungeons, Trials and Arenas. I'm talking about general content.
Craglorn's biggest problem is reward - and the instanced group contents. I would like to see, for example, a Public Group Delve, rather than a Group Delve. That is, I want to meet other players while exploring a challenging delve. In addition, I want a satisfactory reward. Increased XP and gold at least!
The important point is: How will these veteran zones work? Are they separate and exclusive, like Craglorn? Or will the same zone have its own "Normal" and "Veteran" version?
What I would like to say to ZeniMax is: There is no need to change what we already have. On the other hand, you can add new content, systems and rewards!
Based on what I said, I could exemplify:
- "In the next Chapter, the zone will have a Normal and Veteran version. If it works, we will bring this system to all Tamriel zones!"
- Or... "In the next Chapter, you will have two new zones, instead of one! A Normal zone, as everyone is accustomed to, and a Veteran zone! Although the Veteran zone is smaller (Artaeum size), it will be challenging and full of new rewards! You can hardly wait!"
These are just ideas. For the future, maybe. The important thing is to take new paths.
P.S.: For PvP lovers, these ideas can be expanded. Players could choose between playing in Normal, Veteran or PvP level zones.
What do you think? What can be added?
mateosalvaje wrote: »mateosalvaje wrote: »It would be ideal for me if the normal/veteran toggle we already have could apply to overland content and delves
You realize the normal/vet toggle creates totally seperate instances of each dungeon/trial. We dont have normal/vet delves.
The only way an over land toggle will work is if the character gets nerfed when activating the vet toggle, making the current content harder for you but not harder for someone on normal.
Aren't there multiple instances all the time? Yes. Yes there are.
We had that before 1 tam. There were 3 different versions of the game, when things were faction locked. Ironically they were called "Veteran zones".
Mobs got progressively harder with each map (as you followed each alliance story line). Craglorn was the hardest zone in the game.
The playerbase largely hated it.
You were lucky to see more than 2 or 3 people per map during prime time, thethey were so unpopular.
The only people in Craglorn were nirn farmers
Adding the option to participate in veteran zones is a good idea. High level characters should be able to have fun while questing too instead of everything (except maybe world bosses) being brain-dead easy.
One Tamriel isn't the problem though. The overland was actually easier before that update - because you out-leveled the zone after a few quests anyway and everything became super easy and didn't even drop items.
As the OP points out - One Tamriel was easily the best change change ever added to this game.