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Please, add a veteran mode option for PvE content or "Make Tamriel dangerous again."

  • xylus289_ESO
    xylus289_ESO
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    Katahdin wrote: »
    What about a difficulty slider that takes the "One Tamriel" feature, that scales content to the player level or CP, and allow the players to change it according to their difficulty desire without having to enter a different instance. Then people wont have to worry about a dividing population.


    Again in an open world system where a level 3, a level 10, a level 20 , a CP50, a CP160 can all be in the same map as a level CP780, you can not scale the content to the player. They only way is to debuff the character to make the content harder

    Whoops, had it backwards. The player scales to the game. Edited for typo error.


    EDIT: What about a difficulty slider that takes the "One Tamriel" feature, that scales the player to the content, and allow the players to change it according to their difficulty desire without having to enter a different instance. Then people wont have to worry about a dividing population.

    It might cause issues if you can go anywhere and change the slider at any given moment. So would if; Every time you adjust it, you are required to meet a set of prerequisites - Have to be in town, (or)selected for a character independently from the character selection menu, etc

    If you have the same answer for this comment, please elaborate so we can understand. Because from what I just read about One Tamriel, there doesn't seem like any reason this wouldn't work.
    Edited by xylus289_ESO on September 17, 2018 3:28AM
  • xylus289_ESO
    xylus289_ESO
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    double post sry
    Edited by xylus289_ESO on September 17, 2018 3:18AM
  • Tannus15
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    One Tam is the best thing that happened to this game.

    Sure there are some draw backs which need to be looked at, but the entire game was sooooo bland before.
    We out leveled every zone before completing the content, even if you didn't do any group content or PvP. There were only a handful of sets at max level because most of the sets were level locked too low. there was no reason to run dungeons at all. They dropped no sets and were not max level.

    What we have is 1000 times better, with a few issues, around CP and set power creep.
  • Odnoc
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    Katahdin wrote: »
    What about a difficulty slider that takes the "One Tamriel" feature, that scales content to the player level or CP, and allow the players to change it according to their difficulty desire without having to enter a different instance. Then people wont have to worry about a dividing population.


    Again in an open world system where a level 3, a level 10, a level 20 , a CP50, a CP160 can all be in the same map as a level CP780, you can not scale the content to the player. They only way is to debuff the character to make the content harder

    Whoops, had it backwards. The player scales to the game. Edited for typo error.


    EDIT: What about a difficulty slider that takes the "One Tamriel" feature, that scales the player to the content, and allow the players to change it according to their difficulty desire without having to enter a different instance. Then people wont have to worry about a dividing population.

    It might cause issues if you can go anywhere and change the slider at any given moment. So would if; Every time you adjust it, you are required to meet a set of prerequisites - Have to be in town, (or)selected for a character independently from the character selection menu, etc

    If you have the same answer for this comment, please elaborate so we can understand. Because from what I just read about One Tamriel, there doesn't seem like any reason this wouldn't work.

    It could work in theory, but it’s been said by a few people, they don’t want to intentionally handicap their characters.
  • Faulgor
    Faulgor
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    This has been suggested too many times to count, but a player-based debuff would work perfectly with the current system.

    Ideally, this would be tied in to a reputation system/currency with a specific vendor that offers rewards (think Tel Var) like item sets, furnishings, motifs, etc, as well as new achievements with titles and dyes for completing specific content in this veteran mode. This gives better control of the "reward faucet" than just increasing gold and exp drops, and there's no better way to add replayability to old content.

    In my mind, this would be even better if it was explained lore-wise by making a deal with a Daedric Prince/Daedra. Clavicus Vile or one of his minions would be perfect for this, as he's the Prince of Bargains, and it would make sense after the events in Summerset.
    Or go even further and have on system for overland PvE (Hircine), one for group PvE (Clavicus Vile) and one for PvP (Boethiah). Could be fun!
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • joaaocaampos
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    Faulgor wrote: »
    This has been suggested too many times to count, but a player-based debuff would work perfectly with the current system.

    Ideally, this would be tied in to a reputation system/currency with a specific vendor that offers rewards (think Tel Var) like item sets, furnishings, motifs, etc, as well as new achievements with titles and dyes for completing specific content in this veteran mode. This gives better control of the "reward faucet" than just increasing gold and exp drops, and there's no better way to add replayability to old content.

    In my mind, this would be even better if it was explained lore-wise by making a deal with a Daedric Prince/Daedra. Clavicus Vile or one of his minions would be perfect for this, as he's the Prince of Bargains, and it would make sense after the events in Summerset.
    Or go even further and have on system for overland PvE (Hircine), one for group PvE (Clavicus Vile) and one for PvP (Boethiah). Could be fun!

    Become weak? It's best to remove the Champion Points. There is no need to have Champion Points then.

    But I liked the new currency. As I said earlier, there are only 3 overland content that need a Veteran version: Quest Hubs, Delves and Public Dungeons. Random mobs may continue in the Normal version.

    Again, Chapter zone:
    • Quest Hubs*
    • 6 Delves*
    • 6 Group Bosses
    • 2 Public Dungeons*
    • 3 (not 6) Dolmens/Geysers
    * Toggle option in Group Finder (Normal/Veteran)
  • mocap
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    didn't read the thread, but i guess it filled (as usual) with posts like:

    "NO! We need another 20 hours (in addition to the already existing 9000 hours") of EZPZ oneshot-overland-content".

    Am i right? :trollface:
  • Soris
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    Whole overland content, quests and alike are WASTED because of combat being ultra easy mode. It isn't even fun. Even bosses are easy af when solo, it just takes longer to kill. There are already attack telegraphs so you just avoid the reds, taking no damage at all.

    Restrict 0 cp new players into the starting(tutorial) zones such as khenarthi's roost, bleakrock isle etc for some levels. And scale the rest of the whole world to a higher level and add normal veteran and hardcore modes. As a max level player, even 3 random mobs should give me a challenging fight. I shouldn't be forced to do trials and dlc dungeons when i want some challenge. I should be able to just port to a random zone and do the quests there i have never done it before.
    Edited by Soris on September 17, 2018 7:58AM
    Welkynd [Templar/AD/EU]
  • Septimus_Magna
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    I really hope there will be something implemented to make quest and overland content more challenging.
    Whats the point of new DLCs and Chapters filled with quests that offer no useful rewards and no challenge to most players?

    The bosses at the end of the quest lines have 120k health and deal 2k dmg every 4 seconds.
    How is this a boss in any sense of the imagination? I've fought Skeevers stronger than that.

    Give bosses 1m health and make their attacks strong and frequent enough to force players to slot a defensive skill.
    Give some bosses a charged attack that deals 30k dmg if you dont block, dodge, interrupt or shield.
    Give some bosses a self-healing skill that needs to be interrupted.

    Teach players to respect mechanics, deal decent dmg and there will be more players running vet dungeons. This will increase sales in dungeon DLCs because more players have a chance to finish the dungeons on veteran difficulty and get the latest monster masks. The difference between normal and veteran content is just too big, veteran overland should be the bridge.
    PC - EU (AD)
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  • RaptorRodeoGod
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    Honestly I haven't even done most of the quests for Clockwork City and Summerset because it's so boring three shotting everything. I'm usually more worried about how long it would take to do the delve rather than worrying about actually being able to do the delve. The only reason I was able to finish the Morrowind questline was because I did it as I was leveling up my Warden. Unfortunately, I probably won't even touch Morrowind on my main (StamSorc) because he's too strong to make it interesting at all.
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
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    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • Odnoc
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    Soris wrote: »
    Whole overland content, quests and alike are WASTED because of combat being ultra easy mode. It isn't even fun. Even bosses are easy af when solo, it just takes longer to kill. There are already attack telegraphs so you just avoid the reds, taking no damage at all.

    Restrict 0 cp new players into the starting(tutorial) zones such as khenarthi's roost, bleakrock isle etc for some levels. And scale the rest of the whole world to a higher level and add normal veteran and hardcore modes. As a max level player, even 3 random mobs should give me a challenging fight. I shouldn't be forced to do trials and dlc dungeons when i want some challenge. I should be able to just port to a random zone and do the quests there i have never done it before.

    So, restrict people who aren't complaining because other people gear up to the max then complain about it being too easy? There is an easier solution that requires 0 dev time. Instead of insisting OTHER people have limitations placed on them, make your own.
  • Odnoc
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    Become weak? It's best to remove the Champion Points. There is no need to have Champion Points then.

    Yes, there still is a reason, there is a majority of players who aren't on here complaining about how easy it is.
    Edited by Odnoc on September 17, 2018 11:36AM
  • idk
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    The game is open world which does not permit setting up to change the difficulty settings for a majority of the games content. Considering new players are not as experienced with the game nor have CP and the same choices of set bonus gear Zos cannot cart blanc raise the bar. Part of the reason you found the open world more difficult in the beginning is because of your lack of experience here, et al.

    Zos could implement a system to remove the effect of CP from your character. Hence make your character weaker. However MFirror has stated they do not want to make your character weaker which is why the scaling brought everything up to CP 160.
  • Ydrisselle
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    I really hope there will be something implemented to make quest and overland content more challenging.
    Whats the point of new DLCs and Chapters filled with quests that offer no useful rewards and no challenge to most players?

    The bosses at the end of the quest lines have 120k health and deal 2k dmg every 4 seconds.
    How is this a boss in any sense of the imagination? I've fought Skeevers stronger than that.

    Give bosses 1m health and make their attacks strong and frequent enough to force players to slot a defensive skill.
    Give some bosses a charged attack that deals 30k dmg if you dont block, dodge, interrupt or shield.
    Give some bosses a self-healing skill that needs to be interrupted.


    Teach players to respect mechanics, deal decent dmg and there will be more players running vet dungeons. This will increase sales in dungeon DLCs because more players have a chance to finish the dungeons on veteran difficulty and get the latest monster masks. The difference between normal and veteran content is just too big, veteran overland should be the bridge.

    That would make them impossible to kill for a new player, who are now levelling up for the first time. What do you think, how many of them will give up and leave before even reach CP160 if they can't finish a questchain?
  • vometia
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    I'd love this to happen, just to see how many people would actually opt into it, and in particular, how many people who demanded it actually used it and stuck with it...
  • xylus289_ESO
    xylus289_ESO
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    Odnoc wrote: »
    Katahdin wrote: »
    What about a difficulty slider that takes the "One Tamriel" feature, that scales content to the player level or CP, and allow the players to change it according to their difficulty desire without having to enter a different instance. Then people wont have to worry about a dividing population.


    Again in an open world system where a level 3, a level 10, a level 20 , a CP50, a CP160 can all be in the same map as a level CP780, you can not scale the content to the player. They only way is to debuff the character to make the content harder

    Whoops, had it backwards. The player scales to the game. Edited for typo error.


    EDIT: What about a difficulty slider that takes the "One Tamriel" feature, that scales the player to the content, and allow the players to change it according to their difficulty desire without having to enter a different instance. Then people wont have to worry about a dividing population.

    It might cause issues if you can go anywhere and change the slider at any given moment. So would if; Every time you adjust it, you are required to meet a set of prerequisites - Have to be in town, (or)selected for a character independently from the character selection menu, etc

    If you have the same answer for this comment, please elaborate so we can understand. Because from what I just read about One Tamriel, there doesn't seem like any reason this wouldn't work.

    It could work in theory, but it’s been said by a few people, they don’t want to intentionally handicap their characters.

    So why not make it an option before logging in? A lot of people do want to push their characters to the limits beyond group content. Craglorn is definitely an option, but would if you could explore your favorite zones in this way?

    More optional features are always welcomed by myself. Praise Sithis for more options.
    Edited by xylus289_ESO on September 17, 2018 6:02PM
  • El_Borracho
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    Kind of like this suggestion. I suppose you could do this the way you activate hard mode in dungeons, as in have a scroll next to the boss or anchor, or have it outside a delve. Although that has potential of discouraging new players. Interesting.
  • Fermian
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    Universe wrote: »
    Nice try, but the developers have forsaken this course of development since One Tamriel Update.
    The veteran zones with the high difficulty+waste of time+little reward was one of the major reasons why so many players quit the game early on.

    Not really. At least for me it the play the other alliances as endgame content which made the veteran content boring. I would love to play a new dlc in vet mode.
    Making it optional is the key here. I think veteran and normal modes could even share the progress, just increase the rewards of vet mode.
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