Obviously, it would require a huge time/money investment to provide hard mode overland content in a form that went beyond simple buffs, debuffs. What types of content (currently targeted at hard-mode players) would you be willing to give up in exchange if this is an area on which you would like ZOS to focus?
Personally, I think overland difficulty is fine as is, and I've been playing in July 2013. When I'm questing I want to focus on world and story, with enough challenge to keep me focussed, but not so much that crossing the map feels like a constant hassle.
[X] OTHER - I am a vet player and I enjoy questing. Questing is fun when it is exploratory, when I feel like I am on an adventure, when I am engaged in the storyline, when I am immersed in the content.
Obviously, it would require a huge time/money investment to provide hard mode overland content in a form that went beyond simple buffs, debuffs. What types of content (currently targeted at hard-mode players) would you be willing to give up in exchange if this is an area on which you would like ZOS to focus?
Personally, I think overland difficulty is fine as is, and I've been playing in July 2013. When I'm questing I want to focus on world and story, with enough challenge to keep me focussed, but not so much that crossing the map feels like a constant hassle.
This.Making ESO enjoyable for a wide variety of playing styles is good for everyone
you all people who are "lookinbg for challenge" youre main goal is litteraly to take that challenge and figure out how to make it easy for yourself again, and start the cycle of "too easy" complaints all over again, meanwhile the rest of the population - is left in a dust.
I started a new toon for Summerset: using only what the char itself found (I decon pretty much everything) the overland questing has been very easy from the start (char is now level 13), even with no skill, just because I knew when to dodge, block or bash and when to use potions and food.
Vicente Valtiere, Dark Brotherhood, OblivionSpill some blood for me dear brother
There have been a lot of people asking for a VR or no CP version of the overland content for a while. The issue ZOS needs to solve though is making overland harder for veterans, but not making it too hard for new players (no CP and knowledge can make overland very hard) without splitting the population.So we have new Murkmire DLC with new quests, storylines. I like ESO quests very much, i love dialogs, voice acting, story itself (most of the time). ESO has way more interesting quest than in most of single player RPG i've played.
But current difficulty of ESO questing RUIN all the fun for vet players. We need challenging story content! Not only "repeat this dungeon to death" endgame, but questing too!
Yes, you can play naked, disable CP... It's just BS and you know it.
They might be able to do something which grants an optional (and dismissible) debuff to power players down. So people who want harder content can just debuff themselves.
Normally I just lurk here but exactly to keep an eye on these threads in the hope that they add some form of vet option for over world.
It is safe to say "different folks different strokes". Players have different reasons for playing games, as demonstrated in a research by Nicole Lazzaro named : " Why We Play Games" , source
There is 'Hard Fun' and 'Easy Fun', needless to say some player enjoy one or the other. And there is nothing wrong with being on one or the other side, we all have different preferences.
The problem is, as others mentioned is that questing and the over world are a huge bulk of the content. And while there are dungeons and trials this is only a small fraction of the content. And running that small percentage of content ad nauseam isn't really fun.
The Problem is while frustration is definitely a factor for players to abandon a game, but so is boredom.
Don't forget the flow theory .
The other fun thing is that frustration can actually lead to heightened immersion and a better emotional engagement : Source. Now it is important though that the research paper does make a distinction between negative and positive frustration. Nonetheless it is a important factor that might significantly increase player enjoyment in a game.
with questing and overworld content being a large portion of the game and being faceroll easy, it completely ruins the appeal for the hard fun players. I want to feel like I am on and adventure when questing in the overworld, not a guided tour experience where every enemy dies the moment I look at them. And questing with friends makes the content even more trivial.
Abd taking off gear is not an option while it will probably increase the diffiuclty, you will be throwing away a core pillar of an RPG : Character development/progression. Since most of the power mainly comes through CP and gear you will be throwing that all away in the garbage. I am just going to leave this quote here :
" Continuously providing opportunities for the player’s characters to grow
and develop throughout the role-playing experience is absolutely critical. If a
game cannot offer meaningful character advancement perceptible either
through the story or through the character’s statistics, a title cannot rightfully
be considered a role-playing game."
Source : Hallford, N., Hallford, J., & LaMothe, A. (2001). Swords and circuitry: A designer's guide to computer role-playing games. Premier Press, Incorporated.
I don't really care about extra rewards, if some players feel like the extra rewards are unfair for some reason; fine no extra rewards I don't care. Hell if given the option I would choose to make epic and legendary gear more rare, but hey I am that weirdo that players Skyrim with a 4 times less loot mod. Anyway like I said many times just give me a vet option and I am coming back with friends. It might even make ESO an unique beast in the MMO market. An mmo that provides questing for both hardcore and casuals alike? where have you ever seen that?
in closing I want to refer to a quote from Gamasutra by John Harris, while it does not hold for all player types, I think the 'Hard Fun' players have definitely encountered this issue frequently :
" However, it's reached the point where "adventuring" in an RPG rarely feels risky. Gaining experience is supposed to carry the risk of harm and failure. Without that risk, gaining power becomes a foregone conclusion.
It has reached the point where the mere act of spending time playing the game appears to give players the right to have their characters become more powerful. The obstacles that provide experience become simply an arbitrary wall to scale before more power is granted; this, in a nutshell, is the type of play that has brought us grind, where the journey is simple and boring and the destination is something to be raced to."
Yeah, let's make another casual 9000 overland quests. This definetly worth it.Ydrisselle wrote: »So it's simply not worth it to make exclusive content for the hardcore players...
Ydrisselle wrote: »Normally I just lurk here but exactly to keep an eye on these threads in the hope that they add some form of vet option for over world.
It is safe to say "different folks different strokes". Players have different reasons for playing games, as demonstrated in a research by Nicole Lazzaro named : " Why We Play Games" , source
There is 'Hard Fun' and 'Easy Fun', needless to say some player enjoy one or the other. And there is nothing wrong with being on one or the other side, we all have different preferences.
The problem is, as others mentioned is that questing and the over world are a huge bulk of the content. And while there are dungeons and trials this is only a small fraction of the content. And running that small percentage of content ad nauseam isn't really fun.
The Problem is while frustration is definitely a factor for players to abandon a game, but so is boredom.
Don't forget the flow theory .
The other fun thing is that frustration can actually lead to heightened immersion and a better emotional engagement : Source. Now it is important though that the research paper does make a distinction between negative and positive frustration. Nonetheless it is a important factor that might significantly increase player enjoyment in a game.
with questing and overworld content being a large portion of the game and being faceroll easy, it completely ruins the appeal for the hard fun players. I want to feel like I am on and adventure when questing in the overworld, not a guided tour experience where every enemy dies the moment I look at them. And questing with friends makes the content even more trivial.
Abd taking off gear is not an option while it will probably increase the diffiuclty, you will be throwing away a core pillar of an RPG : Character development/progression. Since most of the power mainly comes through CP and gear you will be throwing that all away in the garbage. I am just going to leave this quote here :
" Continuously providing opportunities for the player’s characters to grow
and develop throughout the role-playing experience is absolutely critical. If a
game cannot offer meaningful character advancement perceptible either
through the story or through the character’s statistics, a title cannot rightfully
be considered a role-playing game."
Source : Hallford, N., Hallford, J., & LaMothe, A. (2001). Swords and circuitry: A designer's guide to computer role-playing games. Premier Press, Incorporated.
I don't really care about extra rewards, if some players feel like the extra rewards are unfair for some reason; fine no extra rewards I don't care. Hell if given the option I would choose to make epic and legendary gear more rare, but hey I am that weirdo that players Skyrim with a 4 times less loot mod. Anyway like I said many times just give me a vet option and I am coming back with friends. It might even make ESO an unique beast in the MMO market. An mmo that provides questing for both hardcore and casuals alike? where have you ever seen that?
in closing I want to refer to a quote from Gamasutra by John Harris, while it does not hold for all player types, I think the 'Hard Fun' players have definitely encountered this issue frequently :
" However, it's reached the point where "adventuring" in an RPG rarely feels risky. Gaining experience is supposed to carry the risk of harm and failure. Without that risk, gaining power becomes a foregone conclusion.
It has reached the point where the mere act of spending time playing the game appears to give players the right to have their characters become more powerful. The obstacles that provide experience become simply an arbitrary wall to scale before more power is granted; this, in a nutshell, is the type of play that has brought us grind, where the journey is simple and boring and the destination is something to be raced to."
The basic problem is that 'hard fun' players are usually very vocal on the forum, but they are a minority in-game. So it's simply not worth it to make exclusive content for the hardcore players...

ZOS_GinaBruno wrote: »Champion Points
We spent a fair amount of time discussing the Champion Point system because it is our belief that the power creep in this system is responsible for many of the issues ZOS is trying to address in the first place (such as players being able to avoid mechanics, not have to make difficult build choices, and the feeling that healers are not needed). The Devs indicated that the CP system is intended to counter-balance itself, that is, I can get X% buff, but that is negated by your -X% buff. The Devs indicated the way multipliers and other mechanics currently work means that counter-balance is not quite right. The class reps agreed and added the problem goes deeper; since Bosses don’t have CP, they aren’t getting the -X% modifiers. The end result is that players quickly out-scale and become too strong for any PvE content that gets released.
We also said it was unfortunate that much of our class identity has been taken away because the Champion System (and gear) has so much power.
I think the people suggesting a debuff battlespirit for questing are being silly. Who would ever elect to be nerfed just to experience quest content, the true reward of which is the story?
No no, if you want a nerf, unequip your armor and craft a low level weapon. Or just light attack. I have no idea why you'd want to progress through the tension less action slower but if you do, that's your choice, not anyone else's responsibility!
Suggesting that there be a reward to it, however small, is also a terrible idea! That way new players are penalized for questing without the reward. Questing is there to show the world, teach new players the ropes, and most importantly enjoy story. If you want difficult content, do dungeons, trials, veteran dungeons, or pvp!
[Edited for rude and insulting commentary]
MehrunesFlagon wrote: »
Normally I just lurk here but exactly to keep an eye on these threads in the hope that they add some form of vet option for over world.
It is safe to say "different folks different strokes". Players have different reasons for playing games, as demonstrated in a research by Nicole Lazzaro named : " Why We Play Games" , source
There is 'Hard Fun' and 'Easy Fun', needless to say some player enjoy one or the other. And there is nothing wrong with being on one or the other side, we all have different preferences.
The problem is, as others mentioned is that questing and the over world are a huge bulk of the content. And while there are dungeons and trials this is only a small fraction of the content. And running that small percentage of content ad nauseam isn't really fun.
The Problem is while frustration is definitely a factor for players to abandon a game, but so is boredom.
Don't forget the flow theory .
The other fun thing is that frustration can actually lead to heightened immersion and a better emotional engagement : Source. Now it is important though that the research paper does make a distinction between negative and positive frustration. Nonetheless it is a important factor that might significantly increase player enjoyment in a game.
with questing and overworld content being a large portion of the game and being faceroll easy, it completely ruins the appeal for the hard fun players. I want to feel like I am on and adventure when questing in the overworld, not a guided tour experience where every enemy dies the moment I look at them. And questing with friends makes the content even more trivial.
Abd taking off gear is not an option while it will probably increase the diffiuclty, you will be throwing away a core pillar of an RPG : Character development/progression. Since most of the power mainly comes through CP and gear you will be throwing that all away in the garbage. I am just going to leave this quote here :
" Continuously providing opportunities for the player’s characters to grow
and develop throughout the role-playing experience is absolutely critical. If a
game cannot offer meaningful character advancement perceptible either
through the story or through the character’s statistics, a title cannot rightfully
be considered a role-playing game."
Source : Hallford, N., Hallford, J., & LaMothe, A. (2001). Swords and circuitry: A designer's guide to computer role-playing games. Premier Press, Incorporated.
I don't really care about extra rewards, if some players feel like the extra rewards are unfair for some reason; fine no extra rewards I don't care. Hell if given the option I would choose to make epic and legendary gear more rare, but hey I am that weirdo that players Skyrim with a 4 times less loot mod. Anyway like I said many times just give me a vet option and I am coming back with friends. It might even make ESO an unique beast in the MMO market. An mmo that provides questing for both hardcore and casuals alike? where have you ever seen that?
in closing I want to refer to a quote from Gamasutra by John Harris, while it does not hold for all player types, I think the 'Hard Fun' players have definitely encountered this issue frequently :
" However, it's reached the point where "adventuring" in an RPG rarely feels risky. Gaining experience is supposed to carry the risk of harm and failure. Without that risk, gaining power becomes a foregone conclusion.
It has reached the point where the mere act of spending time playing the game appears to give players the right to have their characters become more powerful. The obstacles that provide experience become simply an arbitrary wall to scale before more power is granted; this, in a nutshell, is the type of play that has brought us grind, where the journey is simple and boring and the destination is something to be raced to."
MehrunesFlagon wrote: »I think the people suggesting a debuff battlespirit for questing are being silly. Who would ever elect to be nerfed just to experience quest content, the true reward of which is the story?
No no, if you want a nerf, unequip your armor and craft a low level weapon. Or just light attack. I have no idea why you'd want to progress through the tension less action slower but if you do, that's your choice, not anyone else's responsibility!
Suggesting that there be a reward to it, however small, is also a terrible idea! That way new players are penalized for questing without the reward. Questing is there to show the world, teach new players the ropes, and most importantly enjoy story. If you want difficult content, do dungeons, trials, veteran dungeons, or pvp!
[Edited for rude and insulting commentary]
Debuffing is not going to work.Nor is removing cp and armor.Make a damn vet instance already.I should not be able to go outside and smoke a cigarette in an area where there are mobs,(not to mention with the intent on killing myself for quick transport.)and come back still alive.
Ydrisselle wrote: »MehrunesFlagon wrote: »I think the people suggesting a debuff battlespirit for questing are being silly. Who would ever elect to be nerfed just to experience quest content, the true reward of which is the story?
No no, if you want a nerf, unequip your armor and craft a low level weapon. Or just light attack. I have no idea why you'd want to progress through the tension less action slower but if you do, that's your choice, not anyone else's responsibility!
Suggesting that there be a reward to it, however small, is also a terrible idea! That way new players are penalized for questing without the reward. Questing is there to show the world, teach new players the ropes, and most importantly enjoy story. If you want difficult content, do dungeons, trials, veteran dungeons, or pvp!
[Edited for rude and insulting commentary]
Debuffing is not going to work.Nor is removing cp and armor.Make a damn vet instance already.I should not be able to go outside and smoke a cigarette in an area where there are mobs,(not to mention with the intent on killing myself for quick transport.)and come back still alive.
So you want essentially split every megaserver in two. Good luck with that.