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Pre One Tamriel, and Nostalgia blinding people?

dazee
dazee
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Dug up old threads from 2016 and from them it looks like One Tamriel was extremely well recieved at the time. Looks like the people who want to go back to how it was before may have forgotten how crappy that truly was, and are just bored of the game period.

https://forums.elderscrollsonline.com/en/discussion/298760/one-tamriel-saved-this-game-in-my-eyes

for instance.
Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Smitch_59
    Smitch_59
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    First, I am definitely bored with the game, period.

    But I also admit to some nostalgia for the pre-One Tamriel days. ESO was the first (and still only) MMO I ever played, and I still much prefer single-player games. Doing Cadwell's Silver and Gold was almost like playing a single-player game. It was so nice and quiet, with all the nodes to myself. I kinda miss those days.
    By Azura, by Azura, by Azura!
  • phairdon
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    Doesn't miss pre One Tamriel at all.
    Your immersion is breaking my entitlement. Buff Sorc's. Darkshroud the cremator Death by furRubeus BlackFluffy knight BladesThe Fat PantherPsijic Fungal SausageFlesheater the VileCaspian Rafferty FernsbyArchfiend Warlock PiersThe Black BishopEvil Wizard Lizard (EU)Neberra Vestige Fajeon (EU)Salanis Deathstick (EU)Blood Mage Alchemist (EU)
  • SilverIce58
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    It would be cool to see a new zone added (whether its in Tamriel or some realm in Oblivion) that added the difficulty of the v16 mobs of old Tamriel (Craglorn mobs). Couple that with about 800-900 cp power creep? Sounds like a little bit more fun than a regular zone.
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • lagrue
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    I think you could please most Pre-One Tam worshippers with one simple change... add a dynamic toggle that increases their overworld difficulty.

    I cringe when I see people saying we should go back... Pre-One Tam was okay, but it was segregated and boring. There was no point going back to old zones, ever, you could stomp enemies, but why... no EXP, no materials worthwhile - there was just nothing... if you reached the highest zone possible, you stayed there... being relegated to one zone for the rest of your career was awful.

    I personally don't want more difficult overworld - but I do understand that others do - and generally speaking when somebody is praising the Pre-One Tam era, they are mostly referencing they miss the fact of overworld difficulty...

    One Tamriel is how this game should have launched, but it can be made better for everybody if this toggle is added. Even if it was rudimentary like skyrim where a multiplier is placed on ingoing and outgoing damage, I think it would make leagues of difference for those who miss the challenge.
    Edited by lagrue on January 7, 2019 5:00AM
    "You must defeat me every time. I need defeat you only once"
  • LordGavus
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    I remember pre 1T, 1T is much better. My friends and I all stopped playing eso in the 6 months before 1T. It was boring being restricted to a handful of zones, and being unable to freely play with friends.

    We came back for 1T and have stuck around since. I know this the case for a bunch more people too.
  • jcm2606
    jcm2606
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    lagrue wrote: »
    I think you could please most Pre-One Tam worshippers with one simple change... add a dynamic toggle that increases their overworld difficulty.

    I cringe when I see people saying we should go back... Pre-One Tam was okay, but it was segregated and boring. There was no point going back to old zones, ever, you could stomp enemies, but why... no EXP, no materials worthwhile - there was just nothing... if you reached the highest zone possible, you stayed there... being relegated to one zone for the rest of your career was awful.

    I personally don't want more difficult overworld - but I do understand that others do - and generally speaking when somebody is praising the Pre-One Tam era, they are mostly referencing they miss the fact of overworld difficulty...

    One Tamriel is how this game should have launched, but it can be made better for everybody if this toggle is added. Even if it was rudimentary like skyrim where a multiplier is placed on ingoing and outgoing damage, I think it would make leagues of difference for those who miss the challenge.

    Pretty much. My only complaint with overland zones is the mobs are just too weak for high level players. A run-of-the-mill mob has about 30k health, which, to a player who deals 30k DPS, is literally nothing. Not to mention those who deal even higher DPS.

    The simplest solution is literally what you said. Have an option that basically scales various stats on our characters, based on a selected difficulty setting. You could have Easy, Normal, Hard, Veteran, and each setting just changes how much damage we deal, how much damage we take, how much healing we receive (I wouldn't change healing done, as that would impact other players). Normal could be where it is now, Easy could be a little bit more forgiving (newer players do tend to struggle in newer zones), Hard could be a bit harder, and Veteran could be even harder.

    A system like this is already in place; PVP's Battle Spirit status effect. Battle Spirit does various things, such as adding a flat 5000 health to your max health, halving your damage and healing done, halving the effectiveness of damage shields, and increasing the range of long-range abilities (if I remember correctly, abilities with a range of 25 meters or something) by 8 meters. Zenimax could take Battle Spirit, rename it to something else (or hide it entirely), add it to all overland instances (including building interiors, delves & public dungeons), tie a difficulty setting to it (could be in your character sheet or something), and change it to scale the stats I mentioned in the last paragraph based on the chosen difficulty setting.

    Tada, more difficult overland without affecting other players, and without reintroducing leveled zones.
  • Tasear
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    It's simply about fixing issues one tamerial caused.

    Power diversity wasn't as important. You could just scale content to weaker players.

    Content is scaled so we want this is to see be interesting in old areas.

    It's not fun to be a healer or tank in overland because content and players are scaled. You used be able to save underdeveloped or underleveled players.

    ESO took a unique approach on game design but I believe it has to work out some kinks still with this change.

    @ZOS_RobGarrett let me ping you cause I think this is interesting thought on issues.
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