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Veteran zones ?

  • Naftal
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    Yes for the love of god finally do IT!!!
    kargen27 wrote: »
    Naftal wrote: »
    Yes. Tougher enemies, mechanics that oneshot you if you don't play the mechanic, more xp/gold/resources as reward.

    There won't be any lower populations on zones, the people who want the veteran overland mode don't play there currently and if they do, they solo everything easily.

    People need to stop proposing the "gimp yourself" bull****. This is a progression based game, content needs to progress as player skill and gear progresses.

    Some people propose that we just go play the harder instanced content but that defeats the whole purpose. We want the normal elder scrolls questing thing with progression system while fighting enemies that actually need fighting instead of deleting them with a press of a couple of buttons, this is not playing a game anymore.

    EDIT: Nvm this thread is asking something different that I'm not interested in. I just want veteran mode for overland zones, not just harder bosses.

    The only real way they could progress difficulty would be to lock content behind leveling. If the zones were not level locked who would take priority when a level three and a level fifty both ended up at the same place?

    I don't understand the question at all.
  • mairwen85
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    I'm not interested in a repeat of Skyrim's Legendary mode with more damage and more health. That's boring.

    New enemies, more enemies, new AI, and new tactics would be lovely. Is ZOS going to put in the time and effort to do that? Hah. I wish.

    So, it depends.

    I agree. What VaranisArano describes is the cop-out to achieve this and the most likely route to be implemented. I'm not going to hold my breath for better, and I think zos are probably OK with the current state of overland which serves as an introductory, casual sandbox for new players.
  • martygod12
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    Yes for the love of god finally do IT!!!
    mairwen85 wrote: »
    I'm not interested in a repeat of Skyrim's Legendary mode with more damage and more health. That's boring.

    New enemies, more enemies, new AI, and new tactics would be lovely. Is ZOS going to put in the time and effort to do that? Hah. I wish.

    So, it depends.

    I agree. What VaranisArano describes is the cop-out to achieve this and the most likely route to be implemented. I'm not going to hold my breath for better, and I think zos are probably OK with the current state of overland which serves as an introductory, casual sandbox for new players.

    But that Is a bad game desing. Look how many quests, delves etc. Is on the map, Its the majority od the game content. So you saying that the majority of the game serves as an introduction for new players?
    Edited by martygod12 on September 16, 2019 6:18AM
  • SeaGtGruff
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    Some Elder Scrolls games have a setting that lets you set the difficulty level so you can make the game more challenging. If ZOS could figure out a way to implement something like that so it lets veteran players scale the level of difficulty without it affecting other players, that might work. I mean, as I understand it the difficulty level in the game is already being scaled somehow to allow low-level characters to play alongside high-level characters, so all they'd have to do is add some sort of additional scaling factor based on how much harder each player wants it to be for them-- never anything less than normal (so no one can make it overly easy), just normal or more difficult than normal, like an extra scaling factor that can range from 1.0 (normal) to 2.0 or 3.0 or whatever (enemies are 2 or 3 times as hard for you to kill).

    But to be frank, in my opinion the problem isn't that the content is too easy, because that perception varies depending on things like what type of weapons you use and which skills you have slotted, and yes, your gear as well. What seems too easy for some players may seem too hard for others, even if their levels are equal. The real problem is that many players are simply too over-powered-- and no matter how much ZOS changes things to try to balance them, those players will always find a way to choose whichever gear sets and skill combinations produce the most over-powered results, i.e., "the new meta" or "the new BIS."

    All players really need to do to make the game more challenging for them is downgrade their gear and slotted skills. Gosh, was that boss too easy for you to one-shot? Then maybe try killing it with a dagger instead of with a nuclear bomb, or with all of your armor removed, or whatever. Some players are always sneering at other players who complain about how difficult certain content is, telling them to "get gud." I don't understand what's supposed to be so "skillful" and "masterful" about standing all the way across the room from a boss and spamming it with nuclear weapons. Try switching to a weapon and a skill set that requires getting close enough to a boss to be inside the red circles long enough to land a hit or two.
    I've fought mudcrabs more fearsome than me!
  • Nordic__Knights
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    SeaGtGruff wrote: »
    Some Elder Scrolls games have a setting that lets you set the difficulty level so you can make the game more challenging. If ZOS could figure out a way to implement something like that so it lets veteran players scale the level of difficulty without it affecting other players, that might work. I mean, as I understand it the difficulty level in the game is already being scaled somehow to allow low-level characters to play alongside high-level characters, so all they'd have to do is add some sort of additional scaling factor based on how much harder each player wants it to be for them-- never anything less than normal (so no one can make it overly easy), just normal or more difficult than normal, like an extra scaling factor that can range from 1.0 (normal) to 2.0 or 3.0 or whatever (enemies are 2 or 3 times as hard for you to kill).

    But to be frank, in my opinion the problem isn't that the content is too easy, because that perception varies depending on things like what type of weapons you use and which skills you have slotted, and yes, your gear as well. What seems too easy for some players may seem too hard for others, even if their levels are equal. The real problem is that many players are simply too over-powered-- and no matter how much ZOS changes things to try to balance them, those players will always find a way to choose whichever gear sets and skill combinations produce the most over-powered results, i.e., "the new meta" or "the new BIS."

    All players really need to do to make the game more challenging for them is downgrade their gear and slotted skills. Gosh, was that boss too easy for you to one-shot? Then maybe try killing it with a dagger instead of with a nuclear bomb, or with all of your armor removed, or whatever. Some players are always sneering at other players who complain about how difficult certain content is, telling them to "get gud." I don't understand what's supposed to be so "skillful" and "masterful" about standing all the way across the room from a boss and spamming it with nuclear weapons. Try switching to a weapon and a skill set that requires getting close enough to a boss to be inside the red circles long enough to land a hit or two.

    So your response to vet players is 2 dumb yourself down for the game and where subpar gear while using subpar skills that sounds like fun for me not I mean I didn't buy the game to dumb myself down for it I bought the game to enjoy it while still expecting a challenge with in it but I guess I was wrong in the game just wants to cater to the the ones that don't want to play a challenging game they want something easy mode
    Edited by Nordic__Knights on September 16, 2019 6:31AM
  • mocap
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    Yes for the love of god finally do IT!!!
    wow! I'm impressed!

    Not even a single BS response in this thread like "go beat vet trial naked solo" it's a progress!
  • Vhozek
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    Yes for the love of god finally do IT!!!
    Vhozek wrote: »
    I just wanna be able to feel like my new characters are ACTUALLY new characters (low level) and for quest bosses to ACTUALLY feel like bosses. It only works if you never put points into CP, play with level 1 gear, and never unlock skills which is NO way to play the game.

    Why wouldn't that be the way to play the game? (I'm assume that by, unlock skills, you mean unlocking skills that your other characters have maxed out, not normal leveling)

    That seems like it is the way to play the game.


    No, unlocking skills. Period.
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Iccotak
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    I find the only instances of people working together by choice is when it is world bosses and public dungeons.
    People will help each other out to clear mobs and kill the bosses.

    general questing content is rather isolated. I would say take lessons from Craglorn as well as the group content and see how to create areas that encourage (rather than force) players to work together - those instances make for good stories

    "Vet zones" were a failure because you were forced to group up with other players. it was designed more like a group Dungeon, that was riddled with other group dungeons, rather than a public dungeon.

    Spitballing here:
    Imagine a Skyrim chapter size zone with two layers
    - top level with is normal snowy skyrim
    - bottom level which is Blackreach

    Blackreach would be about the size of Murkmire and is designed like a large public dungeon, presenting challenging mobs and bosses that put groups in scenarios to work together
    However it would never have the requirement to be in a group
    Edited by Iccotak on September 16, 2019 8:10AM
  • D0PAMINE
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    Yes for the love of god finally do IT!!!
    I'd like to do quests and have an optional added challenge. Im sick of the same dungeons.
    Edited by D0PAMINE on September 16, 2019 8:12AM
  • SeaGtGruff
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    If you equate challenging yourself by downgrading your gear and slotted skills to a point where you have to actually TRY and use some actual SKILL to beat a boss instead of just sitting safely on the other side of the room and pressing your big, red button that spams the boss over and over with ridiculously overpowered AoEs with "dumbing down," then so be it.

    But the fact is, you have the ability to make this game more challenging for yourself right now, today, but you refuse to even consider doing it and instead call the idea "dumb." I'm thinking you probably don't really want to be challenged, otherwise you wouldn't sneer at the idea of making things more challenging for yourself.
    I've fought mudcrabs more fearsome than me!
  • FierceSam
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    No
    I tried doing quests with a friend in Elsweyr and found it quite a disappointing experience. There are long periods of NPC interaction and poor combat on rails like the pathetic dragon fight in Rivenspire where you are simply not playing together and even though we were on voice comms the whole time, it didn’t feel like we were sharing an experience and, ultimately, it was less enjoyable than doing questing on my own.

    All of which suggests that story questing is a solo experience which has to be pitched at a level where even the newest of players can do it on their own. This means that the story itself, rather than the fights are the challenge.. and they’ve got to be aimed at the base level of players. In overland the only stat that matters is player completion rate. The completion rate for vet zones was so bad that it almost killed the game until ZOS abandoned the idea altogether.

    I’ve not got to the stage where I can solo any world boss without effort, so I think they are pitched about right atm especially the two in Murkmire. I still see lots of players asking for help doing them in zone chat and rarely see any of them being solo’d. They also provide a good way into group play for players used to just playing solo. My guess would be that there are a ton more players not doing them because they are too hard, than because they are too easy and not a challenge. Just poke your head into Summerset or Elsweyr and look at the world bosses there.

    I think overland content is pitched about right. I want the development effort there to go into storylines, design, character development and interesting new things rather than making the final boss fight so hard that only the 0.1%ers are capable of finishing it. This game has plenty of hard, Vet level content - overland isn’t where I expect to find it.

    I’d rather have an overland that was ‘too easy’ and that 99% finished than satisfy the 1%

    That said, if ZOS could find a way to make that last boss fight more satisfying for everyone, I’d be super happy.
  • Saril_Durzam
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    Create more difficult content, give rewards to make it worth. That´s the bible of the MMORPGs.

    Not sure if such difficult content must be in overland, arenas, or just group content. Craglorn worked a bit meh, i heard, on the overland part. Not sure how they could make it better.

    Maybe a "new" craglorn, advanced zone but "good" loots - imagine that looting enemies give special loot, farming nodes have a few chance of getting gold mats, etc... would work... On the other hand, if rewards are too good then other zones would be empty. Nowadays no matter where you go, you find people, and i think that´s very good. So maybe it wouldnt be a good idea.

    I think we need a new solo and group arena. Only able to join if you´re beated any veteran content of same type (solo means beating vMA, group means beating vDSA or vBRP). Rewards should be good, or simply some gems that would improve the weapons obtained on the earlier arenas. Let´s say, a gem that gives + X Shock damage, +Y crit rating, + Z Spell power/Weapon damage, etc.. and only can be slotted on a Maelstrom weapon, for example. Not needing to be really BIG buffs (imagine giving i dunno, 1% extra crit) but the improvement will make players want it.

  • Commancho
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    No
    What if you will be playing on hard, fighting with a monster and getting rekt while I will be passing by on easy and I will kill it with one swing?
  • Nordic__Knights
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    Create more difficult content, give rewards to make it worth. That´s the bible of the MMORPGs.

    Not sure if such difficult content must be in overland, arenas, or just group content. Craglorn worked a bit meh, i heard, on the overland part. Not sure how they could make it better.

    Maybe a "new" craglorn, advanced zone but "good" loots - imagine that looting enemies give special loot, farming nodes have a few chance of getting gold mats, etc... would work... On the other hand, if rewards are too good then other zones would be empty. Nowadays no matter where you go, you find people, and i think that´s very good. So maybe it wouldnt be a good idea.

    I think we need a new solo and group arena. Only able to join if you´re beated any veteran content of same type (solo means beating vMA, group means beating vDSA or vBRP). Rewards should be good, or simply some gems that would improve the weapons obtained on the earlier arenas. Let´s say, a gem that gives + X Shock damage, +Y crit rating, + Z Spell power/Weapon damage, etc.. and only can be slotted on a Maelstrom weapon, for example. Not needing to be really BIG buffs (imagine giving i dunno, 1% extra crit) but the improvement will make players want it.

    They need to add another solo Arena just because it's needed there's only one in the game at the moment so yes it's going to be more of a challenge hopefully more then mellstrom was but we'll see maybe they could get it right for once
    Fyi the only hard part of vma thats hard to fight is the lag
    Edited by Nordic__Knights on September 16, 2019 8:58AM
  • redlink1979
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    I don't care
    V zones as Craglorn was in pre-One Tamriel? Not sure about that. I'm not sure if the ones who calls for difficulty increase remember the v zones mess/bad days.
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
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  • Nordic__Knights
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    V zones as Craglorn was in pre-One Tamriel? Not sure about that. I'm not sure if the ones who calls for difficulty increase remember the v zones mess/bad days.

    I remember very well and quite enjoyed them as the game was a challenge then Greg was fun at v3 for me even farming solo
  • Hallothiel
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    No
    The main issue is whilst there are many here on the forums asking for harder content, Zos can actually see all the stats and figures as to what players do - and I think that there would be a huge discrepancy between numbers of ‘vet’ players on here, and the % of those players in the game.

    I remember Veteran level times, and as others say, the zones were empty. Yes, I know that it was factioned locked, but still. And Craglorn was hard and so pretty much deserted.

    Again, for those of you who can solo a world boss easily, or used to skip through Craglorn with ease - this is not the case for the majority of players. And Zos knows that.

    Do you not think that if it would be a productive and lucrative thing, they would be doing it!

    (But of all the suggestions, the ones suggesting a small separate area are, imo, the best solution. Faffing about with overland stuff as it is would just not work.)
  • Bigevilpeter
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    Yes for the love of god finally do IT!!!
    Story zones got too boring because of how easy they are, id rather do dungeons and trials over just left clicking my way through all battles and story
  • D0PAMINE
    D0PAMINE
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    Yes for the love of god finally do IT!!!
    SeaGtGruff wrote: »
    If you equate challenging yourself by downgrading your gear and slotted skills to a point where you have to actually TRY and use some actual SKILL to beat a boss instead of just sitting safely on the other side of the room and pressing your big, red button that spams the boss over and over with ridiculously overpowered AoEs with "dumbing down," then so be it.

    But the fact is, you have the ability to make this game more challenging for yourself right now, today, but you refuse to even consider doing it and instead call the idea "dumb." I'm thinking you probably don't really want to be challenged, otherwise you wouldn't sneer at the idea of making things more challenging for yourself.

    The whole point is to have content you can't smash with 1 button. Because while you're wailing on a quest boss with no CP and trash gear, someone else will come along and kill it in 6 bow light attacks.
  • Mayrael
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    Yes for the love of god finally do IT!!!
    Reverb wrote: »
    We used to have those, they were pretty much empty. Before One Tamriel the zones were leveled and the Caldwell’s Silver and Gold zones were vet rank difficulty. Craglorn was also vet difficulty and upper Crag was the most challenging overland content in the game.

    But there was very little interest in the higher difficulty content. The vet zones were empty and the forums were filled with begging to nerf Crag until they finally did.

    Just like how tons of people farm normal trials but very few do vet ones, and every week there’s a new thread asking to remove DLC dungeons from the randoms, and people still cry to nerf VMA more, and beg for a safe version of Cyrodil and IC so there’s no risk. The vast majority of players want their content face roll easy, and they want it spoonfed to them. Zeni knows this, and won’t waste development effort on the small number of players who claim otherwise.

    The difference is that in the past we had ONLY vet zones. Now we could have OPTIONAL vet zones, for the ones who look for more challenge and better reward.
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
    — They always claim they’re “investigating” the causes, but in reality they’re just waiting until the PC EU players go to bed. Once that happens, you can suddenly log in again and they happily mark the issue as Fixed.
  • Elsonso
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    No
    Mayrael wrote: »
    Reverb wrote: »
    We used to have those, they were pretty much empty. Before One Tamriel the zones were leveled and the Caldwell’s Silver and Gold zones were vet rank difficulty. Craglorn was also vet difficulty and upper Crag was the most challenging overland content in the game.

    But there was very little interest in the higher difficulty content. The vet zones were empty and the forums were filled with begging to nerf Crag until they finally did.

    Just like how tons of people farm normal trials but very few do vet ones, and every week there’s a new thread asking to remove DLC dungeons from the randoms, and people still cry to nerf VMA more, and beg for a safe version of Cyrodil and IC so there’s no risk. The vast majority of players want their content face roll easy, and they want it spoonfed to them. Zeni knows this, and won’t waste development effort on the small number of players who claim otherwise.

    The difference is that in the past we had ONLY vet zones. Now we could have OPTIONAL vet zones, for the ones who look for more challenge and better reward.

    I don't understand this. Craglorn was vet only and was optional. We have already had this, and they decided to not do it anymore.
    Edited by Elsonso on September 16, 2019 11:08AM
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  • Mayrael
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    Yes for the love of god finally do IT!!!
    Mayrael wrote: »
    Reverb wrote: »
    We used to have those, they were pretty much empty. Before One Tamriel the zones were leveled and the Caldwell’s Silver and Gold zones were vet rank difficulty. Craglorn was also vet difficulty and upper Crag was the most challenging overland content in the game.

    But there was very little interest in the higher difficulty content. The vet zones were empty and the forums were filled with begging to nerf Crag until they finally did.

    Just like how tons of people farm normal trials but very few do vet ones, and every week there’s a new thread asking to remove DLC dungeons from the randoms, and people still cry to nerf VMA more, and beg for a safe version of Cyrodil and IC so there’s no risk. The vast majority of players want their content face roll easy, and they want it spoonfed to them. Zeni knows this, and won’t waste development effort on the small number of players who claim otherwise.

    The difference is that in the past we had ONLY vet zones. Now we could have OPTIONAL vet zones, for the ones who look for more challenge and better reward.

    I don't understand this. Craglorn was vet only and was optional. We have already had this, and they decided to not do it anymore.

    Ok once again but slower just for you:
    Then:
    1. Vet Craglorn - hard content very few was able to finish solo, and was hard to find a group. It was optional to do it but not HOW you do it.
    Now:
    1. Normal zone - nothing changes, everyone can do the zone without much of effort.
    2. Vet zone - OPTIONAL version of zone with harder content and better rewards as a incentive to play it instead of normal version.


    Now you have option WILL you do it and HOW you do it.
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
    — They always claim they’re “investigating” the causes, but in reality they’re just waiting until the PC EU players go to bed. Once that happens, you can suddenly log in again and they happily mark the issue as Fixed.
  • BrightOblivion
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    No
    Mayrael wrote: »
    Mayrael wrote: »
    Reverb wrote: »
    We used to have those, they were pretty much empty. Before One Tamriel the zones were leveled and the Caldwell’s Silver and Gold zones were vet rank difficulty. Craglorn was also vet difficulty and upper Crag was the most challenging overland content in the game.

    But there was very little interest in the higher difficulty content. The vet zones were empty and the forums were filled with begging to nerf Crag until they finally did.

    Just like how tons of people farm normal trials but very few do vet ones, and every week there’s a new thread asking to remove DLC dungeons from the randoms, and people still cry to nerf VMA more, and beg for a safe version of Cyrodil and IC so there’s no risk. The vast majority of players want their content face roll easy, and they want it spoonfed to them. Zeni knows this, and won’t waste development effort on the small number of players who claim otherwise.

    The difference is that in the past we had ONLY vet zones. Now we could have OPTIONAL vet zones, for the ones who look for more challenge and better reward.

    I don't understand this. Craglorn was vet only and was optional. We have already had this, and they decided to not do it anymore.

    Ok once again but slower just for you:
    Then:
    1. Vet Craglorn - hard content very few was able to finish solo, and was hard to find a group. It was optional to do it but not HOW you do it.
    Now:
    1. Normal zone - nothing changes, everyone can do the zone without much of effort.
    2. Vet zone - OPTIONAL version of zone with harder content and better rewards as a incentive to play it instead of normal version.


    Now you have option WILL you do it and HOW you do it.

    Once again, just because it's "optional" to partake in that content doesn't mean that the development costs associated with it are. You can choose never to step foot into the vet zones and you'll still pay the price for it, through higher prices (due to having to hire more people) or less content/smaller maps (due to having to spread the people they have across more things). If the "better loot" negatively affects the in-game economy (and it likely would, especially if it involved making higher tier gear more common), that's another cost borne by everyone, particularly by those who've not opted for it and aren't getting the new shinies.

    Y'all keep using the word "optional" like it's a panacea, a cure to all the issues wrong with your suggestion. "If it's not mandatory, if you have the two existing side-by-side, then everything's perfect! It's OPTIONAL!" If anything, though, it's just a placebo. It makes you feel better emotionally, but doesn't actually do anything. The resources to do it have to come from somewhere. The details all have to be ironed out.

    And the overall benefit to justify all that cost just isn't there. Not even counting the "I don't cares" (who by their definition wouldn't be swayed either way), the people voting for both versions of Yes have yet to outnumber the people voting no, on a forum whose hoops to jump through in order to get an account would theoretically weed out the more casual.

    As someone else said, it's almost certain ZOS has considered it. I seem to recall there being something in the pre-Summerset meet and greet in Europe to that effect. But if the details aren't there, or if the overall justifying benefit's not there, it's not going to happen. That's how business works.
  • DrFuzzyFish
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    Yes
    I'm no vet so it wouldn't be for me but having more out there for people always sounds good to me
    “I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?"
    Death thought about it.
    CATS, he said eventually. CATS ARE NICE.”
    ― Terry Pratchett, Sourcery
  • Holycannoli
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    Rake wrote: »
    No need. Let everything stay the same and then wonder why ppl move away to play other, more challenging games.

    You play MMORPGs for the challenge?
  • Wifeaggro13
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    Yes for the love of god finally do IT!!!
    Jeremy wrote: »
    FierceSam wrote: »
    Cos Craglorn was such a roaring success.....

    Still unvisited by the majority of players....

    Why would ZOS bother developing content that the majority of players don’t even qualify to play in?

    If you look at what they are doing they are trying everything to develop new content that ALL players can play in and enjoy.

    As far as content difficulty goes there is a clear hierarchy and overland mobs sit firmly on the bottom. They will only ever be a challenge for players who are new or simply can’t play the game, they are intended to be speed bumps not road blocks. The same extends to quest bosses.

    World bosses are more like road blocks, some are easy, some require groups, but all are doable and a small minority can solo all of them. They ARE a challenge for the vast majority of players.

    ZOS do design content for the most capable players, indeed they have an entire team whose only job is to do this. They pump out 4 dungeons and a trial every year. The mechanics they develop filter down the system and show up in overland content eventually, albeit in a much diluted easier to defeat way.

    I don’t know any elite level players who aren’t going to take time out to explore and fully discover the Dragonhold DLC.. and once they have they will be back off to dungeons and trials, bags full of loot and stories

    Craglorn is a false analogy because it was a single zone. The reason players did not visit it is because they were busy trying to finish up content in other zones.

    If they were to add a veteran version of every zone - that way players could quest and explore in them no matter what content they were doing - I promise you they would be popular.

    See here is where people get bound up. I Have been playing eso since first phase closed beta. Less and less now and have quit due to homogenized classes / roles. craglorn was not dead when they launched it. You need to remember the game did not launch with their first "Adventure zone" which was what they called it . When they launched it .the place was packed, it was the epicenter of the game . So much so to find a group for anything .you had to go there and look for people. Events ran non stop. trials were formed every 10 to 15 minutes.

    What killed craglorn was time and bad decisions. you need to look back at the development hostory. Eso abandoned content shortly after launching craglorn to focus on console and developing a B2P . xbox demanded it and would not support the game.the PC population declined due to lack of end game content we didnt see any content for near a year other then crypt of hearts t. So zos raised the veteran rank from 10 to 12 trying to give the population a grind. they used this trick two more times with out any content. But the dip *** left craglorn at vr 10 so what was left of the population moved on to alts or left the game. Paul sage and konkel were let go shortly after IC .that brought people back in droves for a short period. Frior then focused on making a game for a solo casual and game play began to decline . Every single game system that has been released is been a buggy half finished rudimentary system that has very little substance . From DB to TG to the CP system all of it is just lame easy bake stuff. trying to re implement the vision of VR zones sage and konkel had with out those two would be stupid. With the release of Tamriel one Zos pidgeon holed themselves anyhow. It sold a ton of boxes but never retained the players. The writing is on the wall for ESO they figured out how to make money with out having to really put a lot of development into the game.

    ESO has found their cash cow market and they are gonna milk the hell out of that population until this game declines. The churn base new player is where their dollar is. They can claim 13 million players but its marketing, they have 13 million accounts . I dont think they sold that many copies probably 9 or 10 mil with a active base of 800k. Not very good retention. Truthfully the game has devolved into nothing more then a medicore single player RPG with on line options.
    Edited by Wifeaggro13 on September 16, 2019 2:06PM
  • Elsonso
    Elsonso
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    No
    Mayrael wrote: »
    Mayrael wrote: »
    Reverb wrote: »
    We used to have those, they were pretty much empty. Before One Tamriel the zones were leveled and the Caldwell’s Silver and Gold zones were vet rank difficulty. Craglorn was also vet difficulty and upper Crag was the most challenging overland content in the game.

    But there was very little interest in the higher difficulty content. The vet zones were empty and the forums were filled with begging to nerf Crag until they finally did.

    Just like how tons of people farm normal trials but very few do vet ones, and every week there’s a new thread asking to remove DLC dungeons from the randoms, and people still cry to nerf VMA more, and beg for a safe version of Cyrodil and IC so there’s no risk. The vast majority of players want their content face roll easy, and they want it spoonfed to them. Zeni knows this, and won’t waste development effort on the small number of players who claim otherwise.

    The difference is that in the past we had ONLY vet zones. Now we could have OPTIONAL vet zones, for the ones who look for more challenge and better reward.

    I don't understand this. Craglorn was vet only and was optional. We have already had this, and they decided to not do it anymore.

    Ok once again but slower just for you:
    Then:
    1. Vet Craglorn - hard content very few was able to finish solo, and was hard to find a group. It was optional to do it but not HOW you do it.
    Now:
    1. Normal zone - nothing changes, everyone can do the zone without much of effort.
    2. Vet zone - OPTIONAL version of zone with harder content and better rewards as a incentive to play it instead of normal version.


    Now you have option WILL you do it and HOW you do it.

    So you want to do it like they do dungeons. No.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
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    X/Twitter: ElsonsoJannus
  • srfrogg23
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    I don't care
    I just don't see people using it.
  • kargen27
    kargen27
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    No
    Naftal wrote: »
    kargen27 wrote: »
    Naftal wrote: »
    Yes. Tougher enemies, mechanics that oneshot you if you don't play the mechanic, more xp/gold/resources as reward.

    There won't be any lower populations on zones, the people who want the veteran overland mode don't play there currently and if they do, they solo everything easily.

    People need to stop proposing the "gimp yourself" bull****. This is a progression based game, content needs to progress as player skill and gear progresses.

    Some people propose that we just go play the harder instanced content but that defeats the whole purpose. We want the normal elder scrolls questing thing with progression system while fighting enemies that actually need fighting instead of deleting them with a press of a couple of buttons, this is not playing a game anymore.

    EDIT: Nvm this thread is asking something different that I'm not interested in. I just want veteran mode for overland zones, not just harder bosses.

    The only real way they could progress difficulty would be to lock content behind leveling. If the zones were not level locked who would take priority when a level three and a level fifty both ended up at the same place?

    I don't understand the question at all.

    Okay let's say I am on a new character and he is level 3. You are on a fully leveled character. We show up at the same world boss at the same time. Which of our characters does the world boss scale to? If it scales to your character I get one shot. If it scales to my character chances are you can drop it in one or two shots.
    The only way to prevent this scenario is to lock content behind leveling or by creating separate instances. Separate instances would create a problem with low population across many of the zones.

    Like it or not any possible solution will be a change to the characters not the environment.
    and then the parrot said, "must be the water mines green too."
  • Ysbriel
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    Yes but IF it’s profitable.
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