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?
VaranisArano 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.
VaranisArano 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.
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.
lordrichter 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.
Saril_Durzam wrote: »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.
redlink1979 wrote: »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.
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.
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.
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.
lordrichter 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.
lordrichter 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.
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.
lordrichter 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.
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.