Sanguinor2 wrote: »Ravensilver wrote: »We have an 'optional' vet zone: Craglorn.
But it's not so 'optional', is it? Just like Cyrodiil isn't really optional, if you want certain achievements, for example. Let's take skyshards. If you want the achievement (because you would like to be able to buy the skyshard for your house, for example), you *must* pick up the ones in Cyrodiil. Whether you want to do PvP or not (I'm of the *DECIDEDLY NOT* faction).
Same with Craglorn.
Or the fishing achievement. Same thing. You have to do Craglorn and Cyrodiil (and I'm still missing a fish from there).
So the 'optional' version isn't really optional at all.
Discussed this in another thread ad nauseam:
Getting achievements is in itself optional. Wanting to complete everything is optional. Getting every skyshards is, you guessed it, optional. Getting every fish, surpise, optional.
The conclusion: An optional difficulty vet zone would be just that, optional, no matter the rewards it would or would not give.
You wanting them doesnt make them any less optional.
Well, there’s a post that date about two or three months back where people were crying about harrowstorms being to hard. Hard, group oriented content should definitely be added as the new contents roll in, but keep in mind that there is a lot of mixed signals being thrown at the development team pertaining to the difficulty of content in this game.
No, I don't want harder content. If I want to spend my time frustrated, I'll try to talk to my boss. I like overland so that I can wander around, harvest nodes and let the bear handle the mobs. The game for me is an escape from to do lists and I don't want to have to pay attention in overland.
If I want a challenge, I'll do a dungeon or deep clean my house or finish one of the work projects that need to be done if I want any time off at Christmas, or cook real food for once, or so many other things. The game is an escape and I really don't need any more stress. I like that I can choose what type of difficulty I want.
If there was an optional veteran zone for overland content (the same way there already is for dungeons) then you could simply stay in the regular zones to do quests in if you don't want to have to pay attention. And those of us who would like a decent challenge while questing/exploring we can move on to the Veteran Zones.
Everyone wins.
SilverBride wrote: »If there was an optional veteran zone for overland content (the same way there already is for dungeons) then you could simply stay in the regular zones to do quests in if you don't want to have to pay attention. And those of us who would like a decent challenge while questing/exploring we can move on to the Veteran Zones.
Everyone wins.
Everyone loses, because this would separate the playerbase into two separate worlds. They may as well make a completely new game because that is basically what this would do.
SilverBride wrote: »If there was an optional veteran zone for overland content (the same way there already is for dungeons) then you could simply stay in the regular zones to do quests in if you don't want to have to pay attention. And those of us who would like a decent challenge while questing/exploring we can move on to the Veteran Zones.
Everyone wins.
Everyone loses, because this would separate the playerbase into two separate worlds. They may as well make a completely new game because that is basically what this would do.
Sylvermynx wrote: »SilverBride wrote: »If there was an optional veteran zone for overland content (the same way there already is for dungeons) then you could simply stay in the regular zones to do quests in if you don't want to have to pay attention. And those of us who would like a decent challenge while questing/exploring we can move on to the Veteran Zones.
Everyone wins.
Everyone loses, because this would separate the playerbase into two separate worlds. They may as well make a completely new game because that is basically what this would do.
Entirely true. That's just not a "fix" - it's another implementation of a "new problem".
Caveat: I really enjoy an MMO - lots of activity, world isn't static, plenty of people (not NPCs - PLAYER people) in game. But when you start fragmenting those players into "special" areas, it really does cause issues.
And this game is already split up into different "worlds" or instances.
SilverBride wrote: »And this game is already split up into different "worlds" or instances.
All the instances are the same difficulty, and you can easily travel between them by traveling to another player. This would not happen between normal and veteran zones. The two would remain separate in every aspect.
SilverBride wrote: »And this game is already split up into different "worlds" or instances.
All the instances are the same difficulty, and you can easily travel between them by traveling to another player. This would not happen between normal and veteran zones. The two would remain separate in every aspect.
You could still easily travel between them. So I don't understand your point. The only difference would be in one of the instances enemies would be scaled to 810 instead of 160. It would be exactly the same way it is now - only that veteran players would actually be able to enjoy a decent challenge while questing/exploring.
If you're worried about Veteran players not being around as much to help you with World Bosses, all they would have to do is include a grouping tool for players to ask for assistance that can viewed across all instances. Which needs to be done anyway - because even without Veteran Zones for experienced players to play in people still struggle to find help with older content. So that's a problem regardless and really has nothing to do with the inclusion of these Vet Zones.
SilverBride wrote: »SilverBride wrote: »And this game is already split up into different "worlds" or instances.
All the instances are the same difficulty, and you can easily travel between them by traveling to another player. This would not happen between normal and veteran zones. The two would remain separate in every aspect.
You could still easily travel between them. So I don't understand your point. The only difference would be in one of the instances enemies would be scaled to 810 instead of 160. It would be exactly the same way it is now - only that veteran players would actually be able to enjoy a decent challenge while questing/exploring.
If you're worried about Veteran players not being around as much to help you with World Bosses, all they would have to do is include a grouping tool for players to ask for assistance that can viewed across all instances. Which needs to be done anyway - because even without Veteran Zones for experienced players to play in people still struggle to find help with older content. So that's a problem regardless and really has nothing to do with the inclusion of these Vet Zones.
There is a big difference between CP 160 and CP 810. And players would tend to stay in the zones they like, so there would be very little traveling between the two.
Regardless, that isn't what this thread is about, so we should stay on topic.
SilverBride wrote: »There is a big difference between CP 160 and CP 810. And players would tend to stay in the zones they like, so there would be very little traveling between the two.
Regardless, that isn't what this thread is about, so we should stay on topic.
If you don't want to talk about it then why did you comment on my post to Mik195 about it? haha
SilverBride wrote: »SilverBride wrote: »There is a big difference between CP 160 and CP 810. And players would tend to stay in the zones they like, so there would be very little traveling between the two.
Regardless, that isn't what this thread is about, so we should stay on topic.
If you don't want to talk about it then why did you comment on my post to Mik195 about it? haha
I never said we shouldn't address it, but I don't want to keep drifting too far off topic.
This thread is about how the open world is too easy and optional Veteran Zones would be an effective way to address this problem.
SilverBride wrote: »
The OP states that the open world is too easy.
Optional Veteran Zones would allow for more challenging content in the open world without impacting those players who are content with the current difficulty. So it's not "off topic". It's a proposed solution to the problem/topic put forth by this thread.
Mirrors are created when necessary. Most of the time there are not enough players to have more than one mirror. Practically all base game zones are single mirror zones. Even Summerset most of the time has at most 2 mirrors, only weekends and events bring enough players to create more.Sylvermynx wrote: »SilverBride wrote: »If there was an optional veteran zone for overland content (the same way there already is for dungeons) then you could simply stay in the regular zones to do quests in if you don't want to have to pay attention. And those of us who would like a decent challenge while questing/exploring we can move on to the Veteran Zones.
Everyone wins.
Everyone loses, because this would separate the playerbase into two separate worlds. They may as well make a completely new game because that is basically what this would do.
Entirely true. That's just not a "fix" - it's another implementation of a "new problem".
Caveat: I really enjoy an MMO - lots of activity, world isn't static, plenty of people (not NPCs - PLAYER people) in game. But when you start fragmenting those players into "special" areas, it really does cause issues.
The game is already split up into instances so what you are describing has already happened.
SilverBride wrote: »The OP states that the open world is too easy.
Optional Veteran Zones would allow for more challenging content in the open world without impacting those players who are content with the current difficulty. So it's not "off topic". It's a proposed solution to the problem/topic put forth by this thread.
The OP doesn't want players to run past overland mobs. Making a veteran zone won't stop players from running past overland mobs, so it isn't a solution for the OP's stated issue.
Mirrors are created when necessary. Most of the time there are not enough players to have more than one mirror. Practically all base game zones are single mirror zones. Even Summerset most of the time has at most 2 mirrors, only weekends and events bring enough players to create more.Sylvermynx wrote: »SilverBride wrote: »If there was an optional veteran zone for overland content (the same way there already is for dungeons) then you could simply stay in the regular zones to do quests in if you don't want to have to pay attention. And those of us who would like a decent challenge while questing/exploring we can move on to the Veteran Zones.
Everyone wins.
Everyone loses, because this would separate the playerbase into two separate worlds. They may as well make a completely new game because that is basically what this would do.
Entirely true. That's just not a "fix" - it's another implementation of a "new problem".
Caveat: I really enjoy an MMO - lots of activity, world isn't static, plenty of people (not NPCs - PLAYER people) in game. But when you start fragmenting those players into "special" areas, it really does cause issues.
The game is already split up into instances so what you are describing has already happened.
I don't actually agree that veteran zones will separate players in a noticable way. Most of the time there will be 1-3 players in such a veteran zone. The impact on performance, though, will be catastrophic.
robwolf666 wrote: »The difficulty was better before they introduced One Tamriel and you had to be a certain level before you moved to the next area. And once you hit Vet level you could then go to the next Alliance area to do Cadwells Silver/Gold.
The difficulty as it is now is fine, I guess, if you play casually. But once you've got a high level character, of course it becomes much easier... just create a new character and don't use your CP.
Sure, ESO is a MMO, but I'm willing to bet most people play it solo like all other ES games. I rarely see groups of people running around doing the quests - the groups tend to be around Dolmens, WB and areas designed for groups.
Besides... make it too difficult and people will stop playing.
Mirrors are created when necessary. Most of the time there are not enough players to have more than one mirror. Practically all base game zones are single mirror zones. Even Summerset most of the time has at most 2 mirrors, only weekends and events bring enough players to create more.Sylvermynx wrote: »SilverBride wrote: »If there was an optional veteran zone for overland content (the same way there already is for dungeons) then you could simply stay in the regular zones to do quests in if you don't want to have to pay attention. And those of us who would like a decent challenge while questing/exploring we can move on to the Veteran Zones.
Everyone wins.
Everyone loses, because this would separate the playerbase into two separate worlds. They may as well make a completely new game because that is basically what this would do.
Entirely true. That's just not a "fix" - it's another implementation of a "new problem".
Caveat: I really enjoy an MMO - lots of activity, world isn't static, plenty of people (not NPCs - PLAYER people) in game. But when you start fragmenting those players into "special" areas, it really does cause issues.
The game is already split up into instances so what you are describing has already happened.
I don't actually agree that veteran zones will separate players in a noticable way. Most of the time there will be 1-3 players in such a veteran zone. The impact on performance, though, will be catastrophic.
Veteran zones would be popular I can promise you. I only wish the developers would give it a trial run so players would see that for themselves. You have only to look at the constant stream of new threads asking for a more challenging landscape to see that. I know several players personally who have quit playing this game because they considered the landscape a bore.
In any case: it shouldn't have any negative effect on performance because it would be in a different instance. So if anything, it would probably improve performance because it would spread out the population across more instances. Larger concentrations of players in the same instance are what's going to cause performance issues.
Mirrors are created when necessary. Most of the time there are not enough players to have more than one mirror. Practically all base game zones are single mirror zones. Even Summerset most of the time has at most 2 mirrors, only weekends and events bring enough players to create more.Sylvermynx wrote: »SilverBride wrote: »If there was an optional veteran zone for overland content (the same way there already is for dungeons) then you could simply stay in the regular zones to do quests in if you don't want to have to pay attention. And those of us who would like a decent challenge while questing/exploring we can move on to the Veteran Zones.
Everyone wins.
Everyone loses, because this would separate the playerbase into two separate worlds. They may as well make a completely new game because that is basically what this would do.
Entirely true. That's just not a "fix" - it's another implementation of a "new problem".
Caveat: I really enjoy an MMO - lots of activity, world isn't static, plenty of people (not NPCs - PLAYER people) in game. But when you start fragmenting those players into "special" areas, it really does cause issues.
The game is already split up into instances so what you are describing has already happened.
I don't actually agree that veteran zones will separate players in a noticable way. Most of the time there will be 1-3 players in such a veteran zone. The impact on performance, though, will be catastrophic.
Veteran zones would be popular I can promise you. I only wish the developers would give it a trial run so players would see that for themselves. You have only to look at the constant stream of new threads asking for a more challenging landscape to see that. I know several players personally who have quit playing this game because they considered the landscape a bore.
In any case: it shouldn't have any negative effect on performance because it would be in a different instance. So if anything, it would probably improve performance because it would spread out the population across more instances. Larger concentrations of players in the same instance are what's going to cause performance issues.
There already has been a trial, there already have been veteran zones. Empty veteran zones. Yes, yes, restricted by alliance, but when you multiply zero by three, you still get zero.
Threads... threads are created and discussed by the same 10 people from all the platforms.
You are wrong about performance, because the more mirrors a single server has to maintain, the worse the performance. Or do you think that ZOS will increase number of servers to keep more mirrors? They will not. Just an example: creating more cyrodiilic campaigns (mirrors) leads to lag in empty Artaeum delve. Almost every MYM event. Another example: one server will work much better with one mirror with 10 players than with 10 mirrors with 1 player in each. You will get increased performance only when you have more servers to distribute mirrors.
Mirrors are created when necessary. Most of the time there are not enough players to have more than one mirror. Practically all base game zones are single mirror zones. Even Summerset most of the time has at most 2 mirrors, only weekends and events bring enough players to create more.Sylvermynx wrote: »SilverBride wrote: »If there was an optional veteran zone for overland content (the same way there already is for dungeons) then you could simply stay in the regular zones to do quests in if you don't want to have to pay attention. And those of us who would like a decent challenge while questing/exploring we can move on to the Veteran Zones.
Everyone wins.
Everyone loses, because this would separate the playerbase into two separate worlds. They may as well make a completely new game because that is basically what this would do.
Entirely true. That's just not a "fix" - it's another implementation of a "new problem".
Caveat: I really enjoy an MMO - lots of activity, world isn't static, plenty of people (not NPCs - PLAYER people) in game. But when you start fragmenting those players into "special" areas, it really does cause issues.
The game is already split up into instances so what you are describing has already happened.
I don't actually agree that veteran zones will separate players in a noticable way. Most of the time there will be 1-3 players in such a veteran zone. The impact on performance, though, will be catastrophic.
Veteran zones would be popular I can promise you. I only wish the developers would give it a trial run so players would see that for themselves. You have only to look at the constant stream of new threads asking for a more challenging landscape to see that. I know several players personally who have quit playing this game because they considered the landscape a bore.
In any case: it shouldn't have any negative effect on performance because it would be in a different instance. So if anything, it would probably improve performance because it would spread out the population across more instances. Larger concentrations of players in the same instance are what's going to cause performance issues.
There already has been a trial, there already have been veteran zones. Empty veteran zones. Yes, yes, restricted by alliance, but when you multiply zero by three, you still get zero.
Threads... threads are created and discussed by the same 10 people from all the platforms.
You are wrong about performance, because the more mirrors a single server has to maintain, the worse the performance. Or do you think that ZOS will increase number of servers to keep more mirrors? They will not. Just an example: creating more cyrodiilic campaigns (mirrors) leads to lag in empty Artaeum delve. Almost every MYM event. Another example: one server will work much better with one mirror with 10 players than with 10 mirrors with 1 player in each. You will get increased performance only when you have more servers to distribute mirrors.
And I'm not wrong about performance. Why do you think they make new instances of zones to begin with? That's right. It's to improve performance.
Mirrors are created when necessary. Most of the time there are not enough players to have more than one mirror. Practically all base game zones are single mirror zones. Even Summerset most of the time has at most 2 mirrors, only weekends and events bring enough players to create more.Sylvermynx wrote: »SilverBride wrote: »If there was an optional veteran zone for overland content (the same way there already is for dungeons) then you could simply stay in the regular zones to do quests in if you don't want to have to pay attention. And those of us who would like a decent challenge while questing/exploring we can move on to the Veteran Zones.
Everyone wins.
Everyone loses, because this would separate the playerbase into two separate worlds. They may as well make a completely new game because that is basically what this would do.
Entirely true. That's just not a "fix" - it's another implementation of a "new problem".
Caveat: I really enjoy an MMO - lots of activity, world isn't static, plenty of people (not NPCs - PLAYER people) in game. But when you start fragmenting those players into "special" areas, it really does cause issues.
The game is already split up into instances so what you are describing has already happened.
I don't actually agree that veteran zones will separate players in a noticable way. Most of the time there will be 1-3 players in such a veteran zone. The impact on performance, though, will be catastrophic.
Veteran zones would be popular I can promise you. I only wish the developers would give it a trial run so players would see that for themselves. You have only to look at the constant stream of new threads asking for a more challenging landscape to see that. I know several players personally who have quit playing this game because they considered the landscape a bore.
In any case: it shouldn't have any negative effect on performance because it would be in a different instance. So if anything, it would probably improve performance because it would spread out the population across more instances. Larger concentrations of players in the same instance are what's going to cause performance issues.
There already has been a trial, there already have been veteran zones. Empty veteran zones. Yes, yes, restricted by alliance, but when you multiply zero by three, you still get zero.
Threads... threads are created and discussed by the same 10 people from all the platforms.
You are wrong about performance, because the more mirrors a single server has to maintain, the worse the performance. Or do you think that ZOS will increase number of servers to keep more mirrors? They will not. Just an example: creating more cyrodiilic campaigns (mirrors) leads to lag in empty Artaeum delve. Almost every MYM event. Another example: one server will work much better with one mirror with 10 players than with 10 mirrors with 1 player in each. You will get increased performance only when you have more servers to distribute mirrors.
And I'm not wrong about performance. Why do you think they make new instances of zones to begin with? That's right. It's to improve performance.
There are two reasons why new mirrors may improve performance:
1. It decreases the number of people fighting near each other. This is very rare situation, that happens only during events, when some zone is overcrowded (like when the whole zone population was on the one dragon during the save cats event). During normal gameplay players are distributed across the zone and don't use combat abilities simultaneously on each other leading to non-linear increase of calculations. When every player fights his own mob, calculations increase linear for every player and cause the same stress on server no matter what mirror this player is in (while each mirror itself causes additional stress on server).
2. It allows distributing mirrors across servers. When you have a fixed number of servers that are already full, you will not get performance increase.
Mirrors are created when necessary. Most of the time there are not enough players to have more than one mirror. Practically all base game zones are single mirror zones. Even Summerset most of the time has at most 2 mirrors, only weekends and events bring enough players to create more.Sylvermynx wrote: »SilverBride wrote: »If there was an optional veteran zone for overland content (the same way there already is for dungeons) then you could simply stay in the regular zones to do quests in if you don't want to have to pay attention. And those of us who would like a decent challenge while questing/exploring we can move on to the Veteran Zones.
Everyone wins.
Everyone loses, because this would separate the playerbase into two separate worlds. They may as well make a completely new game because that is basically what this would do.
Entirely true. That's just not a "fix" - it's another implementation of a "new problem".
Caveat: I really enjoy an MMO - lots of activity, world isn't static, plenty of people (not NPCs - PLAYER people) in game. But when you start fragmenting those players into "special" areas, it really does cause issues.
The game is already split up into instances so what you are describing has already happened.
I don't actually agree that veteran zones will separate players in a noticable way. Most of the time there will be 1-3 players in such a veteran zone. The impact on performance, though, will be catastrophic.
Veteran zones would be popular I can promise you. I only wish the developers would give it a trial run so players would see that for themselves. You have only to look at the constant stream of new threads asking for a more challenging landscape to see that. I know several players personally who have quit playing this game because they considered the landscape a bore.
In any case: it shouldn't have any negative effect on performance because it would be in a different instance. So if anything, it would probably improve performance because it would spread out the population across more instances. Larger concentrations of players in the same instance are what's going to cause performance issues.
There already has been a trial, there already have been veteran zones. Empty veteran zones. Yes, yes, restricted by alliance, but when you multiply zero by three, you still get zero.
Threads... threads are created and discussed by the same 10 people from all the platforms.
You are wrong about performance, because the more mirrors a single server has to maintain, the worse the performance. Or do you think that ZOS will increase number of servers to keep more mirrors? They will not. Just an example: creating more cyrodiilic campaigns (mirrors) leads to lag in empty Artaeum delve. Almost every MYM event. Another example: one server will work much better with one mirror with 10 players than with 10 mirrors with 1 player in each. You will get increased performance only when you have more servers to distribute mirrors.
And I'm not wrong about performance. Why do you think they make new instances of zones to begin with? That's right. It's to improve performance.
There are two reasons why new mirrors may improve performance:
1. It decreases the number of people fighting near each other. This is very rare situation, that happens only during events, when some zone is overcrowded (like when the whole zone population was on the one dragon during the save cats event). During normal gameplay players are distributed across the zone and don't use combat abilities simultaneously on each other leading to non-linear increase of calculations. When every player fights his own mob, calculations increase linear for every player and cause the same stress on server no matter what mirror this player is in (while each mirror itself causes additional stress on server).
2. It allows distributing mirrors across servers. When you have a fixed number of servers that are already full, you will not get performance increase.
Not exactly.
Having lots of players using abilities simultaneously in the same general area can cause slow down and lag (that's mostly graphic related). But there are other factors as well. When ever you load into an instance the engine has to load a lot of variables that correspond to your specific character. So when you split players up into different instances it eases the load on the system so it doesn't have to juggle so many players at once. So less players in an instance most definitely improves performance whether they are nearby or not.
As I pointed out to you in my last post - if extra veteran zones really did cause catastrophic lag like you suggested, then the game would have been unplayable back when there were more veteran zones then people knew what to do with. But instead the game ran smoother back then.