SilverBride wrote: »
craglorn was the product of a VERY, VERY different version of ESO. Full stop. It is in no way applicable to the current experience that max / high level players generally have and for what incentives exist today for desiring to complete overland content in the first place.
Yeah, we have to ask “do we really want all zones to be as easy as a bleakrock?”
I get that people do not want Old Craglorn, but there has to be a better compromise...
Because the way it’s currently set up just isn’t engaging for the majority of the experience.
And again not all of us are saying we want everything to be as hard as an endgame dungeon or trial - we just want to be able to enjoy our solo questing and story experiences.
it’s great for some new players just getting into the game...we’ve said this. The problem is that it’s the majority of the content and it’s appeal is mostly to new people.
This is why people have proposed a separate instance with higher difficulty and some adjustments to mechanics.
SilverBride wrote: »We already had veteran overland. It didn't work. They got rid of it with One Tamriel. They are not going to bring back something that previously failed.
Old Craglorn has been used ad nauseam as a counter argument against any sort of veteran instance or adjustments to Overland gameplay.
SilverBride wrote: »SilverBride wrote: »We already had veteran overland. It didn't work. They got rid of it with One Tamriel. They are not going to bring back something that previously failed.
Old Craglorn has been used ad nauseam as a counter argument against any sort of veteran instance or adjustments to Overland gameplay.
Where did I say anything about old Craglorn? I am talking about Veteran overland.
Before One Tamriel every faction could only play their own zones, and only with others in their faction. Once those zones were completed you got a quest called Cadwell's Silver. (This still exists but not as a required path for leveling any more.)
Cadwell's Silver sent you to one of the other faction's zones, but they weren't the same ones that faction started in. They were veteran level, and the difficulty was much higher. After those you then got Cadwell's Gold for the last zones, which was harder still.
It was a nightmare. I just remember dying all the time to overland mobs while trying to quest and enjoy the story. I only did it once.
It was after that they introduced old Craglorn, and that is when I quit for a few years. I only came back after they fixed that mess with One Tamriel.
So yes we once had veteran overland and it was removed for a reason.
The Old Veteran zones failed for more reasons than just being hard.
That doesn’t mean they shouldn’t try making an overland that has engaging gameplay because something they tried in the past failed for very different reasons.
SilverBride wrote: »The Old Veteran zones failed for more reasons than just being hard.
That doesn’t mean they shouldn’t try making an overland that has engaging gameplay because something they tried in the past failed for very different reasons.
Overland is engaging enough just how it is for the majority of players. If you want a challenge do the end game content that was developed for that reason.
SilverBride wrote: »The Old Veteran zones failed for more reasons than just being hard.
That doesn’t mean they shouldn’t try making an overland that has engaging gameplay because something they tried in the past failed for very different reasons.
Overland is engaging enough just how it is for the majority of players. If you want a challenge do the end game content that was developed for that reason.
Except it isn’t. People have stated the reasons as to why it is not.
People have already explained that their desire for engaging overland and for the main story/questing experience does not mean they are asking for more group content like dungeons and trials.
We are generally happy with the state of Endgame, it’s fun.
We don’t enjoy the rest of the majority of the content- The general questing experience - For the various reasons I do not have to say again because you can read yourself on this very thread.
You keep on saying it’s fine and people keep on telling you that it’s not and they state the reasons why - only for you to say it’s fine again.
There cannot be a conversation if you are not willing to listen
——————————————————
Edited for grammar and spelling
SilverBride wrote: »The Old Veteran zones failed for more reasons than just being hard.
That doesn’t mean they shouldn’t try making an overland that has engaging gameplay because something they tried in the past failed for very different reasons.
Overland is engaging enough just how it is for the majority of players. If you want a challenge do the end game content that was developed for that reason.
Except it isn’t. People have stated the reasons as to why it is not.
People have already explained that their desire for engaging overland and for the main story/questing experience does not mean they are asking for more group content like dungeons and trials.
We are generally happy with the state of Endgame, it’s fun.
We don’t enjoy the rest of the majority of the content- The general questing experience - For the various reasons I do not have to say again because you can read yourself on this very thread.
You keep on saying it’s fine and people keep on telling you that it’s not and they state the reasons why - only for you to say it’s fine again.
There cannot be a conversation if you are not willing to listen
——————————————————
Edited for grammar and spelling
If you talk to the MMORPG community they all agree that ESO has the best questing in the mmorpg realm.
They on the other hand all say how the combat sucks, feels floaty and they hate animation canceling.
Could it be that some people are just dissatisfied with the combat non flashy feeling and how they just feel floaty and unimpactful ?
Saying ESO has poor a questing experience is like saying WOW has bad raiding.
SilverBride wrote: »The Old Veteran zones failed for more reasons than just being hard.
That doesn’t mean they shouldn’t try making an overland that has engaging gameplay because something they tried in the past failed for very different reasons.
Overland is engaging enough just how it is for the majority of players. If you want a challenge do the end game content that was developed for that reason.
Except it isn’t. People have stated the reasons as to why it is not.
People have already explained that their desire for engaging overland and for the main story/questing experience does not mean they are asking for more group content like dungeons and trials.
We are generally happy with the state of Endgame, it’s fun.
We don’t enjoy the rest of the majority of the content- The general questing experience - For the various reasons I do not have to say again because you can read yourself on this very thread.
You keep on saying it’s fine and people keep on telling you that it’s not and they state the reasons why - only for you to say it’s fine again.
There cannot be a conversation if you are not willing to listen
——————————————————
Edited for grammar and spelling
If you talk to the MMORPG community they all agree that ESO has the best questing in the mmorpg realm.
They on the other hand all say how the combat sucks, feels floaty and they hate animation canceling.
Could it be that some people are just dissatisfied with the combat non flashy feeling and how they just feel floaty and unimpactful ?
Saying ESO has poor a questing experience is like saying WOW has bad raiding.
Have you read what others here on this thread have said?
Because this counterpoint feels very disconnected from my people have actually said.
Nowhere is anyone criticizing a “lack of flashy animation”.
No one is discussing problems with ESO‘s combat system, as many of us enjoy instances of combat in the game - The issue is specifically with overland gameplay and the gameplay experience of the main quest.
What I have said specifically is that the general Overland populace are incredibly weak and incapable - and that once you reach about level 10 all fights in Overland feel about the same.
We generally agree that the writing is good however we think the writing is undermined when their big bad villain is a mediocre encounter with poor mechanics that don’t engage us.
Which is why people have proposed a separate harder instance.
What many of us have pointed out is that gameplay and story should go hand-in-hand, and we feel that engaging gameplay and engaging story have been made mutually exclusive.
That has been a consistent complaint, not only in this thread but throughout many other threads that have brought up this topic.
And overland not engaging players, by having no situations that require people to branch out and learn, by having content that can be cleared with so little effort, players don't learn to learn. If you face challenges you need to try different things, that's how players learn things. How many players enter 4 man dungeons for the first time clueless on what a stun is, or how to use food, because overland never encouraged them to try?
"inexpericenced on mechanics and i simply do not know the game well enough" is a direct reason one of them said for their question. Overland does nothing to prepare people, if people are engaged they learn, an npc mage who spends 20s of a 21s fight picking their nose doesn't teach anything.
Do you understand that this is very bad?Hallothiel wrote: »Do you not think that if this was a viable use of Zos’ time and resources they would have done this by now? They can see just how many players bother with ‘harder’ stuff - as was pointed out upthread, the completion rate for dungeons on console is something like 0.5%.
BrownChicken wrote: »Do you understand that this is very bad?Hallothiel wrote: »Do you not think that if this was a viable use of Zos’ time and resources they would have done this by now? They can see just how many players bother with ‘harder’ stuff - as was pointed out upthread, the completion rate for dungeons on console is something like 0.5%.
BrownChicken wrote: »Do you understand that this is very bad?Hallothiel wrote: »Do you not think that if this was a viable use of Zos’ time and resources they would have done this by now? They can see just how many players bother with ‘harder’ stuff - as was pointed out upthread, the completion rate for dungeons on console is something like 0.5%.
And overland not engaging players, by having no situations that require people to branch out and learn, by having content that can be cleared with so little effort, players don't learn to learn. If you face challenges you need to try different things, that's how players learn things. How many players enter 4 man dungeons for the first time clueless on what a stun is, or how to use food, because overland never encouraged them to try?
"inexpericenced on mechanics and i simply do not know the game well enough" is a direct reason one of them said for their question. Overland does nothing to prepare people, if people are engaged they learn, an npc mage who spends 20s of a 21s fight picking their nose doesn't teach anything.
“Not knowing the game well enough” is exactly the reason why overland is difficult for new players, but easier for people with experience. How is making overland more difficult in any way more helpful?
Vet players have experience, they have content specifically made for players with experience, do that.
Hallothiel wrote: »Do you not think that if this was a viable use of Zos’ time and resources they would have done this by now?
They can see just how many players bother with ‘harder’ stuff - as was pointed out upthread, the completion rate for dungeons on console is something like 0.5%.
No company is going to waste time & money on something for that small number of players.
New servers just for vet instances? Never going to happen. We need new servers just for the game as it is, let alone for an instance that few will use.
Some sort of toggle? Again this would take time & money. And no-one has clearly shown how precisely this would work.
Perhaps it might be better to address the ridiculous power creep and narrow focus on max dps?
I appreciate your frustration but I doubt it is going to change.
SilverBride wrote: »The Old Veteran zones failed for more reasons than just being hard.
That doesn’t mean they shouldn’t try making an overland that has engaging gameplay because something they tried in the past failed for very different reasons.
Overland is engaging enough just how it is for the majority of players. If you want a challenge do the end game content that was developed for that reason.
Except it isn’t. People have stated the reasons as to why it is not.
People have already explained that their desire for engaging overland and for the main story/questing experience does not mean they are asking for more group content like dungeons and trials.
We are generally happy with the state of Endgame, it’s fun.
We don’t enjoy the rest of the majority of the content- The general questing experience - For the various reasons I do not have to say again because you can read yourself on this very thread.
You keep on saying it’s fine and people keep on telling you that it’s not and they state the reasons why - only for you to say it’s fine again.
There cannot be a conversation if you are not willing to listen
——————————————————
Edited for grammar and spelling
If you talk to the MMORPG community they all agree that ESO has the best questing in the mmorpg realm.
They on the other hand all say how the combat sucks, feels floaty and they hate animation canceling.
Could it be that some people are just dissatisfied with the combat non flashy feeling and how they just feel floaty and unimpactful ?
Saying ESO has poor a questing experience is like saying WOW has bad raiding.
Have you read what others here on this thread have said?
Because this counterpoint feels very disconnected from my people have actually said.
Nowhere is anyone criticizing a “lack of flashy animation”.
No one is discussing problems with ESO‘s combat system, as many of us enjoy instances of combat in the game - The issue is specifically with overland gameplay and the gameplay experience of the main quest.
What I have said specifically is that the general Overland populace are incredibly weak and incapable - and that once you reach about level 10 all fights in Overland feel about the same.
We generally agree that the writing is good however we think the writing is undermined when their big bad villain is a mediocre encounter with poor mechanics that don’t engage us.
Which is why people have proposed a separate harder instance.
What many of us have pointed out is that gameplay and story should go hand-in-hand, and we feel that engaging gameplay and engaging story have been made mutually exclusive.
That has been a consistent complaint, not only in this thread but throughout many other threads that have brought up this topic.
What I am saying is maybe looking from outside, people who played eso would say the whole feeling of combat sucks.
What if the bigger picture is that some players are not satisfied at all of the floating combat in eso.
And overland not engaging players, by having no situations that require people to branch out and learn, by having content that can be cleared with so little effort, players don't learn to learn. If you face challenges you need to try different things, that's how players learn things. How many players enter 4 man dungeons for the first time clueless on what a stun is, or how to use food, because overland never encouraged them to try?
"inexpericenced on mechanics and i simply do not know the game well enough" is a direct reason one of them said for their question. Overland does nothing to prepare people, if people are engaged they learn, an npc mage who spends 20s of a 21s fight picking their nose doesn't teach anything.
“Not knowing the game well enough” is exactly the reason why overland is difficult for new players, but easier for people with experience. How is making overland more difficult in any way more helpful?
Vet players have experience, they have content specifically made for players with experience, do that.
So it’s great for some new players just getting into the game...we’ve said this. The problem is that it’s the majority of the content and it’s appeal is mostly to new people.
This is why people have proposed a separate instance with higher difficulty and some adjustments to mechanics.
Just because some people find the combat engaging doesn't mean the rest of the community does.
The solution is to give players more challenging options. Would be nice for the enemies to be a little more threatening than the wet noodles they are. My bf and I come back to this game on and off and we're always reluctant due to how stupid easy the overworld is. It gets really frustrating when we want to have a good time going through the different zones and adventuring, but when the adventure involves deleting majority of enemies in 2 hits or killing the sUpEr BaD bOSs before they can even finish their dialogue, can't say it's very appealing. When the majority of your content is so easy even new players complain about how easy it is, it's a problem.
And overland not engaging players, by having no situations that require people to branch out and learn, by having content that can be cleared with so little effort, players don't learn to learn. If you face challenges you need to try different things, that's how players learn things. How many players enter 4 man dungeons for the first time clueless on what a stun is, or how to use food, because overland never encouraged them to try?
"inexpericenced on mechanics and i simply do not know the game well enough" is a direct reason one of them said for their question. Overland does nothing to prepare people, if people are engaged they learn, an npc mage who spends 20s of a 21s fight picking their nose doesn't teach anything.
“Not knowing the game well enough” is exactly the reason why overland is difficult for new players, but easier for people with experience. How is making overland more difficult in any way more helpful?
Vet players have experience, they have content specifically made for players with experience, do that.
People have already explained that their desire for engaging overland and for the main story/questing experience does not mean they are asking for more group content like dungeons and trials.
We are generally happy with the state of Endgame, it’s fun.
We don’t enjoy the rest of the majority of the content- The general questing experience - For the various reasons I do not have to say again because you can read yourself on this very thread.
You keep on saying it’s fine and people keep on telling you that it’s not and they state the reasons why - only for you to say it’s fine again.
There cannot be a conversation if you are not willing to listen.
Well, I try to not die at all - a hero isn't a hero if he/she has died over and over and over again in my books. When I hear that people die several times per hour, where is the hero-part in that?
It's not about not dying but about keep going despite the difficulties. You want to go this way? Ok. There is no courage without fear, there is no respect when there is no difficulty, there is no hero when there is no risk of dying.
SilverBride wrote: »
Rescorla_ESO wrote: »SilverBride wrote: »
it did work it was just too hard for most players and not worth the time and effort. Prior to One Tamriel it was also forced on the player if they wanted to do Cadwell's Silver and Gold. The difference now is it would be optional for those players who want to be challenged and want an extra reward for completing the challenge.
WhereArtThouVampires wrote: »And overland not engaging players, by having no situations that require people to branch out and learn, by having content that can be cleared with so little effort, players don't learn to learn. If you face challenges you need to try different things, that's how players learn things. How many players enter 4 man dungeons for the first time clueless on what a stun is, or how to use food, because overland never encouraged them to try?
"inexpericenced on mechanics and i simply do not know the game well enough" is a direct reason one of them said for their question. Overland does nothing to prepare people, if people are engaged they learn, an npc mage who spends 20s of a 21s fight picking their nose doesn't teach anything.
“Not knowing the game well enough” is exactly the reason why overland is difficult for new players, but easier for people with experience. How is making overland more difficult in any way more helpful?
Vet players have experience, they have content specifically made for players with experience, do that.
That just highlights the devs failure to properly introduce mechanics / have a sufficient tutorial for new players. The problem is kinda glaring on the elswyr tutorial. Sure it shows you how yo heavy attack, block, interrupt. but does nothing to explain how food buffs are important, using light,hvys with class and weapon skills. Then to top if all off, you are fighting a dragon. Probably blows all previous lessons out the window because "Cool, I'm fighting a dragon!"
Engaging the player with mechanics that require a bit of skill and growing the need to use those skills leads to ....better players.