That would add some spice to zones.
Before one tamriel, when there were leveled zones and mobs it was dangerous to run around, slaying mammoths and eating sabrecats for breakfast wasn't a thing for a new player back then.
I remember going to riften directly without doing much of the starter zone quests and not leveling enough. After I got murdered by sabrecats at the entrance to the zone, I somehow managed to run past them in ghost form. Then got killed by bunch of skeletons over and over again.
As I wasn't meant to be in that zone at that level, that's what happens.
Now you can press randomize on character screen and just go on a giant killing spree in riften with the iron greatsword you're given at the start.
Gotta add some danger to the world.
But as you point out, the danger was there and then ZOS removed it.
All of the following is my opinion (based on playing continuously since the join date in my profile), I assert none of it as being objectively true...
That said, I see the the problem as being twofold:
- ESO was a theme park rather than and open world that assigned challenge on the zone level rather than feature level.
- One Tamriel homogenized the whole of overland with level scaling.
ESO as a theme park...
This was an initial design problem. The decision to say that zones had a specific level range (e.g. Stonefalls for levels 5-15) caused several issues. If people wanted more of a challenge, they could go to higher level zones, but would quickly outlevel any on-level zone content and jumping ahead would break the linear flow of the narrative. It also caused issues for grouping with friends to take on quests.
One Tamriel...
Imposing a single level of challenge to the whole of overland was... less than optimal. This was the chance ZOS had to fix the problems caused by the initial design of ESO as a theme park. We got Tamriel-wide free movement (good) and cross alliance/level grouping (also good). What we also got as an enforced, uniform level of challenge for the whole of overland with very little variation (atrocious).
We went from zone level challenge setting, to play-style (PvE-casual, PvE-endgame, PvP etc.) level challenge setting. I don't think this was a positive. At all. In any way.
My solution: Set challenge by feature, not by zone or play-style.
For example, we could use the taxonomy that UESP present to us for Stonefalls and remember to modify for narrative.
- Cities - Low to medium
- Settlements - Medium
- Farms and Plantations - Medium
- Caves, Ruins and Mines - Medium to High
- Battlefields, Cemeteries and Crypts - Medium to High
- Dungeons (Delves, Public Delves) - Low to High
- Group Bosses - High
- Dolmens - High
If we say that Low is 0-25 Medium is 25-50, and High is anything that is CP 1+ (there could be more sub-divisions here) then a single zone could contain content to challenge anyone. This results in a greater sense of danger earlier in the game, the desire to return to early zones to beat content you couldn't before (meaning a mix of player levels in zones), and it means that later overland zones would not be locked to a specific, homogenous challenge level, and could contain a few features that are Very Hard Indeed.
This idea retains One Tamriel's freedom of movement as there may not be enough on-level content in a single zone for someone to level up... meaning they would be encouraged to travel across Tamriel experiencing later (and earlier) zones in increasing depth as they levelled. It also removes the problem of all overland everywhere being too easy, while providing enough early-level content that even total newcomers to MMOs should be happy.
Of course, ZOS will never ever do it.
This is the first critique of ESO Overland that has promise. It is not a backdoor to trying to make Overland more challenging to veterans like the roaming World Boss concept is.
There needs to be a midlevel area that helps develop players without them getting easily trashed. I expect veteran players might still find this too easy, but maybe there needs to be an Insane level in DLC dungeons so veterans have a challenge.
Whatever goes in place, it does need to take into consideration that probably a majority of players play solo, a majority of the time. The group content, as it is, is sufficient.
phantasmalD wrote: »Imperial City has roming bosses. It kinda works there but not something I'd like to see everywhere.
Seraphayel wrote: »I do not agree that overland should be as easy as possible so that everyone, even the most unskilled player can faceroll it. Challenge is part of a roleplaying game. Not every zone has to be casual friendly. Heck, make 1/3 of the zone harder, with harder enemies etc. - casuals don’t have to go there alone, it’s easy as that.
The risk of failure isn’t fun, but the lack of risk isn’t either.
It’s an interesting idea on paper but in practice this would just be annoying. It also depends on how these would get implemented like will we see an icon warning us that a boss is wandering about in the area or are we just gonna get one shot when we’re unaware of their presence when minding our own business in areas.
Any forced content is trash content. Stationary world bosses are endurable enough due to them being avoidable. Roaming world bosses would simply disrupt players doing something else. It is always bad idea to prevent players from doing what they like and want by throwing into their faces content they don't like or don't want.
That would add some spice to zones.
Before one tamriel, when there were leveled zones and mobs it was dangerous to run around, slaying mammoths and eating sabrecats for breakfast wasn't a thing for a new player back then.
I remember going to riften directly without doing much of the starter zone quests and not leveling enough. After I got murdered by sabrecats at the entrance to the zone, I somehow managed to run past them in ghost form. Then got killed by bunch of skeletons over and over again.
As I wasn't meant to be in that zone at that level, that's what happens.
Now you can press randomize on character screen and just go on a giant killing spree in riften with the iron greatsword you're given at the start.
Gotta add some danger to the world.
But as you point out, the danger was there and then ZOS removed it.
All of the following is my opinion (based on playing continuously since the join date in my profile), I assert none of it as being objectively true...
That said, I see the the problem as being twofold:
- ESO was a theme park rather than and open world that assigned challenge on the zone level rather than feature level.
- One Tamriel homogenized the whole of overland with level scaling.
ESO as a theme park...
This was an initial design problem. The decision to say that zones had a specific level range (e.g. Stonefalls for levels 5-15) caused several issues. If people wanted more of a challenge, they could go to higher level zones, but would quickly outlevel any on-level zone content and jumping ahead would break the linear flow of the narrative. It also caused issues for grouping with friends to take on quests.
One Tamriel...
Imposing a single level of challenge to the whole of overland was... less than optimal. This was the chance ZOS had to fix the problems caused by the initial design of ESO as a theme park. We got Tamriel-wide free movement (good) and cross alliance/level grouping (also good). What we also got as an enforced, uniform level of challenge for the whole of overland with very little variation (atrocious).
We went from zone level challenge setting, to play-style (PvE-casual, PvE-endgame, PvP etc.) level challenge setting. I don't think this was a positive. At all. In any way.
My solution: Set challenge by feature, not by zone or play-style.
For example, we could use the taxonomy that UESP present to us for Stonefalls and remember to modify for narrative.
- Cities - Low to medium
- Settlements - Medium
- Farms and Plantations - Medium
- Caves, Ruins and Mines - Medium to High
- Battlefields, Cemeteries and Crypts - Medium to High
- Dungeons (Delves, Public Delves) - Low to High
- Group Bosses - High
- Dolmens - High
If we say that Low is 0-25 Medium is 25-50, and High is anything that is CP 1+ (there could be more sub-divisions here) then a single zone could contain content to challenge anyone. This results in a greater sense of danger earlier in the game, the desire to return to early zones to beat content you couldn't before (meaning a mix of player levels in zones), and it means that later overland zones would not be locked to a specific, homogenous challenge level, and could contain a few features that are Very Hard Indeed.
This idea retains One Tamriel's freedom of movement as there may not be enough on-level content in a single zone for someone to level up... meaning they would be encouraged to travel across Tamriel experiencing later (and earlier) zones in increasing depth as they levelled. It also removes the problem of all overland everywhere being too easy, while providing enough early-level content that even total newcomers to MMOs should be happy.
Of course, ZOS will never ever do it.
While i still think that their should be a vet mirror image of tamriel that you can portal between it and normal, i think normal should have something like this as well. Just because its level anywhere and play with your friends of any level doesn't mean everything should be easy. The only areas that are harder, for a newbie, in any zone except craglorn, are public dungeons and world bosses. Public dungeons aren't that much harder and often have other players in them. Base game world bosses can be hit or miss on people doing them but they could do something like add undaunted quests for them, so more people do them.
I think ZOS kind of went from one extreme to the other and left out everyone in the middle. Content is either a snoozefest solo( and even worse with a friend) or it has raid level mechanics with insane amounts of dps and one shot abilities. There is no middle normal difficulty. You go from LOLeasy to advanced to expert.
That is one that causes the big skill level gap in this game. The only way to really improve, for most people, from loleasy to advanced content such as more recent DLCs is to spend time teaching themselves without actually playing the game. If players have to practice and teach themselves to take on harder content rather than done naturally as content progression then that is major flaw in the game. This is the only RPG i have played in which there was such a huge gap in skills needed going from one content to another that almost required studying and practice sessions just so you don't look like you just started playing 20 minutes ago.
"I think ZOS kind of went from one extreme to the other and left out everyone in the middle. Content is either a snoozefest solo( and even worse with a friend) or it has raid level mechanics with insane amounts of dps and one shot abilities. There is no middle normal difficulty. You go from LOLeasy to advanced to expert." ThorianB
This is the first critique of ESO Overland that has promise. It is not a backdoor to trying to make Overland more challenging to veterans like the roaming World Boss concept is.
There needs to be a midlevel area that helps develop players without them getting easily trashed. I expect veteran players might still find this too easy, but maybe there needs to be an Insane level in DLC dungeons so veterans have a challenge.
Whatever goes in place, it does need to take into consideration that probably a majority of players play solo, a majority of the time. The group content, as it is, is sufficient.
Any forced content is trash content. Stationary world bosses are endurable enough due to them being avoidable. Roaming world bosses would simply disrupt players doing something else. It is always bad idea to prevent players from doing what they like and want by throwing into their faces content they don't like or don't want.
So don't go to the areas in the zone that having a roaming world boss. It is not like every world boss in every zone is going to be pathing every inch of every zone.
Seraphayel wrote: »spartaxoxo wrote: »Seraphayel wrote: ». And I really think ESO should stop catering to the newbies
Every game I played that stopped caring about adding new stuff for casual and new players in their expansions because "they had enough" saw their populations plummet shortly after. New expansions attract new and returning players alike, games should work on retaining them.
ESO does a fairly good job of having content for everyone. The storylines and overland are for everyone. And then trials have a good balance of having brutal difficulty challenges for hardcore players and the normal ones are tuned well for average players. They have even mixed in some more challenging content for more veteran players in the world events and bosses, though I personally think it's a waste since those players tend to abandon that content fairly quickly.
This game really empowers us to play our way, with content for all different types of players. And I think that's a strength of the game that should never be abandoned.
Every Chapter caters first and foremost to casuals / newbies. New tutorial, super easy overland zone. Then we have a trial for the hardcore PvE players and nothing for PvP players. On top of that this years Chapter gets Companions, which is a dedicated casual / newbie feature as those players need them the most.
Newbies and casuals have what, 25 zones now for their pleasure. There’s one zone that’s newbie unfriendly and that’s Craglorn. Is it too much to ask that once not casuals and newbies are the focus for a PvE zone?
And who said they should stop catering to newbies all together - they shouldn’t just forget that other parts of the playerbase exist.
spartaxoxo wrote: »Seraphayel wrote: »spartaxoxo wrote: »Seraphayel wrote: ». And I really think ESO should stop catering to the newbies
Every game I played that stopped caring about adding new stuff for casual and new players in their expansions because "they had enough" saw their populations plummet shortly after. New expansions attract new and returning players alike, games should work on retaining them.
ESO does a fairly good job of having content for everyone. The storylines and overland are for everyone. And then trials have a good balance of having brutal difficulty challenges for hardcore players and the normal ones are tuned well for average players. They have even mixed in some more challenging content for more veteran players in the world events and bosses, though I personally think it's a waste since those players tend to abandon that content fairly quickly.
This game really empowers us to play our way, with content for all different types of players. And I think that's a strength of the game that should never be abandoned.
Every Chapter caters first and foremost to casuals / newbies. New tutorial, super easy overland zone. Then we have a trial for the hardcore PvE players and nothing for PvP players. On top of that this years Chapter gets Companions, which is a dedicated casual / newbie feature as those players need them the most.
Newbies and casuals have what, 25 zones now for their pleasure. There’s one zone that’s newbie unfriendly and that’s Craglorn. Is it too much to ask that once not casuals and newbies are the focus for a PvE zone?
And who said they should stop catering to newbies all together - they shouldn’t just forget that other parts of the playerbase exist.
Okay how about this.
Next year, they introduce a difficulty overland story, viewable once per character. And they introduce a really hard delve and give you a daily coffer for it.
And the casual players will get the next solo arena, vet dlc, world bosses, dungeons, and skins.
The new dungeons won't be harder than vet fungal grotto. The new trials will be easier than Craglorn and it will have new bis gear, perfected version will be endgame stuff.
That way we can play the old switcheroo, just to shake things up.
Vets get
Overland story
delve daily
Newbies/Casuals get
4 dungeons
all world bosses
world event
trial
arena
Afterall how is it fair vets always get the majority of the years new content!
Seraphayel wrote: »spartaxoxo wrote: »Seraphayel wrote: »spartaxoxo wrote: »Seraphayel wrote: ». And I really think ESO should stop catering to the newbies
Every game I played that stopped caring about adding new stuff for casual and new players in their expansions because "they had enough" saw their populations plummet shortly after. New expansions attract new and returning players alike, games should work on retaining them.
ESO does a fairly good job of having content for everyone. The storylines and overland are for everyone. And then trials have a good balance of having brutal difficulty challenges for hardcore players and the normal ones are tuned well for average players. They have even mixed in some more challenging content for more veteran players in the world events and bosses, though I personally think it's a waste since those players tend to abandon that content fairly quickly.
This game really empowers us to play our way, with content for all different types of players. And I think that's a strength of the game that should never be abandoned.
Every Chapter caters first and foremost to casuals / newbies. New tutorial, super easy overland zone. Then we have a trial for the hardcore PvE players and nothing for PvP players. On top of that this years Chapter gets Companions, which is a dedicated casual / newbie feature as those players need them the most.
Newbies and casuals have what, 25 zones now for their pleasure. There’s one zone that’s newbie unfriendly and that’s Craglorn. Is it too much to ask that once not casuals and newbies are the focus for a PvE zone?
And who said they should stop catering to newbies all together - they shouldn’t just forget that other parts of the playerbase exist.
Okay how about this.
Next year, they introduce a difficulty overland story, viewable once per character. And they introduce a really hard delve and give you a daily coffer for it.
And the casual players will get the next solo arena, vet dlc, world bosses, dungeons, and skins.
The new dungeons won't be harder than vet fungal grotto. The new trials will be easier than Craglorn and it will have new bis gear, perfected version will be endgame stuff.
That way we can play the old switcheroo, just to shake things up.
Vets get
Overland story
delve daily
Newbies/Casuals get
4 dungeons
all world bosses
world event
trial
arena
Afterall how is it fair vets always get the majority of the years new content!
Normal trials and normal dungeons are not for veterans. And world bosses specific for veterans? I have to laugh. Just group up and do it, it might take 10 casuals instead of 2-3 veterans, but that’s not the point here.
Every casual can and should follow the most basic rules of combat. If you do, all this non-veteran content is just fine for casuals. Again, getting handed every part of content for free while investing almost nothing is not the goal of an MMORPG.
Sanguinor2 wrote: »How are normal trials vet territory? Most of them dont even have their mechanics in place.
Seraphayel wrote: »spartaxoxo wrote: »Seraphayel wrote: »spartaxoxo wrote: »Seraphayel wrote: ». And I really think ESO should stop catering to the newbies
Every game I played that stopped caring about adding new stuff for casual and new players in their expansions because "they had enough" saw their populations plummet shortly after. New expansions attract new and returning players alike, games should work on retaining them.
ESO does a fairly good job of having content for everyone. The storylines and overland are for everyone. And then trials have a good balance of having brutal difficulty challenges for hardcore players and the normal ones are tuned well for average players. They have even mixed in some more challenging content for more veteran players in the world events and bosses, though I personally think it's a waste since those players tend to abandon that content fairly quickly.
This game really empowers us to play our way, with content for all different types of players. And I think that's a strength of the game that should never be abandoned.
Every Chapter caters first and foremost to casuals / newbies. New tutorial, super easy overland zone. Then we have a trial for the hardcore PvE players and nothing for PvP players. On top of that this years Chapter gets Companions, which is a dedicated casual / newbie feature as those players need them the most.
Newbies and casuals have what, 25 zones now for their pleasure. There’s one zone that’s newbie unfriendly and that’s Craglorn. Is it too much to ask that once not casuals and newbies are the focus for a PvE zone?
And who said they should stop catering to newbies all together - they shouldn’t just forget that other parts of the playerbase exist.
Okay how about this.
Next year, they introduce a difficulty overland story, viewable once per character. And they introduce a really hard delve and give you a daily coffer for it.
And the casual players will get the next solo arena, vet dlc, world bosses, dungeons, and skins.
The new dungeons won't be harder than vet fungal grotto. The new trials will be easier than Craglorn and it will have new bis gear, perfected version will be endgame stuff.
That way we can play the old switcheroo, just to shake things up.
Vets get
Overland story
delve daily
Newbies/Casuals get
4 dungeons
all world bosses
world event
trial
arena
Afterall how is it fair vets always get the majority of the years new content!
Normal trials and normal dungeons are not for veterans. And world bosses specific for veterans? I have to laugh. Just group up and do it, it might take 10 casuals instead of 2-3 veterans, but that’s not the point here.
Every casual can and should follow the most basic rules of combat. If you do, all this non-veteran content is just fine for casuals. Again, getting handed every part of content for free while investing almost nothing is not the goal of an MMORPG.
While they may have stretched it a bit to prove a point, new DLCS dungeons are much much harder than base game dungeons and earlier DLC dungeons. The dungeons do get increasingly harder by quite a bit even on normal. Trials are definitely vet territory even on normal. World bosses can be a stretch since you can just dogpile on them. But they have become significantly harder( if you look at them from a solo perspective) than base game bosses. I don't see anything wrong with current DLC world bosses myself.
I am curious what your "basic rules of combat" are? The goal of an MMORPG is to provide entertainment for all who purchased it and an income for the company who developed and maintain it. Those are the ONLY goals of an MMORPG. A large majority of casuals don't mind challenging content. What bothers them is vet/toxic players trying to force them to do that content a certain way or putting artificial limits on that content.
Getting one-shotted randomly by a boss while questing overland because I didn't see it approaching, or spend 2 hours trying to find a specific boss for a quest when I for once actually need the bugger, is not my idea fun. Rather it's the opposite of fun. So I'm going with no.
Seraphayel wrote: »Seraphayel wrote: »phaneub17_ESO wrote: »Newbs would get destroyed while they explored the overland. Dragons are pretty much safe from harm because they don't attack while flying around from one point to another, and when they do land it has a pretty low aggro radius in comparison to their size.
Ok, then newbies die - what's the problem? Has dying in an MMORPG become such a problem? It's still a game and death in ESO means basically nothing.
Basically Overland should only cater to the [snip] and be as easy as a starter zone.
Because the risk of failure isn’t fun...apparently
We can say it’s accessible to everyone, but at what cost?
I do not agree that overland should be as easy as possible so that everyone, even the most unskilled player can faceroll it. Challenge is part of a roleplaying game. Not every zone has to be casual friendly. Heck, make 1/3 of the zone harder, with harder enemies etc. - casuals don’t have to go there alone, it’s easy as that.
The risk of failure isn’t fun, but the lack of risk isn’t either.
Mixing veteran or even just group content in with lowbie content in overland zones simply doesn't work.
are you including normal dungeons and normal trials in this?Seraphayel wrote: »Seraphayel wrote: »spartaxoxo wrote: »Seraphayel wrote: »spartaxoxo wrote: »Seraphayel wrote: ». And I really think ESO should stop catering to the newbies
Every game I played that stopped caring about adding new stuff for casual and new players in their expansions because "they had enough" saw their populations plummet shortly after. New expansions attract new and returning players alike, games should work on retaining them.
ESO does a fairly good job of having content for everyone. The storylines and overland are for everyone. And then trials have a good balance of having brutal difficulty challenges for hardcore players and the normal ones are tuned well for average players. They have even mixed in some more challenging content for more veteran players in the world events and bosses, though I personally think it's a waste since those players tend to abandon that content fairly quickly.
This game really empowers us to play our way, with content for all different types of players. And I think that's a strength of the game that should never be abandoned.
Every Chapter caters first and foremost to casuals / newbies. New tutorial, super easy overland zone. Then we have a trial for the hardcore PvE players and nothing for PvP players. On top of that this years Chapter gets Companions, which is a dedicated casual / newbie feature as those players need them the most.
Newbies and casuals have what, 25 zones now for their pleasure. There’s one zone that’s newbie unfriendly and that’s Craglorn. Is it too much to ask that once not casuals and newbies are the focus for a PvE zone?
And who said they should stop catering to newbies all together - they shouldn’t just forget that other parts of the playerbase exist.
Okay how about this.
Next year, they introduce a difficulty overland story, viewable once per character. And they introduce a really hard delve and give you a daily coffer for it.
And the casual players will get the next solo arena, vet dlc, world bosses, dungeons, and skins.
The new dungeons won't be harder than vet fungal grotto. The new trials will be easier than Craglorn and it will have new bis gear, perfected version will be endgame stuff.
That way we can play the old switcheroo, just to shake things up.
Vets get
Overland story
delve daily
Newbies/Casuals get
4 dungeons
all world bosses
world event
trial
arena
Afterall how is it fair vets always get the majority of the years new content!
Normal trials and normal dungeons are not for veterans. And world bosses specific for veterans? I have to laugh. Just group up and do it, it might take 10 casuals instead of 2-3 veterans, but that’s not the point here.
Every casual can and should follow the most basic rules of combat. If you do, all this non-veteran content is just fine for casuals. Again, getting handed every part of content for free while investing almost nothing is not the goal of an MMORPG.
While they may have stretched it a bit to prove a point, new DLCS dungeons are much much harder than base game dungeons and earlier DLC dungeons. The dungeons do get increasingly harder by quite a bit even on normal. Trials are definitely vet territory even on normal. World bosses can be a stretch since you can just dogpile on them. But they have become significantly harder( if you look at them from a solo perspective) than base game bosses. I don't see anything wrong with current DLC world bosses myself.
I am curious what your "basic rules of combat" are? The goal of an MMORPG is to provide entertainment for all who purchased it and an income for the company who developed and maintain it. Those are the ONLY goals of an MMORPG. A large majority of casuals don't mind challenging content. What bothers them is vet/toxic players trying to force them to do that content a certain way or putting artificial limits on that content.
Basic rules of combat are the things you get taught in the tutorial: Light Attack, Heavy Attack, Block, Break Free, Bash & Dodge Roll / Evade. If you follow these simple rules as a casual, you can finish all of the normal content this game has to offer. Nothing of this is challenging, it’s just how the game works, it’s the most basic combat stuff. You don’t need weaving, you don’t need the right debuff / buff uptime etc. to succeed in normal, non-Veteran content.
[snip]
[Edited to remove Baiting]
are you including normal dungeons and normal trials in this?