It can not happen. It would basically require to have separate zone or the only way is to mix it up with Craglron time of region. Tis "Very easy" because they made it ever since Tamriel unlimited was launched and now to have by default a class that blaze through almost anything including World boss,Veteran dungeon even is absurd to put it very lightly and honestly.
It's saddening I have my sorcerer not even close enough to be called overpowered yet I feel Demi God, Landscape content was "messed up" to accomodate to greater player-base and I do not want to use word casual , but more freedom and friendly approach than frustration, but they went to extreme, Any experienced player will know how laughable later foes become, that's not the point ultimately there thousand more ways and reason for you to play Elder scrolls online, its not all about difficulty.
There are so many quests,little things to discover and beauties that will take years to finish, I would not worry about Overland. Players are not being creative enough and making most of game, trying finishing off every single quest there is explore all, I ma currenyl on break and when I return I will feel I barely even started.
I without offence believe a lot of players do not realise how impossibly giganitc game is and has to offer and they complain, for even above average player with time on his /her hands there is years of content to complete alone just story and quests,explortation can easiyl take several years of your life , how many players can say they finised off every single quest there is so far ,read all books and talked to every NPC , there is one way to do it, but do you care enough to learn something about lore, it all depends what we want
I am a hundred percent for some version of more difficult overland/bosses, whatever. But this thread is going downhill fast, maybe it should get closed already.
I mean from what I can tell it can be annoying of having to clarify a point like - “We aren’t asking for Old Craglorn and that zone failed for more reasons than difficulty”
Yet old Craglorn is always brought up by the same 1-3 people as a valid counter argument when it’s not.
It’s also frustrating when it feels like some people deliberately misrepresent what your saying - or start throwing accusations that those advocating have some underhanded goal.
But you’re right, we should aim for a civil discussion.
I am a hundred percent for some version of more difficult overland/bosses, whatever. But this thread is going downhill fast, maybe it should get closed already.
I mean from what I can tell it can be annoying of having to clarify a point like - “We aren’t asking for Old Craglorn and that zone failed for more reasons than difficulty”
Yet old Craglorn is always brought up by the same 1-3 people as a valid counter argument when it’s not.
It’s also frustrating when it feels like some people deliberately misrepresent what your saying - or start throwing accusations that those advocating have some underhanded goal.
But you’re right, we should aim for a civil discussion.
It can not happen. It would basically require to have separate zone or the only way is to mix it up with Craglron time of region. Tis "Very easy" because they made it ever since Tamriel unlimited was launched and now to have by default a class that blaze through almost anything including World boss,Veteran dungeon even is absurd to put it very lightly and honestly.
It's saddening I have my sorcerer not even close enough to be called overpowered yet I feel Demi God, Landscape content was "messed up" to accomodate to greater player-base and I do not want to use word casual , but more freedom and friendly approach than frustration, but they went to extreme, Any experienced player will know how laughable later foes become, that's not the point ultimately there thousand more ways and reason for you to play Elder scrolls online, its not all about difficulty.
There are so many quests,little things to discover and beauties that will take years to finish, I would not worry about Overland. Players are not being creative enough and making most of game, trying finishing off every single quest there is explore all, I ma currenyl on break and when I return I will feel I barely even started.
I without offence believe a lot of players do not realise how impossibly giganitc game is and has to offer and they complain, for even above average player with time on his /her hands there is years of content to complete alone just story and quests,explortation can easiyl take several years of your life , how many players can say they finised off every single quest there is so far ,read all books and talked to every NPC , there is one way to do it, but do you care enough to learn something about lore, it all depends what we want
The problem is that questing is not fun because all the enemies are basically all the same difficulty, and none of them are that difficult.
Even as a fresh character with no CP or assistance.
Sure it has hundreds of hours of quest content, but it’s gameplay is not engaging. There isn’t any kind of enemy hierarchy like there was in Skyrim.
There’s no difficulty slider to change things up.
There is very little risk or danger when exploring the zones.
Enemies have bare minimum attacks.
The Main Story is not worth getting excited about when the main bad guy has barebones basic mechanics and can be beaten with ease.
There is no “Lich King” expansion.
Endgame content is great, decent stories as well as great combat.
It’s the gameplay in the rest of the game I have issue with.
—————————————————
Edited
I don’t like the idea of splitting the newer players from the veteran players in overland. Interesting as the idea may be it just wouldn’t be worth the division. I wouldn’t mind if they had a veteran and normal difficulty for expansion quest lines, because they are instanced and I’d like for a big dragon boss like in the elsweyr expansion to be epic. It’d be cool to maybe even need help with the bosses.
I am a hundred percent for some version of more difficult overland/bosses, whatever. But this thread is going downhill fast, maybe it should get closed already.
I mean from what I can tell it can be annoying of having to clarify a point like - “We aren’t asking for Old Craglorn and that zone failed for more reasons than difficulty”
Yet old Craglorn is always brought up by the same 1-3 people as a valid counter argument when it’s not.
It’s also frustrating when it feels like some people deliberately misrepresent what your saying - or start throwing accusations that those advocating have some underhanded goal.
But you’re right, we should aim for a civil discussion.
What is worse is when.... Actually, I won't discuss that part.
I would be more than willing to discuss this peacefully, but it really feels like that there are a select few people who simply don't want to, and just want to shoot down any proposals, discussions or points brought up, with the kind of talking points that you'd see people running Veteran Raids and Dungeons bring up when they don't want to have a civil discussion about something.
I will say it again: Veteran Zones were not a "Failure" because of difficulty. They were a "Failure" because they split the playerbase apart too much and the leveling process was that of a typical MMO, when players jumped in expecting an Elder Scrolls experience. People expected Elder Scrolls freedom to go where ever and play with their friends, what they got was being split apart from their mates who picked a different faction, while also having to level in a linear progression.
I can guarantee, if I were part of the forums back then, I would defend the Veteran Zones' difficulty to the death, while being in agreement that the playerbase being torn apart from each other was indeed not a great Elder Scrolls experience.
It can not happen. It would basically require to have separate zone or the only way is to mix it up with Craglron time of region. Tis "Very easy" because they made it ever since Tamriel unlimited was launched and now to have by default a class that blaze through almost anything including World boss,Veteran dungeon even is absurd to put it very lightly and honestly.
It's saddening I have my sorcerer not even close enough to be called overpowered yet I feel Demi God, Landscape content was "messed up" to accomodate to greater player-base and I do not want to use word casual , but more freedom and friendly approach than frustration, but they went to extreme, Any experienced player will know how laughable later foes become, that's not the point ultimately there thousand more ways and reason for you to play Elder scrolls online, its not all about difficulty.
There are so many quests,little things to discover and beauties that will take years to finish, I would not worry about Overland. Players are not being creative enough and making most of game, trying finishing off every single quest there is explore all, I ma currenyl on break and when I return I will feel I barely even started.
I without offence believe a lot of players do not realise how impossibly giganitc game is and has to offer and they complain, for even above average player with time on his /her hands there is years of content to complete alone just story and quests,explortation can easiyl take several years of your life , how many players can say they finised off every single quest there is so far ,read all books and talked to every NPC , there is one way to do it, but do you care enough to learn something about lore, it all depends what we want
The problem is that questing is not fun because all the enemies are basically all the same difficulty, and none of them are that difficult.
Even as a fresh character with no CP or assistance.
Sure it has hundreds of hours of quest content, but it’s gameplay is not engaging. There isn’t any kind of enemy hierarchy like there was in Skyrim.
There’s no difficulty slider to change things up.
There is very little risk or danger when exploring the zones.
Enemies have bare minimum attacks.
The Main Story is not worth getting excited about when the main bad guy has barebones basic mechanics and can be beaten with ease.
There is no “Lich King” expansion.
Endgame content is great, decent stories as well as great combat.
It’s the gameplay in the rest of the game I have issue with.
—————————————————
Edited
I will say it again: Veteran Zones were not a "Failure" because of difficulty. They were a "Failure" because they split the playerbase apart too much and the leveling process was that of a typical MMO, when players jumped in expecting an Elder Scrolls experience. People expected Elder Scrolls freedom to go where ever and play with their friends, what they got was being split apart from their mates who picked a different faction, while also having to level in a linear progression.
I can guarantee, if I were part of the forums back then, I would defend the Veteran Zones' difficulty to the death, while being in agreement that the playerbase being torn apart from each other was indeed not a great Elder Scrolls experience.
robertthebard wrote: »It can not happen. It would basically require to have separate zone or the only way is to mix it up with Craglron time of region. Tis "Very easy" because they made it ever since Tamriel unlimited was launched and now to have by default a class that blaze through almost anything including World boss,Veteran dungeon even is absurd to put it very lightly and honestly.
It's saddening I have my sorcerer not even close enough to be called overpowered yet I feel Demi God, Landscape content was "messed up" to accomodate to greater player-base and I do not want to use word casual , but more freedom and friendly approach than frustration, but they went to extreme, Any experienced player will know how laughable later foes become, that's not the point ultimately there thousand more ways and reason for you to play Elder scrolls online, its not all about difficulty.
There are so many quests,little things to discover and beauties that will take years to finish, I would not worry about Overland. Players are not being creative enough and making most of game, trying finishing off every single quest there is explore all, I ma currenyl on break and when I return I will feel I barely even started.
I without offence believe a lot of players do not realise how impossibly giganitc game is and has to offer and they complain, for even above average player with time on his /her hands there is years of content to complete alone just story and quests,explortation can easiyl take several years of your life , how many players can say they finised off every single quest there is so far ,read all books and talked to every NPC , there is one way to do it, but do you care enough to learn something about lore, it all depends what we want
The problem is that questing is not fun because all the enemies are basically all the same difficulty, and none of them are that difficult.
Even as a fresh character with no CP or assistance.
Sure it has hundreds of hours of quest content, but it’s gameplay is not engaging. There isn’t any kind of enemy hierarchy like there was in Skyrim.
There’s no difficulty slider to change things up.
There is very little risk or danger when exploring the zones.
Enemies have bare minimum attacks.
The Main Story is not worth getting excited about when the main bad guy has barebones basic mechanics and can be beaten with ease.
There is no “Lich King” expansion.
Endgame content is great, decent stories as well as great combat.
It’s the gameplay in the rest of the game I have issue with.
—————————————————
Edited
Except that I saw, and mentioned it, in the last thread, or one of them anyway, a 0 CP player die to three scamps. Of course, the very first answer to that was "but it's impossible to have 0 CP"... It's not been hard for me, I could solo dolmens before CP, on a Stam NB. I solo Public Dungeons as a matter of course now. But I don't think they should be building the game to "challenge" me. Some of the people that are asking for this now would rage quit. There are people posting here that I wouldn't want to play their default difficulty. I'm good, but I don't think I'm in the "best of the best" category, here, anyway. I have been. I still didn't want story content buffed up to my level, in games where it wasn't already, such as DDO, where all the quests are instanced, and there is no OW overland content.
It was mentioned above that Vet overland had been tried, and didn't work because it split the player base. So now splitting the players is acceptable, where back then, when the game was presumably more populated, it wasn't? Or maybe they're arguing that it won't split the player base now, because time has passed? This from the same people that will say "well, games aren't for everyone". As it stands right now, more people can play in overland than can't. This is how it needs to be in an MMO, where the idea is to get people playing, and keep them playing as long as possible.
I also understand that since I do tend to play SP games on the hardest difficulties, and other people don't, that there's a skill gap between what I can do, and what others can do. I also understand that there's nothing wrong with that. I had to quit raiding because everything got way too flashy, and I have chronic migraines, and can't take it. At the end of a long raid/dungeon, I'm looking at a reverse kaleidoscope. Meaning that instead of the walls of the tube being a static color with changing patterns at the back, the back is a blinding white dot, with walls that are constantly shifting. I can't see anything else. So no, I don't want that level of interaction in my overland play. I don't want to move from one quest area to the next, only to have to log out and spend a day or so on my recliner, waiting for my head to explode, or having to call someone to take me to the ER, for my "happy shots", where for three days I still have that severe migraine, but I just don't care, because it makes me that loopy, all so someone can feel challenged in story mode.
As for splitting the player base, there is definitely a difference between what we are proposing which would split the player base only once as compared to the old system which split the player-base 9 different ways
SilverBride wrote: »I will say it again: Veteran Zones were not a "Failure" because of difficulty. They were a "Failure" because they split the playerbase apart too much and the leveling process was that of a typical MMO, when players jumped in expecting an Elder Scrolls experience. People expected Elder Scrolls freedom to go where ever and play with their friends, what they got was being split apart from their mates who picked a different faction, while also having to level in a linear progression.
I can guarantee, if I were part of the forums back then, I would defend the Veteran Zones' difficulty to the death, while being in agreement that the playerbase being torn apart from each other was indeed not a great Elder Scrolls experience.
I played beta and at launch, and was following the forums back then. I know from my own experience, and from reading the experiences of others, that the difficulty was a big issue for many. I was stuck for days on one boss fight, and I wasn't the only one. Just questing overland was a struggle. There was no way to enjoy the story when all you could do was focus on staying alive. Then they introduced Craglorn and that's when I quit for a few years.
You are correct that the split playerbase was a major factor in their move to One Tamriel, and changing that was one of the best things they ever did. Creating a completely separate veteran overland would be a step backward and split the playerbase again into 2 completely different worlds.
But the difficulty was also a major issue for many and that's why the veteran overland zones were also removed with One Tamriel.
Thechuckage wrote: »SilverBride wrote: »I will say it again: Veteran Zones were not a "Failure" because of difficulty. They were a "Failure" because they split the playerbase apart too much and the leveling process was that of a typical MMO, when players jumped in expecting an Elder Scrolls experience. People expected Elder Scrolls freedom to go where ever and play with their friends, what they got was being split apart from their mates who picked a different faction, while also having to level in a linear progression.
I can guarantee, if I were part of the forums back then, I would defend the Veteran Zones' difficulty to the death, while being in agreement that the playerbase being torn apart from each other was indeed not a great Elder Scrolls experience.
I played beta and at launch, and was following the forums back then. I know from my own experience, and from reading the experiences of others, that the difficulty was a big issue for many. I was stuck for days on one boss fight, and I wasn't the only one. Just questing overland was a struggle. There was no way to enjoy the story when all you could do was focus on staying alive. Then they introduced Craglorn and that's when I quit for a few years.
You are correct that the split playerbase was a major factor in their move to One Tamriel, and changing that was one of the best things they ever did. Creating a completely separate veteran overland would be a step backward and split the playerbase again into 2 completely different worlds.
But the difficulty was also a major issue for many and that's why the veteran overland zones were also removed with One Tamriel.
Pre-one Tamriel was hard because a large part of the content was geared towards encouraging group play. Solo players are bound to get hammered a bit in a group setting.
When the devs saw that wasn't working out, things got toned down. I think they have toned down too far in addition to not sufficiently accounting for player damage creep.
A lot of those in opposition to the idea of a vet overland keep setting up a false dichotomy. "You want darksouls" No, something more than we currently have would be fine. Trials are more forgiving than dark souls. "The tried that with Craglorn" No one has asked for that back. No one has asked for mandatory overland grouping.
It doesn't have to be one extreme (starter zone everywhere) or the other (mandatory tank/heals/dpsx2 party)
robertthebard wrote: »It can not happen. It would basically require to have separate zone or the only way is to mix it up with Craglron time of region. Tis "Very easy" because they made it ever since Tamriel unlimited was launched and now to have by default a class that blaze through almost anything including World boss,Veteran dungeon even is absurd to put it very lightly and honestly.
It's saddening I have my sorcerer not even close enough to be called overpowered yet I feel Demi God, Landscape content was "messed up" to accomodate to greater player-base and I do not want to use word casual , but more freedom and friendly approach than frustration, but they went to extreme, Any experienced player will know how laughable later foes become, that's not the point ultimately there thousand more ways and reason for you to play Elder scrolls online, its not all about difficulty.
There are so many quests,little things to discover and beauties that will take years to finish, I would not worry about Overland. Players are not being creative enough and making most of game, trying finishing off every single quest there is explore all, I ma currenyl on break and when I return I will feel I barely even started.
I without offence believe a lot of players do not realise how impossibly giganitc game is and has to offer and they complain, for even above average player with time on his /her hands there is years of content to complete alone just story and quests,explortation can easiyl take several years of your life , how many players can say they finised off every single quest there is so far ,read all books and talked to every NPC , there is one way to do it, but do you care enough to learn something about lore, it all depends what we want
The problem is that questing is not fun because all the enemies are basically all the same difficulty, and none of them are that difficult.
Even as a fresh character with no CP or assistance.
Sure it has hundreds of hours of quest content, but it’s gameplay is not engaging. There isn’t any kind of enemy hierarchy like there was in Skyrim.
There’s no difficulty slider to change things up.
There is very little risk or danger when exploring the zones.
Enemies have bare minimum attacks.
The Main Story is not worth getting excited about when the main bad guy has barebones basic mechanics and can be beaten with ease.
There is no “Lich King” expansion.
Endgame content is great, decent stories as well as great combat.
It’s the gameplay in the rest of the game I have issue with.
—————————————————
Edited
Except that I saw, and mentioned it, in the last thread, or one of them anyway, a 0 CP player die to three scamps. Of course, the very first answer to that was "but it's impossible to have 0 CP"... It's not been hard for me, I could solo dolmens before CP, on a Stam NB. I solo Public Dungeons as a matter of course now. But I don't think they should be building the game to "challenge" me. Some of the people that are asking for this now would rage quit. There are people posting here that I wouldn't want to play their default difficulty. I'm good, but I don't think I'm in the "best of the best" category, here, anyway. I have been. I still didn't want story content buffed up to my level, in games where it wasn't already, such as DDO, where all the quests are instanced, and there is no OW overland content.
It was mentioned above that Vet overland had been tried, and didn't work because it split the player base. So now splitting the players is acceptable, where back then, when the game was presumably more populated, it wasn't? Or maybe they're arguing that it won't split the player base now, because time has passed? This from the same people that will say "well, games aren't for everyone". As it stands right now, more people can play in overland than can't. This is how it needs to be in an MMO, where the idea is to get people playing, and keep them playing as long as possible.
I also understand that since I do tend to play SP games on the hardest difficulties, and other people don't, that there's a skill gap between what I can do, and what others can do. I also understand that there's nothing wrong with that. I had to quit raiding because everything got way too flashy, and I have chronic migraines, and can't take it. At the end of a long raid/dungeon, I'm looking at a reverse kaleidoscope. Meaning that instead of the walls of the tube being a static color with changing patterns at the back, the back is a blinding white dot, with walls that are constantly shifting. I can't see anything else. So no, I don't want that level of interaction in my overland play. I don't want to move from one quest area to the next, only to have to log out and spend a day or so on my recliner, waiting for my head to explode, or having to call someone to take me to the ER, for my "happy shots", where for three days I still have that severe migraine, but I just don't care, because it makes me that loopy, all so someone can feel challenged in story mode.
1. When I start a new character I don’t apply champion points until they are level 50. So yes I have tested it without champion points.
2. Yes not everyone has the same gameplay experience. Hence why there is a percentage of us asking for a separate instance rather than saying that one sweeping change should be enforced on everyone.
We also understand that not everyone has the same skills or has the same desire for the same or similar gameplay experience. Which is exactly why many of us proposed a separate instance that you can choose to play.
3. If you don’t want to do the veteran instance then all the more power to you, just like the rest of the continent nobody would be forcing you to play it.
There would just be more options. You can still have the same story experience that you’re used to at this point. We’ve asked for the OPTION to have a different & challenging experience for the story. Most of us are not telling you to play our way.
4. As for splitting the player base, there is definitely a difference between what we are proposing which would split the player base only once as compared to the old system which split the player-base 9 different ways
5. If the idea is to get more people to play Overland as long as possible, then it would make sense to make that content more enjoyable for more people. Just because it is accessible doesn’t make it enjoyable.
Many of us would love to enjoy the solo questing experience again, let alone play it, but at this point it’s just not fun.
6. I am not even in the “best of the best” category. My main build has been a templar tank with minor DPS modifications, I’m actually a pretty casual player. However I still find the general combat experience especially for the main story really lacking.
SilverBride wrote: »As for splitting the player base, there is definitely a difference between what we are proposing which would split the player base only once as compared to the old system which split the player-base 9 different ways
Splitting the playerbase 9 different ways was a big mistake. Splitting the playerbase in half would also be a big mistake. A split playerbase is a bad thing, whether it's split into 2 separate worlds or 100.
SilverBride wrote: »Thechuckage wrote: »SilverBride wrote: »I will say it again: Veteran Zones were not a "Failure" because of difficulty. They were a "Failure" because they split the playerbase apart too much and the leveling process was that of a typical MMO, when players jumped in expecting an Elder Scrolls experience. People expected Elder Scrolls freedom to go where ever and play with their friends, what they got was being split apart from their mates who picked a different faction, while also having to level in a linear progression.
I can guarantee, if I were part of the forums back then, I would defend the Veteran Zones' difficulty to the death, while being in agreement that the playerbase being torn apart from each other was indeed not a great Elder Scrolls experience.
I played beta and at launch, and was following the forums back then. I know from my own experience, and from reading the experiences of others, that the difficulty was a big issue for many. I was stuck for days on one boss fight, and I wasn't the only one. Just questing overland was a struggle. There was no way to enjoy the story when all you could do was focus on staying alive. Then they introduced Craglorn and that's when I quit for a few years.
You are correct that the split playerbase was a major factor in their move to One Tamriel, and changing that was one of the best things they ever did. Creating a completely separate veteran overland would be a step backward and split the playerbase again into 2 completely different worlds.
But the difficulty was also a major issue for many and that's why the veteran overland zones were also removed with One Tamriel.
Pre-one Tamriel was hard because a large part of the content was geared towards encouraging group play. Solo players are bound to get hammered a bit in a group setting.
When the devs saw that wasn't working out, things got toned down. I think they have toned down too far in addition to not sufficiently accounting for player damage creep.
A lot of those in opposition to the idea of a vet overland keep setting up a false dichotomy. "You want darksouls" No, something more than we currently have would be fine. Trials are more forgiving than dark souls. "The tried that with Craglorn" No one has asked for that back. No one has asked for mandatory overland grouping.
It doesn't have to be one extreme (starter zone everywhere) or the other (mandatory tank/heals/dpsx2 party)
The base game and story need to be a difficulty that all players of all levels and playstyles can complete. It succeeds at this exactly how it is.
robertthebard wrote: »robertthebard wrote: »It can not happen. It would basically require to have separate zone or the only way is to mix it up with Craglron time of region. Tis "Very easy" because they made it ever since Tamriel unlimited was launched and now to have by default a class that blaze through almost anything including World boss,Veteran dungeon even is absurd to put it very lightly and honestly.
It's saddening I have my sorcerer not even close enough to be called overpowered yet I feel Demi God, Landscape content was "messed up" to accomodate to greater player-base and I do not want to use word casual , but more freedom and friendly approach than frustration, but they went to extreme, Any experienced player will know how laughable later foes become, that's not the point ultimately there thousand more ways and reason for you to play Elder scrolls online, its not all about difficulty.
There are so many quests,little things to discover and beauties that will take years to finish, I would not worry about Overland. Players are not being creative enough and making most of game, trying finishing off every single quest there is explore all, I ma currenyl on break and when I return I will feel I barely even started.
I without offence believe a lot of players do not realise how impossibly giganitc game is and has to offer and they complain, for even above average player with time on his /her hands there is years of content to complete alone just story and quests,explortation can easiyl take several years of your life , how many players can say they finised off every single quest there is so far ,read all books and talked to every NPC , there is one way to do it, but do you care enough to learn something about lore, it all depends what we want
The problem is that questing is not fun because all the enemies are basically all the same difficulty, and none of them are that difficult.
Even as a fresh character with no CP or assistance.
Sure it has hundreds of hours of quest content, but it’s gameplay is not engaging. There isn’t any kind of enemy hierarchy like there was in Skyrim.
There’s no difficulty slider to change things up.
There is very little risk or danger when exploring the zones.
Enemies have bare minimum attacks.
The Main Story is not worth getting excited about when the main bad guy has barebones basic mechanics and can be beaten with ease.
There is no “Lich King” expansion.
Endgame content is great, decent stories as well as great combat.
It’s the gameplay in the rest of the game I have issue with.
—————————————————
Edited
Except that I saw, and mentioned it, in the last thread, or one of them anyway, a 0 CP player die to three scamps. Of course, the very first answer to that was "but it's impossible to have 0 CP"... It's not been hard for me, I could solo dolmens before CP, on a Stam NB. I solo Public Dungeons as a matter of course now. But I don't think they should be building the game to "challenge" me. Some of the people that are asking for this now would rage quit. There are people posting here that I wouldn't want to play their default difficulty. I'm good, but I don't think I'm in the "best of the best" category, here, anyway. I have been. I still didn't want story content buffed up to my level, in games where it wasn't already, such as DDO, where all the quests are instanced, and there is no OW overland content.
It was mentioned above that Vet overland had been tried, and didn't work because it split the player base. So now splitting the players is acceptable, where back then, when the game was presumably more populated, it wasn't? Or maybe they're arguing that it won't split the player base now, because time has passed? This from the same people that will say "well, games aren't for everyone". As it stands right now, more people can play in overland than can't. This is how it needs to be in an MMO, where the idea is to get people playing, and keep them playing as long as possible.
I also understand that since I do tend to play SP games on the hardest difficulties, and other people don't, that there's a skill gap between what I can do, and what others can do. I also understand that there's nothing wrong with that. I had to quit raiding because everything got way too flashy, and I have chronic migraines, and can't take it. At the end of a long raid/dungeon, I'm looking at a reverse kaleidoscope. Meaning that instead of the walls of the tube being a static color with changing patterns at the back, the back is a blinding white dot, with walls that are constantly shifting. I can't see anything else. So no, I don't want that level of interaction in my overland play. I don't want to move from one quest area to the next, only to have to log out and spend a day or so on my recliner, waiting for my head to explode, or having to call someone to take me to the ER, for my "happy shots", where for three days I still have that severe migraine, but I just don't care, because it makes me that loopy, all so someone can feel challenged in story mode.
1. When I start a new character I don’t apply champion points until they are level 50. So yes I have tested it without champion points.
2. Yes not everyone has the same gameplay experience. Hence why there is a percentage of us asking for a separate instance rather than saying that one sweeping change should be enforced on everyone.
We also understand that not everyone has the same skills or has the same desire for the same or similar gameplay experience. Which is exactly why many of us proposed a separate instance that you can choose to play.
3. If you don’t want to do the veteran instance then all the more power to you, just like the rest of the continent nobody would be forcing you to play it.
There would just be more options. You can still have the same story experience that you’re used to at this point. We’ve asked for the OPTION to have a different & challenging experience for the story. Most of us are not telling you to play our way.
4. As for splitting the player base, there is definitely a difference between what we are proposing which would split the player base only once as compared to the old system which split the player-base 9 different ways
5. If the idea is to get more people to play Overland as long as possible, then it would make sense to make that content more enjoyable for more people. Just because it is accessible doesn’t make it enjoyable.
Many of us would love to enjoy the solo questing experience again, let alone play it, but at this point it’s just not fun.
6. I am not even in the “best of the best” category. My main build has been a templar tank with minor DPS modifications, I’m actually a pretty casual player. However I still find the general combat experience especially for the main story really lacking.
Citations needed for "more people". It's not even overwhelmingly supported on the forums, and that's only about 15% of us, give or take a few percentage points. If it's "everyone I know", or "all my friends", thanks for feeding my Daeva of Melodrama, but that's really irrelevant, unless you can list 10s of thousands in one of those categories.
skooma_dealer wrote: »The playerbase is already split. It's just one half is happy and other is not.
The player base is already split to some degree. We already see it here on the forums were people report that they don’t even bother with overland content anymore. Not even for one Playthrough
Does it succeed at being fun?
That is a pretty important question when that continent is the majority of the game...
SilverBride wrote: »
But let's put our personal opinions aside for a moment and look at it from a design perspective. It would take a lot of valuable man power and resources to create then maintain a full copy of every zone in the game... and it would never end. Because there are patches and events and new chapters and dlcs that would also require this same upkeep.
SilverBride wrote: »The player base is already split to some degree. We already see it here on the forums were people report that they don’t even bother with overland content anymore. Not even for one Playthrough
I am not talking about splitting the player base regarding their opinions on this subject. I am referring to physically splitting the player base into 2 separate worlds.Does it succeed at being fun?
That is a pretty important question when that continent is the majority of the game...
It is a lot of fun for me, and many others, who enjoy a relaxing experience while moving through the base story.
I like being the strong hero. I like saving the day. How can I see myself as such if I am struggling with mobs and bosses that are too difficult for what the content calls for?
Agenericname wrote: »What you're saying is that our fun doesnt matter, only yours, and use "splitting the player base" that I already abstain from as the excuse.
Can we stop discussing what was a failure in the past and what was not?
There are options that don't require veteran zones, separate instances or anything like that. There are solutions that will allow both players, the one who likes difficult content and the one who doesn't like having trouble, to play together in the same place at the same time and both will have fun.
What solutions? Raise the difficulty of Overland and give optional buffs as tools we already have (no, I don't like the idea of debuffs, as weakening yourself is illogical in the context of an MMORPG), with a few levels of strength that would keep the status quo for those who like eazy gameplay, and with the choice of weaker bonuses or none at all, give a challenge for those who seek it.
It would also solve another problem. Level scaling. Currently up to 160cp players when leveling only feel weaker as the lvl increases. Get rid of lvl scaling and give us those buffs I mentioned. If they would be strong enough that even a beginner can effortlessly wade through overland content, then leveling up will make sense again. Again, we will be able to feel that with each level our strength grows and that's what RPG games are all about.
SilverBride wrote: »Thechuckage wrote: »SilverBride wrote: »I will say it again: Veteran Zones were not a "Failure" because of difficulty. They were a "Failure" because they split the playerbase apart too much and the leveling process was that of a typical MMO, when players jumped in expecting an Elder Scrolls experience. People expected Elder Scrolls freedom to go where ever and play with their friends, what they got was being split apart from their mates who picked a different faction, while also having to level in a linear progression.
I can guarantee, if I were part of the forums back then, I would defend the Veteran Zones' difficulty to the death, while being in agreement that the playerbase being torn apart from each other was indeed not a great Elder Scrolls experience.
I played beta and at launch, and was following the forums back then. I know from my own experience, and from reading the experiences of others, that the difficulty was a big issue for many. I was stuck for days on one boss fight, and I wasn't the only one. Just questing overland was a struggle. There was no way to enjoy the story when all you could do was focus on staying alive. Then they introduced Craglorn and that's when I quit for a few years.
You are correct that the split playerbase was a major factor in their move to One Tamriel, and changing that was one of the best things they ever did. Creating a completely separate veteran overland would be a step backward and split the playerbase again into 2 completely different worlds.
But the difficulty was also a major issue for many and that's why the veteran overland zones were also removed with One Tamriel.
Pre-one Tamriel was hard because a large part of the content was geared towards encouraging group play. Solo players are bound to get hammered a bit in a group setting.
When the devs saw that wasn't working out, things got toned down. I think they have toned down too far in addition to not sufficiently accounting for player damage creep.
A lot of those in opposition to the idea of a vet overland keep setting up a false dichotomy. "You want darksouls" No, something more than we currently have would be fine. Trials are more forgiving than dark souls. "The tried that with Craglorn" No one has asked for that back. No one has asked for mandatory overland grouping.
It doesn't have to be one extreme (starter zone everywhere) or the other (mandatory tank/heals/dpsx2 party)
The base game and story need to be a difficulty that all players of all levels and playstyles can complete. It succeeds at this exactly how it is.
SilverBride wrote: »Of course overland will become easier for players as they gain CP, but not all of us see that a a bad thing. It is not reasonable to expect that a completely new version of the base game be created and maintained to accommodate those who are unhappy with what is merely a normal progression.
Thechuckage wrote: »
It is not an all new version. While there are adjustments that would have to be made, devs would hardly be making everything from scratch. For all we know implementing a vet overland would increase player retention - ie more money.
Thechuckage wrote: »It is not an all new version. While there are adjustments that would have to be made, devs would hardly be making everything from scratch. For all we know implementing a vet overland would increase player retention - ie more money.
This, now you could compensate this with more xp or better drop chances for it to make some sense rater than just nerfing yourself. For me, I probably used it for my main doing all the new quests.SilverBride wrote: »Can we stop discussing what was a failure in the past and what was not?
There are options that don't require veteran zones, separate instances or anything like that. There are solutions that will allow both players, the one who likes difficult content and the one who doesn't like having trouble, to play together in the same place at the same time and both will have fun.
What solutions? Raise the difficulty of Overland and give optional buffs as tools we already have (no, I don't like the idea of debuffs, as weakening yourself is illogical in the context of an MMORPG), with a few levels of strength that would keep the status quo for those who like eazy gameplay, and with the choice of weaker bonuses or none at all, give a challenge for those who seek it.
It would also solve another problem. Level scaling. Currently up to 160cp players when leveling only feel weaker as the lvl increases. Get rid of lvl scaling and give us those buffs I mentioned. If they would be strong enough that even a beginner can effortlessly wade through overland content, then leveling up will make sense again. Again, we will be able to feel that with each level our strength grows and that's what RPG games are all about.
An optional debuff that could be used when the player desired would be much easier to implement, and more importantly, would not require a complete reworking of the entire game, which raising overland difficulty would.