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.
Not on alts farming skillpoints, even trough I enjoy the quests I want to burn trough stuff.
MovesLikeJaguar wrote: »half the playerbase also wants a harder game mode for the base game and PVE dlc's.
No thank you, seperating the playerbase is a terrible idea. And better rewards if players themselves want it harder, is a major no.
There is also the issue of help with world bosses, quests, etc. And different instances would mean more farming nodes/chests, which is a bad idea.
PS: I like to complete full zones on all my characters.
No thank you, seperating the playerbase is a terrible idea. And better rewards if players themselves want it harder, is a major no.
There is also the issue of help with world bosses, quests, etc. And different instances would mean more farming nodes/chests, which is a bad idea.
PS: I like to complete full zones on all my characters.
Veteran dungeon should have better rewards than normal dungeons, yes. But there is a major difference between regularly flowing through the game, or doing starting stuff and wanting better rewards for it. A veteran difficulty would interrupt the natural flow of the game, especially if it were to give better rewards.
@Iccotak Well, the population hanging around world bosses already isn't large. Especially in off-hours. And I can agree with the part about the main story, those could have a veteran mode, as long as the rewards aren't changed.
orion_1981usub17_ESO wrote: »
Overland quest content is for new players and story, that's it. Players should not be rewarded for staying in overland, its good that it feels dull after you mastered it... its time to grow up as a player and move to more challenging content. Now one silly counter arguement is that other players "suck" in harder content and the answer is yes! That part of the process of improvement is creating group to play with and lifting up your fellow gamers to take on content that you can not do alone... Like vet trials.
I often ponder the motivations those asking for vet content overland. In most cases they just want rewards from harder content in the easier content zones. But I don't feel this is the true deep motivations. I wonder if these players simply fear their inability to play harder group content, and instead of self improvement in game play and social interactions, they hide back in the cave of solo play, away from their fellow gamers.
But to these folks I say, Move Forward and reach out. True difficult veteran content is with in your reach if you just make some friends and band together. Form trial guilds, pvp guilds, hell even RP guilds, and finally see the other half of the game, other people! and you wont want to hide in overland content anymore.
If people would actually read the comments then they would see that most of the players asking for harder overland are new players and people who play for the story.
orion_1981usub17_ESO wrote: »@SilverBride
I come from the Everquest era, where you couldn't leave the starter zone without having a small group and when you died, you had to have a friend either come and res you or go and get your body. The entire game was forming groups and as a dark elf cleric I had one role, healing the tank. It was so new and exciting, but I cant imagine going back to it because I know its nostalgia glasses effecting my view. That's the same thing for folks wishing to get harder overland, they are seeing nostalgia glasses for the early days they played. Safe easy bosses that only have a hard attack or two and wont be tough no matter the hitpoints added. This is the wrong mindset and leads to player stagnation.
There are very difficult bosses, and I've only done a couple vets on hard mode. There is very difficult content in the game but it requires a team, and that is where these folks don't want to go. They don't want to share themselves with others for fear they might fail and look bad. But all great players have been there, we died and wiped and laughed at each others mistakes, and I feel sad that folks aren't willing to have that interpersonal experiences.
If they add more rewards to overland content, the developers would be encouraging the stagnation of player growth and skill.
orion_1981usub17_ESO wrote: »@Abelon
The comment right above your post speaks greater volumes than your speech, getting "harder" overland content is not about more fun but getting gold items where they are otherwise not given. Oh I'd love to complete fighter quest and get gold rings for killing deshia too.
They can add new zones with new difficulty, and then they're empty because the player base refuse to play in them. Simply adding resistance or HP will not make overland bosses any more mechanically difficult. You would have to change the mechanics available for them, ZOS does do this with each new dungeon added or new harder world bosses in overland content and then it becomes harder to find players to help you with these world bosses because it easier to farm the old ones.
How many times do we see the same threads over and over again and two of these constant threads is difficult over land and removing vet dlc dungeons from random queues... because they're too difficult for pugs. If you take both threads at face value there is a disconnect between the two of them, a deception if you'd call it that.
The truth is that some folks want rewards they aren't willing to earn and some folks are just blowing hot air because they're not hanging around the harder content that was put out. Many folks speak and have no real clue about what they're saying because they don't utilize the avenues that meet their demands already.
Folks, ask yourselves, why are you afraid of group content? Are you shy? Fearful of commitment? Afraid of judgement? Friends will accept you. I will accept you.
ParaViking wrote: »Overland has to be easy enough for new players to play, but vet players get largely left out of the content because it is too easy and creates no challenge.
ParaViking wrote: »Just a perspective of a ESO burn out...