Maintenance for the week of December 22:
• [COMPLETE] NA megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)
• [COMPLETE] EU megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)

QUESTS ARE JUST TOO EASY!

  • fiender66
    fiender66
    ✭✭✭✭
    Iccotak wrote: »
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    And a lot of people have said no to loot as well [snip]

    ZOS could have an easy way to make everyone happy (and itself...): make that "difficulty slider" or whatever it is buyable, like other gadgets like All Races, Change Race/Alliance, etc.
    OFC, no better loot, else it would become PtW, but this is not what matters to Overland dissatisfied people, correct ? :)

    [edited to remove quote]
    Edited by ZOS_Icy on June 29, 2021 11:35AM
  • Grandchamp1989
    Grandchamp1989
    ✭✭✭✭✭
    ✭✭✭
    Iccotak wrote: »
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    And a lot of people have said no to loot as well [snip]

    Spot on, people now a day are so dishonest in their arguments. It's really sad. People wanna be right at any cost.
    Makes for depressing arguments where nobody reach a reasonable settlement...

    [edited to remove quote]
    Edited by ZOS_Icy on June 29, 2021 11:36AM
  • Chadak
    Chadak
    ✭✭✭✭✭
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    Better loot was always the real point for almost all of this. Some say they want more challenge for its own sake, and how can you prove that wrong? It's a subjective statement of personal interest.

    [snip]

    Realistically, there was never going to be some kind of one-size-fits-all solution to a problem like this because even if we get a difficulty toggle, the Hard Mode option is going to be too easy for some, too hard for others and a one-size-fits-mostly-nobody solution that will probably cause more problems than it solves.

    And just shy of nobody is going to bother with a difficulty toggle if there aren't greater rewards for doing so.

    [snipped for baiting]
    Edited by ZOS_Icy on June 29, 2021 6:38PM
  • Alurria
    Alurria
    ✭✭✭✭✭
    Chadak wrote: »
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    Better loot was always the real point for almost all of this. Some say they want more challenge for its own sake, and how can you prove that wrong? It's a subjective statement of personal interest.

    [snip]

    Realistically, there was never going to be some kind of one-size-fits-all solution to a problem like this because even if we get a difficulty toggle, the Hard Mode option is going to be too easy for some, too hard for others and a one-size-fits-mostly-nobody solution that will probably cause more problems than it solves.

    And just shy of nobody is going to bother with a difficulty toggle if there aren't greater rewards for doing so.

    ^This, most people reading these threads know this. I understand wanting a challenge, but we have content in game that is challenging. ZOS has provided the challenging content I see no need to redo things because someone doesn't want to do the provided challenge. That is why there is already a variety of content without redoing content that is there to further the story.

    The time and effort everyone thinks is so easy to just flip a switch is a fallacy. Constantly bringing up the same topic really doesn't do what it's intended to do either.

    [edited to remove quote]
    Edited by ZOS_Icy on June 29, 2021 6:39PM
  • ZOS_Lunar
    ZOS_Lunar
    admin
    Greetings everyone!

    We've removed some posts from this thread as they violated our rules on baiting and bashing. It’s okay to disagree and debate on the official ESO forums, but we do ask that you keep all disagreements civil, constructive, and on-topic. If a discussion gets heated and turns into a debate, remember that you should stick to debating the post and/or thread topic. It is never appropriate to resort to personal comments or jabs about those participating in the thread discussion.

    Thank you for your understanding, and please keep the Community Rules in mind when posting on the forums.
    The Elder Scrolls Online - ZeniMax Online Studios
    Forum Rules | Code of Conduct | Terms of Service | Home Page | Help Site
    Staff Post
  • Parasaurolophus
    Parasaurolophus
    ✭✭✭✭✭
    ✭✭
    Alurria wrote: »
    Chadak wrote: »
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    Better loot was always the real point for almost all of this. Some say they want more challenge for its own sake, and how can you prove that wrong? It's a subjective statement of personal interest.

    Watch though. When/if we get difficulty modifying options that don't increase drop rates or value of loot in the harder content, these 'EVERYTHING IS TOO EZ' posts will turn immediately into 'I PLAY ON HARD AND I DESERVE BETTER DROPS' rants.

    Because that will always have been the real goal for the vast majorities. There are doubtlessly some outliers that actually mean it when they say they want more challenge, but you know, everyone's going to say that because it just sounds so gosh darn innocent and reasonable, even when; especially when; it's a complete lie.

    And it always winds up circling the subjectives. Some people talk like 'fun' is an objective reference and that their personal idea of what that even means is the only real and true fun there is or should be to have. Some others bitterly complain about how they everything's too easy on their ultra-tweaked perfectly geared characters that they've been playing for often years.

    Realistically, there was never going to be some kind of one-size-fits-all solution to a problem like this because even if we get a difficulty toggle, the Hard Mode option is going to be too easy for some, too hard for others and a one-size-fits-mostly-nobody solution that will probably cause more problems than it solves.

    And just shy of nobody is going to bother with a difficulty toggle if there aren't greater rewards for doing so.

    ^This, most people reading these threads know this. I understand wanting a challenge, but we have content in game that is challenging. ZOS has provided the challenging content I see no need to redo things because someone doesn't want to do the provided challenge. That is why there is already a variety of content without redoing content that is there to further the story.

    The time and effort everyone thinks is so easy to just flip a switch is a fallacy. Constantly bringing up the same topic really doesn't do what it's intended to do either.

    Nobody blames players who complete veteran pve content for being greedy and just wanting purple gear and monster masks. Nobody blames god slayers for just wanting senche. It is normal to have some kind of stimulation in games. Oh my God, even the presence of just achievements, titles or some kind of cosmetic awards will already be enough incentive to play the veteran overland and questing.
    Edited by Parasaurolophus on June 29, 2021 12:56PM
    PC/EU
  • Alurria
    Alurria
    ✭✭✭✭✭
    Alurria wrote: »
    Chadak wrote: »
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    Better loot was always the real point for almost all of this. Some say they want more challenge for its own sake, and how can you prove that wrong? It's a subjective statement of personal interest.

    Watch though. When/if we get difficulty modifying options that don't increase drop rates or value of loot in the harder content, these 'EVERYTHING IS TOO EZ' posts will turn immediately into 'I PLAY ON HARD AND I DESERVE BETTER DROPS' rants.

    Because that will always have been the real goal for the vast majorities. There are doubtlessly some outliers that actually mean it when they say they want more challenge, but you know, everyone's going to say that because it just sounds so gosh darn innocent and reasonable, even when; especially when; it's a complete lie.

    And it always winds up circling the subjectives. Some people talk like 'fun' is an objective reference and that their personal idea of what that even means is the only real and true fun there is or should be to have. Some others bitterly complain about how they everything's too easy on their ultra-tweaked perfectly geared characters that they've been playing for often years.

    Realistically, there was never going to be some kind of one-size-fits-all solution to a problem like this because even if we get a difficulty toggle, the Hard Mode option is going to be too easy for some, too hard for others and a one-size-fits-mostly-nobody solution that will probably cause more problems than it solves.

    And just shy of nobody is going to bother with a difficulty toggle if there aren't greater rewards for doing so.

    ^This, most people reading these threads know this. I understand wanting a challenge, but we have content in game that is challenging. ZOS has provided the challenging content I see no need to redo things because someone doesn't want to do the provided challenge. That is why there is already a variety of content without redoing content that is there to further the story.

    The time and effort everyone thinks is so easy to just flip a switch is a fallacy. Constantly bringing up the same topic really doesn't do what it's intended to do either.

    Nobody blames players who complete veteran pve content for being greedy and just wanting purple gear and monster masks. Nobody blames god slayers for just wanting senche. It is normal to have some kind of stimulation in games. Oh my God, even the presence of just achievements, titles or some kind of cosmetic awards will already be enough incentive to play the veteran overland and questing.

    The point is Overland content is for everyone wether you are a veteran player or new player. Even Caldwell's silver and gold didn't offer better rewards that I remember. So you are comparing apples and oranges. Dungeons and trials are already in the game and meant to be challenging content for veteran players and appropriately rewards them. Again Overland is for all players it's offered to all players, dungeons on hm or veteran are offered for experienced players. I see no need to redo content because some people don't want to do the harder content provided. I see no need to reward those people who do not progress by doing the harder content provided, and harder is subjective at best. This is my opinion and it won't be changed. It's always been about better rewards not all apparently but most who want this will want better rewards for doing content that is available to all in its current form which is not fair.
  • CP5
    CP5
    ✭✭✭✭✭
    ✭✭✭
    Alurria wrote: »
    Alurria wrote: »
    Chadak wrote: »
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    Better loot was always the real point for almost all of this. Some say they want more challenge for its own sake, and how can you prove that wrong? It's a subjective statement of personal interest.

    Watch though. When/if we get difficulty modifying options that don't increase drop rates or value of loot in the harder content, these 'EVERYTHING IS TOO EZ' posts will turn immediately into 'I PLAY ON HARD AND I DESERVE BETTER DROPS' rants.

    Because that will always have been the real goal for the vast majorities. There are doubtlessly some outliers that actually mean it when they say they want more challenge, but you know, everyone's going to say that because it just sounds so gosh darn innocent and reasonable, even when; especially when; it's a complete lie.

    And it always winds up circling the subjectives. Some people talk like 'fun' is an objective reference and that their personal idea of what that even means is the only real and true fun there is or should be to have. Some others bitterly complain about how they everything's too easy on their ultra-tweaked perfectly geared characters that they've been playing for often years.

    Realistically, there was never going to be some kind of one-size-fits-all solution to a problem like this because even if we get a difficulty toggle, the Hard Mode option is going to be too easy for some, too hard for others and a one-size-fits-mostly-nobody solution that will probably cause more problems than it solves.

    And just shy of nobody is going to bother with a difficulty toggle if there aren't greater rewards for doing so.

    ^This, most people reading these threads know this. I understand wanting a challenge, but we have content in game that is challenging. ZOS has provided the challenging content I see no need to redo things because someone doesn't want to do the provided challenge. That is why there is already a variety of content without redoing content that is there to further the story.

    The time and effort everyone thinks is so easy to just flip a switch is a fallacy. Constantly bringing up the same topic really doesn't do what it's intended to do either.

    Nobody blames players who complete veteran pve content for being greedy and just wanting purple gear and monster masks. Nobody blames god slayers for just wanting senche. It is normal to have some kind of stimulation in games. Oh my God, even the presence of just achievements, titles or some kind of cosmetic awards will already be enough incentive to play the veteran overland and questing.

    The point is Overland content is for everyone wether you are a veteran player or new player. Even Caldwell's silver and gold didn't offer better rewards that I remember. So you are comparing apples and oranges. Dungeons and trials are already in the game and meant to be challenging content for veteran players and appropriately rewards them. Again Overland is for all players it's offered to all players, dungeons on hm or veteran are offered for experienced players. I see no need to redo content because some people don't want to do the harder content provided. I see no need to reward those people who do not progress by doing the harder content provided, and harder is subjective at best. This is my opinion and it won't be changed. It's always been about better rewards not all apparently but most who want this will want better rewards for doing content that is available to all in its current form which is not fair.

    "For everyone" in the sense of skill required to complete it, but enjoyment is another thing entirely. Some players like myself have been at the game long enough to know how to play it to the point that overland enemies are beyond trivial. Think about how many mobs in the game have skills that exist only to stall themselves? We, players who already do the harder content provided, want to do stuff outside of that primarily grouped sphere, and ESO already has the tech for it to happen.

    The standard ZOS sets for differing normal and vet, aside from perfected gear and monster helms, is stuff dropping in purple and more exp. The exp compensates for the longer time to kill things, which isn't enough as is with how much nBRP is farmed, and purple upgrade mats are effortless for experienced players to already have since anything they get from grouped content drops in purple. Neither of those things are game breaking, and as I said earlier, are both worthless enough that they may as well not be included if people are going to feel those rewards are too unfair to get.

    The simple fact of the matter is experienced players, be them long time players or newer players looking to continue to face challenges, are both offered nothing with the current state of overland aside form tedium, and threads like this will continue, regardless of how many theories of us just being selfish individuals looking to exploit it crop up. We want to be able to enjoy the world and questing again, but enemies who are only able to stall themselves aren't worth dealing with.
  • Alurria
    Alurria
    ✭✭✭✭✭
    I don't believe purple drops are worthless, they have lots of value for deconstructing into valuable mats. We all know what happens with valuable mats right? So I am sorry the current content overland is available to all and we all get a fair shot at it. If I want purple drops which are also available now in overland content. I think it would be unfair to offer the same content with difficulty turned up and better rewards. I don't see it as fair. They should reinstate Caldwell's silver and gold so the difficulty scales if you decided to do it. Keep the rewards the same, you will get the challenge that way. But believe me as I did them both it was boring and more tedious for me personally when I did it before one tramiel.
  • Sorbin
    Sorbin
    ✭✭✭✭
    Chadak wrote: »
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    Better loot was always the real point for almost all of this. Some say they want more challenge for its own sake, and how can you prove that wrong? It's a subjective statement of personal interest.

    [snip]

    Realistically, there was never going to be some kind of one-size-fits-all solution to a problem like this because even if we get a difficulty toggle, the Hard Mode option is going to be too easy for some, too hard for others and a one-size-fits-mostly-nobody solution that will probably cause more problems than it solves.

    And just shy of nobody is going to bother with a difficulty toggle if there aren't greater rewards for doing so.

    I mean, why wouldn't a harder level of content at least drop higher-quality items, exactly the way dungeons do now? This is a core tenet of RPGs; level up, fight harder enemies, get better loot, fight harder stuff, etc. This game has no mid-tier of content where players who are beyond overland but not yet ready for vet arenas/dungeons can go. A harder overland would achieve this goal. It's not going to make someone rich because they got a purple Vampire Lord's Ring instead of a blue one. If I wanted to make millions of gold at the expense of casuals I'd just do what I already do and steal their Tel Var down in IC.

    [edited to remove quote]
    Edited by ZOS_Icy on June 29, 2021 6:40PM
  • coop500
    coop500
    ✭✭✭✭✭
    ✭✭✭
    Sorbin wrote: »
    Chadak wrote: »
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    Better loot was always the real point for almost all of this. Some say they want more challenge for its own sake, and how can you prove that wrong? It's a subjective statement of personal interest.

    Watch though. When/if we get difficulty modifying options that don't increase drop rates or value of loot in the harder content, these 'EVERYTHING IS TOO EZ' posts will turn immediately into 'I PLAY ON HARD AND I DESERVE BETTER DROPS' rants.

    Because that will always have been the real goal for the vast majorities. There are doubtlessly some outliers that actually mean it when they say they want more challenge, but you know, everyone's going to say that because it just sounds so gosh darn innocent and reasonable, even when; especially when; it's a complete lie.

    And it always winds up circling the subjectives. Some people talk like 'fun' is an objective reference and that their personal idea of what that even means is the only real and true fun there is or should be to have. Some others bitterly complain about how they everything's too easy on their ultra-tweaked perfectly geared characters that they've been playing for often years.

    Realistically, there was never going to be some kind of one-size-fits-all solution to a problem like this because even if we get a difficulty toggle, the Hard Mode option is going to be too easy for some, too hard for others and a one-size-fits-mostly-nobody solution that will probably cause more problems than it solves.

    And just shy of nobody is going to bother with a difficulty toggle if there aren't greater rewards for doing so.

    I mean, why wouldn't a harder level of content at least drop higher-quality items, exactly the way dungeons do now? This is a core tenet of RPGs; level up, fight harder enemies, get better loot, fight harder stuff, etc. This game has no mid-tier of content where players who are beyond overland but not yet ready for vet arenas/dungeons can go. A harder overland would achieve this goal. It's not going to make someone rich because they got a purple Vampire Lord's Ring instead of a blue one. If I wanted to make millions of gold at the expense of casuals I'd just do what I already do and steal their Tel Var down in IC.

    The problem is, that this WHOLE 'Overland is too easy, give us an option to make it harder!' crusade had used to always been prefaced with the fact people in favor supposedly didn't WANT better rewards and actually flat out said they don't want better rewards, they just want the big bads to be BAD (which is understandable, as a scrub I'm fine with the way they are but an optional thing that doesn't affect me but helps other players enjoy the story more? I am in favor for). Now suddenly we're hearing a different tune and it stops being 'it doesn't affect you in any way' when it actually CAN affect mat prices, gear prices and so on.

    I am totally fine with a difficulty slider or something to that effect, but I am against better rewards and I am especially against it cause the whole ranting mess started with claiming nobody who wanted this cares and people got ATTACKED if someone pointed out that people just want better rewards.

    Now here we are, people feeling entitled for better rewards, which is what most people against the difficulty slider thought the whole thing was all about from the start.
    Hoping for more playable races
  • Sorbin
    Sorbin
    ✭✭✭✭
    coop500 wrote: »
    Sorbin wrote: »
    Chadak wrote: »
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    Better loot was always the real point for almost all of this. Some say they want more challenge for its own sake, and how can you prove that wrong? It's a subjective statement of personal interest.

    Watch though. When/if we get difficulty modifying options that don't increase drop rates or value of loot in the harder content, these 'EVERYTHING IS TOO EZ' posts will turn immediately into 'I PLAY ON HARD AND I DESERVE BETTER DROPS' rants.

    Because that will always have been the real goal for the vast majorities. There are doubtlessly some outliers that actually mean it when they say they want more challenge, but you know, everyone's going to say that because it just sounds so gosh darn innocent and reasonable, even when; especially when; it's a complete lie.

    And it always winds up circling the subjectives. Some people talk like 'fun' is an objective reference and that their personal idea of what that even means is the only real and true fun there is or should be to have. Some others bitterly complain about how they everything's too easy on their ultra-tweaked perfectly geared characters that they've been playing for often years.

    Realistically, there was never going to be some kind of one-size-fits-all solution to a problem like this because even if we get a difficulty toggle, the Hard Mode option is going to be too easy for some, too hard for others and a one-size-fits-mostly-nobody solution that will probably cause more problems than it solves.

    And just shy of nobody is going to bother with a difficulty toggle if there aren't greater rewards for doing so.

    I mean, why wouldn't a harder level of content at least drop higher-quality items, exactly the way dungeons do now? This is a core tenet of RPGs; level up, fight harder enemies, get better loot, fight harder stuff, etc. This game has no mid-tier of content where players who are beyond overland but not yet ready for vet arenas/dungeons can go. A harder overland would achieve this goal. It's not going to make someone rich because they got a purple Vampire Lord's Ring instead of a blue one. If I wanted to make millions of gold at the expense of casuals I'd just do what I already do and steal their Tel Var down in IC.

    The problem is, that this WHOLE 'Overland is too easy, give us an option to make it harder!' crusade had used to always been prefaced with the fact people in favor supposedly didn't WANT better rewards and actually flat out said they don't want better rewards, they just want the big bads to be BAD (which is understandable, as a scrub I'm fine with the way they are but an optional thing that doesn't affect me but helps other players enjoy the story more? I am in favor for). Now suddenly we're hearing a different tune and it stops being 'it doesn't affect you in any way' when it actually CAN affect mat prices, gear prices and so on.

    I am totally fine with a difficulty slider or something to that effect, but I am against better rewards and I am especially against it cause the whole ranting mess started with claiming nobody who wanted this cares and people got ATTACKED if someone pointed out that people just want better rewards.

    Now here we are, people feeling entitled for better rewards, which is what most people against the difficulty slider thought the whole thing was all about from the start.

    I mean, it's about both. Like I said, this is about facilitating a middle-tier of progression in the game, and even a chance at a higher-quality object is not out of line with that at all. It's exactly in-line with traditional RPG design, and with the design that ESO already practices in literally all of its normal/veteran content. But as far as how it effects endgame players who just want a place to do delves/public dungeons/quests and actually have a chance at dying? It really doesn't effect us at all. A bump from blue to purple, or whatever it may be, only offers the most modest of incentives to encourage people to tackle a harder challenge and keeps in line with the rest of the content in the game by doing so. For players who already have millions of gold and built-out characters, the challenge likely is the real incentive because it's not like those drops matter for us anyways.
  • Vevvev
    Vevvev
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'll just toss in my two cents, but I kinda miss the old level scaled zones because of the difficulty. Remember doing the story quests with the Harvester Daedra and coming up with plans how to not die in the encounters. If I couldn't take them on I used the games stealth mechanics to sneak by them and ESO felt more like an RPG because of it.

    I actually had to think and choose how I wanted to tackle a situation instead of now where I go through and kill everything that moves. The difficulty forced players to use all the tools available to them to get through the overland quests, and that's what I miss the most. Emphasis on miss.... ESO used to not be this [snip] easy.

    [edited for inappropriate content]
    Edited by ZOS_Lunar on June 29, 2021 2:57PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Sorbin
    Sorbin
    ✭✭✭✭
    Vevvev wrote: »
    I'll just toss in my two cents, but I kinda miss the old level scaled zones because of the difficulty. Remember doing the story quests with the Harvester Daedra and coming up with plans how to not die in the encounters. If I couldn't take them on I used the games stealth mechanics to sneak by them and ESO felt more like an RPG because of it.

    I actually had to think and choose how I wanted to tackle a situation instead of now where I go through and kill everything that moves. The difficulty forced players to use all the tools available to them to get through the overland quests, and that's what I miss the most. Emphasis on miss.... ESO used to not be this [snip] easy.

    [edited for inappropriate content]

    My friends and I all loved the difficulty of the veteran zones at launch. What we didn't like was simply the sheer length of time it took to hit max level if you weren't AoE grinding; the quests were fine and the difficulty was very fun, but having to go through three entire zones to hit max level was an enormous slog when you were trying to look forward to dipping into endgame PvP, dungeons, etc. If we could have been doing quests at that difficulty for like an RNG pool of gear rewards, using those difficult quests to build our gear sets and hone our builds, it would have been a lot more engaging. Of course, I kept playing, but none of my friends did. Now they won't play because it's an entirely different kind of slog; they've got overland mastered in a matter of hours, but the challenging content is still very, very far off. A vet overland could be that middle-tier of content that offers something for players caught between normal overland and endgame content, and could offer a more engaging experience for endgame players that want to explore and have some risk of death.
  • Alurria
    Alurria
    ✭✭✭✭✭
    There is middle tier it's called normal dungeons, harrowstorms, dragons, world bosses. Dailey quests for several guilds. Even pvp.
  • Vevvev
    Vevvev
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sorbin wrote: »
    Vevvev wrote: »
    I'll just toss in my two cents, but I kinda miss the old level scaled zones because of the difficulty. Remember doing the story quests with the Harvester Daedra and coming up with plans how to not die in the encounters. If I couldn't take them on I used the games stealth mechanics to sneak by them and ESO felt more like an RPG because of it.

    I actually had to think and choose how I wanted to tackle a situation instead of now where I go through and kill everything that moves. The difficulty forced players to use all the tools available to them to get through the overland quests, and that's what I miss the most. Emphasis on miss.... ESO used to not be this easy.

    My friends and I all loved the difficulty of the veteran zones at launch. What we didn't like was simply the sheer length of time it took to hit max level if you weren't AoE grinding; the quests were fine and the difficulty was very fun, but having to go through three entire zones to hit max level was an enormous slog when you were trying to look forward to dipping into endgame PvP, dungeons, etc. If we could have been doing quests at that difficulty for like an RNG pool of gear rewards, using those difficult quests to build our gear sets and hone our builds, it would have been a lot more engaging. Of course, I kept playing, but none of my friends did. Now they won't play because it's an entirely different kind of slog; they've got overland mastered in a matter of hours, but the challenging content is still very, very far off. A vet overland could be that middle-tier of content that offers something for players caught between normal overland and endgame content, and could offer a more engaging experience for endgame players that want to explore and have some risk of death.

    Yeah, that's the one thing I didn't like about it lol. Then the game was perfectly spaced in such a way if you didn't do all the side quests in the veteran rank zones you suddenly found yourself underleveled. Made it even harder than it otherwise would've been, which was a bit too extreme since I had no idea what I was doing back then. Remember having to collect all the fragments of Wuuthrad just to stand a chance in the final boss fight on the EP storyline on Cadwell's Gold.

    I like your idea of adding a vet overland where things are tuned just a little harder, but not too much. There has to be a middle ground somewhere to teach my friends how to play the game without slamming into the difficulty that is the veteran dungeon. I typically tell them to try normal Maelstrom Arena since that seems to sit in that middle ground as far as I can tell.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Sorbin
    Sorbin
    ✭✭✭✭
    Alurria wrote: »
    There is middle tier it's called normal dungeons, harrowstorms, dragons, world bosses. Dailey quests for several guilds. Even pvp.

    Normal dungeons and the vast majority of daily quests are not middle tier at all. Normal dungeons are basically just as easy as overland once you're moderately comfortable with mechanics and tons of the harrowstorms and dragons are literally dead all the time. World bosses are great, but it's a sliver of content. People want to be able to engage in genuine, solo exploration without falling asleep.
  • mocap
    mocap
    ✭✭✭✭✭
    for now you can RP difficulty. Without all that "play naked" bs:
    - vampire lvl 4, so no health regen
    - don't use any heals other than potions, no damage shields as well
    - feel free to use any sets (w/o healing) and CP stuff, food etc
    - try to avoid AOE skills, use mostly single target. Melee stamina is most fun in this case

    Some encounters like Murkmire story quests for example, can be hard af with such setup.
  • Alurria
    Alurria
    ✭✭✭✭✭
    Sorbin wrote: »
    Alurria wrote: »
    There is middle tier it's called normal dungeons, harrowstorms, dragons, world bosses. Dailey quests for several guilds. Even pvp.

    Normal dungeons and the vast majority of daily quests are not middle tier at all. Normal dungeons are basically just as easy as overland once you're moderately comfortable with mechanics and tons of the harrowstorms and dragons are literally dead all the time. World bosses are great, but it's a sliver of content. People want to be able to engage in genuine, solo exploration without falling asleep.

    So if people are moderately comfortable with mechanics why are they not trying veteran dungeons? How is overland going to make them be able to do veteran dungeons if normal dungeons are too easy? That doesn't make any sense to me so please explain it thanks?
    Edited by Alurria on June 29, 2021 3:26PM
  • Girl_Number8
    Girl_Number8
    ✭✭✭✭✭
    ✭✭✭
    That’s not what the PvErs say about questing during MYM 😄

    Edited by Girl_Number8 on June 29, 2021 3:34PM
  • Sorbin
    Sorbin
    ✭✭✭✭
    Alurria wrote: »
    Sorbin wrote: »
    Alurria wrote: »
    There is middle tier it's called normal dungeons, harrowstorms, dragons, world bosses. Dailey quests for several guilds. Even pvp.

    Normal dungeons and the vast majority of daily quests are not middle tier at all. Normal dungeons are basically just as easy as overland once you're moderately comfortable with mechanics and tons of the harrowstorms and dragons are literally dead all the time. World bosses are great, but it's a sliver of content. People want to be able to engage in genuine, solo exploration without falling asleep.

    So if people are moderately comfortable with mechanics why are they not trying veteran dungeons? How is overland going to make them be able to do veteran dungeons if normal dungeons are too easy? That doesn't make any sense to me so please explain it thanks?

    Because most of the people I know are flying through normal dungeons well before CP 160, which leaves them a considerable ways off from being able to start tackling veteran dungeons. Not to mention the fact that dungeons aren't solo content, and that's a big part of the desire for a vet overland: being able to go somewhere by yourself and get a decent challenge. Enjoying the exploration aspect of the game without feeling like you're going to pass out at the keyboard because of its trivial nature. And this is something that players can opt into and explore at any level, but it would be particularly useful for those who are preparing for veteran group content.
  • Alurria
    Alurria
    ✭✭✭✭✭
    Sorbin wrote: »
    Alurria wrote: »
    Sorbin wrote: »
    Alurria wrote: »
    There is middle tier it's called normal dungeons, harrowstorms, dragons, world bosses. Dailey quests for several guilds. Even pvp.

    Normal dungeons and the vast majority of daily quests are not middle tier at all. Normal dungeons are basically just as easy as overland once you're moderately comfortable with mechanics and tons of the harrowstorms and dragons are literally dead all the time. World bosses are great, but it's a sliver of content. People want to be able to engage in genuine, solo exploration without falling asleep.

    So if people are moderately comfortable with mechanics why are they not trying veteran dungeons? How is overland going to make them be able to do veteran dungeons if normal dungeons are too easy? That doesn't make any sense to me so please explain it thanks?

    Because most of the people I know are flying through normal dungeons well before CP 160, which leaves them a considerable ways off from being able to start tackling veteran dungeons. Not to mention the fact that dungeons aren't solo content, and that's a big part of the desire for a vet overland: being able to go somewhere by yourself and get a decent challenge. Enjoying the exploration aspect of the game without feeling like you're going to pass out at the keyboard because of its trivial nature. And this is something that players can opt into and explore at any level, but it would be particularly useful for those who are preparing for veteran group content.

    You have the option now to explore because overland content is available to all players. I have no problem if the reinstate Caldwell's silver and gold as long as no better rewards are offered.
  • Sorbin
    Sorbin
    ✭✭✭✭
    Alurria wrote: »
    Sorbin wrote: »
    Alurria wrote: »
    Sorbin wrote: »
    Alurria wrote: »
    There is middle tier it's called normal dungeons, harrowstorms, dragons, world bosses. Dailey quests for several guilds. Even pvp.

    Normal dungeons and the vast majority of daily quests are not middle tier at all. Normal dungeons are basically just as easy as overland once you're moderately comfortable with mechanics and tons of the harrowstorms and dragons are literally dead all the time. World bosses are great, but it's a sliver of content. People want to be able to engage in genuine, solo exploration without falling asleep.

    So if people are moderately comfortable with mechanics why are they not trying veteran dungeons? How is overland going to make them be able to do veteran dungeons if normal dungeons are too easy? That doesn't make any sense to me so please explain it thanks?

    Because most of the people I know are flying through normal dungeons well before CP 160, which leaves them a considerable ways off from being able to start tackling veteran dungeons. Not to mention the fact that dungeons aren't solo content, and that's a big part of the desire for a vet overland: being able to go somewhere by yourself and get a decent challenge. Enjoying the exploration aspect of the game without feeling like you're going to pass out at the keyboard because of its trivial nature. And this is something that players can opt into and explore at any level, but it would be particularly useful for those who are preparing for veteran group content.

    You have the option now to explore because overland content is available to all players. I have no problem if the reinstate Caldwell's silver and gold as long as no better rewards are offered.

    What is your issue with better rewards being offered? The same rewards you currently get would still be available.
  • Thechuckage
    Thechuckage
    ✭✭✭✭✭
    There has never been a mass consensus on the theoretical harder overland loot drops. Anyone who thinks so hasn't been paying attention or is dishonest. Nothing extreme should be rewarded, jut commensurate with the increased challenge.

    Cadwell's quests used to give better stuff and still give the motif, this would be much less of an issue if 1Tam update hadn't turned everything into a starter zone.

    And why should all the challenge be just grouped content, esp with how increasingly solo-friendly this game is?

    Vet overland would be a nice stepping stone into group content, as the current model hardly prepares players for normal dungeons at all, let alone harder ones. There are multiple threads about DD's who can't outdamage their tank/healer or otherwise contributing very little to the dungeon group.
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vet overland would be a nice stepping stone into group content, as the current model hardly prepares players for normal dungeons at all, let alone harder ones. There are multiple threads about DD's who can't outdamage their tank/healer or otherwise contributing very little to the dungeon group.

    Overland isn't supposed to prepare you for group dungeons. Overland is quests and the story. The only way to learn group mechanics is to jump into a dungeon and learn.

    We had vet levels before One Tamriel and that had no effect on how well players learned group mechanics, but how would it? Fighting a group of vet level bears isn't going to prepare you for dungeons.
    PCNA
  • Agenericname
    Agenericname
    ✭✭✭✭✭
    ✭✭
    coop500 wrote: »
    Sorbin wrote: »
    Chadak wrote: »
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    Better loot was always the real point for almost all of this. Some say they want more challenge for its own sake, and how can you prove that wrong? It's a subjective statement of personal interest.

    Watch though. When/if we get difficulty modifying options that don't increase drop rates or value of loot in the harder content, these 'EVERYTHING IS TOO EZ' posts will turn immediately into 'I PLAY ON HARD AND I DESERVE BETTER DROPS' rants.

    Because that will always have been the real goal for the vast majorities. There are doubtlessly some outliers that actually mean it when they say they want more challenge, but you know, everyone's going to say that because it just sounds so gosh darn innocent and reasonable, even when; especially when; it's a complete lie.

    And it always winds up circling the subjectives. Some people talk like 'fun' is an objective reference and that their personal idea of what that even means is the only real and true fun there is or should be to have. Some others bitterly complain about how they everything's too easy on their ultra-tweaked perfectly geared characters that they've been playing for often years.

    Realistically, there was never going to be some kind of one-size-fits-all solution to a problem like this because even if we get a difficulty toggle, the Hard Mode option is going to be too easy for some, too hard for others and a one-size-fits-mostly-nobody solution that will probably cause more problems than it solves.

    And just shy of nobody is going to bother with a difficulty toggle if there aren't greater rewards for doing so.

    I mean, why wouldn't a harder level of content at least drop higher-quality items, exactly the way dungeons do now? This is a core tenet of RPGs; level up, fight harder enemies, get better loot, fight harder stuff, etc. This game has no mid-tier of content where players who are beyond overland but not yet ready for vet arenas/dungeons can go. A harder overland would achieve this goal. It's not going to make someone rich because they got a purple Vampire Lord's Ring instead of a blue one. If I wanted to make millions of gold at the expense of casuals I'd just do what I already do and steal their Tel Var down in IC.

    The problem is, that this WHOLE 'Overland is too easy, give us an option to make it harder!' crusade had used to always been prefaced with the fact people in favor supposedly didn't WANT better rewards and actually flat out said they don't want better rewards, they just want the big bads to be BAD (which is understandable, as a scrub I'm fine with the way they are but an optional thing that doesn't affect me but helps other players enjoy the story more? I am in favor for). Now suddenly we're hearing a different tune and it stops being 'it doesn't affect you in any way' when it actually CAN affect mat prices, gear prices and so on.

    I am totally fine with a difficulty slider or something to that effect, but I am against better rewards and I am especially against it cause the whole ranting mess started with claiming nobody who wanted this cares and people got ATTACKED if someone pointed out that people just want better rewards.

    Now here we are, people feeling entitled for better rewards, which is what most people against the difficulty slider thought the whole thing was all about from the start.

    The concensus on rewards has never been unanimous. It wasnt when the first thread popped up and it isnt now. It never will be. You simply cant paint the argument in an accurate manner that way.

    The only consensus is that its too easy for some players.

    The rewards are hardly worth mentioning. At most they would be an upgrade from green/blue to blue/purple. This is consistent with normal vs vet dungeons. If anything it would drop the prices on those mats and gear making them even more accessible to newer players.

    That beind said, I wouldnt care if they raised the rewards or not, but there isn't consensus on it and there never will be.

    Just as many people use the argument "its fine for new players", which very few asked to change what new players see. An optional veteran zone wouldn't make their game more difficult. Its just has hard to paint that side with broad strokes as well.

  • WiseSky
    WiseSky
    ✭✭✭✭✭
    ✭✭
    Haven been on forums in a while, dont want to read the 10 pages on the topic .

    Is there a TL;DR that does not include one side saying: Its fine go play harder content, another saying it should be more challenging with special added mechanics & rewards and another saying RP/handicap yourself ?
    Edited by WiseSky on June 29, 2021 6:11PM
  • PigofSteel
    PigofSteel
    ✭✭✭✭
    True would be so good if every quest boss is hard as trial one.
  • Biro123
    Biro123
    ✭✭✭✭✭
    ✭✭✭✭
    WiseSky wrote: »
    Haven been on forums in a while, dont want to read the 10 pages on the topic .

    Is there a TL;DR that does not include one side saying: Its fine go play harder content, another saying it should be more challenging with special added mechanics & rewards and another saying RP/handicap yourself ?

    Sure. It goes like this:

    A. Can I have some salad please. Maybe with some tomatoes and cucumber.

    B. No, because you really want salad and pie. You can't have pie.

    A. I only want salad. I don't want pie. Can I have some salad please.

    B. No. You really want pie, and I don't want you to have pie.

    A. No, I just want salad!

    C. I don't want salad! Don't force me to have salad.

    A. You don't have to have salad. Its optional

    D. I don't want salad either.

    A. You don't have to. But I would like some.

    B. No you don't, you want pie - and you can't have pie.

    A. Yeeaarrgghhhh!



    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Klad
    Klad
    ✭✭✭✭
    fiender66 wrote: »
    Iccotak wrote: »
    coop500 wrote: »
    I love how this whole 'MAKE OVERLAND HARDER' thing started as supposedly just wanting a better challenge and they swore up and down that they didn't care about loot.

    Now suddenly people are getting a LOT more vocal about requiring loot to be better too.

    And a lot of people have said no to loot as well [snip]

    ZOS could have an easy way to make everyone happy (and itself...): make that "difficulty slider" or whatever it is buyable, like other gadgets like All Races, Change Race/Alliance, etc.
    OFC, no better loot, else it would become PtW, but this is not what matters to Overland dissatisfied people, correct ? :)

    [edited to remove quote]

    ESO already has a difficulty slider...if the people who are complaining would take off the frostbite set and stop using the dojour "Unkillable" spec from Brah We got this then the quest would be more difficult. The devs know this, and deep down most rational people know this as well.

    What is really wanted (No matter how much people protest otherwise this is the truth.) is to be able to complete content only with Godspecs. No matter how much this is yelled for it will never ever happen.
    Edited by Klad on June 29, 2021 7:04PM
This discussion has been closed.