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]
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]
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.
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 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.
BrownChicken 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.
BrownChicken 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.
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 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.
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'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]
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.
There is middle tier it's called normal dungeons, harrowstorms, dragons, world bosses. Dailey quests for several guilds. Even pvp.
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.
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?
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.
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.
Thechuckage wrote: »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.
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.
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 ?
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]