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Idea for more difficult and engaging overland content for veterans

Ythotha
Ythotha
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As we all are aware overland is extremely trivial for anyone that is cp160 with proper gear. To make it more relevant for veteran players i have an idea that i want to share
Every patch cycle (3 months) add a harder difficulty to a single zone. Lore wise i dont know much but maybe we could go thorough a portal that takes us to a daedric-corrupted version of the area. Where enemies are tougher and potentially have different mechanics. From the developers perspective i dont think it would be very time and resource consuming either. Just add a red tint to textures and swap the skybox for something darker and voila! Although more is always more and variety is good this is relatively easy to do i think. Maybe add random prefixes-suffixes to enemies in this area so no 2 fights go the same even though it is the same enemy. This daedric "infection" could swap between zones every patch cycle so there is always people there.
Just a thought i had. :)
  • pdblake
    pdblake
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    Reminds me of when my boss says "just got a little bit of coding for you to do, should only take a few minutes".
  • ixthUA
    ixthUA
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    Server capacity is limited, creating extra veteran zones would reduce capacity for other zones or activities. It would take development time, with no guarantee that new veteran zones will be populated, and in either case will not generate revenue.
    This type of content will be interesting only for a part of player base, while i think there are projects that will be interesting for entire base of players.
  • theyancey
    theyancey
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    No, just no
  • Artim_X
    Artim_X
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    I'm not a fan of the idea.

    IMO ZOS should start releasing current Craglorn esque adventure zones every other year to shake things up (3 trials, an arena, group instanced content akin to dungeons that are soloable, and dangerous overland group areas scattered throughout the zone).
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Amottica
    Amottica
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    pdblake wrote: »
    Reminds me of when my boss says "just got a little bit of coding for you to do, should only take a few minutes".

    Good point.

    Also, I think I recall that Zenimax has acknowledged they have seen the requests for a means to make the game harder for players that are interested in run-of-the-mill questing to be more difficult. A slider, or a switch to make one's character weaker, would make more sense and probably add less additional load to the servers than creating more instances.

    I do not recall the reasons they gave, but it would come down to two things. Will such an idea create to much load on the servers (Zeni does not do trusted clients) and is it worth spending the resources on making this happen (business sense).
  • Cireous
    Cireous
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    But I like how pretty the natural landscapes are B)
  • Ippokrates
    Ippokrates
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    Please, stop with this overland content

    Wait for Wandering Bosses from Deadlands. Then we can get back to the topic ^^
  • KhajiitLivesMatter
    KhajiitLivesMatter
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    Ippokrates wrote: »
    Please, stop with this overland content

    Wait for Wandering Bosses from Deadlands. Then we can get back to the topic ^^

    did read many times they are weak - and even if there are 5 strong bosses the trash mobs the quests and everything else will stay boring
  • Ksariyu
    Ksariyu
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    Every time a topic about harder overland comes up, there's always two suggestions that don't work for one reason or another.

    1. Vet instances (Or some variation of a harder version). At it's core, this goes entirely against the design of ESO and the principles they cemented with One Tamriel. They want people to share the same world, and to see other players as they move through it. And as everyone who was around pre-1T will tell you, vet zones didn't have that. People play through the quest once, cool, done, never touch it again on that character because you can't repeat story quests anyway. For this to work, the game would need be structured more like Destiny or Dragon's Nest, where quests are all instanced for each individual or group.

    2. Debuffs/difficulty sliders. I think almost everyone suggesting this would realize very fast that what makes enemies easy right now has less to do with damage modifiers and more to do with mechanics. Overland NPCs just don't do much; there are long pauses between most of their actions and long telegraphs for anything that would even slightly inconvenience you. So all you'll get with the difficulty slider is a fight that takes ten seconds rather than two, but is in every other way identical to the current overland. You'll prebuff, drop ten DoT+AoEs because that's 90% of this game's skills, and probably still never even have to stop running. (End rant)

    At the end of the day, it's an incredibly hard thing to balance for even MOST of the playerbase, let alone everyone. There are some core design choices that I personally think really hamper the fun factor of the game, but that's another thread I guess.
  • kargen27
    kargen27
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    The problem wouldn't be in changing the terrain though I doubt it would be as simple as slapping on a color filter. Maybe though.
    The problem is all the encounters would need to have new mechanics created to make it interesting. More health and harder hits doesn't make for a better fight it just makes a boring fight last longer.

    I still support the idea of food and drink that makes stats worse instead of better. Could be diverse just like the foods we have now. Aside from the normal reduce health reduce magicka that kind of thing they could have drinks that stack for example one that reduces recovery when you take damage and also reduces movement speed.
    and then the parrot said, "must be the water mines green too."
  • Inval1d
    Inval1d
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    I had an idea for harder overland content: A CP star in the green constellation that makes enemies stronger!
    Edited by Inval1d on September 28, 2021 12:53AM
  • KashyyyK240
    KashyyyK240
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    They could start these changes by tweaking the chance of overland trash mobs casting snares. It's amazing how any enemy type, from wolves to goblins to dreugr to humans cast snares the very first second they detect you while running through a zone. It's one thing to have delve/dungeon mobs snare you so that you don't skip content, but snares in overland make no sense. You get dragged into quick, pointless and extremely boring fights because it's faster to kill them then trying to outrun only to be hit with yet another snare once the first one runs off.
  • Nanfoodle
    Nanfoodle
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    That's part of the problem of cap going above 810 CP. There was very little challenge at CP 810 left. I personally think there needs to be another approach.

    Make new zones like Craglorn was in its day. Give us zones, some zones that challenge us to play together even at CP 900. Thats about the amount of points most builds are designed for. There has to be a reason to play at CP 1500 other the Cyrodiil and Trials.
    Edited by Nanfoodle on September 28, 2021 1:12AM
  • Hotdog_23
    Hotdog_23
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    The best idea I have seen more difficult regular content is debuff food or drink. Instead of making you stronger with more stats if removes stats from you and only you so it doesn’t affect others nor requires ZOS to make different content.

    Stay safe everyone and ZOS please fix the green tree micromanaging :)
  • Ippokrates
    Ippokrates
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    Ippokrates wrote: »
    Please, stop with this overland content

    Wait for Wandering Bosses from Deadlands. Then we can get back to the topic ^^

    did read many times they are weak - and even if there are 5 strong bosses the trash mobs the quests and everything else will stay boring

    Where?

    Wandering Bosses are very challenging. With 10 mln hp and few powerful mechanics it is definitely not so solo doable thing. Ok, maybe with specialistic build.

    Not mentioning that for now one of WB Is bugged and invisible, so together with his mechanics make him also a nice challenge ^^
  • Nurable
    Nurable
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    Urgh, this again.

    Here you go. When you get the armoury, create a loadout that doesn't have any CP or attribs spent. Or any passives. There, harder for you now. Want it even harder? Don't wear any gear, or put on level 2 gear.
  • Iccotak
    Iccotak
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    Artim_X wrote: »
    I'm not a fan of the idea.

    IMO ZOS should start releasing current Craglorn esque adventure zones every other year to shake things up (3 trials, an arena, group instanced content akin to dungeons that are soloable, and dangerous overland group areas scattered throughout the zone).

    Or have two versions of the same zone

    one casual friendly - the other full of dangers for more experienced and skilled players.


    That said my primary issue are the encounters in the Main Story. Biggest weakness is making those Major Story Bosses (and mini-bosses) balanced and designed around ONLY new low level players. All that hype being killed by boring and simple boss fights just kills the main stories for me.

    Those encounters Ruined Season of the Dragon and Dark Heart of Skyrim - main narrative completely lacked engaging gameplay 😡

    and I tried using bad builds (with no CP) to see if that changed anything - it doesn't because the bosses are still using the most bare minimum bland mechanics which do very little. It just overall felt like the devs don't care about the story or the long time players.

    Engaging Story and Engaging Gameplay should not be separate.

    If ZOS reworked Story Bosses (& maybe delves) to have difficulty options with updated mechanics - and went forward with that - then I'd be satisfied.
    Urgh, this again.

    Here you go. When you get the armoury, create a loadout that doesn't have any CP or attribs spent. Or any passives. There, harder for you now. Want it even harder? Don't wear any gear, or put on level 2 gear.
    Doesn't work
    and that's just poor design
    Edited by Iccotak on September 28, 2021 12:11PM
  • Taggund
    Taggund
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    Urgh, this again.

    Here you go. When you get the armoury, create a loadout that doesn't have any CP or attribs spent. Or any passives. There, harder for you now. Want it even harder? Don't wear any gear, or put on level 2 gear.

    Agree
    Edited by Taggund on September 28, 2021 12:07PM
  • Its_MySniff
    Its_MySniff
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    Why in the Hell would I want a five minute fight to harvest one node or open a chest. No damn it, nooooooo. You want hard overland, play another game. Go.
  • merpins
    merpins
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    God I'm glad ESO doesn't have a polling system like OSRS. If it did, nothing would get done since no one would agree with anything.
  • Red_Feather
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    Problem with overland is it gets very boring for players who have really strong characters. So each new expansion is mostly just adding stuff a percentage of the population would find boring. I think that's why blackwood overland feels dead.

    Don't know if people here play other games, but in the Division series they have a directives system. A system that allows players to toggle modifiers that make fights more engaging. It doesn't change the content it adds new rules to combat that the player must dance around or get punished.

  • Nurable
    Nurable
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    Why in the Hell would I want a five minute fight to harvest one node or open a chest. No damn it, nooooooo. You want hard overland, play another game. Go.

    I could not agree more with this.
  • SilverBride
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    Rich Lambert's answer to request for veteran quests and delves:

    "Can we get a vet mode for delves and quests? Uh, so we had that ... at launch. It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out. We put the challenge into World Bosses, and into solo Arenas, and into Dungeons and Trials." - Rich Lambert

    https://clips.twitch.tv/BovineLovelyGrassTakeNRG-IGkmH8s1XHeD9P2u
    Edited by SilverBride on October 1, 2021 6:31AM
    PCNA
  • Mrtoobyy
    Mrtoobyy
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    Why in the Hell would I want a five minute fight to harvest one node or open a chest. No damn it, nooooooo. You want hard overland, play another game. Go.

    I get that. I would love for harder overland though and there is a thread with a great option for it. Self nerfing food! That way you can choose wether you want it or not. Win-win for everyone.
  • Syrpynt
    Syrpynt
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    Mrtoobyy wrote: »
    Why in the Hell would I want a five minute fight to harvest one node or open a chest. No damn it, nooooooo. You want hard overland, play another game. Go.

    I get that. I would love for harder overland though and there is a thread with a great option for it. Self nerfing food! That way you can choose wether you want it or not. Win-win for everyone.

    Or it could be the effect given from the memento "Questionable Meat" lol

    -5000 health, -300 stamina and magicka regen, -500 spell and weapon damage, -20% healing recieved, abilities cost 10% more, and you have minor vulnerability applied for 2 hours.
  • mocap
    mocap
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    people like to talk about how world must be united for everyone, yet while i'm doing quests i barely see any other players on my way. So i don't see any problems with another instances.

    Still best vet options are debuff food/scroll/mythic item with personal negative effects. It must include something like playing naked, stage 4 vampire (no hp regen), disabled CP. Or just flat debufs like Skyrim - player do X% less damage, mobs do X% more damage.
  • wheresbes
    wheresbes
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    Problem with overland is it gets very boring for players who have really strong characters. So each new expansion is mostly just adding stuff a percentage of the population would find boring. I think that's why blackwood overland feels dead.

    "Boring" is a highly subjecting feeling. Overland is where I stroll around, harvest flowers, enjoy a swim etc. On the other hand, if I want to step up in difficulty, I solo group content.

    IMO many people play this game because they are fond of ES games and there, after a little bit of progression, it seems you've activated GodMode :D

    I agree that a debuff/toggle could be the most sensible option.

  • Luke_Flamesword
    Luke_Flamesword
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    Just higher difficulty of overland will be boring and probably it will be used only by 5% of players. I want more chalenge too, but I think it should be implemented in more creative way. For group content we have dungeons, trials, group arenas and PvP - we still getting new content for that so I think it's good. Game still is lacking harder solo content - we can 2 arenas (mechanics heavy) and Craglorn which is not very fun for reapeating. We need new solo game mode with different difficulties (it should be fun for newbies and for hardcore elitist).

    My idea for this:
    Every week we get special instances of couple delves and public dungeons, where you have special objectives (kill all enemies, collect some things, there can be a timer, special modes with eniemies waves etc.). You start at level 1 with lowest difficulty and when you fullfill objective, you do it again with higher difficulty. There can be something like 6-10 levels of increasing difficulty and you get rewards with every completion, but every next level have better rewards. So if you are weak player, you can complete for example only first 3 levels, get some rewards and that's good for you - you don't need to finnish whole thing to acomplish something. There will be also leaderboards with additional prizes for best players so generally there will be reason to do it. Every week ZOS will change used delves/dungeons/arenas using always couple things from base game and one or two from DLCs.

    PC | EU | DC |Stam Dk Breton
  • Whiskey_JG
    Whiskey_JG
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    While I dont think that such a thing is trivial for devs - the creation of 1 single portal with the environment and mechanics takes time and patience; I would welcome harder content.

    Give us a zone, where you need to be a dedicated group (perhaps bigger than 12) to be able to tackle it. The overland elsweyr dragons were a good example since you had to be a lot of ppl to kill them, however they were still not the big 'F. U. BOSS' that everyone needs to be aware of. They should have had the hp and dmg capabilities of vSS dragons.

    The new zone apparently has really strong overland bosses. I'm kinda looking forward to those.
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