I haven't read the whole discussion so apologies if I missed someone saying the obvious.
You all talk about an optional vet overland. Harder monsters, better rewards, etc (and rewards may just be increased xp).
What none of you have stopped to consider is FOMO - the fear of missing out.
Vet overland with increased rewards will be successful, at least for a few weeks. The majority of players will move to it, why? FOMO, they won't want to miss the extra rewards that are on offer, same as we do the events each year even though we don't need anything from them just in case we miss put on something if we don't.
Once they decide that getting killed by random mobs isn't their thing they will leave ESO, they won't return to easy mode, they will leave the game, and then the game will die.
Let's have this discussion in 6 months when we see how New World's is doing (incidentally its a PC only game which has no interest to me as I play on a PS5)
A question.
Would it be take less dev time to put players who activated some kind of nerf scroll in the same overland instance rather than making optional vet overland intances for every zone? Point being that you change the players rather than the zone.
Could maybe be an way of implementing for testing purposes without having to put in tons of resources.
This is some crazy revisionism. Specifically when discussing veteran trials which I do run and they constantly *** people off because the worst kind of artificial difficulty responsible for many of the wipes (bugs, desync, server lag, performance, some of our runs have even ended because of unscheduled maintenance).Grandchamp1989 wrote: »You have vet versions of dungeons, people didn't try it and left ESO as a result en mass
You have vet versions of trials, people didn't try it and left ESO as a result en mass
You have vet versions of Arena's, people didn't try it and left ESO as a result en mass
Overworld will be exactly the same. I think people are turning a mouse into an elephant to prove their own bias.
I don't believe this is a plausible scenario at all but I'll play devil's advocate. Assuming that even if the rewards were enticing enough to make every veteran player to move over regardless of difficulty, there's more than enough non-veteran players to sustain the normal instances until they progress enough through the game to join us in veteran overland. Also, companions exist and I'd imagine those would be extremely popular if ZOS were to reintroduce Adventure Zones like Craglorn and their original plans for Murkmire or introduce a universal veteran overland.What none of you have stopped to consider is FOMO - the fear of missing out.
Vet overland with increased rewards will be successful, at least for a few weeks. The majority of players will move to it, why? FOMO, they won't want to miss the extra rewards that are on offer, same as we do the events each year even though we don't need anything from them just in case we miss put on something if we don't.
Once they decide that getting killed by random mobs isn't their thing they will leave ESO, they won't return to easy mode, they will leave the game, and then the game will die.
Ballermfrau wrote: »There should never be a different instance. The world is too big. Everything would feel like a ghost town.
I'm all for nerfing e.g. my damage and armor. So boss fights in the main quest are fun. Could also be done in form of ring which gives major debuffs but increases xp gain or gives a chance to drop transmute crystals.
Parasaurolophus wrote: »Ballermfrau wrote: »There should never be a different instance. The world is too big. Everything would feel like a ghost town.
I'm all for nerfing e.g. my damage and armor. So boss fights in the main quest are fun. Could also be done in form of ring which gives major debuffs but increases xp gain or gives a chance to drop transmute crystals.
The Overland is already empty. Only beginners play in Overland. Old players complete new locations in a few days and never return there. If the overland is interesting, it won't look like a ghost town.
Ballermfrau wrote: »So what's your argument against a ring which gives major debuffs but increases xp gain or gives a chance to drop transmute crystals.
What is interesting is how much high-level players are in the lower-level areas. That makes clear they are avoiding the areas that would offer a challenge. Of course I have seen some players in areas more appropriate for their level but that is a much smaller group.
Ishtarknows wrote: »Overland fighting teaches nothing about group content mechanics, so you'll have someone taking 10 minutes to light attack spam /heavy attack a world boss to death thinking they're great and that translates fine into group (harder) content. There needs to be something to allow players to prepare for more difficult content and questing isn't it.
A question.
Would it be take less dev time to put players who activated some kind of nerf scroll in the same overland instance rather than making optional vet overland intances for every zone? Point being that you change the players rather than the zone.
Could maybe be an way of implementing for testing purposes without having to put in tons of resources.
[...]
Because that is not all that matters. As I stated, Zenimax has seen the current model is extremely successful vs the design where they did have veteran zones and that a huge majority of players were not interested in it. As such it would not be a wise business move to change that again.
And as we've stated, the old veteran zones, the thing written in that twitch quote that's been referenced more than scripture, isn't what many people are after. Making inept mob fights take longer is tedious. We aren't asking for tedium, and every time someone tries to bring up the old gold and silver zones, it just goes to show they don't know what plenty of the people asking for this are after.
Good for you, it has been said, and conveniently glossed over or all out ignored that the developers have said no they do not think that it would be in the best interest of the game based on internal figures
Please, the server instancing/mirroring/sharding what ever you want to call it, is a result of how large MMOs keep the servers stable. They are dynamic and ebb and flow via server population. A totally separate hard mode would remove the hard mode players from the regular ebb and flow and will split the server population, thus leading us to the next point
(So what is it? ZOS should cater to this idea because soo many people want it, but it's not enough people to want it to actually change the server population? Pick one, please)
I think I know more about the financial and analytical numbers behind ESO than the developers do!
(Right, you know all about how much money ZOS is making. You have more knowledge of what content is getting played than ZOS does. You have access to all the data, and all the other information that you would need to make a decision about what is best for the game. You do not. They do)
There are literally hundreds of thousands of people playing the new shiny MMO! If ZOS doesn't change the game to the way I want it, ESO is DEAD!
Players like me quit this game back in 2014/15 because of the "forced to group" difficulty of Cadwell's Silver/Gold/Craglorn. I did complete Cadwell's Gold the day before the nerf happened in July 2014 to the difficulty of what are now the vanilla zones.
It did not take them long to figure out people did not like the veteran system and slowly changed it to the champion system.
There are people who don't use ESO+ because they don't want the DLC dungeons to show up in a random queue. While I buy the story based zone dlcs, I've never bought a 2-dungeon pack, never plan on it.
To this day, I still hate Craglorn and is the only zone I don't have 100% completion on when it comes to world bosses and other group areas like Shada's Tear. When they changed Craglorn, I lost completions to some of what are now solo delves and can't access the boss to complete it being I've already done the quest for it. I remember tanking that delve back then.
AlexanderDeLarge wrote: »There are all sorts of people who believe all sorts of things but I'd bet my life's savings that if you sat the average player in front of my computer while logged into my account and they were ending combat encounters before enemy NPCs could perform their scripted actions, the overwhelming majority would say it sucks.
A question.
Would it be take less dev time to put players who activated some kind of nerf scroll in the same overland instance rather than making optional vet overland intances for every zone? Point being that you change the players rather than the zone.
Could maybe be an way of implementing for testing purposes without having to put in tons of resources.
zharkovian wrote: »The majority of players, ie, those that are still playing on a regular basis, are fine with the game.
spartaxoxo wrote: »AlexanderDeLarge wrote: »There are all sorts of people who believe all sorts of things but I'd bet my life's savings that if you sat the average player in front of my computer while logged into my account and they were ending combat encounters before enemy NPCs could perform their scripted actions, the overwhelming majority would say it sucks.
And you would lose that bet when it comes to this game. This game has drawn a large casual audience that consistently prefers and mostly uses easy content. That is the majority usage of this game, which is also a fact. The devs have observed the behavior of the entire playerbase and saw that this game is vast majority casual that don't want to do hard content and has tailored their game accordingly.
That's also a fact.
I understand the concerns about the best way to solve the issue, but the best solution would be one that provides the simplest fix at the developers end and one that does not create deadzones. I have suggested options of optional difficulty quest bosses that are instanced, or having buff or nerf foods..
KhajiitLivesMatter wrote: ȓf a post like this comes up every week zos should maybe accept players want a difficult overland!
@ZOS_GinaBruno
zharkovian wrote: »The majority of players, ie, those that are still playing on a regular basis, are fine with the game.
And there is still a significant minority that do find the overland and quest mobs braindead easy to the point where it spoils the fun out of the game. Where the fault lies is hard to tell, but the fact this topic comes up a lot does at least demonstrate there is an in issue that has been slowly affecting more and more players over the years.
I dont know whether the cause was the result of powercreep from overpowered armour sets that were added to the game with new DLCs, or the powercreep from champion points but it would not be wise to just ignore.
The next question is what can be done about it?
I understand the concerns about the best way to solve the issue, but the best solution would be one that provides the simplest fix at the developers end and one that does not create deadzones. I have suggested options of optional difficulty quest bosses that are instanced, or having buff or nerf foods.
But it would be incredibly arrogant and selfish to not be open to the possibility of changes that would help some players get more fun from the main aspects of the game, especially as it would not be forced on players who still want to keep things as they are.
Player retention is also just as important as making a product that brings in new players, especially with competition from other new and upcoming MMOs.
JJOtterBear wrote: »KhajiitLivesMatter wrote: »ìf a post like this comes up every week zos should maybe accept players want a difficult overland!
@ZOS_GinaBruno
you don't give toddlers ice cream just because they scream and throw a tantrumzharkovian wrote: »The majority of players, ie, those that are still playing on a regular basis, are fine with the game.
And there is still a significant minority that do find the overland and quest mobs braindead easy to the point where it spoils the fun out of the game. Where the fault lies is hard to tell, but the fact this topic comes up a lot does at least demonstrate there is an in issue that has been slowly affecting more and more players over the years.
I dont know whether the cause was the result of powercreep from overpowered armour sets that were added to the game with new DLCs, or the powercreep from champion points but it would not be wise to just ignore.
The next question is what can be done about it?
I understand the concerns about the best way to solve the issue, but the best solution would be one that provides the simplest fix at the developers end and one that does not create deadzones. I have suggested options of optional difficulty quest bosses that are instanced, or having buff or nerf foods.
But it would be incredibly arrogant and selfish to not be open to the possibility of changes that would help some players get more fun from the main aspects of the game, especially as it would not be forced on players who still want to keep things as they are.
Player retention is also just as important as making a product that brings in new players, especially with competition from other new and upcoming MMOs.
"significant minority" is an oxymoron when it comes to business.
also just because the pro-vet people scream about it often, does not actually mean there is a problem with the game, it means THEY have a problem with the game. its means that a small number of people are not satisfied with the product. which happens with every product ever produced. They aren't going to change a product that is successful with 90% of the playerbase just because that 10% are dissatisfied. (not real numbers) because to ZOS, that 10% is replaceable with players who wont be dissatisfied.
also just saying, unless the pro-vet side can come up with a solution that doesn't change the game for everyone else, then its a non starter.