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Is the new gameplay feature Vet Overland?

  • SimonThesis
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    Elsonso wrote: »
    What do y'all think? I would wager this has been the most requested feature over the years.

    I am fairly sure that the most requested, or at least the most discussed in here, would be Global Auction House. :)

    Honestly, I question whether the "one of the most requested features" will even be in the top 10.

    A global auction house would end trading guilds. Why join a trading guild when everyone can just list it at a central place? The current system allows for trading guild competition, and you can buy things really cheap at out of the way traders and sell them really high in main city traders. And if you want to find something specific you just go to the TTC website.
    Edited by SimonThesis on December 13, 2022 5:27AM
  • karthrag_inak
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    Dark moons, khajiit hopes it is not "hard" overland. What a waste of time.
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
    GM of Imperial Gold Reserve trading guild (started in 2017) since 2/2022
    Come visit Karth's Glitter Box, Khajiit's home. Fully stocked guild hall done in sleek Khajiit stylings, with Grand Master Stations, Transmute, Scribing, Trial Dummies, etc. Also has 2 full bowling alleys, nightclub, and floating maze over Wrothgar.(Pariah's Pinacle)
  • Atrael7
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    It's gonna be romanceable companions.


    ...


    Or, maybe it'll be the U35 Q&A.
  • notyuu
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    If it was a difficulty slider I would set it to as easy as possible, I actually like one-shotting NPCs and feeling powerful.

    You mean like we already do?
  • Elsonso
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    Elsonso wrote: »
    What do y'all think? I would wager this has been the most requested feature over the years.

    I am fairly sure that the most requested, or at least the most discussed in here, would be Global Auction House. :)

    Honestly, I question whether the "one of the most requested features" will even be in the top 10.

    A global auction house would end trading guilds. Why join a trading guild when everyone can just list it at a central place? The current system allows for trading guild competition, and you can buy things really cheap at out of the way traders and sell them really high in main city traders. And if you want to find something specific you just go to the TTC website.

    I agree, and feel that the guild traders is the perfect answer for both new players to buy stuff and more experienced players to sell stuff. It gives the game more of a "shopping center" feel and less of an Amazon.com feel. I am also a fan of trading guilds and feel that these help break down the "TES solo player" feel that the game has.

    Maybe ZOS will get the idea that it is time to turn an eye to the trading guilds. popcorn.gif



    Edited by Elsonso on December 13, 2022 1:02PM
    XBox EU/NA:@ElsonsoJannus
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  • ForumBully
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    Even if they make it, it's not going to be challenging, and it's not going to be fresh. It's going to be the same world and same stories with larger health bars.
  • BloodyStigmata
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    Y'all do remember that there was a Vet Overland once right? Few played it so it was scrapped with One Tamriel.

    Yeah. It was horrible.

    But enough people are complaining about not having it now that it would probably benefit us to have the option.

    Key word--option. Not mandatory.
    Owner and proprietor of the Northern Elsweyr Guar Reserve and The Hunting Grounds Guar Reserve, Tamriel's home to all things guar.
    See the embedded brochures for all information regarding our reserves, as well as our collection status!
  • Parasaurolophus
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    It would be very good and would greatly increase my interest in the game. It's good that ZoS finally listened to the real veterans of this game!
    PC/EU
  • LonePirate
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    It would be very good and would greatly increase my interest in the game. It's good that ZoS finally listened to the real veterans of this game!

    Were you a player during the first few months of the PC launch back in 2014 when the Silver and Gold zones contained the tougher overland content people say they want now? Those zones were ghost towns, btw, in case you weren’t around back then.
  • colossalvoids
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    LonePirate wrote: »
    It would be very good and would greatly increase my interest in the game. It's good that ZoS finally listened to the real veterans of this game!

    Were you a player during the first few months of the PC launch back in 2014 when the Silver and Gold zones contained the tougher overland content people say they want now? Those zones were ghost towns, btw, in case you weren’t around back then.

    Hope you do understand that game has changed in almost every aspect since so it's playerbase, knowledge and skill level also increased dramatically. Not even talking power creep since or broken grouping that was a thing back then. Winking at pre tamriel unlimited/1tam is a dead horse that died long time ago, it has nothing to do with features requested now.
  • Maythor
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    I am very conflicted every time I see people advocating for increased overland difficulty, and I wonder how they forsee this bringing value to gameplay? I suppose like everything else it will depend on the execution of the idea but I wonder if it will have a place in the game for many people. I'm slightly more calmer since I have seen some of the more measured responses in this thread that seem to align more to my own view of such a change.

    How more difficult should it be, and if it is of veteran difficulty that will require gearsets, potions, and rotations to move about the world how will we be enticed to do this? Or is increased difficulty a reward in itself for people? I'd have a great many concerns about how the balancing of such a system might/could be managed considering how other changes have gone in the past. Doubtless we'd adapt and get used to things as we always do, but would it actually add to the fun of play?

    I'm pretty sure I wouldn't be doing increased difficulty unless I get some reward I find of value from doing it, since I have vet dungeons and trials for taxing content already.
    Edited by Maythor on December 13, 2022 4:06PM
  • rauyran
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    Perhaps it's going to be the additiion of daily quests in each zone - world bosses and delves. But maybe also a new guild along lines of Vigilants of Stendarr with new quests to seek out Daedra across existing zones?
  • Parasaurolophus
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    LonePirate wrote: »
    It would be very good and would greatly increase my interest in the game. It's good that ZoS finally listened to the real veterans of this game!

    Were you a player during the first few months of the PC launch back in 2014 when the Silver and Gold zones contained the tougher overland content people say they want now? Those zones were ghost towns, btw, in case you weren’t around back then.

    Yes, I have been playing since 2014. I never had any problems with quests, although I played as badly as anyone back then and didn't even use any healing skills. It's not true that there used to be a real veteran overland. It's just that at each location and at each site of the mob location, the level of mobs has always grown. But if your level was appropriate for the location then the mobs were just as easy.
    And yes, the locations were no more dead then than they are now.
    PC/EU
  • Lady_Galadhiel
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    Yes.
    Not that I would wish for it, but this was by far the most requested thing.
    Edited by Lady_Galadhiel on December 13, 2022 4:05PM
    Total ESO playtime: 8325 hours
    ESO plus status: Cancelled
    ESO currently uninstalled.
  • robwolf666
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    PvE Cyrodiil/IC. :)
  • Parasaurolophus
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    robwolf666 wrote: »
    PvE Cyrodiil/IC. :)

    Trust me, it's not worth it. Especially Cyrodiil.
    PC/EU
  • AzuraFan
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    I'll be surprised if it's vet overland because most players I see running around don't engage in combat now, just wanting to get from point A to B. The last thing they'll want is harder to beat mobs.

    I think there's a vocal minority who want it, and if they get it, they'll probably complain that it's still too easy.

    I expect the new feature will be something else.
  • Agenericname
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    Maythor wrote: »
    I am very conflicted every time I see people advocating for increased overland difficulty, and I wonder how they forsee this bringing value to gameplay? I suppose like everything else it will depend on the execution of the idea but I wonder if it will have a place in the game for many people. I'm slightly more calmer since I have seen some of the more measured responses in this thread that seem to align more to my own view of such a change.

    How more difficult should it be, and if it is of veteran difficulty that will require gearsets, potions, and rotations to move about the world how will we be enticed to do this? Or is increased difficulty a reward in itself for people? I'd have a great many concerns about how the balancing of such a system might/could be managed considering how other changes have gone in the past. Doubtless we'd adapt and get used to things as we always do, but would it actually add to the fun of play?

    I'm pretty sure I wouldn't be doing increased difficulty unless I get some reward I find of value from doing it, since I have vet dungeons and trials for taxing content already.

    I think we all view the game through our own lense. I dont find vet dungeons taxing at all. In fact, I dont run the normal versions at all. I dont find any enjoyment in them.

    Others players do. Fine, let them. Its entertainment, its not an essential service or a job.

    Would it bring value? To me, probably. Its not a guarantee though. I prefer to be engaged or even immersed in the story if Im going to do it. Thats tough to do when everything dies so quickly. As I said, I still run vet randoms even though the rewards are the same.

    What most (and by most I mean +99%) of the folks that asked, and continue to do so, asked for what an optional version. If its optional it shouldnt effect you any more than someone abstaining from ToT is effected by it. We already live in shards where we dont see the entire population.

    The issue with it, as noted, is in the execution. We have plenty of examples where it wasnt great.

    Is it vet overland? I have no idea. I guess we will see in the reveal. I'd be pretty happy if blocking was reliable.
  • jaws343
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    Maythor wrote: »
    I am very conflicted every time I see people advocating for increased overland difficulty, and I wonder how they forsee this bringing value to gameplay? I suppose like everything else it will depend on the execution of the idea but I wonder if it will have a place in the game for many people. I'm slightly more calmer since I have seen some of the more measured responses in this thread that seem to align more to my own view of such a change.

    How more difficult should it be, and if it is of veteran difficulty that will require gearsets, potions, and rotations to move about the world how will we be enticed to do this? Or is increased difficulty a reward in itself for people? I'd have a great many concerns about how the balancing of such a system might/could be managed considering how other changes have gone in the past. Doubtless we'd adapt and get used to things as we always do, but would it actually add to the fun of play?

    I'm pretty sure I wouldn't be doing increased difficulty unless I get some reward I find of value from doing it, since I have vet dungeons and trials for taxing content already.

    The further problem with this too, especially considering the statement regarding replayable content, is that the repeatability of a vet overland instance is pretty much zero. They very clearly called out zone/story content as being one-offs so I highly doubt they are going to waste time trying to bolster the one off content even more. Plus, endgame players clamoring for the harder difficulty will do it once to complete all the quests and then still never return. And even then, it will still likely be too easy for an experienced player who knows how to use mechanics. If you are parsing 100K on a build, no amount of difficulty increase, short of trial difficulty, is going to be sufficient. I can solo pretty much every normal dungeon, gate mechanics aside, and most base game vet dungeons. But by no means would I want the overland to be that level of difficulty (which is fairly easy for an experienced player).
  • Parasaurolophus
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    robwolf666 wrote: »
    PvE Cyrodiil/IC. :)

    Trust me, it's not worth it. Especially Cyrodiil.
    AzuraFan wrote: »
    I'll be surprised if it's vet overland because most players I see running around don't engage in combat now, just wanting to get from point A to B. The last thing they'll want is harder to beat mobs.

    I think there's a vocal minority who want it, and if they get it, they'll probably complain that it's still too easy.

    I expect the new feature will be something else.

    You look at this question too narrowly. Of course, if the system is set up so lightly that it makes combat unimportant and annoying, then why? The problem is much broader. It is necessary to fill the overland with relevant and interesting combat activities, it is better to encourage, competently build levels for questing.
    PC/EU
  • wolfie1.0.
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    Fata1moose wrote: »
    It's a pinned topic on the forum for a reason, I think that makes the most sense. I wouldn't call a class a "new feature" new classes are an existing feature. I guess it could be spell crafting but it seems like it would be hard to balance and frankly I think it's a horrid idea.

    Maybe re-doing vanilla zones as they are rather ugly at this point and the contrast between chapter zones and vanilla zones makes for an inconsistent experience.

    It's a pinned topic more so that the forum mods have an easier time monitoring it more than anything else.


    We will see how it goes. My expectations are based on this last year. So I have low to negative expectations.
  • AzuraFan
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    What most (and by most I mean +99%) of the folks that asked, and continue to do so, asked for what an optional version. If its optional it shouldnt effect you any more than someone abstaining from ToT is effected by it. We already live in shards where we dont see the entire population.

    It would affect me in the sense that it would be two chapters in a row with a feature that doesn't interest me. I'm not a big ToT player, and I'm not interested in a vet/hard mode overland. With only one content drop coming next year, ZOS has to come out with something that will interest the majority of the player base. I don't believe a hard mode/vet overland is it, so it would be a system that most of the player base wouldn't use. Who's going to pay AAA pricing again for a chapter with a new feature they don't want?
    You look at this question too narrowly. Of course, if the system is set up so lightly that it makes combat unimportant and annoying, then why? The problem is much broader. It is necessary to fill the overland with relevant and interesting combat activities, it is better to encourage, competently build levels for questing.

    I don't think that's what most players want in overland. I think it's what a vocal minority wants. I could be wrong, but how One Tamriel turned out suggests I'm not.

    At the very least, it would have to be optional and not lock people out of story content if they don't choose it, but that would mean a new system that many players won't use, which goes back to my first point.

    Anyway, I guess we'll find out in January what this "most requested feature" is. Remember, they said we all wanted a card game.

  • Elsonso
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    .
    LonePirate wrote: »
    It would be very good and would greatly increase my interest in the game. It's good that ZoS finally listened to the real veterans of this game!

    Were you a player during the first few months of the PC launch back in 2014 when the Silver and Gold zones contained the tougher overland content people say they want now? Those zones were ghost towns, btw, in case you weren’t around back then.

    Yes, I have been playing since 2014. I never had any problems with quests, although I played as badly as anyone back then and didn't even use any healing skills. It's not true that there used to be a real veteran overland. It's just that at each location and at each site of the mob location, the level of mobs has always grown. But if your level was appropriate for the location then the mobs were just as easy.
    And yes, the locations were no more dead then than they are now.

    Uh. Seems to me that One Tamriel Vulkhel Guard (ie Today) is a lot busier than Gold Vulkhel Guard was before One Tamriel. As I recall, Craglorn might have been more busy, in terms of seeing other players, than Cadwell zones. I know I certainly spent more time in Craglorn than I did in Cadwell zones.
    XBox EU/NA:@ElsonsoJannus
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    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Vrienda
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    I don't think vet overland content will be the thing. Although if ZOS are able to add a 'server' like that I'd adore a RP phase. Sick of RP being housing based.

    It could be a very lite form of spellcrafting or perhaps a new way to earn cosmetics.
    Desperate for Roleplaying servers to bring open world non-organised RP to Elder Scrolls Online. Please ZOS.
  • colossalvoids
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    AzuraFan wrote: »

    It would affect me in the sense that it would be two chapters in a row with a feature that doesn't interest me. I'm not a big ToT player, and I'm not interested in a vet/hard mode overland. With only one content drop coming next year, ZOS has to come out with something that will interest the majority of the player base.

    Some of us had nothing since Elsweyr release. It can't always be about everyone, it's virtually impossible so we're supposed to have turns in an ideal scenario.
  • Agenericname
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    AzuraFan wrote: »
    What most (and by most I mean +99%) of the folks that asked, and continue to do so, asked for what an optional version. If its optional it shouldnt effect you any more than someone abstaining from ToT is effected by it. We already live in shards where we dont see the entire population.

    It would affect me in the sense that it would be two chapters in a row with a feature that doesn't interest me. I'm not a big ToT player, and I'm not interested in a vet/hard mode overland. With only one content drop coming next year, ZOS has to come out with something that will interest the majority of the player base. I don't believe a hard mode/vet overland is it, so it would be a system that most of the player base wouldn't use. Who's going to pay AAA pricing again for a chapter with a new feature they don't want?
    You look at this question too narrowly. Of course, if the system is set up so lightly that it makes combat unimportant and annoying, then why? The problem is much broader. It is necessary to fill the overland with relevant and interesting combat activities, it is better to encourage, competently build levels for questing.

    I don't think that's what most players want in overland. I think it's what a vocal minority wants. I could be wrong, but how One Tamriel turned out suggests I'm not.

    At the very least, it would have to be optional and not lock people out of story content if they don't choose it, but that would mean a new system that many players won't use, which goes back to my first point.

    Anyway, I guess we'll find out in January what this "most requested feature" is. Remember, they said we all wanted a card game.

    When they announced this they said it was due to a shift in the focus on the type of content they produce. They specifically cited "veteran" players and replayability. Are veteran players the majoriy? I have no idea. Im not even sure what they meant by "veteran" in the first place.

    For the record, I dont think that it is veteran overland for that very reason. They said theyre producing less story content. They would be contradicting themselves to stop producing as much story content just to make that the new system. But, its not like they havent contradicted themselves before.

    From what I understand, the content that we get, or will get from the purchase of the AAA game itself remains the same, in theory. The reduction comes from the DLCs, which is an ESO+ issue. I think most people would continue the sub just because of the craft bag. So, does it really need to be something the majority of the people want?
    Edited by Agenericname on December 13, 2022 5:27PM
  • AzuraFan
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    AzuraFan wrote: »

    It would affect me in the sense that it would be two chapters in a row with a feature that doesn't interest me. I'm not a big ToT player, and I'm not interested in a vet/hard mode overland. With only one content drop coming next year, ZOS has to come out with something that will interest the majority of the player base.

    Some of us had nothing since Elsweyr release. It can't always be about everyone, it's virtually impossible so we're supposed to have turns in an ideal scenario.

    I'm not saying it always has to be about everyone. I'm saying that a feature I won't use still affects me because it means I'll have nothing to do, just like the new features since Elsweyr have affected everyone who doesn't use them.
  • AzuraFan
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    From what I understand, the content that we get, or will get from the purchase of the AAA game itself remains the same, in theory. The reduction comes from the DLCs, which is an ESO+ issue. I think most people would continue the sub just because of the craft bag. So, does it really need to be something the majority of the people want?

    IMO, it would be a pretty poor use of dev resources to add a new feature that most players don't want into the only chapter release of the year.

  • Kiralyn2000
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    me_ming wrote: »
    THIS IS AN MMORPG. Group.

    Forced grouping for everything hasn't been the philosophy of MMOs for over a decade. Maybe since before WoW.

    Interacting with many other players via chat, via random world interactions, via the economy - all of those things are "massively multiplayer" as well. Required grouping isn't.... required. ;)
  • Jaimeh
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    I also thought it'd be veteran overland, but reading the letter, the only doubt I have that the new system might be harder overland difficulty is that Matt Firor says they will be focusing more on repeatable game activities this year, and not hand-crafted content (in which questing falls under, and hence overland difficulty). Makes me think if it's going to be something totally different, like dungeons or trials with different group sizes, like 2-human areanas, etc., afterall.
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