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.
Jarl_Ironheart 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.
Well I for one enjoy challenge. I want overland to make me need to block, dodge roll, heal, etc. Right now I 2 shots enemies and its rather boring.
Jarl_Ironheart 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.
Well I for one enjoy challenge. I want overland to make me need to block, dodge roll, heal, etc. Right now I 2 shots enemies and its rather boring.
I've defeated and thwarted gods and demi-gods. I've sent them crawling back into oblivion their plans and plots laid in waste before them. I should be able to just glance at a Skeever and have it fall over dead.
But the problem I have with anyone asking for "veteran overland" is missing the point. You, the person asking for vet overland, KNOW HOW TO PLAY THE GAME. You know how to roll dodge, to block and interrupt enemies, what gear to wear, what skills to use, what food to eat, what CP to have slotted... I don't think a single person asking for it is someone new.
What you want is to be like you were when you first started, ignorant of what to do, you want to see it through fresh eyes, to forget and experience it all again for the very first time, giddy with anticipation or perhaps cautious curiosity, back in the early days when ESO was first announced and people were crying about how the series was dying or whatever and the first few beta testings. Unfortunately, we just can't go back to that, as bittersweet as it was.
I really hope it isn't. It would be such a waste of time and resources.[...]
But the problem I have with anyone asking for "veteran overland" is missing the point. You, the person asking for vet overland, KNOW HOW TO PLAY THE GAME. [...]
colossalvoids wrote: »Jarl_Ironheart 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.
Well I for one enjoy challenge. I want overland to make me need to block, dodge roll, heal, etc. Right now I 2 shots enemies and its rather boring.
I've defeated and thwarted gods and demi-gods. I've sent them crawling back into oblivion their plans and plots laid in waste before them. I should be able to just glance at a Skeever and have it fall over dead.
That's the point for me, we made gods tremble as easily as just a skeever, which feels akin to some exploit run in sp game, nothing memorable or even remotely indicating that we've earned it. Kinda like buying content makes us a godlike figure and not our actions in said world. Kinda sad lmao.
phileunderx2 wrote: »If they do make overland more difficult I think it will be in areas that can be instanced. Like delves, quests and so on.
Every "difficulty level" on a hypothetical slider requires a separate phase for all players at that difficulty level.
The base zones are already often underpopulated. Now imagine dividing that population by 1/2, 1/3, 1/4, or 1/5 depending on how many levels you add. That applies to zone chat as well.
Imagine trying to coordinate, say, world boss event or dolmen event in your guild.
Not only do you have to get everyone together as usual, you now have to choose a difficulty, and then get every single player in your group to choose the same difficulty, to keep them from being phased apart from you. This is manageable mostly if you have only two levels of difficulty. It is much, much less manageable with each extra difficulty setting that is added.
The management of all of these things is one reason most MMO's don't (can't) have a real-time difficulty slider for overland content. This is not a problem in Fallout or Skyrim, where you are the only player, but when you have other players in the world with you, things get rather more complicated in a hurry.
So basicaly if I know how to play the game, the game shouldnt offer me any fun, any challange or progress in 90% of content? ...
... And it's a waste of time to produce something for me? ...
People are against it for numerous reasons.Lucozade85 wrote: »I don't get why so many people are against more difficult overland. It's not exactly fun killing 20+ enemies at the same time with one or two skills.
IMO there should be dangerous areas that you want to think twice about going in to rather than a blanket 30k health (or whatever it is) per enemy, where their attacks do pretty much no damage to you. Where is the progression? Overland is a complete joke.
Anyway I doubt it will be a vet overland.
1) Overland is meant to deliver story, not challenge or progress. Challenge and progress exist in other parts of the game such as arenas, vet/HM dungeons, trifectas, etc. Not all PvE content has to cater to casuals and not all of it needs to cater to endgame players.
2) Overland is meant to be accessible for everyone, and Rich I believe has said before that a lot of people don't actually pull very high DPS. Companions are said to do a little less than the average player I think it was? And how much have people complained over the years that "most people suck and only spam Light Attack and barely hit 5k DPS!". If you start making parts of the game harder, you're going to lock out a LOT of people who already aren't doing a whole bunch of damage.
3) Many people, myself included, don't want to have to fight a group of minibosses every time we pass by overland trash mobs. We don't want to deal with fighting mobs that take ten minutes to kill just to gather nodes or dig for Antiquities or while just exploring or while doing Surveys/Treasure Maps.
4) The simple fact that not everyone likes hard/challenging content. What you find fun many others won't, and what you find unfun many others will enjoy.
In the sticked Overland Difficulty thread, Kevin I think it was quoted something from an interview Rich had done (I don't remember when said interview was done but I think it was within the last year or two?) where harder overland was asked about. I'll try to dig it up and post it here, but the gist of it was they had no plans in the foreseeable future to do anything regarding making any overland content harder. That leads me to believe the big feature isn't that (tho admittedly ZOS has done things they said they wouldn't a number of times so who knows).

RaddlemanNumber7 wrote: »These are the people who scoped out the precise requirements for AwA, and for U35's Vet and HM "accessibility" changes. Now you're asking them to do the same for something as vague as "Vet Overland"?
Madness
Parasaurolophus wrote: »RaddlemanNumber7 wrote: »These are the people who scoped out the precise requirements for AwA, and for U35's Vet and HM "accessibility" changes. Now you're asking them to do the same for something as vague as "Vet Overland"?
Madness
Believe it or not, there are a lot of people who cheer for AwA and U35. And I am one of them.
corrosivechains wrote: »phileunderx2 wrote: »If they do make overland more difficult I think it will be in areas that can be instanced. Like delves, quests and so on.
The zones are in separate instances too, that's why you have to go through a loading screen when transitioning into a new zone, even when you take the road going into them instead of porting into it through wayshrine. An optional vet zone toggle is absolutely doable.
1) This is one of those subjective things, really. There are people who like killing even big bads in just a few seconds because it's in line with their character, who has beaten all manner of terrible foes like Daedric Prince's, ancient Vampires, and powerful Dragons. The fact that their characters can steamroll the main villain makes sense to those people. And of course there are people who feel it makes the big bad seem weak and incompetent.Lucozade85 wrote: »People are against it for numerous reasons.Lucozade85 wrote: »I don't get why so many people are against more difficult overland. It's not exactly fun killing 20+ enemies at the same time with one or two skills.
IMO there should be dangerous areas that you want to think twice about going in to rather than a blanket 30k health (or whatever it is) per enemy, where their attacks do pretty much no damage to you. Where is the progression? Overland is a complete joke.
Anyway I doubt it will be a vet overland.
1) Overland is meant to deliver story, not challenge or progress. Challenge and progress exist in other parts of the game such as arenas, vet/HM dungeons, trifectas, etc. Not all PvE content has to cater to casuals and not all of it needs to cater to endgame players.
2) Overland is meant to be accessible for everyone, and Rich I believe has said before that a lot of people don't actually pull very high DPS. Companions are said to do a little less than the average player I think it was? And how much have people complained over the years that "most people suck and only spam Light Attack and barely hit 5k DPS!". If you start making parts of the game harder, you're going to lock out a LOT of people who already aren't doing a whole bunch of damage.
3) Many people, myself included, don't want to have to fight a group of minibosses every time we pass by overland trash mobs. We don't want to deal with fighting mobs that take ten minutes to kill just to gather nodes or dig for Antiquities or while just exploring or while doing Surveys/Treasure Maps.
4) The simple fact that not everyone likes hard/challenging content. What you find fun many others won't, and what you find unfun many others will enjoy.
In the sticked Overland Difficulty thread, Kevin I think it was quoted something from an interview Rich had done (I don't remember when said interview was done but I think it was within the last year or two?) where harder overland was asked about. I'll try to dig it up and post it here, but the gist of it was they had no plans in the foreseeable future to do anything regarding making any overland content harder. That leads me to believe the big feature isn't that (tho admittedly ZOS has done things they said they wouldn't a number of times so who knows).
1) Part of the story is overcoming difficult and powerful foes. IMO it's not really a story if that foe dies within a few attacks as it shows the foe in question was extremely weak
2) I get about accessibility but the game should offer tutorials and mission challenges to show how the combat functions in the game, including LA weaving. Each mission should be repeatable and can either have a rating system on your performance and you need to hit a certain level of performance before advancing on to the next stage. How is it right that you expect to complete a game, or play it fully without understanding how it works?
3) Enemies can be avoided quite easily
4) The flip side of that is not everyone likes easy / unchallenging content, it makes the game boring, not immersive and makes the story seem silly
I'm not saying that the whole of overland should be more difficult. Starting areas for new players should be how it is now with increasing difficulty when going into the newer zones with increasing rewards as you progress.
I see someone commented about the overland difficulty being world bosses - 95% of the world bosses are easily done solo. I have a level 5 Nightblade on PS with no CP, I went straight into Deshaan to see if it could handle world bosses and it was done without a problem.
I see there are comments about One Tamriel - This is before my time on ESO so can't comment
...in the stickied thread about it, most people don't care if harder overland is implemented as long as it's completely optional...