barney2525 wrote: »So long as players start their posts by telling everyone else What the game is supposed to be, without so much as an " In My Opinion ", people ARE trying to shame players that have differing opinions into following their orders.
barney2525 wrote: »Their primary, Number One goal is this : To Make as Much Money As Possible. Just like ANY business. And you make the Most Money by offering a game that can be enjoyed by ALL personal preferences and play styles.
barney2525 wrote: »Players get tired of being told ( Not by the Company, but by Other Players ) HOW they must play the game.
The new Crag-like is coming per the letter, but if that's the planned solution to overland challenge then it's not a solution I consider valuable even though it is also welcome. When I say that I want grouping to make a difference, I don't need it to be life or death, I just want it to feel like the other players can actually help rather than just making things faster. I've said it before but as my level increases I don't ever want to feel godlike or overpowered, I want access to more tools which suit my playstyle. Which means that if I'm not too strong, more players matter, and when there are more elements of the game that matter, that's good for me. Hitting the sweet spot for this is tough which is why I really want a granular challenge system that allows the player to select the challenge elements which suit them best, though I doubt it will ever be implemented in this way.snip
Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.'
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »I agree with barney2525. Opinions should be stated as opinions and not facts.
Saying "Overland is too easy" presents it as a fact, but it isn't. It's a personal preference.
However saying "I find Overland too easy for how I like to play" clearly states that this is the player's personal view and is much less likely to meet pushback.
Easy is subjective so it's not presenting it as a fact. Overland is too easy is simply direct. The latter is nicer in some cultures but is not how a person would speak in others. Direct speech =/= fact.
I disagree. Even just saying "I find Overland too easy" is much more clear that an opinion is being given. Because Overland is not too easy for many players and hearing it stated as fact just stirs up defensive feelings.
spartaxoxo wrote: »SilverBride wrote: »I disagree. Even just saying "I find Overland too easy" is much more clear that an opinion is being given. Because Overland is not too easy for many players and hearing it stated as fact just stirs up defensive feelings.
"Overland is not too easy for many players" is no different than "Overland is too easy for many players", IMO. I don't have a problem with either, it's just how people talk. I think that when using an international forum, it's important to keep in mind that a wide variety of cultures are using it as well. And that what is considered polite speech in one culture would not even cross someone else's mind to say in another.
Textual communication does not have the benefit of body language, tone of voice, and other indicators that someone is not being aggressive. So, it is generally considered polite to NOT assume someone is being rude unless they explicitly state something rude.
SilverBride wrote: »spartaxoxo wrote: »Textual communication does not have the benefit of body language, tone of voice, and other indicators that someone is not being aggressive. So, it is generally considered polite to NOT assume someone is being rude unless they explicitly state something rude.
This is why we need to be more precise and accurate, so our statements aren't misinterpreted.
Also, no one said that anyone was being rude or aggressive. And etiquette has nothing to do with how someone perceives what anyone else says.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »Textual communication does not have the benefit of body language, tone of voice, and other indicators that someone is not being aggressive. So, it is generally considered polite to NOT assume someone is being rude unless they explicitly state something rude.
This is why we need to be more precise and accurate, so our statements aren't misinterpreted.
Also, no one said that anyone was being rude or aggressive. And etiquette has nothing to do with how someone perceives what anyone else says.
https://www.linkedin.com/pulse/20141125212408-10714894-email-tone-often-misinterpreted
Etiquette does have to do with whether or not we show others grace, they even teach this in professional settings. I actually first heard this point from a job.
Also, yes they did. They said players are shaming others
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »Textual communication does not have the benefit of body language, tone of voice, and other indicators that someone is not being aggressive. So, it is generally considered polite to NOT assume someone is being rude unless they explicitly state something rude.
This is why we need to be more precise and accurate, so our statements aren't misinterpreted.
Also, no one said that anyone was being rude or aggressive. And etiquette has nothing to do with how someone perceives what anyone else says.
https://www.linkedin.com/pulse/20141125212408-10714894-email-tone-often-misinterpreted
Etiquette does have to do with whether or not we show others grace, they even teach this in professional settings. I actually first heard this point from a job.
Also, yes they did. They said players are shaming others
I did edit my post to say how we react to our perceptions is goverened by etiquette, but not our perceptions themselves. (I edit a lot to make sure I am stating things in a way that won't be misinterpreted.)
Some others have felt like players were being shamed, and honestly I feel talked down to by posts that tell players we just need to get better and then we could handle a more difficult overland.
spartaxoxo wrote: »SilverBride wrote: »I did edit my post to say how we react to our perceptions is goverened by etiquette, but not our perceptions themselves. (I edit a lot to make sure I am stating things in a way that won't be misinterpreted.)
It's both. While we can't completely control our immediate emotions, we can try to keep certain things in mind to better help inform and shape them. Over time, this can result in our being better able to be emotionally equipped to handle certain environments.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »Textual communication does not have the benefit of body language, tone of voice, and other indicators that someone is not being aggressive. So, it is generally considered polite to NOT assume someone is being rude unless they explicitly state something rude.
This is why we need to be more precise and accurate, so our statements aren't misinterpreted.
Also, no one said that anyone was being rude or aggressive. And etiquette has nothing to do with how someone perceives what anyone else says.
https://www.linkedin.com/pulse/20141125212408-10714894-email-tone-often-misinterpreted
Etiquette does have to do with whether or not we show others grace, they even teach this in professional settings. I actually first heard this point from a job.
Also, yes they did. They said players are shaming others
I did edit my post to say how we react to our perceptions is goverened by etiquette, but not our perceptions themselves. (I edit a lot to make sure I am stating things in a way that won't be misinterpreted.)
Some others have felt like players were being shamed, and honestly I feel talked down to by posts that tell players we just need to get better and then we could handle a more difficult overland.
It's both. While we can't completely control our immediate emotions, we can try to keep certain things in mind to better help inform and shape them. Over time, this can result in our being better able to be emotionally equipped to handle certain environments.
For example, most of the "getting better" feedback has been about the onboarding ramp for new players learning how to play the game. Overland actually doesn't do a good job of teaching the mechanics of the game because they're unneeded. Many players actually struggle to break free, roll dodge, bash, etc. A lot of this IS taught in normal dungeons but even then it's mostly the dlc ones.
It isn't directed at vet players being told to get good so they can enjoy vet overland. I actually have seen very little posts like that.
Just posting here to say that I found the discussion in https://forums.elderscrollsonline.com/en/discussion/670971 to be very constructive, based on the perspective of a player who spends lots of time and money here, yet needs the current overland difficulty level where it is. I found that discussion insightful. I think it was unhelpful for the moderator to shut it down and point here, where the conversation sprawls all over the place, going back to 2021. That topic shouldn't have been locked. It is one of many cases recently where I find myself wishing we had a 'disagree' reaction option, specifically for mods shutting down topics that provided value where they were.
AlterBlika wrote: »Tbh it's disappointing that devs don't see the core of the problem - unnecessary buffs every patch that eventually rendered all older content irrelevant. They aren't making overland really difficult anyway. In maybe two years we will be once again asking for a more difficult overland thanks to powercreep.
I think the main issue is that different people play at different levels of skill, and what what person sees as too easy could be impossible for others; thus, for many people grouping can already make that difference you want it to make for you. Unfortunately, as with any game, the longer you play, the better you tend to get. You become familiar with mechanics, with the way enemies act/react, how to best put together gear and consumables, which Skills synergize with each other and your gear the best, and so on. That's obviously not true for everyone, or even maybe half the player base, but it's true for a considerable amount of people.The new Crag-like is coming per the letter, but if that's the planned solution to overland challenge then it's not a solution I consider valuable even though it is also welcome. When I say that I want grouping to make a difference, I don't need it to be life or death, I just want it to feel like the other players can actually help rather than just making things faster. I've said it before but as my level increases I don't ever want to feel godlike or overpowered, I want access to more tools which suit my playstyle. Which means that if I'm not too strong, more players matter, and when there are more elements of the game that matter, that's good for me. Hitting the sweet spot for this is tough which is why I really want a granular challenge system that allows the player to select the challenge elements which suit them best, though I doubt it will ever be implemented in this way.snip
The ooooonly thing about making Soul Gems harder to come across is they aren't just used to rez yourself. You need them for teammates in group content, and you also need them to recharge your Weapon Enchants. Making them *too* hard to come by means making it more difficult to get downed teammates back up (which could make or break runs for harder achievements) and might make it a real hassle to keep Weapon Enchants up.I wouldn't mind a death debuff, but I wasn't thinking about it and I'd bet that almost nobody would want it. That's a very delicate thing to tackle from a development perspective with little return on investment. I really just feel like fewer soul gems would be enough, because needing to think about that resource is good for me, and running out means you are punished in the form of lost time. It may also force you to wait for player assistance which is another grounding element. I feel like it's way too easy to acquire soul gems and scarcity would dramatically alter the way you play the game. It would also add far more importance and value to the Soul Magic skill line and associated Champion Point nodes. More consequential choices to consider! Good for me.
snip
Cooperharley wrote: »
It VERY likely will be optional, and anyone losing sleep over other players have an optional difficulty increase need to touch grass a bit.
I agree, dooming is bad. But the thread is still valuable because it provides a point of focus for the devs to look at and gauge player sentiment, and maybe selfishly, I'd like to believe that it's possible to change someone's mind through (relatively) respectful discussion. If that happens enough maybe more informed and broadly reasonable opinions will disseminate through the community. Talking civilly about it is good for everyone and showing ZOS how much this matters to us by not shutting up about it is even more important.Cooperharley wrote: »I've lost so many brain cells reading this thread.
Why don't we wait for the difficulty increase to come out on PTS and test it so we can give targeted feedback rather than dooming and picking apart other peoples' arguments? It's just silly.
It VERY likely will be optional, and anyone losing sleep over other players have an optional difficulty increase need to touch grass a bit. Just saying.
Agreed. Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.' Comments like that didn't really address the issue or helped foster a constructive discussion.
In essence, I agree with your post by the way. But I think it’s important to recognize that it goes both ways. While some players now fear that they might not be able to enjoy Overland content in the future, other players haven't been able to enjoy it for years. Respecting all playstyles is key.
tomofhyrule wrote: »I think one of the biggest issues with "increase difficulty of overland" is that it's actually a few different things in there. And that means that everyone's arguing for a different version of it, and making different strawmen of everything to discount the opposition.
First, it should be broken down as to what "overland difficulty" entails. I see a few different things people highlight:
- Overland trash mobs
- Delve and World bosses
- Story quest bosses
A lot of people say "I want harder difficulty because I don't want the story final boss to fall over when I breathe on them" and the rebuttal ends up being "I don't want to spend 10 minutes fighting a wolf to pick flowers." Those are talking about two different things, and we should treat them as two different things. On the flipside, we should recognize that there is no comparison between the bosses in the later DLCs and the basegame bosses - even the delves are starting to get mechanics. Trying to argue that DLC bosses and basegame bosses are the same level is blatantly false.
My biggest issue with increasing difficulty of story bosses though is the fact that they're one-and-done. ESO's stories are not exactly replayable - sure, people love to replay RPGs like Baldur's Gate since you can play a different class or make different choices, but ESO's stories are fairly linear and have only gotten more and more linear as time goes on. Very few people will feel the need to run the entire "Hi nameless adventurer, do this fetch quest while I explain everything to you like you're a blithering idiot" multiple times on multiple characters, so a really intense final fight is pretty well wasted after you see it once. I really enjoyed the Ithelia fight at the end of Gold Road, but I have zero intention of getting another character through Necrom AND Gold Road AND the epilogue just to spend 5 minutes with this fight again. The best I can hope for is that it ends up in the Archive at some point. Personally, I'd rather the Encounters team spend the time making Dungeon or Trial bosses with interesting mechanics since those can be done over and over, instead of making a really fun one-time boss and then no Dungeons.
I agree we should wait, but input is important. I'm also feeling a bit cautious about the change (the fact I logged back in to the forums for the first time in ages should say something), as I pretty much exclusively play solo PvE. Currently it's mostly fine, but sometimes overland combat sometimes feels like an annoyance when running about for stuff. But hey, it's quick so not too bad. I know the mechanics and it's not like I cannot beat harder difficulties, but I don't want to have to when trying to get around to do other stuff that isn't directly linked to combat. Rather save that for bosses or other specific moments that are about the combat. The DB skill to have less aggression when mounted is already a life-saver there. Making overworld hard would be horrid if it means I have to end up spending time fighting when I'm just running one place to another for other things. But, we don't know yet if that will be the case. There have been enough good changes to the game as well. So I'm having some hope they implement it nicely. At least they've had enough time to think about it by now.I agree, dooming is bad. But the thread is still valuable because it provides a point of focus for the devs to look at and gauge player sentiment, and maybe selfishly, I'd like to believe that it's possible to change someone's mind through (relatively) respectful discussion. If that happens enough maybe more informed and broadly reasonable opinions will disseminate through the community. Talking civilly about it is good for everyone and showing ZOS how much this matters to us by not shutting up about it is even more important.Cooperharley wrote: »I've lost so many brain cells reading this thread.
Why don't we wait for the difficulty increase to come out on PTS and test it so we can give targeted feedback rather than dooming and picking apart other peoples' arguments? It's just silly.
It VERY likely will be optional, and anyone losing sleep over other players have an optional difficulty increase need to touch grass a bit. Just saying.
Fully get why it would drive you nuts though.
That's an interesting idea actually. All the cool achievements I'm missing out on now... Might not be a bad move financially either, since I don't buy dungeon DLC now either as I would never play them in the current setup anyways, and I cannot imagine I'm alone in that.Agreed. Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.' Comments like that didn't really address the issue or helped foster a constructive discussion.
In essence, I agree with your post by the way. But I think it’s important to recognize that it goes both ways. While some players now fear that they might not be able to enjoy Overland content in the future, other players haven't been able to enjoy it for years. Respecting all playstyles is key.
I agree that both playstyles are important, and they are both provided for by ZOS. The question is whether or not both playstyles should be supported in all types of content. Currently, overland supports one playstyle and dungeons/trials support the other. If you think overland should be made more difficult to support the latter style, then do you also agree that dungeons/trials should have an easy/story mode to support the former playstyle?
I agree we should wait, but that input is also important. I'm also feeling a bit cautious about the change (the fact I logged back in to the forums for the first time in ages should say something), as I pretty much exclusively play solo PvE as that's simply what I enjoy doing the most. I've done the rest a few times, and I'm not entirely useless despite not having a character build for it, but other than sometimes yolo'ing with people for fun or going after achievement rewards I really want it's just not my jam. I'm sure less than 5% of my gameplay involves other things than solo PvE content, if not lower.I agree, dooming is bad. But the thread is still valuable because it provides a point of focus for the devs to look at and gauge player sentiment, and maybe selfishly, I'd like to believe that it's possible to change someone's mind through (relatively) respectful discussion. If that happens enough maybe more informed and broadly reasonable opinions will disseminate through the community. Talking civilly about it is good for everyone and showing ZOS how much this matters to us by not shutting up about it is even more important.Cooperharley wrote: »I've lost so many brain cells reading this thread.
Why don't we wait for the difficulty increase to come out on PTS and test it so we can give targeted feedback rather than dooming and picking apart other peoples' arguments? It's just silly.
It VERY likely will be optional, and anyone losing sleep over other players have an optional difficulty increase need to touch grass a bit. Just saying.
Fully get why it would drive you nuts though.
That's an interesting idea actually. All the cool achievement rewards I'm missing out on now... Might not be a bad move financially either, since I don't buy dungeon DLC now either as I would never play them in the current setup anyways, and I cannot imagine I'm alone in that.Agreed. Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.' Comments like that didn't really address the issue or helped foster a constructive discussion.
In essence, I agree with your post by the way. But I think it’s important to recognize that it goes both ways. While some players now fear that they might not be able to enjoy Overland content in the future, other players haven't been able to enjoy it for years. Respecting all playstyles is key.
I agree that both playstyles are important, and they are both provided for by ZOS. The question is whether or not both playstyles should be supported in all types of content. Currently, overland supports one playstyle and dungeons/trials support the other. If you think overland should be made more difficult to support the latter style, then do you also agree that dungeons/trials should have an easy/story mode to support the former playstyle?
Agreed. Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.' Comments like that didn't really address the issue or helped foster a constructive discussion.
In essence, I agree with your post by the way. But I think it’s important to recognize that it goes both ways. While some players now fear that they might not be able to enjoy Overland content in the future, other players haven't been able to enjoy it for years. Respecting all playstyles is key.
I agree that both playstyles are important, and they are both provided for by ZOS. The question is whether or not both playstyles should be supported in all types of content. Currently, overland supports one playstyle and dungeons/trials support the other. If you think overland should be made more difficult to support the latter style, then do you also agree that dungeons/trials should have an easy/story mode to support the former playstyle?
I see this opinion a lot, but I don't understand it. I know a lot of people want to do things in overland as fast as humanly possible because these people seem to enjoy being optimally efficient, but for me it's not about efficiency, it's about fun and immersion. If I see some daedra on patrol, or a group of trained soldiers, or a monster or whatever it is that is presented to me as opposition, my brain tells me that it's an obstacle I am meant to overcome, not a nuisance to be swatted away. What I want from this experience is fun, not speed. I would like to focus on the experience being satisfying, and for me that means a challenge, whether it's combat or stealth or even just preparation, in all aspects of the game.Cambion2401 wrote: »I agree we should wait, but input is important. I'm also feeling a bit cautious about the change (the fact I logged back in to the forums for the first time in ages should say something), as I pretty much exclusively play solo PvE. Currently it's mostly fine, but sometimes overland combat sometimes feels like an annoyance when running about for stuff. But hey, it's quick so not too bad. I know the mechanics and it's not like I cannot beat harder difficulties, but I don't want to have to when trying to get around to do other stuff that isn't directly linked to combat. Rather save that for bosses or other specific moments that are about the combat. The DB skill to have less aggression when mounted is already a life-saver there. Making overworld hard would be horrid if it means I have to end up spending time fighting when I'm just running one place to another for other things. But, we don't know yet if that will be the case. There have been enough good changes to the game as well. So I'm having some hope they implement it nicely. At least they've had enough time to think about it by now.
Agreed. Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.' Comments like that didn't really address the issue or helped foster a constructive discussion.
In essence, I agree with your post by the way. But I think it’s important to recognize that it goes both ways. While some players now fear that they might not be able to enjoy Overland content in the future, other players haven't been able to enjoy it for years. Respecting all playstyles is key.
I agree that both playstyles are important, and they are both provided for by ZOS. The question is whether or not both playstyles should be supported in all types of content. Currently, overland supports one playstyle and dungeons/trials support the other. If you think overland should be made more difficult to support the latter style, then do you also agree that dungeons/trials should have an easy/story mode to support the former playstyle?
colossalvoids wrote: »Agreed. Over the years, players who felt that Overland was too easy - and sometimes suggested optional ways to increase its difficulty - were often told by other players that they 'must do Dungeons/Trials/solo Arenas instead' because 'Overland is supposed to be easy.' Comments like that didn't really address the issue or helped foster a constructive discussion.
In essence, I agree with your post by the way. But I think it’s important to recognize that it goes both ways. While some players now fear that they might not be able to enjoy Overland content in the future, other players haven't been able to enjoy it for years. Respecting all playstyles is key.
I agree that both playstyles are important, and they are both provided for by ZOS. The question is whether or not both playstyles should be supported in all types of content. Currently, overland supports one playstyle and dungeons/trials support the other. If you think overland should be made more difficult to support the latter style, then do you also agree that dungeons/trials should have an easy/story mode to support the former playstyle?
This content already have a normal (easy) mode to participate in if you are newer to the game or don't enjoy challenge. But Devs already said that story/solo mode is coming, so it's a matter of time as it's decided upon, again to support more options for different kinds of players.