...a companion with no levels... the bare minimum you’d expect from a level 50 player...
Companions are premium content. Just having them take some attention away from you is a big help.
Speaking of which, @TaSheen , do you have access to companions? Would you like one? Overland bosses became significantly easier once I was able to get Isobel and build her as a tank.
I know.... but I hate (have always hated) sidekicks. I'm still considering Zerith-Var, but every time I think about it hard enough, I get unhappy with having to kill stuff for leveling - I hate the combat and killing stuff for xp for my girls to begin with, much less anything else like a companion.
I want better xp to be from quests instead of killing mobs. That and the type of combat is where this game isn't really a good fit for me. See, getting my 4th account main to CP160 (will happen today) is a matter of doing a LOT of master writs, because I'd far rather do that than kill mobs....
That makes sense. As far as the levelling, they do get a taunt without it (one hand and shield skill line), so if you change your mind, let me know. It is frustrating to be effectively barred from content.
...a companion with no levels... the bare minimum you’d expect from a level 50 player...
Companions are premium content. Just having them take some attention away from you is a big help.
Speaking of which, @TaSheen , do you have access to companions? Would you like one? Overland bosses became significantly easier once I was able to get Isobel and build her as a tank.
I know.... but I hate (have always hated) sidekicks. I'm still considering Zerith-Var, but every time I think about it hard enough, I get unhappy with having to kill stuff for leveling - I hate the combat and killing stuff for xp for my girls to begin with, much less anything else like a companion.
I want better xp to be from quests instead of killing mobs. That and the type of combat is where this game isn't really a good fit for me. See, getting my 4th account main to CP160 (will happen today) is a matter of doing a LOT of master writs, because I'd far rather do that than kill mobs....
spartaxoxo wrote: »...a companion with no levels... the bare minimum you’d expect from a level 50 player...
Companions are premium content. Just having them take some attention away from you is a big help.
Speaking of which, @TaSheen , do you have access to companions? Would you like one? Overland bosses became significantly easier once I was able to get Isobel and build her as a tank.
I know.... but I hate (have always hated) sidekicks. I'm still considering Zerith-Var, but every time I think about it hard enough, I get unhappy with having to kill stuff for leveling - I hate the combat and killing stuff for xp for my girls to begin with, much less anything else like a companion.
I want better xp to be from quests instead of killing mobs. That and the type of combat is where this game isn't really a good fit for me. See, getting my 4th account main to CP160 (will happen today) is a matter of doing a LOT of master writs, because I'd far rather do that than kill mobs....
Just so you know, the gear does most of the lifting for companion survivability. And the taunt is available right away for sword and shield. The exp gets them their other skills that help them survive on their own. But that's mostly stuff like heals, which you could toss down yourself if you didn't feel like leveling the companion.
CrimsonXReaper wrote: »Zone should scale in difficulty, it's not normal deadland portals can be done by lvl 3 with no gear... it's not RP it should be end game content...
Have the new players starts with the base zone and have them scale, it will be more interesting for them to do so.
Monsters used to have level, I'm not sure why it was changed to have all new players be able to do all zones, just made the game boring for everyone.
Or even make the DLC zones have instances per difficulty, normal, veteran (purple item drops), hard mode (gold item drops). It might have these zones less populated but at least ppl will aspire to run in the last one and it will increase fun for everyone.
AND not everyone wants to farm materials all day so having a way to gain gold items while grinding monsters is a huge bonus in the game.
The game has been dying for a long time now it's time to make drastic changes to keep players from leaving.
Most of the time I just sit afk in a zone while waiting for bgs to pop and even that is another issue but this thread isn't for that
SilverBride wrote: »There should never be gold drops from overland, no matter what the difficulty. Overland is not end game content, and it shouldn't be. End game content shouldn't even drop gold rewards. The player can upgrade their gear to gold themselves.
SilverBride wrote: »
One Tamriel made it so new players could jump right into the current content and play with their friends. Having to play through zones in a linear fashion to get to the new content was a deterrent for new players to join.
SilverBride wrote: »There should never be gold drops from overland, no matter what the difficulty. Overland is not end game content, and it shouldn't be. End game content shouldn't even drop gold rewards. The player can upgrade their gear to gold themselves.
Why?
Franchise408 wrote: »SilverBride wrote: »There should never be gold drops from overland, no matter what the difficulty. Overland is not end game content, and it shouldn't be. End game content shouldn't even drop gold rewards. The player can upgrade their gear to gold themselves.
Why?
Gold gear doesn't even drop from vet trials (except some jewelry pieces), there's no way it should be dropping from overland.
I am in agreement that a vet overland should have improved rewards, but it should remain consistent with the rest of the game. Vet dungeons drop purple gear instead of blue. That's the sort of upgrade players should get for a vet overland. Since the overland content is not repeatable (in regards to the quests, anyways), there shouldn't be any unique rewards that drop from vet overland, because so many people would already be locked out of receiving those rewards. But blue or purple drops rather than green is appropriate.
Gold drops shouldn't be dropping in a vet overland unless vet dungeons and trials are changed to also do the same.
Franchise408 wrote: »SilverBride wrote: »There should never be gold drops from overland, no matter what the difficulty. Overland is not end game content, and it shouldn't be. End game content shouldn't even drop gold rewards. The player can upgrade their gear to gold themselves.
Why?
Gold gear doesn't even drop from vet trials (except some jewelry pieces), there's no way it should be dropping from overland.
I am in agreement that a vet overland should have improved rewards, but it should remain consistent with the rest of the game. Vet dungeons drop purple gear instead of blue. That's the sort of upgrade players should get for a vet overland. Since the overland content is not repeatable (in regards to the quests, anyways), there shouldn't be any unique rewards that drop from vet overland, because so many people would already be locked out of receiving those rewards. But blue or purple drops rather than green is appropriate.
Gold drops shouldn't be dropping in a vet overland unless vet dungeons and trials are changed to also do the same.
Agreed, there should never be unique rewards tied to vet overland. If ZOS overcompensates, there will very likely be a significant amount of negativity over the way the feature is handled, and that's bad for everyone. It needs to be fair, and if it were me, I would start out with going light on rewards to allow uninterested people time to acclimate to the idea, as a way of managing any negativity that might occur during the rollout.
Because Overland isn't meant to give endgame rewards, it's meant to deliver story. Endgame and high-tier rewards come from content meant to actually drop them, aka Vet/Hard Mode Dungeons and Trials and other such things.SilverBride wrote: »There should never be gold drops from overland, no matter what the difficulty. Overland is not end game content, and it shouldn't be. End game content shouldn't even drop gold rewards. The player can upgrade their gear to gold themselves.
Why?
As someone who's played on and off since beta, I feel like One Tamriel was a huge mistake. I said what I said.
The factions lost their identity, the overland became mindlessly easy, and having new players start in random zones as opposed to cold harbour made no sense. (At least that part is getting fixed)
I went looking for some facebook eso groups to see some opinions on the game from a cohort I expected to not find their way to the forums. I found two groups in particular to be insightful, https://www.facebook.com/groups/esopcgamers/ and https://www.facebook.com/groups/ElderScrollsonlineplayers/. Lots of the expected posts and reposts from community content developers, but the actual gameplay questions from players, as well as the comments and answers to those posts, have been most insightful when they come across my feed. They are, well... I think these are representative of the people who struggle with current overland content. It's a player type I assume ZOS is aware of and has to take into consideration when designing difficulty for the most available content, overland stuff. Sharing because I found them insightful and pertinent to this discussion, especially for people who think nobody struggles with overland right now.
As someone who's played on and off since beta, I feel like One Tamriel was a huge mistake. I said what I said.
The factions lost their identity, the overland became mindlessly easy, and having new players start in random zones as opposed to cold harbour made no sense. (At least that part is getting fixed)
As someone who's played on and off since beta, I feel like One Tamriel was a huge mistake. I said what I said.
The factions lost their identity, the overland became mindlessly easy, and having new players start in random zones as opposed to cold harbour made no sense. (At least that part is getting fixed)
I was in the beta and I didn't start playing the game *until* One Tamriel, in-part because of the fact that the whole concept of an Elder Scrolls game which doesn't allow you to roam wherever you like feels kind of ridiculous. I hated the idea of being faction-locked. Once OT came along, the game suddenly felt so much more open and free, exactly like TES has always been.
Franchise408 wrote: »This is what I want to see. Other players may want to see something else. It's up to ZOS to determine which direction they want to take, whether it's mine, someone else's, a mixture, or their own different direction entirely.
old_scopie1945 wrote: »Please ZOS don't go back to pre One Tamriel, it drove me away from ESO after six months. I found it both soul destroying and frustrating and not at all like a TES game in it's implementation. It was because that it was a TES title in the first place that had me so excited about it. What a total disappointment that was. It was only One Tamriel that tempted me back to ESO and probably the best decision ZOS has made since the game was conceived. It is why I love ESO so much now.
spartaxoxo wrote: »I'm hoping that whatever system they use as the test for overland difficulty will allow us to use it in West Weald. It's a shame that they didn't introduce it with Ithelia, would have made her absolutely epic.
spartaxoxo wrote: »I'm hoping that whatever system they use as the test for overland difficulty will allow us to use it in West Weald. It's a shame that they didn't introduce it with Ithelia, would have made her absolutely epic.
spartaxoxo wrote: »I'm hoping that whatever system they use as the test for overland difficulty will allow us to use it in West Weald. It's a shame that they didn't introduce it with Ithelia, would have made her absolutely epic.
System ....... I think we should prepare ourselves for the approach being quite different than what many are expecting. I think some of the ideas people have voiced aren't well thought out in terms of the amount of work it would take and how likely it is to succeed or at least not fail outright.
This is certainly true for a Normal/Veteran split as well as any notion of having a difficulty modifier slider of sorts. They would require much more work than most seem to realize to get right. It is a high risk proposition. I know there are those who think "I don't care if it's well balanced or not, something is better than nothing", but I cannot imagine a game developer going along with that. That's something a modder would do, perhaps, who has no real accountability for the quality of the product.
By far the safest option is to insert new forms of optional content in overland zones. ZOS has already been working on this. The problem is they've been creating content that is separate from the existing overland experience. The obvious solution is to look for a ways to extend, rather than scale, existing encounters that are part of quests or quest zones. That's still a lot of work, but it is a far safer way of increasing difficulty, because you can leave the existing game completely alone and only have to be concerned with the difficulty of what is added.
tohopka_eso wrote: »spartaxoxo wrote: »I'm hoping that whatever system they use as the test for overland difficulty will allow us to use it in West Weald. It's a shame that they didn't introduce it with Ithelia, would have made her absolutely epic.
She was already epic to me. I still had trouble taking her down, everything was getting to chaotic and Isobel died twice saving me.
old_scopie1945 wrote: »I don't know if this has been mentioned about overland. I have just watched Jakeclips,s latest vid on the subject, about 21 hours old. It is quite short but reassuring. He says overland will not be overpowered but there will be insertions into the zones. These will be events of harder content, I think solo and group. Nothing will be forced on the player base but will be self imposed, though one point was a bit vague.