BananaBender wrote: »SilverBride wrote: »It may never be resolved but that doesn't mean we have to keep it open so the same exact feedback can be given over and over and over forever. And that is all this thread is and has been for a very long time now.
So the exact same feedback will be posted as a separate new thread.
I am a veteran player, playing since the beginning.
What I don't like about the overland mobs is that: they are either too many, either too weak or both.
I wouldn't mind to face harder mobs when I am doing the quests. I remember that before the CP system, some fights or mini bosses were quite hard for me as a new player. Such an example was Falchu the werewolf, which was quite difficult at that time for a low level, since it was in Glenumbra, an early game zone.
However, I would mind having to grind through difficult mobs just to harvest materials, get from A to B for the 1000th time etc, in an area where I completed the quests that involve those mobs. Having some mobs neutral is great, but that can't apply everywhere, and having multiple layers in a zone will make hard for new players to team up with veterans or just quest in groups.
I don't understand why the devs didn't make portal incursions like the ones in Blackwood/Deadlands feature more harder mobs. I think the issue is that most of these mobs, normal or 10x stronger, are quite dumb, so just having bullet sponges won't make fights more interesting. I also think that people will get bored pretty quickly if a skeever has the stats of troll from the current game. We would just waste more time to do chores or events.
So, I believe having optional Blackwood like portals to hardcore random instances is better than buffing all the overland content. What I would change regarding the overland content is having less mobs outside quest areas or places of interest, and making the remaining mobs a bit harder and more smarter, to use a wide range of abilities other than the classic snare or "torch it" volley.
SilverBride wrote: »It may never be resolved but that doesn't mean we have to keep it open so the same exact feedback can be given over and over and over forever. And that is all this thread is and has been for a very long time now.
What they do is ultimately up to ZoS, but it is not unreasonable for me to ask.
I am a veteran player, playing since the beginning.
What I don't like about the overland mobs is that: they are either too many, either too weak or both.
I wouldn't mind to face harder mobs when I am doing the quests. I remember that before the CP system, some fights or mini bosses were quite hard for me as a new player. Such an example was Falchu the werewolf, which was quite difficult at that time for a low level, since it was in Glenumbra, an early game zone.
However, I would mind having to grind through difficult mobs just to harvest materials, get from A to B for the 1000th time etc, in an area where I completed the quests that involve those mobs. Having some mobs neutral is great, but that can't apply everywhere, and having multiple layers in a zone will make hard for new players to team up with veterans or just quest in groups.
I don't understand why the devs didn't make portal incursions like the ones in Blackwood/Deadlands feature more harder mobs. I think the issue is that most of these mobs, normal or 10x stronger, are quite dumb, so just having bullet sponges won't make fights more interesting. I also think that people will get bored pretty quickly if a skeever has the stats of troll from the current game. We would just waste more time to do chores or events.
So, I believe having optional Blackwood like portals to hardcore random instances is better than buffing all the overland content. What I would change regarding the overland content is having less mobs outside quest areas or places of interest, and making the remaining mobs a bit harder and more smarter, to use a wide range of abilities other than the classic snare or "torch it" volley.
The reasons I'm not a huge fan of this idea are that it doesn't address the actual overland content people are looking to change, the land itself as well as delves and public dungeons, and that it's yet another form of "alternative" overland like Bastion Nymic. I think it would be cool to see more portals and other diversions, although sparingly, but they will always be an additional feature, not a solution to the problem of unsatisfying overland.
SilverBride wrote: »It may never be resolved but that doesn't mean we have to keep it open so the same exact feedback can be given over and over and over forever. And that is all this thread is and has been for a very long time now.
What they do is ultimately up to ZoS, but it is not unreasonable for me to ask.
I can understand why the existence of this thread bothers you. Why you feel it keeps things 'stirred up'. Why you feel compelled to 'fight against' something. I do. But to make your own peace of mind dependent on muzzling people with different opinions than you ........ that's not really a viable strategy here, or in life in general.
SilverBride wrote: »SilverBride wrote: »It may never be resolved but that doesn't mean we have to keep it open so the same exact feedback can be given over and over and over forever. And that is all this thread is and has been for a very long time now.
What they do is ultimately up to ZoS, but it is not unreasonable for me to ask.
I can understand why the existence of this thread bothers you. Why you feel it keeps things 'stirred up'. Why you feel compelled to 'fight against' something. I do. But to make your own peace of mind dependent on muzzling people with different opinions than you ........ that's not really a viable strategy here, or in life in general.
I've never told any posters to not give their opinions, even with they differ from mine. But this thread reached maximum redundancy a long time ago. And now that they have decided on a course of action they are going to experiment with, nothing any of us say, myself included, is going to change what their current plan is. Especially when we consider that they have already seen the same feedback over and over.
I think we should give this a rest and wait and see what the plan is, experience the plan, then resume the discussion based on that.
I am a veteran player, playing since the beginning.
What I don't like about the overland mobs is that: they are either too many, either too weak or both.
I wouldn't mind to face harder mobs when I am doing the quests. I remember that before the CP system, some fights or mini bosses were quite hard for me as a new player. Such an example was Falchu the werewolf, which was quite difficult at that time for a low level, since it was in Glenumbra, an early game zone.
However, I would mind having to grind through difficult mobs just to harvest materials, get from A to B for the 1000th time etc, in an area where I completed the quests that involve those mobs. Having some mobs neutral is great, but that can't apply everywhere, and having multiple layers in a zone will make hard for new players to team up with veterans or just quest in groups.
I don't understand why the devs didn't make portal incursions like the ones in Blackwood/Deadlands feature more harder mobs. I think the issue is that most of these mobs, normal or 10x stronger, are quite dumb, so just having bullet sponges won't make fights more interesting. I also think that people will get bored pretty quickly if a skeever has the stats of troll from the current game. We would just waste more time to do chores or events.
So, I believe having optional Blackwood like portals to hardcore random instances is better than buffing all the overland content. What I would change regarding the overland content is having less mobs outside quest areas or places of interest, and making the remaining mobs a bit harder and more smarter, to use a wide range of abilities other than the classic snare or "torch it" volley.
The reasons I'm not a huge fan of this idea are that it doesn't address the actual overland content people are looking to change, the land itself as well as delves and public dungeons, and that it's yet another form of "alternative" overland like Bastion Nymic. I think it would be cool to see more portals and other diversions, although sparingly, but they will always be an additional feature, not a solution to the problem of unsatisfying overland.
Well, the overland content can't really be fully addressed, unless we are talking about an ESO 2.0. The main issue is not that is so easy, but for many players is just old content. I am playing since late 2014, and have done all of the overland content, in some cases several times. No matter how they change the mobs, greater packs, buffed stats, new attacks, it will still be the same content, same as you update the graphics in Skyrim for the 100th time.
The reality is that now matter what the devs do, games get old, and people get bored with them. That's why games like WoW, which is 20 years old btw, have to come with all sorts of pve content. I remember when in WoW the world was pretty old, so they came up with Cataclysm, which was an overland overhaul, some zones changing dramatically, visually and storywise/quests/etc. I am not sure the devs can do the same with ESO. At least a part of the base game areas have to be quite easy for new players, and perhaps have extra layers of content for veterans. Maybe a difficulty change could be made for newer zones, Oblivion planes and the like. But I doubt that the devs want to have some sort of Elden Ring. Each game has its own player base. In my case, I wish the extra difficulty to be optional. I don't want things like furnishings plans, which have nothing to do with combat, to be behind very difficult content.
SilverBride wrote: »I think we should give this a rest and wait and see what the plan is, experience the plan, then resume the discussion based on that.
"Give this a rest"? I'm not trying to be a jerk, but you're BY FAR the most active poster here. I find your comment strangely ironic, even though I agree with it.
About the increase in difficulty of Overland, it's curious that some people here seem to think the game will turn into some kind of Dark Souls or become an extremely punishing experience to the point of being impossible to play solo, or something like that... when in reality, those who want an increase in difficulty only want simple changes. We just want bosses or elite mobs to have some kind of mechanic that makes sense to use healing or a mechanic like blocking/dodging. We just want a more immersive experience that aligns with the game's narrative. Being attacked by an ancient dragon wearing rags and only feeling a tickle definitely doesn't make sense
SilverBride wrote: »SilverBride wrote: »I think we should give this a rest and wait and see what the plan is, experience the plan, then resume the discussion based on that.
"Give this a rest"? I'm not trying to be a jerk, but you're BY FAR the most active poster here. I find your comment strangely ironic, even though I agree with it.
I said "I think we should give this a rest...". I included myself in the request.
SilverBride wrote: »SilverBride wrote: »It may never be resolved but that doesn't mean we have to keep it open so the same exact feedback can be given over and over and over forever. And that is all this thread is and has been for a very long time now.
What they do is ultimately up to ZoS, but it is not unreasonable for me to ask.
I can understand why the existence of this thread bothers you. Why you feel it keeps things 'stirred up'. Why you feel compelled to 'fight against' something. I do. But to make your own peace of mind dependent on muzzling people with different opinions than you ........ that's not really a viable strategy here, or in life in general.
I've never told any posters to not give their opinions, even with they differ from mine. But this thread reached maximum redundancy a long time ago. And now that they have decided on a course of action they are going to experiment with, nothing any of us say, myself included, is going to change what their current plan is. Especially when we consider that they have already seen the same feedback over and over.
I think we should give this a rest and wait and see what the plan is, experience the plan, then resume the discussion based on that.
"Give this a rest"? I'm not trying to be a jerk, but you're BY FAR the most active poster here. I find your comment strangely ironic, even though I agree with it.
One of the reasons I haven't been lurking here for a while is because of your exact reasoning. I just drop in once every week or so just to keep up with "breaking news" (of which there is generally none).
Respectfully, I think you ought to take your own advice and take a break from this thread for a good couple of months.
Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
The fact that they succeeded in implementing a slider with NO ADDITIONAL REWARDS (other than cosmetics as you say) speaks volumes IMO.
I DO NOT WANT MORE STUFF. One of my criticisms of modern games is that they absolutely bombard us with "stuff", you can't kill a fricken mudcrab without loot spewing out of it like a pinata.
Treasure chests everywhere, "mini-bosses" everywhere, "enemies" literally everywhere, daily login rewards, events, hireling junk, idiotic quest rewards ("oh thanks for getting my cat out of that tree, here is a full set of plate mail armour that in medieval times would take 4 years of a peasant's salary to buy").
No, I don't want more stuff. Ideally if I could make a brand new "hard mode" server to my liking, I would literally remove about 90% of all the "stuff" so that finding loot actually feels like something.
Agreed, I couldn't care less about enhanced rewards. ZOS will feel compelled to do something though, because many people are reward-driven, especially with regard to MMOs. The challenge is finding a balance that gives those who desire a challenge something which feels appropriate without annoying those who like the status quo.Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
The fact that they succeeded in implementing a slider with NO ADDITIONAL REWARDS (other than cosmetics as you say) speaks volumes IMO.
I DO NOT WANT MORE STUFF. One of my criticisms of modern games is that they absolutely bombard us with "stuff", you can't kill a fricken mudcrab without loot spewing out of it like a pinata.
Treasure chests everywhere, "mini-bosses" everywhere, "enemies" literally everywhere, daily login rewards, events, hireling junk, idiotic quest rewards ("oh thanks for getting my cat out of that tree, here is a full set of plate mail armour that in medieval times would take 4 years of a peasant's salary to buy").
No, I don't want more stuff. Ideally if I could make a brand new "hard mode" server to my liking, I would literally remove about 90% of all the "stuff" so that finding loot actually feels like something.
I doubt that they're going to create *more* stuff for challenge mode players that would increase inventory gain. It would probably just be higher-quality stuff and maybe things like dyes/titles/styles, although I feel like that would be a mistake. At most I'm expecting gear with a higher rarity level and maybe a little extra gold.Franchise408 wrote: »Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
The fact that they succeeded in implementing a slider with NO ADDITIONAL REWARDS (other than cosmetics as you say) speaks volumes IMO.
I DO NOT WANT MORE STUFF. One of my criticisms of modern games is that they absolutely bombard us with "stuff", you can't kill a fricken mudcrab without loot spewing out of it like a pinata.
Treasure chests everywhere, "mini-bosses" everywhere, "enemies" literally everywhere, daily login rewards, events, hireling junk, idiotic quest rewards ("oh thanks for getting my cat out of that tree, here is a full set of plate mail armour that in medieval times would take 4 years of a peasant's salary to buy").
No, I don't want more stuff. Ideally if I could make a brand new "hard mode" server to my liking, I would literally remove about 90% of all the "stuff" so that finding loot actually feels like something.
Keep in mind, they need to keep the loot flowing because they need your inventories filled so you'll buy ESO+ for the additional space.
Agreed, I couldn't care less about enhanced rewards. ZOS will feel compelled to do something though, because many people are reward-driven, especially with regard to MMOs. The challenge is finding a balance that gives those who desire a challenge something which feels appropriate without annoying those who like the status quo.Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
The fact that they succeeded in implementing a slider with NO ADDITIONAL REWARDS (other than cosmetics as you say) speaks volumes IMO.
I DO NOT WANT MORE STUFF. One of my criticisms of modern games is that they absolutely bombard us with "stuff", you can't kill a fricken mudcrab without loot spewing out of it like a pinata.
Treasure chests everywhere, "mini-bosses" everywhere, "enemies" literally everywhere, daily login rewards, events, hireling junk, idiotic quest rewards ("oh thanks for getting my cat out of that tree, here is a full set of plate mail armour that in medieval times would take 4 years of a peasant's salary to buy").
No, I don't want more stuff. Ideally if I could make a brand new "hard mode" server to my liking, I would literally remove about 90% of all the "stuff" so that finding loot actually feels like something.I doubt that they're going to create *more* stuff for challenge mode players that would increase inventory gain. It would probably just be higher-quality stuff and maybe things like dyes/titles/styles, although I feel like that would be a mistake. At most I'm expecting gear with a higher rarity level and maybe a little extra gold.Franchise408 wrote: »Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
The fact that they succeeded in implementing a slider with NO ADDITIONAL REWARDS (other than cosmetics as you say) speaks volumes IMO.
I DO NOT WANT MORE STUFF. One of my criticisms of modern games is that they absolutely bombard us with "stuff", you can't kill a fricken mudcrab without loot spewing out of it like a pinata.
Treasure chests everywhere, "mini-bosses" everywhere, "enemies" literally everywhere, daily login rewards, events, hireling junk, idiotic quest rewards ("oh thanks for getting my cat out of that tree, here is a full set of plate mail armour that in medieval times would take 4 years of a peasant's salary to buy").
No, I don't want more stuff. Ideally if I could make a brand new "hard mode" server to my liking, I would literally remove about 90% of all the "stuff" so that finding loot actually feels like something.
Keep in mind, they need to keep the loot flowing because they need your inventories filled so you'll buy ESO+ for the additional space.
sans-culottes wrote: »Agreed, I couldn't care less about enhanced rewards. ZOS will feel compelled to do something though, because many people are reward-driven, especially with regard to MMOs. The challenge is finding a balance that gives those who desire a challenge something which feels appropriate without annoying those who like the status quo.Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
The fact that they succeeded in implementing a slider with NO ADDITIONAL REWARDS (other than cosmetics as you say) speaks volumes IMO.
I DO NOT WANT MORE STUFF. One of my criticisms of modern games is that they absolutely bombard us with "stuff", you can't kill a fricken mudcrab without loot spewing out of it like a pinata.
Treasure chests everywhere, "mini-bosses" everywhere, "enemies" literally everywhere, daily login rewards, events, hireling junk, idiotic quest rewards ("oh thanks for getting my cat out of that tree, here is a full set of plate mail armour that in medieval times would take 4 years of a peasant's salary to buy").
No, I don't want more stuff. Ideally if I could make a brand new "hard mode" server to my liking, I would literally remove about 90% of all the "stuff" so that finding loot actually feels like something.I doubt that they're going to create *more* stuff for challenge mode players that would increase inventory gain. It would probably just be higher-quality stuff and maybe things like dyes/titles/styles, although I feel like that would be a mistake. At most I'm expecting gear with a higher rarity level and maybe a little extra gold.Franchise408 wrote: »Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
The fact that they succeeded in implementing a slider with NO ADDITIONAL REWARDS (other than cosmetics as you say) speaks volumes IMO.
I DO NOT WANT MORE STUFF. One of my criticisms of modern games is that they absolutely bombard us with "stuff", you can't kill a fricken mudcrab without loot spewing out of it like a pinata.
Treasure chests everywhere, "mini-bosses" everywhere, "enemies" literally everywhere, daily login rewards, events, hireling junk, idiotic quest rewards ("oh thanks for getting my cat out of that tree, here is a full set of plate mail armour that in medieval times would take 4 years of a peasant's salary to buy").
No, I don't want more stuff. Ideally if I could make a brand new "hard mode" server to my liking, I would literally remove about 90% of all the "stuff" so that finding loot actually feels like something.
Keep in mind, they need to keep the loot flowing because they need your inventories filled so you'll buy ESO+ for the additional space.
I disagree that cosmetic items would be a mistake. If anything, then I suspect that’d be a “better” choice—or at least a more interesting one. That there’s some precedence in other, similar games is one reason I cite this idea.