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Overland Content Feedback Thread

  • SilverBride
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    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.

    Hopefully a new thread started after exactly what this experiement is and will entail will be focused on that, because that is where we will be moving forward from.
    PCNA
  • Damico
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    I want to talk about it even more!
  • spartaxoxo
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    Damico wrote: »
    I want to talk about it even more!

    I have a funny video to share later. I can't post it now but I'm pretty sure I can later, assuming my PlayStation saved the clip.
  • disky
    disky
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    kind_hero wrote: »
    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.
    Edited by disky on February 5, 2025 7:48AM
  • spartaxoxo
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    Looks like Tanlorin agrees with us 😂🤣 JK

    Unfortunately, I didn't catch the voice line because I didn't realize they'd say that until I already cut it off at the treasure chest. But, I still found this funny.

    https://youtu.be/SMh_G_0KPLQ?si=Mu23C8uFtgeF6kjg
    Edited by spartaxoxo on February 5, 2025 9:41AM
  • Muizer
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    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.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • kind_hero
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    disky wrote: »
    kind_hero wrote: »
    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.
    [PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter
  • SilverBride
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    Muizer 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.
    Edited by SilverBride on February 5, 2025 4:02PM
    PCNA
  • Uvi_AUT
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    Oh boy, its really happening? I am so excited I even updated my Mods just now (even though I know it doesnt happen until summer). Call it premature Modupdateiation :)
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • SilverBride
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    We don't know what is happening yet. All we know is overland is being addressed in an experiment that may or may not become a feature.
    PCNA
  • Damico
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    The happening intensifies.
  • Dahveed
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    Muizer 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.
  • disky
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    kind_hero wrote: »
    disky wrote: »
    kind_hero wrote: »
    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.

    It absolutely can be addressed directly using any one of the methods we've been suggesting in this thread for years. For a lot of us, the issue is 100% that the overland game is too easy and that's why we've been here discussing it for so long. If ZOS puts in the effort to make it fun/challenging/interesting to do, if they update it so that it feels new, players will come back to it and give it a second look. That's what they seem to be saying they're working on, so my hopes are high, though I remain skeptical.

    And I disagree with the notion that old content just dies once you've done it. Frankly, for me it will be a first look for a lot of it, since I've deliberately avoided most of overland because it's just not fun to do and I'm waiting to see an improvement.
  • Frooke
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    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
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    Dahveed 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.

    There is no point in talking about this until we know what they are already planning, and if anything will even be done.
    Edited by SilverBride on February 7, 2025 5:12AM
    PCNA
  • disky
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    Frooke wrote: »
    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

    I bristle when people say "we", because this isn't actually what I'm expecting at all. I want positive changes but while what you're suggesting sounds nice, it's not entirely what I'm looking for.
  • sans-culottes
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    Dahveed 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.

    It’d be very disappointing for them to close this thread. Overland is one of my pet peeves, and the lack of difficulty is part of what has made simple things like completing the Gold Road story a slog. This was the first time I didn’t bother to complete a chapter.
    Edited by sans-culottes on February 6, 2025 4:25PM
  • Muizer
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    Besides I think it would be a mischaracterization of the thread to depict it as a demo with people holding up "we want harder overland" signs. This is not about loudly chanting the same slogans. It's much about discussing what exactly we hope it to be and what the pros and cons of various implementations are, and there's quite a variety of points of view on all of this. So there really is no need for a 'counter protest'.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Franchise408
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    Dahveed wrote: »
    Muizer 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.

    100% agreed.
  • Seraph_69
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    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.
  • sans-culottes
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    Seraph_69 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.

    💯—LotRO’s implementation shows this can be done without affecting other areas of gameplay. This is also why I’ve come to find “overland” content to be dull.

    One area of disagreement: I think the cosmetic hunt’s a good draw, and I’d encourage ZoS to consider something similar. Well, were they to take a page from the competition.
    Edited by sans-culottes on February 8, 2025 1:52PM
  • disky
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    Seraph_69 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.

    You'll be happy to know that LotRO has been referenced many times in this thread. I don't know if I'd want the exact same kind of system, but the general idea seems like the best kind of foundation to build upon for ESO.
  • Dahveed
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    Seraph_69 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.
  • Franchise408
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    Dahveed wrote: »
    Seraph_69 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.
  • disky
    disky
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    Dahveed wrote: »
    Seraph_69 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.
    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.
    Dahveed wrote: »
    Seraph_69 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 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.
  • sans-culottes
    sans-culottes
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    disky wrote: »
    Dahveed wrote: »
    Seraph_69 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.
    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.
    Dahveed wrote: »
    Seraph_69 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 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.

    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.
  • Muizer
    Muizer
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    If they'd go with multiple difficulty levels, I think a multiplier to drop rates of e.g. antiquity leads and perhaps gold would make more sense from a perspective of keeping everything maintainable.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • disky
    disky
    ✭✭✭✭✭
    disky wrote: »
    Dahveed wrote: »
    Seraph_69 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.
    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.
    Dahveed wrote: »
    Seraph_69 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 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.

    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.

    You're thinking about it from the perspective of a person who wants change, but consider that someone who enjoys the game as it is and doesn't intend to enable a challenge mode will never be able to obtain that kind of reward. One might argue that those people should deal with it or get good, but it bears repeating that we are asking for something to change, and we aren't the majority. Those who like things the way they are will not be okay with it, and ZOS has to bear that in mind when they make a big move, because rattling the cages of their primary playerbase is a risk for them, which they have learned through experience.
  • TaSheen
    TaSheen
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    @disky - as one who doesn't want change, I still think extra cosmetics or something should be available for those who want harder overland.

    I guarantee you I won't miss whatever is added for y'all. I'll just be happy if what I like about overland as it is now isn't taken away from me - because if it is, I simply won't play ESO any more....
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Jestir
    Jestir
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    A Vet overland option, with maybe some small cosmetic rewards but that ain't important, would be amazing
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