I love seeing other players in an mmo. That's the whole reason I play this one. What I DO NOT want is overland ramped up to where I can't play it, which means for me, leaving the game.
A separate vet server would be much better from my pov. So we'll agree to disagree, though I do hope you who want a much harder overland get what you want.
I find it funny that the guy who told us "we should take a break from this thread" is responsible for about 40% of literally all posts, failing to understand even the most basic arguments. (Almost intentionally, one might think...)
We're just speculating the idea, not the finer details of rewards. Normal mode player 1 gets 1k coins, hard mode player 2 gets 1.1k coins if needed... just add something for the players that want the challenge
spartaxoxo wrote: »We're just speculating the idea, not the finer details of rewards. Normal mode player 1 gets 1k coins, hard mode player 2 gets 1.1k coins if needed... just add something for the players that want the challenge
Something like a bit more coin and exp wouldn't be objectionable to me. Or even something like the same gear drops for both, but one is blue and one is green quality. That sort of small thing.
But I really do have to state I am totally opposed to something like motifs, dyes, achievements, etc. Because Overland content is one and done content, and is supposed to be unifying. I can personally do vet content no problem, but I know people who cannot. One of the people I play with in this game I know irl and he is 100% disabled. That there is content both get the same rewards is meaningful to me. I know for a fact he'd quit, for one. But also I like the spirit of it. That there is content in this game we can all do, and then content for people who want a bit of an extra challenge.
SilverBride wrote: »If immersion is the reason for wanting more difficulty, then why should players be awarded with increased experience and rewards, too, for getting exactly what they asked for? That has nothing to do with immersion.
SilverBride wrote: »If immersion is the reason for wanting more difficulty, then why should players be awarded with increased experience and rewards, too, for getting exactly what they asked for? That has nothing to do with immersion.
If friend 1 levels faster than friend 2 thats pretty crappy.SilverBride wrote: »Why can't anyone on difficulty use quests to level a new character? It may take a little bit longer but is still very possible. And it's what was asked for.
Its an MMO its not only about what I want but also about what guildmates and friends want. Having to play on server 1 just to do quests and on server 2 for housing and roleplay seems unnecessarily inconvenient.SilverBride wrote: »A veteran megaserver would solve all these disagreements. I am surprised there isn't more support for something that would work for everyone.
Unless maybe players don't want difficulty all the time and would only use it occasionally, which makes me wonder if anything is really needed at all then.
SilverBride wrote: »Any player looking to power level would not count on overland enemies and quests to do so. They generally run arenas or other such content to gain fast levels.
SilverBride wrote: »Players using those places to power level aren't going to ask for more difficult enemies to fight knowing that they will take longer. They would not be using a slider or a debuff or anything else that would slow the process down.
Players asking for difficulty for immersion in the story is the opposite of power leveling.
If ZOS could be trusted to manage the difficulty spike between normal and vet overland, I might be (slightly) more amenable to the idea.
But ZOS has shown they're very not-great at managing difficulty spikes. The curve for a newbie going into their first 4-man dungeon is steep; DLC dungeons are another big jump in difficulty; and going from normal dungeons to vet dungeons is less of a "curve" and more of a "sheer cliff." Basically, we go directly from content that can be soloed by a competent DPS who doesn't even have to do a full, cohesive rotation at any point to content that requires roles, tight proficiency with character mechanics, studying boss patterns beforehand, and remembering to use all of their buttons. There's no "learning" phase in this game.
I suspect a "vet overland" would be a similar difficulty cliff, locking all but the top players out of these vague "better rewards."
spartaxoxo wrote: »...two people playing for an hour and getting the same exp is deemed unfair...
Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you're not going to get anything out of it why do it, you know? The satisfaction is there sure, but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.So like I said, we went down that route. We built the game with difficulty in mind and 2/3 of the game was never played by players, so we changed it.”
SilverBride wrote: »When asking for major changes these types of conflicts are going to come up, and players are going to give their feedback, for or against.
I personally find asking to be rewarded and given more experience for killing the same enemies and doing the same quests because more difficult fights take longer, to be unreasonable and unfair. Especially since longer fights are what is being asked for.
And no matter how long it takes to level, giving increased experience means that those players will get way more experience per zone than those on normal. How is that fair?
You can't be serious...asking for more reward for completing harder task is unreasonable?
Also, if you only want the easy mode where you 1 hit everything, why do you so badly need the better gear? I thought you just play for the fun of killing everything in 1 hit? What's the purpose of getting better gear of everything you touch dies instantly anyway?
I don't understand why players who want easy mode are so against players getting rewarded for their time and work. Why does it hurt you so much? You're afraid you'll miss out on rewards? I don't complain I dont get the card game rewards without playing the card game, or fishing rewards without fishing. If it's not my thing I simply don't do it and don't go in forums complain that I'm forced to do it to have literally everything in the game.
SilverBride wrote: »As far as incentivizing, increased overland difficulty wasn't something that ZoS was wanting to implement and was looking for a way to incentive it so players would participate in it. This was requested by players that stated their incentive as immersion.
SilverBride wrote: »Overland is not meant to be a challenge. They tried that before One Tamriel and 2/3 of the game (Cadwell's Silver and Gold veteran zones) was not being played so they changed it and put the challenge in dungeons and trials and arenas, going on 9 years ago now.
If players want more challenge in Overland, sure as long is it does not affect those that don't. But it is not reasonable to expect to be rewarded for getting a feature that they asked for.
If a player requiests a custom recall they would like to see, should they get a reward because it takes a couple of seconds longer to get to where they are going now? It's the same concept.