It's nice that we agree that rewards from questing could be improved. I have a couple of thoughts, though - first, "quest" is a broad term that is used for a lot of different kinds of content. Even daily crafting writs are considered by the game to be quests, so I have trouble fully accepting the notion that questing is exclusively for advancing a story. But also, what portion of the game would you consider to be purely designed for leveling? There are places in the game which are frequently exploited for that purpose but I don't think any one part of the game in particular is designed for it. Like, I tend to go to Spellscar if I want to grind out some levels, but that area has a reason to exist which doesn't explicitly include leveling. I don't think any activity in the game is made for it, it's just that players find the most efficient ways to do it and those become the standard methods. Leveling could happen in a more organic way if questing were made a more viable form of experience gain. After all, major story quests are generally one and done. You're not going to be able to go back and grind them. So where's the harm in giving players a somewhat more attractive goody bag for a job well done?
My point is that story-telling is what is fundamental to questing, what sets it apart from other leveling or experience-gaining activities such as pvp, crafting, or pure combat. Just because you or others use it with the intent to benefit from the byproduct is irrelevant to its primary identity as a system in a game with many systems that also provide similar rewards. Whether or not you think the xp rewards from questing should be greater is also irrelevant. I think questing can be used for leveling if that is an individual's goal, but my initial point was really to counter what seemed to me to be an assumption about the primary function of questing on a universal (or at least widespread) scale. I think if we are going to assign any universal purpose to a system like questing, it should be based on the feature which sets it apart from other systems.
As a side note that does not change my argument in the least, I also wouldn't mind if questing had better rewards since that is the system in which I most commonly choose to engage.
SilverBride wrote: »
This isn't Lotro.
CahirMawrDyffryn wrote: »I'm against harder overland if it's not optional. ........ For me, this is not gonna create a challenge or make overland more rewarding it's just gonna make all forms of exploration very tedious. I don't want to be dragged into 5' fights constantly whenever I'm going anywhere.
CahirMawrDyffryn wrote: »I'm against harder overland if it's not optional. Anyone who wants a challenge, can just do vet dungeons, fight world bosses. For me, this is not gonna create a challenge or make overland more rewarding it's just gonna make all forms of exploration very tedious. I don't want to be dragged into 5' fights constantly whenever I'm going anywhere.
If it's optional no problem ofcourse!
CahirMawrDyffryn wrote: »I'm against harder overland if it's not optional. Anyone who wants a challenge, can just do vet dungeons, fight world bosses. For me, this is not gonna create a challenge or make overland more rewarding it's just gonna make all forms of exploration very tedious. I don't want to be dragged into 5' fights constantly whenever I'm going anywhere.
If it's optional no problem ofcourse!
CahirMawrDyffryn wrote: »I'm against harder overland if it's not optional. Anyone who wants a challenge, can just do vet dungeons, fight world bosses. For me, this is not gonna create a challenge or make overland more rewarding it's just gonna make all forms of exploration very tedious. I don't want to be dragged into 5' fights constantly whenever I'm going anywhere.
If it's optional no problem ofcourse!
Franchise408 wrote: »
My disagreement with this is that everything that has a "challenge" in this game is group content, and one solo arena.
There is no option for players who want a challenge and want to be able to engage with the story.
Most people are in agreement in wanting it to be optional. How that option is implemented is where the disagreement comes in. I want vet instanced overland the same way we have normal and vet dungeons, or separate instances of Cyrodiil and Imperial City for different rulesets. Some want sliders or debuffs.
I have gone on record as saying that I would prefer non-option difficulty increase over nothing being done at all, and I stand by that. I would still prefer an optional difficulty choice over forced.
I don't think that saying "there's difficult content in the game" is an appropriate response to overland difficulty increase requests, because all the options for that are nearly exclusively group content.
Vonnegut2506 wrote: »There are currently 3 solo arenas in the game if you count IA, and it's not like a solo person can't do a lot of the group content. Only a couple dungeons actually require multiple people. Saying there is already difficult content in the game for a solo player is accurate even if you don't think it is appropriate.
If it takes me any longer to collect my surveys and dig up my treasure maps because it takes much longer to fight the same mobs, I will absolutely quit.
If I can no longer speedrun skillpoint-granting quests on my alts because it takes much longer to fight the same mobs, I will absolutely quit.
There is nothing that will drive me away from this game faster than wasting my time by making overland content harder without an opt-out.
Nothing.
Even going to a central auction house, which I despise for a host of reasons and which will push me out of engaging with the trading endgame altogether, wouldn't push me away as fast as turning my daily relaxing flower-picking session into an artificial grind because some people can't be happy unless everything is extra hard.
Especially considering the "make it challenging" crowd tend to be experienced players with optimized (or at least somewhat optimized) builds and deep knowledge of the game's system. Which means their "challenging" will be "insurmountable" for people without all that (like my dad, who finds keeping up with making/eating food to be too complicated, and who quit GW2 because there was a story boss on the main questline he just couldn't beat).
I'm skeptical of the claim that ESO will gain more players than it loses if it implements a non-optional harder overland. Didn't they try that already, in the days back before One Tamriel? If it was that successful, I feel like Zenimax would have kept it rather than overhauling the entire game to make level scaling a thing. Or they would have at least reverted if One Tamriel proved to be pushing away more people than it attracted.
If it takes me any longer to collect my surveys and dig up my treasure maps because it takes much longer to fight the same mobs, I will absolutely quit.
If I can no longer speedrun skillpoint-granting quests on my alts because it takes much longer to fight the same mobs, I will absolutely quit.
There is nothing that will drive me away from this game faster than wasting my time by making overland content harder without an opt-out.
If it takes me any longer to collect my surveys and dig up my treasure maps because it takes much longer to fight the same mobs, I will absolutely quit.
If I can no longer speedrun skillpoint-granting quests on my alts because it takes much longer to fight the same mobs, I will absolutely quit.
There is nothing that will drive me away from this game faster than wasting my time by making overland content harder without an opt-out.
Nothing.
Even going to a central auction house, which I despise for a host of reasons and which will push me out of engaging with the trading endgame altogether, wouldn't push me away as fast as turning my daily relaxing flower-picking session into an artificial grind because some people can't be happy unless everything is extra hard.
Especially considering the "make it challenging" crowd tend to be experienced players with optimized (or at least somewhat optimized) builds and deep knowledge of the game's system. Which means their "challenging" will be "insurmountable" for people without all that (like my dad, who finds keeping up with making/eating food to be too complicated, and who quit GW2 because there was a story boss on the main questline he just couldn't beat).
I'm skeptical of the claim that ESO will gain more players than it loses if it implements a non-optional harder overland. Didn't they try that already, in the days back before One Tamriel? If it was that successful, I feel like Zenimax would have kept it rather than overhauling the entire game to make level scaling a thing. Or they would have at least reverted if One Tamriel proved to be pushing away more people than it attracted.
Sounds rather like you don't like overland at all. Yes I mean you like to collect things from it, but any obstacle in the way is measured as a nuisance. And I mean, that's a fair and all. To each their own and all that.
But the implication for game design are evidently problematic. How can one develop an engaging piece of content while at the same time catering to an audience who do not want it to be engaging?
spartaxoxo wrote: »
I agree. I'd also add that overland is actually the ONLY piece of content in this game that doesn't offer a challenge. All other content has optional ways to modify difficulty or is challenging as a baseline (PvP).
So, as far as appropriate goes, in my personal opinion, the idea difficulty should be forced is more inappropriate than the status quo should be maintained. Maintaining the status quo just means keeping the audience we already have. Meanwhile, forced difficulty would force out a lot of people who can't or don't want to do the harder stuff. There's quite a lot of players that don't do challenging content by choice.
That there is content for solo players seeking a challenge is simply an accurate assessment of the game. And I don't personally find true statements to be inappropriate just because they go against my personal opinion. I can acknowledge there are pros and cons to all solutions offered in this thread. It doesn't mean I find every possible counter argument someone could come up with to be a fair one. But, that alternatives for challenging solo play already exists is just simply a factual statement.
sans-culottes wrote: »
The game didn’t die pre–One Tamriel when we actually had zones that could push back a little. In fact, I remember feeling more attached to my character’s progress because I had to think on my feet.
Sure, fast-tracking skill points on alts and breezing through maps is convenient, but convenience gets stale.
If everything always folds at a glance, we might as well be flicking through a visual novel rather than playing an Elder Scrolls game .
Sounds rather like you don't like overland at all. Yes I mean you like to collect things from it, but any obstacle in the way is measured as a nuisance. And I mean, that's a fair and all. To each their own and all that. But the implication for game design are evidently problematic. How can one develop an engaging piece of content while at the same time catering to an audience who do not want it to be engaging?
Franchise408 wrote: »I'd argue that it's not entirely accurate, because while "overland is the only thing without a challenge", overland is also the vast majority of the content. Some dungeons may be soloable, but far less than the full run of dungeons, limiting the content even further. Absolutely no trials can by solo'd, reducing the content even further.
Snipped for brevity
ZOS can absolutely build engaging content while also giving this kind of player the experience they want
spartaxoxo wrote: »
The same way they do it with the solo arenas and Infinite Archive.
spartaxoxo wrote: »
Or you could just not use the slider? Or whatever option they add.
They're not going to add a "slider." They will never add a "slider." We have no indication that their engine can even do a "slider" for difficulty. Nobody can agree on what the "slider" should even change.
They don't exist, and even if they can exist (which is a dubious claim to start with), they won't exist.