Overland Content Feedback Thread

  • spartaxoxo
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    Questing is literally for leveling and it's the very first thing they have you do to level. You can skip the story entirely, just as you can level up other places.

    Experience isn't a byproduct, it's the most consistent and primary reward for doing the quests.

    Quests are not just story and they are not just for leveling, it is for both. That is how they are designed. A game system can be more than one thing. Sometimes things serve multiple purposes.

    An individual player may place more individual importance on one function or the other and that's fine. But, people are also allowed to value the full system and want it to be fully functional as both a way to level characters (especially below level 50) and deliver an immersive story experience.

    What any individual gets out of a quest is up to them. But completing a quest will give you a good chunk of exp, a story, and perhaps some coin, gear, or other rewards. What a game system gives you is how it functions. What you personally value is up to personal taste. One person's personal taste does not veto another's.
    Edited by spartaxoxo on February 16, 2025 12:31AM
  • disky
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    Kallykat wrote: »

    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.
    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?

    Now personally, I don't really care about gaining tons of experience. In games like Skyrim and Cyberpunk, I install mods which slow down leveling to a quarter of the original speed in order to give me more time to max out during an experience that I know will take me hundreds of hours to progress through, and as a veteran player who has methods of leveling efficiently I'm mostly okay with things as they are now. I'm just saying that the concept of questing is diminished if we consider it to be exclusively for story purposes, and that players might become more engaged if they received better rewards.
  • sans-culottes
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    This isn't Lotro.

    That doesn’t mean it can’t learn anything from LotRO’s successful handling of this very issue.
  • CahirMawrDyffryn
    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!
    Edited by CahirMawrDyffryn on February 25, 2025 11:00AM
  • Muizer
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    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.

    I think pretty much everyone here agrees. I certainly do not believe much can be achieved with a single difficulty level. It's either going to annoy the casual players for being too hard, the ones wanting a challenge for being too easy, or both for being a nuisance.

    Edited by Muizer on February 25, 2025 11:38AM
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • TaSheen
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    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!

    TOTALLY off-topic: I LOVE your forum ID! It's Welsh?
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    "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....
  • spartaxoxo
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    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!

    I agree. I hope they do not force a difficulty increase on everyone. Luckily, it doesn't seem like they will. They have spoken in the past about not wanting to drive out players such as yourself. And a streamer also said that when they had talked about to the devs about this topic once before, the ideas they were mulling over were optional.

    We won't know for sure until April's big reveal. But chances look pretty good!
    Edited by spartaxoxo on February 25, 2025 7:24PM
  • old_scopie1945
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    TaSheen wrote: »
    Edited by old_scopie1945 on February 26, 2025 9:36AM
  • TaSheen
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    @old_scopie1945 - ah, thanks. Witcher was never my thing....
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    "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....
  • Mandragon
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    Overland being too easy drove me away from ESO. I'm curious to see how they improve it. I may just come back to play if they make the challenge enough to make sure I don't fall asleep playing the game! I'm a casual player with limited time and I just want to enusre the games I play are actually engaging, immersive and of course fun.

    The story and world of ESO always seemed fantastic. Combat system was always fun with the exception that all your abilities didn't matter since you could tap all creatures on the shoulder with a feather and they die with no CP points and being almost naked with a level 1 weapon (including the big big bad ultra powerful boss) just made me go "ZzzZzzzZzzz". Obviously I'm exaggeration a bit but the last attempt at this game I never used any combat CP points and i never focused on upgrading my gear. I had hopped it would make the game more difficult and it never did.

    The gear grind and hunt is a serious part of a RPG and I found it meaningless in ESO for the vast majority of the game.

    I primarily play solo and hoped that one day the overland (aka 80% of the game) would be more engaging.

    Hopeful that the devs have finally listened to feedback on this year's long issue... now to see if they actual improve the current state of the game. Might start putting money down again if it can actually keep me engaged.

    I wonder how many other players will come back if they actually improve this problem.

    Edited by Mandragon on February 26, 2025 4:58PM
  • Attorneyatlawl
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    Just gonna leave this here as an example of why eso needs to revamp things...
    https://massivelyop.com/2025/02/26/the-soapbox-difficulty-is-a-means-to-an-end-in-mmorpgs/

    ESO used to be a nicer game back in the vet overland days, pre nerfs, but it still lacked some of the reasoning in that article where the writer talks about how The Secret World worked. That was my best pve experience ever in the early days of that game.
    Edited by Attorneyatlawl on February 27, 2025 8:27AM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
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    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Franchise408
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    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!

    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
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    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.

    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.
  • spartaxoxo
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    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.

    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.
    Edited by spartaxoxo on February 27, 2025 10:37PM
  • VoxAdActa
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    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.
  • SilverBride
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    VoxAdActa wrote: »
    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.

    Well said.
    Edited by SilverBride on February 28, 2025 5:14AM
    PCNA
  • Muizer
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    VoxAdActa wrote: »
    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.

    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?

    Edited by Muizer on February 28, 2025 12:05PM
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • sans-culottes
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    VoxAdActa wrote: »
    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.

    I get where you’re coming from—nobody wants their relaxing session to feel like a chore. But let’s not pretend that making overland content more challenging automatically means an “insurmountable” wall for anyone lacking the perfect setup. A bit of difficulty doesn’t have to mean you need a maxed-out build or hours of spreadsheet-level planning. It just means there’s some actual risk to wandering around, instead of every wolf and bandit folding in half because you sneezed in their direction.

    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.

    And let’s be honest: Adding some teeth to the open world doesn’t have to mean punishing folks who’d rather farm flowers than fight trolls. There are plenty of ways ZOS could scale difficulty levels or give an opt-in “hard mode” overland setting. But even if it were baked in for everyone, the notion that a slight bump in challenge will automatically scare off every casual player feels overblown. The real risk is turning the game into a mindless treadmill where engagement boils down to skipping every mob because they never threaten you anyway.

    I’m all for letting people enjoy their quiet gathering runs or leveling alts in peace—those playstyles matter. But a balanced difficulty can give meaning to the world and make you feel like your choices (gear, skills, food, etc.) have some weight. That sense of achievement is what keeps a lot of us around. If the game was truly dying back in the old days, ZOS wouldn’t have tried to find a middle ground; they would have just locked in “easy mode” from the start. So no, I don’t think they’ll lose more players than they gain by making overland a bit tougher. Some friction can actually be fun—if it’s handled right.
    Edited by sans-culottes on February 28, 2025 12:30PM
  • TaSheen
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    @VoxAdActa - right there with you. I'm not interested in combat at all, and right now, I can't do the story quests because since Elsweyr, the end bosses have become too hard for me. I squeaked my way by the High Isle boss, but it took me many tries, and left me with very sore wrists, and WAS NOT FUN.

    Non-optional means my accounts will go to the bit bucket and the 4 annual subs will stop.
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    "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....
  • VoxAdActa
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    Muizer wrote: »

    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.

    Coming into overland with no gear, no crafting alt, no gold, and no clue how the systems interact with each other to make a build, is very challenging. I did that. Exactly once. It was fun. It also took me months to finish the main quest and the first alliance questline with a half-tank/half-DPS in Night's Silence and Beekeeper.

    That was a fantastic experience, sure. But it's an experience that can only happen once. Overland is only the core challenge of the game once, for a few months. After that, the core challenge of the game moves beyond overland questing into other things. Making overland questing "challenging" is making it take longer to get to and gear for the parts of the game that are actually enjoyable challenges, and denying me the choice to spend my limited gaming time relaxing if I wish.

    It's not that I dislike overland. It's that I dislike having my time wasted by some artificial difficulty increase. Overland is the part of the game I move through to get to the things I want to do, be that exploring the story of the zone through side quests, harvesting materials, collecting skyshards/lorebooks, or just trying to get my alts ready for trials/PvP.

    If I have to spend extra time slowly grinding my alts up in a "challenging" overland when my actual goal is to get them into PvP or trials, I will not make any more alts. Period. If I have to deal with extra stress watching out for wolves when all I want to do is fish and hunt for treasure chests, I will stop fishing and hunting for treasure chests.

    Overland being "challenging" will discourage me from doing any of the parts of the game that are actually enjoyable, and it will gate out people like my dad, who runs around questing in Night's Silence and Beekeeper not because he doesn't know any better, but because that's how he likes to do things.

    The advice of "just play another game then, casual!" will be taken and acted upon, by me and thousands of other people. Your ideal overland experience will be very lonely.
    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?

    They did that already. It almost sunk the whole game. So the answer to your question is "we DON'T cater to the audience who wants the only non-skippable, non-optional part of the game to be hard, too."
    Edited by VoxAdActa on February 28, 2025 6:28PM
  • Franchise408
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    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.

    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. The whole selling point of each chapter is the story, and for those seeking challenge, that is an absolute non-starter. I think Greymoor was the last story I actually played through, and it was so tedious for me that I vowed to never do anymore chapter stories. As such, I'm not even buying the chapters anymore because I don't actually need them since they aren't providing me any content. The content released for players seeking a challenge is a couple dungeons and a trial every year. The story is the vast majority of content, so players seeking challenge end up having far less content, whereas everyone else has *all* the content the game has to offer through normal versions of even dungeons and trials.

    It is my preference that a forced overland difficulty is better than nothing being done because as it currently stands, the focal part of the game is unplayable for me. I have the right to that opinion, just as others have the right to their opinion that nothing being done is preferable to forced change. My point in bringing that up was moreso that even someone like me who is okay with a forced difficulty for overland would still prefer an optional form of overland difficulty, the emphasis being that the main disagreement was how that option should be implemented, not whether it should or shouldn't be optional. If people are allowed to have opinions here that they don't even want *optional* overland difficulty, then I can have the opinion that forced difficulty is preferable for me than doing nothing about the current state. Just because I would prefer forced difficulty over nothing also doesn't mean that I wouldn't rather have the option.
  • VoxAdActa
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    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.

    Every single article I read about this game before I decided to pick it up (2016 or so) emphasized how it nearly failed in the first few years after launch, then they did a huge redesign of how everything worked (One Tamriel), and now the game is popular and fun.

    Every. Single. One.

    Most of them compared it to the Final Fantasy MMO.

    I mean, if one segment of the gaming population just needs to go play a different game, the "we want it harder" section is the one that will have the lesser impact on ZOS's numbers if they leave.

    In addition, that crowd has more alternative options. Games that are always on hard mode still exist. EverQuest is still live. You can get your hard overland there, where it's not feasible to solo even overland trash mobs after about level 20 (of 60). Meanwhile, there's no such thing as a relaxing, casual MMO outside of ESO that's not a flashy shovelware cash grab, especially one that has a combat system more engaging than playing piano while skill bars with cooldown timers take up more of the screen than the gameplay does.
    Sure, fast-tracking skill points on alts and breezing through maps is convenient, but convenience gets stale.

    I guess, assuming the only thing someone wants to do is play on the overland. Some of us want to do other things, and have to go through the overland to get there. Overland being harder, with no opt-out, means people have to spend extra time doing the filler content in order to get the content they want to play. Do you honestly think that a majority of people don't want to do dungeons, trials, PvP, story questing, or even crafting/fishing more than they want to do overland mob-grinding?
    If everything always folds at a glance, we might as well be flicking through a visual novel rather than playing an Elder Scrolls game .

    That's a significant exaggeration, given the amount of options for enjoyably difficult content that exists in this game (and that does not exist in a "visual novel"). That comparison only makes sense if the only thing you want to do is grind mobs in the overland. In which case, WoW Classic, EverQuest, and Elden Ring are right there.

    Edited by VoxAdActa on February 28, 2025 6:28PM
  • disky
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    Muizer wrote: »

    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?

    It's the collector/box-ticker mentality. I can't fathom playing a game like this but it seems like it's fairly common in MMOs. And if that's what people want to do, fine, but personally I'm here for a classic TES experience which ZOS does provide in theory, it's just that nothing is a challenge and so nothing feels like it matters.

    ZOS can absolutely build engaging content while also giving this kind of player the experience they want, if they give us a challenge system that works for everyone, and they can do that. Hopefully they will. I really can't wait until April.
  • spartaxoxo
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    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

    There are like two dungeons that are not soloable. It's nearly the full run. I believe normal Asylum Sanctorum was soloable at some point but I never tried. Anyway, I don't want things to stay the same. And they're thankfully not going to.

    But, even though some players have left. I think it's generally better for a successful game to keep the audience they have happy. Rather than abandoning an audience in the hopes of attracting a new one. And that's especially true if the game is old and the graphics are outdated, IMO. Like I wouldn't support Elden Ring abandoning it's audience to chase the ESO casual crowd either. You're are totally within your rights to disagree. Just as I'm entitled to believe that it would not be an appropriate business decision to abandon the audience that has supported the game for 10 years for new players and lapsed players who already decided to not to support it. We just fundamentally disagree about forced gameplay.

    Thankfully, we do agree about optional difficulty. And thankfully, changes are confirmed to be upcoming in the studio letter. At least that's something we can both celebrate.
    Edited by spartaxoxo on February 28, 2025 6:49PM
  • VoxAdActa
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    disky wrote: »
    ZOS can absolutely build engaging content while also giving this kind of player the experience they want

    They already do build challenging, engaging content. I guess the problem is that content is too challenging, in that it's hard to do solo.

    I'm not sure how we expect ZOS to find the balance between "hard enough to keep me engaged, but still easy enough that I don't have to interact with anyone to complete it."

  • spartaxoxo
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    VoxAdActa wrote: »
    I'm not sure how we expect ZOS to find the balance between "hard enough to keep me engaged, but still easy enough that I don't have to interact with anyone to complete it."

    The same way they do it with the solo arenas and Infinite Archive.
  • VoxAdActa
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    spartaxoxo wrote: »

    The same way they do it with the solo arenas and Infinite Archive.

    You want overland to be like IA or Vateshran??

    That'll be a no from me, dawg. I will straight insta-cancel and uninstall.
  • spartaxoxo
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    VoxAdActa wrote: »
    You want overland to be like IA or Vateshran??

    That'll be a no from me, dawg. I will straight insta-cancel and uninstall.

    Or you could just not use the slider? Or whatever option they add.
    Edited by spartaxoxo on February 28, 2025 8:16PM
  • VoxAdActa
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    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.

    I don't even know where this idea of a "slider" came from. It's not happening. It's not a thing. It's very likely to not even be possible.

    At the absolute best, they might make a vet instance for overland. Which is a whole new instance for basically the whole game. You think performance is bad now? How is running two separate versions of the whole game across all of PCNA, PCEU, XB, and PS going to affect that? The update schedule is already too slow, and they're slowing it down even further; making a whole new instance of the whole game for every server is not going to be easy or quick. It would be an all-hands-on-deck thing with everyone working on just that.

    And all of that, for an instance that will be 90% empty 99% of the time, if they're making all the overland content that has to be surmounted before doing anything else the same difficulty as IA or Vat.

    No, they're not doing that. Whatever they do to overland is going to be done to the overland. There will not be a bunch of absolutely massive extra instances for a tiny portion of the playerbase. There will not be some mythical, probably impossible, "slider."

    Those ideas were only proposed after seeing how dramatically unpopular a universal increase to overland difficulty was, as a defense and a hedge against people who say it's a bad idea. "Just don't use our mythical slider! Just don't go into the enormous extra instance that ZOS will totally spend all their time and effort to make!" But all of that is a non-starter. Speculative at best, infeasible in the middle case, and impossible at worst.

    They don't exist, and even if they can exist (which is a dubious claim to start with), they won't exist.
  • spartaxoxo
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    VoxAdActa wrote: »
    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 already have zone specific buffs and debuffs, and can already apply these to individuals. So, I'm unsure why you think a slider would be so impossible.

    We don't know what they'll do. But the last time they discussed they were working on their own thing, they specifically cited sliders as the example request. Meanwhile, all the times they said no, they cited a separate instance as having previously nearly killed the game and continued to talk about how they've learned that player separation isn't a good thing during gold road promo.

    So, I think something none of us have even thought of is likely. But, I also think a slider is possible too.
    VoxAdActa wrote: »
    They don't exist, and even if they can exist (which is a dubious claim to start with), they won't exist.

    They exist in all of their single player games. And in another MMO (LOTRO). I'm not sure why a standard game design feature is being painted as mythical.
    Edited by spartaxoxo on February 28, 2025 8:46PM
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