I'm not saying I don't believe that's what they want to do. I'm just saying that you can be positive while also keeping in mind that looking into making something opt-in and wanting that to be the priority doesn't mean the end product is going to be. While I'm hoping it'll be the case, I'm going to reserve judgement until they've had time to work on the system and see if it's feasible. Which is to say, until we have more concrete information.SilverBride wrote: »I will get my hopes up. Rich has mentioned more than once throughout the years that there are players that find Overland difficult, so if he says they are looking at an opt in system, I believe him.
Totally get it. Understand where you are coming from. Just want to clarify here that we have a team dedicated to overland, so it is getting the focus and time needed. This is an important feature and we want to make sure this is done correctly. So there is a team dedicated to this. Some of the features that you are seeing today have been in the works for a bit. So that is why you are seeing them today. We hope to have more info in the future to share about overland.
I'm cautiously optimistic about increased difficulty probably not being forced. I guess the next thing to debate is the hypothetical incentive/reward structure...
Honestly 75% of that entire video was just corporate fluff, and gave me VERY bad vibes. It's all just so clean, sanitized, ultra wholesome without a single speck of authenticity to be found. If anything this entire presentation has soured my opinion of ESO even more. Everything about it seemed so corporate and fake.
Until they have something concrete to announce regarding a real difficulty option for the base overworld game, it's all a moot point.
I feel like I just watched a Pepsi commercial.
So they made a reference to a potential opt-in harder overland during one of the streams? I missed 'em so I've only been going off word of mouth.
SilverBride wrote: »So they made a reference to a potential opt-in harder overland during one of the streams? I missed 'em so I've only been going off word of mouth.
https://m.twitch.tv/videos/2429316140 at 1:26:20
spartaxoxo wrote: »
spartaxoxo wrote: »Back in the day, I thought they were alluding it to being one and done content.
Credible_Joe wrote: »I've suggested in the past risk / reward tel var style. Limit banker-assistant gold depositing to towns & cities, lose gold if you die. Ramp up the multiplier as you collect more and more.
Maybe even drop a gold pouch? Or dare I say... Dropped items? Disable self rez, add a touch of souls-like, navigating back to your grave marker to collect your dropped gold / stuff. That's textbook standard as far as consequences for losing go.
That way there'd be equal incentive for normal and challenge modes. Play it safe for consistent rewards and no risk vs increased rewards with the potential to lose as much as you gain.
Lots of directions to approach this with.
SilverBride wrote: »They want to make this work, and adding a lot of detailed features is just going to complicate things. Let's see what they come up with first.
SilverBride wrote: »They want to make this work, and adding a lot of detailed features is just going to complicate things. Let's see what they come up with first.
SilverBride wrote: »They want to make this work, and adding a lot of detailed features is just going to complicate things. Let's see what they come up with first.
Agreed, but this thread/forum does exist for a reason. It's not going to do the game any harm to discuss ideas we'd like to see. You know, I'm always kind of surprised when I present an idea and people respond in this way, or in an even more dramatic manner, as if I'm uninstalling it from their machine and telling them they can't play anymore.
We're just presenting ideas, there's no reason to shut down the discussion entirely.