spartaxoxo wrote: »Back in the day, I thought they were alluding it to being one and done content.
Here's the thing about "one and done" for me, though. I don't feel like it has to be. Why not allow players to play through the story (at whatever difficulty they choose) and then, when it's over, just give them the option to do it again if they want. It could be considered a "prestige mode" or whatever. Obviously the unique rewards would already be attributed but players would at least have the option to do the content again on the same character if they choose to. I get that some players might say "what's the point, I already did that", but...we repeat content all the time in dungeons, trials, arenas and Infinite Archive, so why not overland, too?
I know some people may be thinking "well, that sounds a lot like Cadwell's" but it's not, because it's not forcing you into anything, it's not restricting you to zones or demanding that you follow a certain path, it's just there to allow you to enjoy the content again if you want to. I mean, players have had some of their characters for years and I'm sure they wouldn't mind giving old content another go on those characters once again. And it would certainly pair well with difficulty options, whenever they arrive.
SilverBride wrote: »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.
I didn't quote or respond to anyone's post in particular. But it's not going to be easy for them to make this work, and I feel that we should let them focus on that for now.
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.
I honestly like the Higher risk Higher reward idea. And having a penalty system such as losing a gold pouch does add more realism and stakes. It makes you think twice before tackling on a boss. I love that sense of adrenaline.
I do think there should be a limit though. For example, I wouldn't want it to be like RuneScape where you lose 90% of your inventory (including gear, weapons, food, potions, items, everything) when you die. But a system like Elden Ring would be perfect. Losing a gold pouch and having to retread to get it back.
Hell, maybe when you and your companion die, you'd have to go back to their dead body just to manually revive them. The higher reward would be greater chance of getting Purple companion gear. Just some ideas.
ESO_player123 wrote: »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.
I honestly like the Higher risk Higher reward idea. And having a penalty system such as losing a gold pouch does add more realism and stakes. It makes you think twice before tackling on a boss. I love that sense of adrenaline.
I do think there should be a limit though. For example, I wouldn't want it to be like RuneScape where you lose 90% of your inventory (including gear, weapons, food, potions, items, everything) when you die. But a system like Elden Ring would be perfect. Losing a gold pouch and having to retread to get it back.
Hell, maybe when you and your companion die, you'd have to go back to their dead body just to manually revive them. The higher reward would be greater chance of getting Purple companion gear. Just some ideas.
Yes, Runescape was the first thought that came to mind after reading about "dropped items". I started playing ESO after several years of playing Runescape. Not needing to run to the grave within a time limit or alternatively to pay a hefty sum at the Death office was a breath of fresh air for me.
SilverBride wrote: »
ESO_player123 wrote: »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.
I honestly like the Higher risk Higher reward idea. And having a penalty system such as losing a gold pouch does add more realism and stakes. It makes you think twice before tackling on a boss. I love that sense of adrenaline.
I do think there should be a limit though. For example, I wouldn't want it to be like RuneScape where you lose 90% of your inventory (including gear, weapons, food, potions, items, everything) when you die. But a system like Elden Ring would be perfect. Losing a gold pouch and having to retread to get it back.
Hell, maybe when you and your companion die, you'd have to go back to their dead body just to manually revive them. The higher reward would be greater chance of getting Purple companion gear. Just some ideas.
Yes, Runescape was the first thought that came to mind after reading about "dropped items". I started playing ESO after several years of playing Runescape. Not needing to run to the grave within a time limit or alternatively to pay a hefty sum at the Death office was a breath of fresh air for me.
Bruh I died to a Barrows brother once... specifically by Dharok when he 1 shotted me at his low HP. For anyone who doesn't know, Dharok had an interesting mechanic where the lower his HP, the harder he hits. If his HP was below 5%, he could 1 shot you even if you're blocking with armor at max HP. I lost everything. All the weapons and armor and gold I worked hard for. I had to ask a friend to bless my grave so I can retrieve my items within the allotted time. If he wasn't there to bless my ass, I'd have only 5 minutes to go to my grave to retrieve everything. And I would NOT have made it because it was far.
I don't want ESO vet overland to be nearly that extreme. I feel Elden Ring strikes a good balance as far as death penalities go.
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.
The continuous, self-congratulatory group hug was indeed quite cringe. Really wondered who that was aimed at, it's not what people tuned in for.
ESO_player123 wrote: »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.
I honestly like the Higher risk Higher reward idea. And having a penalty system such as losing a gold pouch does add more realism and stakes. It makes you think twice before tackling on a boss. I love that sense of adrenaline.
I do think there should be a limit though. For example, I wouldn't want it to be like RuneScape where you lose 90% of your inventory (including gear, weapons, food, potions, items, everything) when you die. But a system like Elden Ring would be perfect. Losing a gold pouch and having to retread to get it back.
Hell, maybe when you and your companion die, you'd have to go back to their dead body just to manually revive them. The higher reward would be greater chance of getting Purple companion gear. Just some ideas.
Yes, Runescape was the first thought that came to mind after reading about "dropped items". I started playing ESO after several years of playing Runescape. Not needing to run to the grave within a time limit or alternatively to pay a hefty sum at the Death office was a breath of fresh air for me.
Bruh I died to a Barrows brother once... specifically by Dharok when he 1 shotted me at his low HP. For anyone who doesn't know, Dharok had an interesting mechanic where the lower his HP, the harder he hits. If his HP was below 5%, he could 1 shot you even if you're blocking with armor at max HP. I lost everything. All the weapons and armor and gold I worked hard for. I had to ask a friend to bless my grave so I can retrieve my items within the allotted time. If he wasn't there to bless my ass, I'd have only 5 minutes to go to my grave to retrieve everything. And I would NOT have made it because it was far.
I don't want ESO vet overland to be nearly that extreme. I feel Elden Ring strikes a good balance as far as death penalities go.
Ideally, anything like that would be optional, but I seriously doubt it would ever come to ESO. I like a challenge but ever since UO I'm just not that hardcore.
tohopka_eso wrote: »
sans-culottes wrote: »tohopka_eso wrote: »
KEI at Dark Bank in 5 mins PST
PS. I cut my teeth on UO and EQ. These would be interesting additions, especially since players could still bank gold, drops, etc. Losing experience, never mind levels, would probably be a major turnoff for lots of players.
tohopka_eso wrote: »I loved the slow travel. Mounts weren't even a thing yet.
tohopka_eso wrote: »I loved the slow travel. Mounts weren't even a thing yet.
So it looks like subclasses are coming before Harder Overland. Not a good decision—if the power creep is bad now, just wait until subclasses come around. Might as well delete all the enemies at this point.
tohopka_eso wrote: »
spartaxoxo wrote: »So it looks like subclasses are coming before Harder Overland. Not a good decision—if the power creep is bad now, just wait until subclasses come around. Might as well delete all the enemies at this point.
Eventually you hit a point of diminishing returns where it does not matter all that much how much power you have because the outcome is basically the same. You got that point basically just by equipping any full sets. Everything dies very fast and that's true even of my stealth Khajiit who only steals.
Franchise408 wrote: »tohopka_eso wrote: »
I still play EQ, and it's still to this day a thousand times better than ESO.
tohopka_eso wrote: »Franchise408 wrote: »tohopka_eso wrote: »
I still play EQ, and it's still to this day a thousand times better than ESO.
An opinion I don't find true IMHO. Early days it was harder and challenging, but I find ESO in my opinion to be be far better.
Franchise408 wrote: »tohopka_eso wrote: »Franchise408 wrote: »tohopka_eso wrote: »
I still play EQ, and it's still to this day a thousand times better than ESO.
An opinion I don't find true IMHO. Early days it was harder and challenging, but I find ESO in my opinion to be be far better.
We can certainly disagree.
I go back to EverQuest every year or so for the past few years, and I find it to be far more engaging, immersive, and overall enjoyable than ESO. It's still way more challenging than ESO, even in its easier state than what it used to be. With ESO, unless it's trial day with my guild, I don't log on. And I'm hitting /quit the second the trial is over. With EQ, I can have fun solo, with a group, with whatever I'm doing. I feel far more a part of the world in EQ, and the content is both relaxing and challenging at the same time. Plus, every year I get the new TLP server launches that let me go back and have at least a semblance of the original experience from back in the days.
I just find far more to do in EQ that engages me and has me wanting to log in than ESO.
Franchise408 wrote: »tohopka_eso wrote: »Franchise408 wrote: »tohopka_eso wrote: »
I still play EQ, and it's still to this day a thousand times better than ESO.
An opinion I don't find true IMHO. Early days it was harder and challenging, but I find ESO in my opinion to be be far better.
We can certainly disagree.
I go back to EverQuest every year or so for the past few years, and I find it to be far more engaging, immersive, and overall enjoyable than ESO. It's still way more challenging than ESO, even in its easier state than what it used to be. With ESO, unless it's trial day with my guild, I don't log on. And I'm hitting /quit the second the trial is over. With EQ, I can have fun solo, with a group, with whatever I'm doing. I feel far more a part of the world in EQ, and the content is both relaxing and challenging at the same time. Plus, every year I get the new TLP server launches that let me go back and have at least a semblance of the original experience from back in the days.
I just find far more to do in EQ that engages me and has me wanting to log in than ESO.
Not trying to say "well go play that game, then", but like...if EQ is truly so much better, why spend your time in an ESO forum?
I'm here primarily because I'm pushing for overland difficulty but I also like to make suggestions and report issues from time to time. However, it seems like some people enjoy forum life for other reasons that I can't really understand. So, why are you here?