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Overland Content Feedback Thread

  • Elvenheart
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    disky wrote: »
    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.

    In the same vein, I would like it if we could redo dungeon quests, for a much lesser reward of course and no skill point, but it would be nice to be able to do the quest when someone else is doing it for the first time so you know what they are seeing and can more easily go at their pace.

    And, if people could redo the dungeon quests for a lesser reward, there may be more people doing the quests and less people trying to run through at a break neck pace.
    Edited by Elvenheart on April 11, 2025 6:59PM
  • disky
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    disky 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.

    Why? Why wouldn't we provide more detail about what we want to happen in the game? You know as well as anyone that ZOS doesn't always hit the mark when it comes to requested features so we might as well keep discussing what we want to see. I don't really understand why now would be a good time to sit back and wait. If anything, now is the time to ramp up discussion so they can continue to get an idea of our interests while they're working on putting the design together.
    Edited by disky on April 11, 2025 7:17PM
  • spartaxoxo
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    I really dislike the idea of having to go back to dead bodies or losing items. I remember someone did a poll about something like this a long time ago and it was pretty lopsided against it but that may have changed since then.

    I also wouldn't want quests to become repeatable. They are more immersive as one and done, I suspect that's the reason they are in the first place. Daily quests are harder to remember interesting details about than regular quests. I think just because there's something impactful about killing the big bad and they stay dead.
    Edited by spartaxoxo on April 11, 2025 7:20PM
  • ESO_player123
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    Tariq9898 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
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    disky wrote: »
    Why? Why wouldn't we provide more detail about what we want to happen in the game?

    For the reason I stated.
    Edited by SilverBride on April 11, 2025 7:45PM
    PCNA
  • Tariq9898
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    Tariq9898 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.

    Edited by Tariq9898 on April 11, 2025 7:59PM
  • disky
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    disky wrote: »
    Why? Why wouldn't we provide more detail about what we want to happen in the game?

    For the reason I stated.

    But we don't have any idea of what their plans are, it seems like their own design isn't yet set in stone, and their plans are dependent on their own ideas of what works for the game. If it's possible that those ideas can be shaped in some way by providing discussion here on the forum, then I don't think there's anything wrong with that. To avoid doing so may mean that the implementation is further off the mark than we anticipated.

    Would they have done this at all if we stopped talking about it? Probably not. Would they have decided that opt-in was the best path forward if people stopped advocating for it? Maybe, maybe not. It's not a bad thing to have a discussion and present ideas, and the things we say don't automatically mean they're going to end up in the game. Far from it. It's up to ZOS to decide what works and what doesn't, and I doubt one guy talking about something they'd like to see will mean you don't get what you want, which if I remember correctly, is to be able to avoid this feature entirely anyway.
  • old_scopie1945
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    Elvenheart wrote:-
    In the same vein, I would like it if we could redo dungeon quests, for a much lesser reward of course and no skill point, but it would be nice to be able to do the quest when someone else is doing it for the first time so you know what they are seeing and can more easily go at their pace.

    And, if people could redo the dungeon quests for a lesser reward, there may be more people doing the quests and less people trying to run through at a break neck pace.[/quote]

    'The mane point of the quest is the skill point, the skill point is the reward, full stop. There are dungeons that it is very hard to be rewarded with a skill point. This is due in part to the curse of speed runners preventing the completion of the quest. It is beyond me why some folk want to deny others something that is part of the game.'

    Edited by old_scopie1945 on April 11, 2025 8:41PM
  • disky
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    Tariq9898 wrote: »
    Tariq9898 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.
  • colossalvoids
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    Snamyap wrote: »
    Dahveed wrote: »
    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.

    This stuff was always a bit unsettling but after watching some others Devs recently going all in with communication and transparency it's really hard to watch ESO live's without some supplement like watching it as a re-stream with someone commenting on it like this year I've luckily did via Fengrush. Honestly saved that day.
  • Tariq9898
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    disky wrote: »
    Tariq9898 wrote: »
    Tariq9898 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.

    What's UO?
  • TaSheen
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    Ultima Online.... old granddaddy MMO.
    ______________________________________________________

    "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....
  • tohopka_eso
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    disky wrote: »

    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.

    my challenge days was in the beginning of EQ with all the restrictions and penalties that came with it.
  • Apollosipod
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    disky wrote: »

    my challenge days was in the beginning of EQ with all the restrictions and penalties that came with it.

    Can I get a SOW?
  • sans-culottes
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    disky wrote: »

    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.

    my challenge days was in the beginning of EQ with all the restrictions and penalties that came with it.

    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.
    Edited by sans-culottes on April 12, 2025 1:09PM
  • Apollosipod
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    disky wrote: »

    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.

    my challenge days was in the beginning of EQ with all the restrictions and penalties that came with it.

    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.

    The real question is: what would your thoughts on real time travel be? EQ had boats that sailed from Port to Port. Imagine riding on ships between ports or in wagon caravans from zone-to-zone
  • tohopka_eso
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    I loved the slow travel. Mounts weren't even a thing yet.
  • Cooperharley
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    It's very simple and dont know why there's even argument over this.

    Make it optional - an opt in system so people get to choose. Reward harder gameplay with more xp, more gold than normal, higher quality (I.e. purple instead of blue) quest rewards/armor, and maybe some cool achievements and titles for completing the stuff on a higher difficulty just like in every other game ever.

    People can challenge themselves to chase the rewards and have the quests feel more interesting OR if they struggle with what we're at currently, which is hard to imagine, but not completely unimaginable, then they don't have to do it. What's the problem here lol?
    PS5-NA. For The Queen!
  • Apollosipod
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    I loved the slow travel. Mounts weren't even a thing yet.

    Honestly, if this system were implemented in ESO I would 100% use it. Keep everything for other players, but I would use them every time. It would really make the space of the game feel bigger
    Edited by Apollosipod on April 12, 2025 5:50PM
  • Snamyap
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    I loved the slow travel. Mounts weren't even a thing yet.

    Played a warrior, but my then partner in crime played a druid. Portals and SOW ftw.
  • Shagreth
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    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.
  • SilverBride
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    The last thing we want is for overland difficulty to be introduced before it's ready and have major problems that could stop it from moving forward.
    PCNA
  • spartaxoxo
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    Shagreth 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.
    Edited by spartaxoxo on April 13, 2025 7:36PM
  • Franchise408
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    disky wrote: »

    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.

    my challenge days was in the beginning of EQ with all the restrictions and penalties that came with it.

    I still play EQ, and it's still to this day a thousand times better than ESO.
  • Auberon1983
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    spartaxoxo wrote: »
    Shagreth 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.

    Yeah, my Khajiit "Stamblade" wears

    5 pieces Mother's Embrace
    4 pieces Darloc Brae
    3 pieces Night Terror

    In any real content he's dead weight, but overland/questing things just melt. He is purely a thief/assassin RP toon but can nuke the story BBEG before they even finish their monologue
  • tohopka_eso
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    disky wrote: »

    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.

    my challenge days was in the beginning of EQ with all the restrictions and penalties that came with it.

    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
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    disky wrote: »

    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.

    my challenge days was in the beginning of EQ with all the restrictions and penalties that came with it.

    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.
  • Arunei
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    I was gonna toss this in the other thread that just got nuked, didn't think to do it back on the day of the streams lol, but here's a link to where they touch on the harder Overland difficulty if anyone who hasn't seen the stream wants to hear/see for themselves:

    Video will start at where they mention it
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • disky
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    disky wrote: »

    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.

    my challenge days was in the beginning of EQ with all the restrictions and penalties that came with it.

    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?
  • Franchise408
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    disky wrote: »
    disky wrote: »

    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.

    my challenge days was in the beginning of EQ with all the restrictions and penalties that came with it.

    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?

    Simple: I play more than one game.

    Elder Scrolls is my favorite video game franchise of all time, and has been since I first experienced Morrowind. Morrowind, Oblivion, and Skyrim make up my favorite games of all time. As such, I already have an investment in ESO, and an interest in the game being as good as it can possibly be. As such, even tho ESO fails in that regard in a lot of areas in my eyes, I still have hopes for it to be the best game that it can be.

    When I first played ESO, I actively did not like it. It did nothing that made TES games excel in my eyes, and was something vastly different. It's not even that it wasn't "Skyrim online", it's that it didn't compare to TES in any regard. After I got through that initial wave of disappointment, and learn to judge ESO for what it was rather than what I wanted to be, I was able to find some things that it did well, and upon a return to the game, found ways to focus my time in the game so I could enjoy it, and I did to at least a certain level. Then I was eventually able to discover more - notably, the group content such as dungeons, and later, trials - and that's where I was able to find the hook the game had in me. It still didn't resemble an Elder Scrolls experience in any way, but at least I was able to find enjoyment from it.

    Now, in the year 2025, there are aspects of the game that I do enjoy, and within the context of what the game itself actually is, I see things that could be done so that I enjoy the game more than I actually do. Overland difficulty is one of those things. EverQuest, while seemingly a random mention of "this game is better!" is actually relevant, because I find EverQuest to be a great example of what overland content could be in ESO. Overland content is 100% worth engaging with in EQ, there is rewarding experience to be had, it does have a challenge in terms of potential danger, but it is not so dangerous as to remove the relaxing aspect from it. The overland challenges can be overcome with just a little bit of effort, but it does take some form of effort to overcome. Now, a lot of that comes down to the specific game design of EQ, which is drastically different than the game design of ESO, and by no means am I asking for a full blown overhaul to turn the game into a modern day EQ clone, however I do think that there are things that can be learned from basically the predecessor to the entire genre as we know it today.

    I'm on the ESO forums because, despite a large sense of disappointment with the game as a whole, I do still find enjoyment from it, and being the online installment of my all time favorite franchise, I have an emotional investment in it to be the best game it can be. So I find myself on the forums to discuss what those aspects can be to help the game be the best version of itself, and in the case of this thread, I find overland difficulty to be one of those areas.
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