Destroy them and only keep ones when you need to recharge your Weapons, then. Just because something exists doesn't mean you have to use them. The *option* to not use them is there, there's no need to implement a setting that forces you NOT to use them. Destroy or sell them, bank them, or just ignore them and rez at a Wayshrine instead of where you die.AlterBlika wrote: »That would destroy solo pve completely.But why use them if you don't want to? If it's impulse then just destroy them or put them in your bank.Options.
Like a check list of additional augmentations to the difficulty level you desire.
The game drops filled soul gems whether you want them or not. You can't just put them in the bank and be done with them, they're persistent.
People keep coming back to the "just don't use [x]" concept as if it's an effective solution, but it isn't. The fact that it's there means it's always an option waiting to be used, and limitations like that simply aren't the same as a game-imposed restriction. One of the main points of a game is to provide a set of rules and if you're creating the rules for yourself then the game is not fully supporting your experience. I have done it in other games but it's simply not the same, and not anywhere near as enjoyable, as an external limitation.Destroy them and only keep ones when you need to recharge your Weapons, then. Just because something exists doesn't mean you have to use them. The *option* to not use them is there, there's no need to implement a setting that forces you NOT to use them. Destroy or sell them, bank them, or just ignore them and rez at a Wayshrine instead of where you die.AlterBlika wrote: »That would destroy solo pve completely.But why use them if you don't want to? If it's impulse then just destroy them or put them in your bank.Options.
Like a check list of additional augmentations to the difficulty level you desire.
The game drops filled soul gems whether you want them or not. You can't just put them in the bank and be done with them, they're persistent.
But why use them if you don't want to? If it's impulse then just destroy them or put them in your bank. I mean I still don't think myself having to run back makes anything harder, but other people do and I don't have to think something for others to.If you up the difficulty of the game, but can simply rez up exactly where you died, as if nothing happened, every time you die, then the extra difficulty becomes meaningless. And, yes, it's the adventure of having to fight your way back to the challenging quest content that makes it so much fun. This is a single player Elder Scrolls perspective.
I would love to be given the option to render both soul gems and way shrines unusable, because l will use them if I can't shut them off somehow; the Inns and my homes serving as the only rez point. This would increase immersion and, also, the motivation to purchase and decorate as many homes as possible. This turns buying homes into part of the progression of your character.
But this option already exists, the game shouldn't have to force it on anyone. If you don't wanna rez where you die, then only use your Houses. Only rez into a Dungeon and clear it and leave. Rez and then port to a friend or guild mate and then run back to where you were. Destroy Soul Gems or leave them in your bank since they are kinda needed for Weapon recharging, or just...don't use them if you keep them on you. This is something people already 100% can do if it would help them enjoy the game more.People do Trials and HM Vet Dungeons and other hard content not because they want the challenge, but because they want the loot. People wanting harder Overland are wanting Overland itself to be more challenging so they find it fun, rather than boring. They don't need to be lured to the content with exclusive things like Skins because that's not what the reward is. The reward is the higher difficulty.sans-culottes wrote: »sans-culottes wrote: »Adding my two-bob's worth...
With opt-in difficulty please do NOT provide extra or better rewards beyond: more gold, more XP, more white/green gear trash. Ie: nothing that could be construed as significant enough that less able / old (senior) / newcomers / handicapped / casual players feel they are missing out.
I am in a couple of those above categories.
Many long time players want increased difficulty. But many long time players are also fearful that they'll be locked out of content too. I am already locked out of Trials and high level PvP. I don't want to be locked out of Overland content too.
Sure, make the vocal group clammouring for more difficulty happy. Give them that but nothing more and make it opt in. That means that the rest of us can continue on as per normal playing the greatest ever MMORPG!
@Taraezor, rewards like cosmetics and titles already exist behind content that not everyone can or wants to complete. That has been the case for years. Trials, veteran dungeons, and hard modes have exclusive rewards, yet no one claims those systems are exclusionary.
Optional difficulty needs an incentive. Players who opt in to a harder experience should not be expected to accept slower XP, more risk, and longer fights with nothing in return. That is not a power grab. It is basic game design.
No one is being “locked out” by someone else choosing to play differently. Suggesting otherwise relies on imagined harm to justify denying others the chance to enjoy the game more fully.
That's precisely why players who can't participate in trials, dungeons, etc., who are already locked out of exclusive rewards from that content, don't want there to be even more unobtainable exclusive rewards added to an overland hard mode.
The incentive, supposedly, is the enjoyment and challenge people have been requesting. People who are not eager to jump into overland hard mode for its own sake don't need an incentive to do so. Why should ZOS incentivize people to play in overland hard mode? And how is keeping the rewards the same "denying others the chance to enjoy the game more" when supposedly enjoying the game more comes from more difficult overland content?
Maybe "locked out" isn't the best term, but rewards that are only obtainable through challenging content are not accessible to all players (for a variety of reasons which multiple people have already laid out on this board). It's not that those players want to punish others who "play differently." It's that they don't want to miss out on yet more rewards.
@Kallykat, but that’s just it. Those kinds of rewards already exist and always have. No one is retroactively stripping titles or skins from veteran players because someone else can’t or won’t run veteran content. Optional difficulty in overland would follow the same model: those who opt in take on greater risk, and they receive proportionate recognition. That’s not exclusion, it’s just consistency.
If someone doesn’t engage with trials, then they don’t get trial rewards. That’s understood. Applying that same principle to opt-in overland content is not suddenly unfair. Otherwise, the only “acceptable” reward system would be one where every player gets the same outcome regardless of what they choose to engage with. That’s not how RPGs are built, and it never has been.
Why should anything exclusive be locked behind harder Overland when that content itself, not what can be earned, is the whole point of it? Increased reward in Gold, experience, the quality of Gear drops, stuff like that is fine and makes sense. But it makes less sense to lock exclusive things behind a game mode that isn't meant to reward you with anything other than increased difficulty so the gameplay isn't boring.
But why use them if you don't want to? If it's impulse then just destroy them or put them in your bank. I mean I still don't think myself having to run back makes anything harder, but other people do and I don't have to think something for others to.If you up the difficulty of the game, but can simply rez up exactly where you died, as if nothing happened, every time you die, then the extra difficulty becomes meaningless. And, yes, it's the adventure of having to fight your way back to the challenging quest content that makes it so much fun. This is a single player Elder Scrolls perspective.
I would love to be given the option to render both soul gems and way shrines unusable, because l will use them if I can't shut them off somehow; the Inns and my homes serving as the only rez point. This would increase immersion and, also, the motivation to purchase and decorate as many homes as possible. This turns buying homes into part of the progression of your character.
But this option already exists, the game shouldn't have to force it on anyone. If you don't wanna rez where you die, then only use your Houses. Only rez into a Dungeon and clear it and leave. Rez and then port to a friend or guild mate and then run back to where you were. Destroy Soul Gems or leave them in your bank since they are kinda needed for Weapon recharging, or just...don't use them if you keep them on you. This is something people already 100% can do if it would help them enjoy the game more.People do Trials and HM Vet Dungeons and other hard content not because they want the challenge, but because they want the loot. People wanting harder Overland are wanting Overland itself to be more challenging so they find it fun, rather than boring. They don't need to be lured to the content with exclusive things like Skins because that's not what the reward is. The reward is the higher difficulty.sans-culottes wrote: »sans-culottes wrote: »Adding my two-bob's worth...
With opt-in difficulty please do NOT provide extra or better rewards beyond: more gold, more XP, more white/green gear trash. Ie: nothing that could be construed as significant enough that less able / old (senior) / newcomers / handicapped / casual players feel they are missing out.
I am in a couple of those above categories.
Many long time players want increased difficulty. But many long time players are also fearful that they'll be locked out of content too. I am already locked out of Trials and high level PvP. I don't want to be locked out of Overland content too.
Sure, make the vocal group clammouring for more difficulty happy. Give them that but nothing more and make it opt in. That means that the rest of us can continue on as per normal playing the greatest ever MMORPG!
@Taraezor, rewards like cosmetics and titles already exist behind content that not everyone can or wants to complete. That has been the case for years. Trials, veteran dungeons, and hard modes have exclusive rewards, yet no one claims those systems are exclusionary.
Optional difficulty needs an incentive. Players who opt in to a harder experience should not be expected to accept slower XP, more risk, and longer fights with nothing in return. That is not a power grab. It is basic game design.
No one is being “locked out” by someone else choosing to play differently. Suggesting otherwise relies on imagined harm to justify denying others the chance to enjoy the game more fully.
That's precisely why players who can't participate in trials, dungeons, etc., who are already locked out of exclusive rewards from that content, don't want there to be even more unobtainable exclusive rewards added to an overland hard mode.
The incentive, supposedly, is the enjoyment and challenge people have been requesting. People who are not eager to jump into overland hard mode for its own sake don't need an incentive to do so. Why should ZOS incentivize people to play in overland hard mode? And how is keeping the rewards the same "denying others the chance to enjoy the game more" when supposedly enjoying the game more comes from more difficult overland content?
Maybe "locked out" isn't the best term, but rewards that are only obtainable through challenging content are not accessible to all players (for a variety of reasons which multiple people have already laid out on this board). It's not that those players want to punish others who "play differently." It's that they don't want to miss out on yet more rewards.
@Kallykat, but that’s just it. Those kinds of rewards already exist and always have. No one is retroactively stripping titles or skins from veteran players because someone else can’t or won’t run veteran content. Optional difficulty in overland would follow the same model: those who opt in take on greater risk, and they receive proportionate recognition. That’s not exclusion, it’s just consistency.
If someone doesn’t engage with trials, then they don’t get trial rewards. That’s understood. Applying that same principle to opt-in overland content is not suddenly unfair. Otherwise, the only “acceptable” reward system would be one where every player gets the same outcome regardless of what they choose to engage with. That’s not how RPGs are built, and it never has been.
Why should anything exclusive be locked behind harder Overland when that content itself, not what can be earned, is the whole point of it? Increased reward in Gold, experience, the quality of Gear drops, stuff like that is fine and makes sense. But it makes less sense to lock exclusive things behind a game mode that isn't meant to reward you with anything other than increased difficulty so the gameplay isn't boring.
There should NEVER be extra rewards for any increased overland difficulty option(s). I don't care how small those extra rewards would be, there just should not be any! No extra exp, no extra gold, no extra loot, no different server instances, nothing! This was about immersion, yet somehow we are now at the point where players 'need' rewards for what they first wanted without rewards.
Extra rewards is something I am 100% against! Players should not miss out on something 'extra' if they do not want or simply can't take the higher difficulty option. Granting extra rewards would 'force' players to go to the higher difficulty, even if they do not really want to do so, or they would feel like they are missing out.
Well said, @twisttop138. You rightly cited Worm Wizard as an example of this phenomenon.twisttop138 wrote: »There should NEVER be extra rewards for any increased overland difficulty option(s). I don't care how small those extra rewards would be, there just should not be any! No extra exp, no extra gold, no extra loot, no different server instances, nothing! This was about immersion, yet somehow we are now at the point where players 'need' rewards for what they first wanted without rewards.
Extra rewards is something I am 100% against! Players should not miss out on something 'extra' if they do not want or simply can't take the higher difficulty option. Granting extra rewards would 'force' players to go to the higher difficulty, even if they do not really want to do so, or they would feel like they are missing out.
That's totally cool to feel that way. I understand your feeling, though I disagree. The game already does just that. It rewards higher difficulty content. Also, I wish we could just dispense with saying that it was supposed to be about immersion. Though some did feel this way and stated it, that's not everyone. You can't group everyone in the same category, cause it's just false. We're gonna have to wait and see what the future brings for sure. I would bet though, that there will definitely be rewards for higher difficulty overland.
There should NEVER be extra rewards for any increased overland difficulty option(s). I don't care how small those extra rewards would be, there just should not be any! No extra exp, no extra gold, no extra loot, no different server instances, nothing! This was about immersion, yet somehow we are now at the point where players 'need' rewards for what they first wanted without rewards.
Extra rewards is something I am 100% against! Players should not miss out on something 'extra' if they do not want or simply can't take the higher difficulty option. Granting extra rewards would 'force' players to go to the higher difficulty, even if they do not really want to do so, or they would feel like they are missing out.
sans-culottes wrote: »Well said, @twisttop138. You rightly cited Worm Wizard as an example of this phenomenon.twisttop138 wrote: »There should NEVER be extra rewards for any increased overland difficulty option(s). I don't care how small those extra rewards would be, there just should not be any! No extra exp, no extra gold, no extra loot, no different server instances, nothing! This was about immersion, yet somehow we are now at the point where players 'need' rewards for what they first wanted without rewards.
Extra rewards is something I am 100% against! Players should not miss out on something 'extra' if they do not want or simply can't take the higher difficulty option. Granting extra rewards would 'force' players to go to the higher difficulty, even if they do not really want to do so, or they would feel like they are missing out.
That's totally cool to feel that way. I understand your feeling, though I disagree. The game already does just that. It rewards higher difficulty content. Also, I wish we could just dispense with saying that it was supposed to be about immersion. Though some did feel this way and stated it, that's not everyone. You can't group everyone in the same category, cause it's just false. We're gonna have to wait and see what the future brings for sure. I would bet though, that there will definitely be rewards for higher difficulty overland.
Granting extra rewards would 'force' players to go to the higher difficulty, even if they do not really want to do so, or they would feel like they are missing out.
Can totally understand some players disagreeing with me, and that is fine. But any already existing special reward for higher content, is in repeatable content(worm wizard also)! Meaning everyone can still get it, at any time and any rate they want. Overland is NOT repeatable, and even if it was, a higher reward for increased difficulty would be massively exploitable by both players and bots(remember the coldharbour introduction quest, not a good idea!).sans-culottes wrote: »Well said, @twisttop138. You rightly cited Worm Wizard as an example of this phenomenon.twisttop138 wrote: »There should NEVER be extra rewards for any increased overland difficulty option(s). I don't care how small those extra rewards would be, there just should not be any! No extra exp, no extra gold, no extra loot, no different server instances, nothing! This was about immersion, yet somehow we are now at the point where players 'need' rewards for what they first wanted without rewards.
Extra rewards is something I am 100% against! Players should not miss out on something 'extra' if they do not want or simply can't take the higher difficulty option. Granting extra rewards would 'force' players to go to the higher difficulty, even if they do not really want to do so, or they would feel like they are missing out.
That's totally cool to feel that way. I understand your feeling, though I disagree. The game already does just that. It rewards higher difficulty content. Also, I wish we could just dispense with saying that it was supposed to be about immersion. Though some did feel this way and stated it, that's not everyone. You can't group everyone in the same category, cause it's just false. We're gonna have to wait and see what the future brings for sure. I would bet though, that there will definitely be rewards for higher difficulty overland.
Can totally understand some players disagreeing with me, and that is fine. But any already existing special reward for higher content, is in repeatable content(worm wizard also)! Meaning everyone can still get it, at any time and any rate they want. Overland is NOT repeatable, and even if it was, a higher reward for increased difficulty would be massively exploitable by both players and bots(remember the coldharbour introduction quest, not a good idea!).sans-culottes wrote: »Well said, @twisttop138. You rightly cited Worm Wizard as an example of this phenomenon.twisttop138 wrote: »There should NEVER be extra rewards for any increased overland difficulty option(s). I don't care how small those extra rewards would be, there just should not be any! No extra exp, no extra gold, no extra loot, no different server instances, nothing! This was about immersion, yet somehow we are now at the point where players 'need' rewards for what they first wanted without rewards.
Extra rewards is something I am 100% against! Players should not miss out on something 'extra' if they do not want or simply can't take the higher difficulty option. Granting extra rewards would 'force' players to go to the higher difficulty, even if they do not really want to do so, or they would feel like they are missing out.
That's totally cool to feel that way. I understand your feeling, though I disagree. The game already does just that. It rewards higher difficulty content. Also, I wish we could just dispense with saying that it was supposed to be about immersion. Though some did feel this way and stated it, that's not everyone. You can't group everyone in the same category, cause it's just false. We're gonna have to wait and see what the future brings for sure. I would bet though, that there will definitely be rewards for higher difficulty overland.
Let's assume the current situation: Overland is not repeatable, meaning many players will already miss out on the higher difficulty rewards. As they cannot complete that content again, even if they could do that higher difficulty.
Not to mention the complaints from 'new' players on the forums and to customer service, which will most likely happen: "Ohw, I found overland easy but did not know I could change it to a higher difficulty and have now missed out on the extra rewards. Please grant me all the rewards I missed out on!"
Rewarding one player with more than another player, is only going to make many players feel bad. Especially if it is for the same content, regardless of if one completes that content somewhat faster or slower. The reward(s) should stay the same in all difficulties(for non-repeatable content).
The way I see it, any extra rewards for more difficult overland would only have negative sides to it. Negative sides for the entire playerbase. All while immersion was the main target point for asking for a higher difficulty... or atleast, that was claimed to be the target point at first.
PS: Personally I do not think ZOS should waste time on any overland difficulty increase. Some players will always find overland too easy or too hard, no matter what options are given with regards to difficulty. Including with a difficulty slider. (You can also see this pattern in other games like for example Path of Exile and Diablo, where some players ask for higher tier maps and higher torment levels... some players will always want more difficult content, as they will always find it too easy. Regardless of how many difficulty options are given to those players.)
Can totally understand some players disagreeing with me, and that is fine. But any already existing special reward for higher content, is in repeatable content(worm wizard also)! Meaning everyone can still get it, at any time and any rate they want. Overland is NOT repeatable, and even if it was, a higher reward for increased difficulty would be massively exploitable by both players and bots(remember the coldharbour introduction quest, not a good idea!).sans-culottes wrote: »Well said, @twisttop138. You rightly cited Worm Wizard as an example of this phenomenon.twisttop138 wrote: »There should NEVER be extra rewards for any increased overland difficulty option(s). I don't care how small those extra rewards would be, there just should not be any! No extra exp, no extra gold, no extra loot, no different server instances, nothing! This was about immersion, yet somehow we are now at the point where players 'need' rewards for what they first wanted without rewards.
Extra rewards is something I am 100% against! Players should not miss out on something 'extra' if they do not want or simply can't take the higher difficulty option. Granting extra rewards would 'force' players to go to the higher difficulty, even if they do not really want to do so, or they would feel like they are missing out.
That's totally cool to feel that way. I understand your feeling, though I disagree. The game already does just that. It rewards higher difficulty content. Also, I wish we could just dispense with saying that it was supposed to be about immersion. Though some did feel this way and stated it, that's not everyone. You can't group everyone in the same category, cause it's just false. We're gonna have to wait and see what the future brings for sure. I would bet though, that there will definitely be rewards for higher difficulty overland.
Let's assume the current situation: Overland is not repeatable, meaning many players will already miss out on the higher difficulty rewards. As they cannot complete that content again, even if they could do that higher difficulty.
Not to mention the complaints from 'new' players on the forums and to customer service, which will most likely happen: "Ohw, I found overland easy but did not know I could change it to a higher difficulty and have now missed out on the extra rewards. Please grant me all the rewards I missed out on!"
Rewarding one player with more than another player, is only going to make many players feel bad. Especially if it is for the same content, regardless of if one completes that content somewhat faster or slower. The reward(s) should stay the same in all difficulties(for non-repeatable content).
The way I see it, any extra rewards for more difficult overland would only have negative sides to it. Negative sides for the entire playerbase. All while immersion was the main target point for asking for a higher difficulty... or atleast, that was claimed to be the target point at first.
PS: Personally I do not think ZOS should waste time on any overland difficulty increase. Some players will always find overland too easy or too hard, no matter what options are given with regards to difficulty. Including with a difficulty slider. (You can also see this pattern in other games like for example Path of Exile and Diablo, where some players ask for higher tier maps and higher torment levels... some players will always want more difficult content, as they will always find it too easy. Regardless of how many difficulty options are given to those players.)
There should NEVER be extra rewards for any increased overland difficulty option(s). I don't care how small those extra rewards would be, there just should not be any! No extra exp, no extra gold, no extra loot, no different server instances, nothing! This was about immersion, yet somehow we are now at the point where players 'need' rewards for what they first wanted without rewards.
Extra rewards is something I am 100% against! Players should not miss out on something 'extra' if they do not want or simply can't take the higher difficulty option. Granting extra rewards would 'force' players to go to the higher difficulty, even if they do not really want to do so, or they would feel like they are missing out.
Credible_Joe wrote: »FOMO really does things to people. It's gotta be the most toxic element of any live service game.
Call this a hot take if y'all want, but FEELING compelled to participate in certain content is not the same as BEING compelled. Want Master Angler? The price is fishing. Want an Elder Scroll decoration? The price is Grand Overlord.
Being rewarded for adventuring at higher difficulty is NOT the same as being excluded for adventuring on easy mode. The price for higher gold, XP, treasure quality, whatever would be the risk of failure, and potentially more if they apply the Tel Var / bounty system. Or any other consequence, like disabled self resurrections, extra equipment damage, higher repair costs, etc.
Let's look at crime as an example. Not a high yield vector for income, but good enough to incentivize anyone to do it casually if they want. Imagine, just for a moment, if they added higher-yield rewards with higher-risk content. Master-writ style acquisition targets out in the world. But-- while you're carrying the item, your heat drains more slowly, your bounty NEVER decays, you can't fast travel, and if the guards catch you it locks your character in prison with a real-world timer that can't be skipped. You get one lockpick, as is tradition. Guildmates and players on your friends list can bust you out at the risk of being locked up themselves.
Would anyone actually BE compelled to participate in this? Even if the rewards yield at rates comparable to say, Writ Vouchers?
Was anyone compelled to make their character a criminal just to have access to the modest income stolen items provide when crime was first implemented?
The answer to both is a definite No. There are other ways to make gold. Writ vouchers liquidate at a higher rate than any other commodity in the game, and requires the LEAST interfacing with the whole of what the game offers.
Arguing against one incentive for a proposed gameplay system is arguing against every incentive for every gameplay system. And if they implement a risk mechanic like Tel Var or bounty, which I very much believe they should, the incentive for adventuring on easy mode would be zero risk of loss, time, or any consequence for failure.
Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
[*] Increase the difficulty and complexity of objectives and puzzles when making new quests. Currently we are spoon-fed the objectives in a quest as if they were made for toddlers. This would be another way to make questing more engaging without touching combat.
[*] Other rewards: This suggestion will be a bit more controversial as some people don't like the 'pressure'. Include achievements, skins and titles for those who wish to complete quests using the challenge toggle. For example, complete all quests in a certain zone using the 'half HP' toggle and receive the 'something something' title.
Franchise408 wrote: »Never in my entire life of gaming have I ever seen a community that wants all the rewards for none of the work like this one. I don't know why some people are so insistent upon having equal access to every single reward, while not doing the work of the actual content or difficulty level to get it.
Wow! This thread has certainly devolved in 4 years. Now some want extra rewards for their higher tuned overland content instances?
I thought this was all about playing content at a difficulty that more suits their taste, not about greed or flaunting their ubernes with special titles, costumes, speed leveling prowess or gold.
Kids these days!(and yes, I'm 75 and can legitimately think of most of you as kids, lol)
sans-culottes wrote: »Wow! This thread has certainly devolved in 4 years. Now some want extra rewards for their higher tuned overland content instances?
I thought this was all about playing content at a difficulty that more suits their taste, not about greed or flaunting their ubernes with special titles, costumes, speed leveling prowess or gold.
Kids these days!(and yes, I'm 75 and can legitimately think of most of you as kids, lol)
think we may be talking past each other a bit. Asking for proportionate rewards tied to increased overland difficulty isn’t about “greed” or vanity. It’s about consistency with the game’s existing systems, which already reward higher challenge in dungeons, arenas, and trials. A title or cosmetic tied to optional difficulty isn’t flaunting; it’s just recognizing effort, the same way veteran clears already are.
This isn’t a generational issue, nor is it about moral superiority. It’s just about giving players meaningful ways to engage with content on their own terms, just as others do when they opt to play more casually. Everyone plays for their own reasons. Optional rewards tied to optional difficulty are not exclusionary.
sans-culottes wrote: »Wow! This thread has certainly devolved in 4 years. Now some want extra rewards for their higher tuned overland content instances?
I thought this was all about playing content at a difficulty that more suits their taste, not about greed or flaunting their ubernes with special titles, costumes, speed leveling prowess or gold.
Kids these days!(and yes, I'm 75 and can legitimately think of most of you as kids, lol)
think we may be talking past each other a bit. Asking for proportionate rewards tied to increased overland difficulty isn’t about “greed” or vanity. It’s about consistency with the game’s existing systems, which already reward higher challenge in dungeons, arenas, and trials. A title or cosmetic tied to optional difficulty isn’t flaunting; it’s just recognizing effort, the same way veteran clears already are.
This isn’t a generational issue, nor is it about moral superiority. It’s just about giving players meaningful ways to engage with content on their own terms, just as others do when they opt to play more casually. Everyone plays for their own reasons. Optional rewards tied to optional difficulty are not exclusionary.
IDK how long you've been around, but I've been playing since day 1 when overland content was much, much tougher, especially in Veteran content when you got sent by Cadwell to the other alliance zones.
As the game evolved, the difficulty has gotten rather trivial.
This thread was created in response to many, many threads that were created for a few years prior asking for increased difficulty.
This idea of choosing a difficulty via phasing, I presume, came much later as a compromise, but absolutely not one single person was asking for better rewards for opting in to a more difficult phase. This is a new thing. All that many of us wanted was a more challenging overland, period.
Some of you have come along lately and started asking to be rewarded for opting in to a higher difficulty. This is a new spin. And you're right it's no generational thing (I was just joking about kids and age lol) although I suspect it's a new player thing.
Those who weren't around when veteran levels were replaced by champion points, One Tamriel launched, level scaling was introduced, etc. never got to experience the progression of cumulative changes that resulted in a much easier game.
To new players what exists now is normal so I can see, to a small extent, where you may be coming from asking to be rewarded for opting into a "new" higher difficulty. To those like me who have been here for 10 years, we see it as a restoration, at least in part, of what already existed. Asking for rewards for that just seems weird and alien to me.
sans-culottes wrote: »Wow! This thread has certainly devolved in 4 years. Now some want extra rewards for their higher tuned overland content instances?
I thought this was all about playing content at a difficulty that more suits their taste, not about greed or flaunting their ubernes with special titles, costumes, speed leveling prowess or gold.
Kids these days!(and yes, I'm 75 and can legitimately think of most of you as kids, lol)
think we may be talking past each other a bit. Asking for proportionate rewards tied to increased overland difficulty isn’t about “greed” or vanity. It’s about consistency with the game’s existing systems, which already reward higher challenge in dungeons, arenas, and trials. A title or cosmetic tied to optional difficulty isn’t flaunting; it’s just recognizing effort, the same way veteran clears already are.
This isn’t a generational issue, nor is it about moral superiority. It’s just about giving players meaningful ways to engage with content on their own terms, just as others do when they opt to play more casually. Everyone plays for their own reasons. Optional rewards tied to optional difficulty are not exclusionary.
IDK how long you've been around, but I've been playing since day 1 when overland content was much, much tougher, especially in Veteran content when you got sent by Cadwell to the other alliance zones.
As the game evolved, the difficulty has gotten rather trivial.
This thread was created in response to many, many threads that were created for a few years prior asking for increased difficulty.
This idea of choosing a difficulty via phasing, I presume, came much later as a compromise, but absolutely not one single person was asking for better rewards for opting in to a more difficult phase. This is a new thing. All that many of us wanted was a more challenging overland, period.
Some of you have come along lately and started asking to be rewarded for opting in to a higher difficulty. This is a new spin. And you're right it's no generational thing (I was just joking about kids and age lol) although I suspect it's a new player thing.
Those who weren't around when veteran levels were replaced by champion points, One Tamriel launched, level scaling was introduced, etc. never got to experience the progression of cumulative changes that resulted in a much easier game.
To new players what exists now is normal so I can see, to a small extent, where you may be coming from asking to be rewarded for opting into a "new" higher difficulty. To those like me who have been here for 10 years, we see it as a restoration, at least in part, of what already existed. Asking for rewards for that just seems weird and alien to me.
sans-culottes wrote: »sans-culottes wrote: »Wow! This thread has certainly devolved in 4 years. Now some want extra rewards for their higher tuned overland content instances?
I thought this was all about playing content at a difficulty that more suits their taste, not about greed or flaunting their ubernes with special titles, costumes, speed leveling prowess or gold.
Kids these days!(and yes, I'm 75 and can legitimately think of most of you as kids, lol)
think we may be talking past each other a bit. Asking for proportionate rewards tied to increased overland difficulty isn’t about “greed” or vanity. It’s about consistency with the game’s existing systems, which already reward higher challenge in dungeons, arenas, and trials. A title or cosmetic tied to optional difficulty isn’t flaunting; it’s just recognizing effort, the same way veteran clears already are.
This isn’t a generational issue, nor is it about moral superiority. It’s just about giving players meaningful ways to engage with content on their own terms, just as others do when they opt to play more casually. Everyone plays for their own reasons. Optional rewards tied to optional difficulty are not exclusionary.
IDK how long you've been around, but I've been playing since day 1 when overland content was much, much tougher, especially in Veteran content when you got sent by Cadwell to the other alliance zones.
As the game evolved, the difficulty has gotten rather trivial.
This thread was created in response to many, many threads that were created for a few years prior asking for increased difficulty.
This idea of choosing a difficulty via phasing, I presume, came much later as a compromise, but absolutely not one single person was asking for better rewards for opting in to a more difficult phase. This is a new thing. All that many of us wanted was a more challenging overland, period.
Some of you have come along lately and started asking to be rewarded for opting in to a higher difficulty. This is a new spin. And you're right it's no generational thing (I was just joking about kids and age lol) although I suspect it's a new player thing.
Those who weren't around when veteran levels were replaced by champion points, One Tamriel launched, level scaling was introduced, etc. never got to experience the progression of cumulative changes that resulted in a much easier game.
To new players what exists now is normal so I can see, to a small extent, where you may be coming from asking to be rewarded for opting into a "new" higher difficulty. To those like me who have been here for 10 years, we see it as a restoration, at least in part, of what already existed. Asking for rewards for that just seems weird and alien to me.
Appreciate the reply, though I think a bit of historical perspective may help clarify things.
Optional difficulty tiers with corresponding, non-power rewards aren’t a radical innovation but a design convention. Lord of the Rings Online has long implemented scalable landscape difficulty with cosmetic and title-based incentives. It wasn’t controversial there, and it didn’t fragment the player base. It gave players meaningful ways to opt in or out of challenge without penalizing either group. It worked precisely because the rewards were symbolic, not mechanical.
The same principle applies here. If a player chooses a harder version of overland content, then they’re still doing the same quests and clearing the same zones. A title or cosmetic earned in that mode doesn’t negate the accomplishments of those who played at standard difficulty. It simply recognizes a different kind of engagement, one the game itself invited.
The argument isn’t about entitlement. It’s about design consistency. Every other system that scales difficulty—dungeons, trials, arenas—uses rewards to structure and incentivize engagement. If overland difficulty is to be a genuine system and not just a toggle, then it will need internal logic. Otherwise, it risks becoming ornamental rather than meaningful.
The desire for challenge isn’t undermined by modest, optional recognition. On the contrary, it’s often what keeps that challenge compelling over time.
P.S. As a longtime player myself, I was a little puzzled by the suggestion that this is all being pushed by “Johnnies-come-lately” asking for something alien to ESO’s design. The idea that optional difficulty should come with proportional reward is not some recent corruption of the game’s ethos. Rather, it’s a well-established model in MMOs, including games like LotRO and has been floated in ESO’s own community for years. In fact, ESO already sets a precedent here: dungeons and trials include difficulty toggles that offer greater rewards for greater challenge. Tenure alone doesn’t confer authority. Arguments stand or fall on their own merit, not on the seniority of the person making them.
spartaxoxo wrote: »ETA
DaveMoeDee wrote: »sans-culottes wrote: »sans-culottes wrote: »Wow! This thread has certainly devolved in 4 years. Now some want extra rewards for their higher tuned overland content instances?
I thought this was all about playing content at a difficulty that more suits their taste, not about greed or flaunting their ubernes with special titles, costumes, speed leveling prowess or gold.
Kids these days!(and yes, I'm 75 and can legitimately think of most of you as kids, lol)
think we may be talking past each other a bit. Asking for proportionate rewards tied to increased overland difficulty isn’t about “greed” or vanity. It’s about consistency with the game’s existing systems, which already reward higher challenge in dungeons, arenas, and trials. A title or cosmetic tied to optional difficulty isn’t flaunting; it’s just recognizing effort, the same way veteran clears already are.
This isn’t a generational issue, nor is it about moral superiority. It’s just about giving players meaningful ways to engage with content on their own terms, just as others do when they opt to play more casually. Everyone plays for their own reasons. Optional rewards tied to optional difficulty are not exclusionary.
IDK how long you've been around, but I've been playing since day 1 when overland content was much, much tougher, especially in Veteran content when you got sent by Cadwell to the other alliance zones.
As the game evolved, the difficulty has gotten rather trivial.
This thread was created in response to many, many threads that were created for a few years prior asking for increased difficulty.
This idea of choosing a difficulty via phasing, I presume, came much later as a compromise, but absolutely not one single person was asking for better rewards for opting in to a more difficult phase. This is a new thing. All that many of us wanted was a more challenging overland, period.
Some of you have come along lately and started asking to be rewarded for opting in to a higher difficulty. This is a new spin. And you're right it's no generational thing (I was just joking about kids and age lol) although I suspect it's a new player thing.
Those who weren't around when veteran levels were replaced by champion points, One Tamriel launched, level scaling was introduced, etc. never got to experience the progression of cumulative changes that resulted in a much easier game.
To new players what exists now is normal so I can see, to a small extent, where you may be coming from asking to be rewarded for opting into a "new" higher difficulty. To those like me who have been here for 10 years, we see it as a restoration, at least in part, of what already existed. Asking for rewards for that just seems weird and alien to me.
Appreciate the reply, though I think a bit of historical perspective may help clarify things.
Optional difficulty tiers with corresponding, non-power rewards aren’t a radical innovation but a design convention. Lord of the Rings Online has long implemented scalable landscape difficulty with cosmetic and title-based incentives. It wasn’t controversial there, and it didn’t fragment the player base. It gave players meaningful ways to opt in or out of challenge without penalizing either group. It worked precisely because the rewards were symbolic, not mechanical.
The same principle applies here. If a player chooses a harder version of overland content, then they’re still doing the same quests and clearing the same zones. A title or cosmetic earned in that mode doesn’t negate the accomplishments of those who played at standard difficulty. It simply recognizes a different kind of engagement, one the game itself invited.
The argument isn’t about entitlement. It’s about design consistency. Every other system that scales difficulty—dungeons, trials, arenas—uses rewards to structure and incentivize engagement. If overland difficulty is to be a genuine system and not just a toggle, then it will need internal logic. Otherwise, it risks becoming ornamental rather than meaningful.
The desire for challenge isn’t undermined by modest, optional recognition. On the contrary, it’s often what keeps that challenge compelling over time.
P.S. As a longtime player myself, I was a little puzzled by the suggestion that this is all being pushed by “Johnnies-come-lately” asking for something alien to ESO’s design. The idea that optional difficulty should come with proportional reward is not some recent corruption of the game’s ethos. Rather, it’s a well-established model in MMOs, including games like LotRO and has been floated in ESO’s own community for years. In fact, ESO already sets a precedent here: dungeons and trials include difficulty toggles that offer greater rewards for greater challenge. Tenure alone doesn’t confer authority. Arguments stand or fall on their own merit, not on the seniority of the person making them.
What I don't want to see is a nerf of rewards for using the default difficulty in overland. That also means I wouldn't want to see significant changes that move the economy so much that it is no longer economical to play at the default difficulty. I don't want to see an increase in non-bound rewards from harder overland. But cosmetics, titles, achievements, and other stuff that have no impact on anything sound find. But what content could you link to that? Beating world bosses on higher difficulty? Killing x mobs in zone? I don't want anything that encourages more people to farm zone mobs as long as there are quests requiring killing those same mobs.
WB seems good though. Delve bosses maybe. Or the bosses in those world dungeons that have like 6 bosses.
spartaxoxo wrote: »ETA
Exactly what is arriving and at what estimated time? Seriously though. I don't know of any other meaning.
I thought this was supposed to be the overland difficulty increase update. I don't see any mention in notes what's going on????
I thought this was supposed to be the overland difficulty increase update. I don't see any mention in notes what's going on????