spartaxoxo wrote: »When do they usually drop the Q4 announcement? I wonder if this is still on track for this year
spartaxoxo wrote: »When do they usually drop the Q4 announcement? I wonder if this is still on track for this year
Yeah, I dunno, but given the changes at ZOS I'm concerned that there might be adjustments to the feature release schedule.
There is such an easy solution to the overland lack of challenge.
Give us a slider that effects the level scaling. The more you increase mob power, it adds to higher quality reward chance.
Put the slider to max and you need a group to do the content. (The group leader would set the difficulty for everyone)
I read some of the posts and looks like people are 50/50 on vet overland content. To be honest if they add achievements, a skill point for each zone completed on vet difficulty and maybe have purple and gold stuff drop there is really no downside to it. For a lot of us we need something to do and vet overland content can give some of us that like questing something to do.
Erickson9610 wrote: »There is such an easy solution to the overland lack of challenge.
Give us a slider that effects the level scaling. The more you increase mob power, it adds to higher quality reward chance.
Put the slider to max and you need a group to do the content. (The group leader would set the difficulty for everyone)
Then the group would just need to do a little bit of damage to enemies while another person who is in a different group with the difficulty setting on the easiest setting deals the majority of the damage.
The higher quality rewards would drop for the group that did the least effort because they did some damage to enemies, but the difficulty is completely bypassed by strategically using another person to make farming high difficulty mobs trivial.
dale_forrestb16_ESO wrote: »i don't think anything needs to be changed.
if i want something "difficult" and overland, i can do the newer dolmen-style evens in the DLC zones or i can do world bosses. or, i can pop into a public dungeon and slay bosses... among other things.
i don't need or want to fight anything difficult while running around harvesting nodes or going from place to place. trash mobs are called trash mobs for a reason.
MincMincMinc wrote: »Is this the thread where we need to convince zos that overland is and has been too easy for a decade now?
spartaxoxo wrote: »MincMincMinc wrote: »Is this the thread where we need to convince zos that overland is and has been too easy for a decade now?
No. They already said they're doing something optional about it and that's planned for this year.
MincMincMinc wrote: »spartaxoxo wrote: »MincMincMinc wrote: »Is this the thread where we need to convince zos that overland is and has been too easy for a decade now?
No. They already said they're doing something optional about it and that's planned for this year.
Was there a more recent livestream? Last I saw around the 2nd vengeance test they said that they are contemplating whether or not to do it. If they did decide to it would likely be a toggle vet option.
So we should note that we haven't announced what overland changes are yet. We'll have more information to share next year. We wanted to just note that there will be changes to overland difficulty generally. What form that takes will be shared next year.
As of right now, the goal is to still have this out during the content pass timeline. But if that changes, we will update once we have a clear picture if anything changes.
Totally get it. Understand where you are coming from. Just want to clarify here that we have a team dedicated to overland, so it is getting the focus and time needed. This is an important feature and we want to make sure this is done correctly. So there is a team dedicated to this. Some of the features that you are seeing today have been in the works for a bit. So that is why you are seeing them today. We hope to have more info in the future to share about overland.
I 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
spartaxoxo wrote: »MincMincMinc wrote: »spartaxoxo wrote: »MincMincMinc wrote: »Is this the thread where we need to convince zos that overland is and has been too easy for a decade now?
No. They already said they're doing something optional about it and that's planned for this year.
Was there a more recent livestream? Last I saw around the 2nd vengeance test they said that they are contemplating whether or not to do it. If they did decide to it would likely be a toggle vet option.
The year ahead letter for 2025 outlined that big changes were coming to game this year and next. One of those was harder overland. During that time, Kevin came to this thread and clarified that the current plan was to release overland changes this year. In the chapter reveal Livestream back in April, they clarified that they were going to make it optional. They also clarified at that same time the plan was still this year for release.
Edit:
December 2024 Studio Director letter for the general plan for 2025
https://forums.elderscrollsonline.com/en/discussion/670691/studio-director-s-letter-2025-beyond/p1
December 2024 statement from Kevin elaborating that we'd know more in 2025 about harder overland.So we should note that we haven't announced what overland changes are yet. We'll have more information to share next year. We wanted to just note that there will be changes to overland difficulty generally. What form that takes will be shared next year.
April 2025 statements about it still being planned to come out for this year's content pass timeline and why.As of right now, the goal is to still have this out during the content pass timeline. But if that changes, we will update once we have a clear picture if anything changes.Totally get it. Understand where you are coming from. Just want to clarify here that we have a team dedicated to overland, so it is getting the focus and time needed. This is an important feature and we want to make sure this is done correctly. So there is a team dedicated to this. Some of the features that you are seeing today have been in the works for a bit. So that is why you are seeing them today. We hope to have more info in the future to share about overland.
And finally someone kindly linked where Rich they said they know some people already struggle so the plan is to make it optional during that April direct stream. So this is the part in the April 2025 Direct Livestream on Twitch where they said that.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
MincMincMinc wrote: »Ok so they did have some more solid statements confirming it. I just remember an earlier stream where it was still questionable. Still though.....who is struggling and doing what?
spartaxoxo wrote: »MincMincMinc wrote: »Ok so they did have some more solid statements confirming it. I just remember an earlier stream where it was still questionable. Still though.....who is struggling and doing what?
Older people, people with bad Internet, disabilities, etc. Also players that are above level 50 but below CP 160 wearing mismatched gear random level gear until it's worth the time to get good gear. And doing overland content.
No disrespect to ZOS, but as someone who has been waiting years for this, I don't see this as ever being a particularly high priority, nor do I think it will consume a significant level of dev time/budget.
Totally get it. Understand where you are coming from. Just want to clarify here that we have a team dedicated to overland, so it is getting the focus and time needed. This is an important feature and we want to make sure this is done correctly. So there is a team dedicated to this. Some of the features that you are seeing today have been in the works for a bit. So that is why you are seeing them today. We hope to have more info in the future to share about overland.
spartaxoxo wrote: »No disrespect to ZOS, but as someone who has been waiting years for this, I don't see this as ever being a particularly high priority, nor do I think it will consume a significant level of dev time/budget.
They have a dedicated team working on it as we speak. It is actually considered important and is getting a significant amount of focus and time. Well, they had one in April. Who knows anymore.Totally get it. Understand where you are coming from. Just want to clarify here that we have a team dedicated to overland, so it is getting the focus and time needed. This is an important feature and we want to make sure this is done correctly. So there is a team dedicated to this. Some of the features that you are seeing today have been in the works for a bit. So that is why you are seeing them today. We hope to have more info in the future to share about overland.
And let's be clear, that statement says "we have a team dedicated to overland", not "overland challenge" or "a difficulty slider" or "instanced difficulty" or anything like that.
spartaxoxo wrote: »And let's be clear, that statement says "we have a team dedicated to overland", not "overland challenge" or "a difficulty slider" or "instanced difficulty" or anything like that.
Right after that they say "This is an important feature. . .so there is a team dedicated to this."
So they make it clear there is a team dedicated to the overland feature. The whole question being answered is specifically about the overland difficulty feature.
I also doubt they'll go separate server instances. But they are describing it as a feature that they consider important and making sure they get right. So I expect something (whatever that may be) will be something with real thought put into it.
We have no real insight into how the game works behind the scenes, we should be careful with statements claiming feasibility of solutions.
Ideally, at least for me, vet Overland shouldn't just include enemies with more damage and HP, but new set of mechanics as well. This prevents them from being bullet sponges and prolonging a static fight.
Ideally, at least for me, vet Overland shouldn't just include enemies with more damage and HP, but new set of mechanics as well. This prevents them from being bullet sponges and prolonging a static fight.
What kind of mechanics are you thinking about, which would prolong the fight and, I assume, make it more fun? Which of these mechanics would necessitate an instance versus just being placed into the servers we have now? I'm all for new mechanics but I don't think that it should be necessary to do all of the work and to separate players with different servers just to implement them. I advocate for sliders because they're what I believe to be the simplest path to a satisfactory solution for most people.
And they don't only have to affect damage or HP, there's a whole host of variables which can be adjusted like max player resources, stealth detection radius, potion effect limitations, etc. I wrote a list in this thread some time ago and it was fairly long. That being said, I don't expect to see everything implemented and starting with the basics makes sense to me. I would be fine if the initial feature only contained damage and HP adjustments. And I would fully expect this to be on the PTS for some time.
Ideally, at least for me, vet Overland shouldn't just include enemies with more damage and HP, but new set of mechanics as well. This prevents them from being bullet sponges and prolonging a static fight.
What kind of mechanics are you thinking about, which would prolong the fight and, I assume, make it more fun? Which of these mechanics would necessitate an instance versus just being placed into the servers we have now? I'm all for new mechanics but I don't think that it should be necessary to do all of the work and to separate players with different servers just to implement them. I advocate for sliders because they're what I believe to be the simplest path to a satisfactory solution for most people.
And they don't only have to affect damage or HP, there's a whole host of variables which can be adjusted like max player resources, stealth detection radius, potion effect limitations, etc. I wrote a list in this thread some time ago and it was fairly long. That being said, I don't expect to see everything implemented and starting with the basics makes sense to me. I would be fine if the initial feature only contained damage and HP adjustments. And I would fully expect this to be on the PTS for some time.
What if instead of creating an environment that would take time and space, there was a restriction on the higher end gear so that it could only be used in group dungeons. I think the idea of creating a higher difficulty would only create a demand for higher gear that will perpetuate the scenario at hand.
Adding game mechanics to a fight, especially on overland, will alienate the majority of the game players who are enjoying the story and RPGing. I have watched some great games fall down because the developers followed the less travelled path for the noise it made.
Ideally, at least for me, vet Overland shouldn't just include enemies with more damage and HP, but new set of mechanics as well. This prevents them from being bullet sponges and prolonging a static fight.
What kind of mechanics are you thinking about, which would prolong the fight and, I assume, make it more fun? Which of these mechanics would necessitate an instance versus just being placed into the servers we have now? I'm all for new mechanics but I don't think that it should be necessary to do all of the work and to separate players with different servers just to implement them. I advocate for sliders because they're what I believe to be the simplest path to a satisfactory solution for most people.
And they don't only have to affect damage or HP, there's a whole host of variables which can be adjusted like max player resources, stealth detection radius, potion effect limitations, etc. I wrote a list in this thread some time ago and it was fairly long. That being said, I don't expect to see everything implemented and starting with the basics makes sense to me. I would be fine if the initial feature only contained damage and HP adjustments. And I would fully expect this to be on the PTS for some time.
What if instead of creating an environment that would take time and space, there was a restriction on the higher end gear so that it could only be used in group dungeons. I think the idea of creating a higher difficulty would only create a demand for higher gear that will perpetuate the scenario at hand.
Adding game mechanics to a fight, especially on overland, will alienate the majority of the game players who are enjoying the story and RPGing. I have watched some great games fall down because the developers followed the less travelled path for the noise it made.
I don't really see what value that would have when
- it doesn't make much of a difference in a game where you can do basically everything without gear anyway
- restricting builds based on taking away "higher end gear" doesn't do much except annoy people and diminish player freedom
Personally, I don't think adding mechanics would be a bad thing for anyone, as long as they're done well and aren't egregious, but I know there is a contingent of players who want nothing to change which is why I'm not asking for them. I want the version of overland challenge improvements that is least offensive to as many people as possible because I know how persnickety a lot of MMO players can be. It's frustrating but building something that doesn't bother people who aren't interested in this is the most practical option with the best chance of actually getting coded and implemented, I think.
I've said this before, but I also strongly believe that the reason people want new mechanics is because the current mechanics utilized by overland monsters have almost no effect, and using sliders to increase difficulty in various ways can also have a dramatic effect on how you consider those mechanics. If the game is more lethal, those mechanics are more lethal, more valuable, and more interesting because you have to approach those enemies in new and different ways.