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Overland Content Feedback Thread

  • valenwood_vegan
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    I think players should have to choose a difficulty and stick with it, rather than having customized difficulties for different activities. And if they want to change their difficulty they should have to buy a token from the crown store to do so.

    A new player might want to start out on the easiest difficulty, but turn it up as they improve over time.

    Another player might try the harder difficulty and realize they're not ready for it yet.

    And they'd have to pay up or be stuck bored / unable to progress? Yikes. Seems like a cooldown on difficulty changes, or a daily limit, or restricting such changes while in combat, or something might make more sense. But this quite honestly just seems... [EDIT: like a punishment for using the new system].

    Anyway, I'm personally quite happy to hear they've heard the players and are working to implement something optional that can cater to a variety of interests.
    Edited by valenwood_vegan on September 10, 2025 7:39PM
  • SilverBride
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    It's not vindictive to not want players to have a free reign to change their difficulty choices multiple times a day to gain advantages. I suggested a token being required to change difficulty but a once a day cooldown would also help.

    I can imagine a player seeing others fighting a world boss, so they crank up their difficulty and jump in to get the better rewards. Then they see another player gathering mats and they want to also gather mats, so they turn down their difficulty and start gathering mats faster. That is manipulating the system for advantages in my opinion and should be prevented.
    PCNA
  • Kyip
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    @ZOS_GinaBruno
    Fair question. Caveat of "this is still in development" but part of this feature will include proper incentives to opting into more difficult content, without making it feel like you are being punished for not doing it.
    Hi. I have a question. What can you tell us about the incentives for opting into this more difficult overland content?

    I'm glad you are doing this for the people who want it, and I understand that incentives will of course be part of it. I hope it's just better gear (quality, sets, etc), which is what people who want more difficult content would in theory prefer. I hope it's not cosmetics. Because that has been really, really frustrating in the past, forcing casual players into content they do not like.

    Let me give you an example. Right now you have cosmetics in Cyrodiil locked behind doing 50 daily Conquest quests for the special currency. This is utterly unattainable for me, personally. I understand that some things like the bear mount are a status symbol for the people who can get it. I have no problem with that. What I want, that I cannot get, is a Hircine 'skin' cosmetic that happens to also darken the base skin tone. I want it to adjust my Bosmer's skin tone to be a little darker, since that option is unavailable from character selection. I tried doing Cyro for it, but that part of the game is just... stressful and unpleasant for me, personally. Again, great for people who enjoy it. But locking what is functionally an accessibility cosmetic there really sucks.

    As much as I hope the higher difficulty of overland content would only be item quality or set gear or other things that help people who want harder content... I have to assume it will also include cosmetics because that is kinda what ESO historically does for all kinds of harder content.

    Thank you for reading. I hope you can tell us as much as possible about this. Edited to place my question upfront.
    Edited by Kyip on September 10, 2025 6:05PM
  • Sadras
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    Kyip wrote: »
    I hope it's not cosmetics. Because that has been really, really frustrating in the past, forcing casual players into content they do not like.

    I completely agree, and I hope you take the "not punishing" aspect seriously.
    I think it'll also be good to remember that plenty of players simply cannot do a higher difficulty and have relied upon ESO for years to provide them the difficulty they could handle, and invested in the game accordingly. To those players, any kind of "incentive" is meaningless; all this would do is to make their default experience not the intended experience anymore after many years, denying them things they would enjoy, and effectively shutting them out of parts of their main content that they play in the game. And that would be deeply unfair.

    I am glad that it's apprently going to be optional, this is much appreciated, and really, necessary.

    For disclaimer on where I personally stand, I like the current difficulty; I could probably handle a little more but not that much more, and I simply don't want to. Life is stressful, and I want questing/overland/exploration/gathering to be relaxing. Team "I don't want Dark Souls battles against wasps". ;)

    So, if this stays optional, and I mean truly optional, not "you can opt out but you'd be missing out on these really cool things you probably want", this is fine.
  • valenwood_vegan
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    [Nevermind]
    Edited by valenwood_vegan on September 10, 2025 7:37PM
  • twisttop138
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    It's not vindictive to not want players to have a free reign to change their difficulty choices multiple times a day to gain advantages. I suggested a token being required to change difficulty but a once a day cooldown would also help.

    I can imagine a player seeing others fighting a world boss, so they crank up their difficulty and jump in to get the better rewards. Then they see another player gathering mats and they want to also gather mats, so they turn down their difficulty and start gathering mats faster. That is manipulating the system for advantages in my opinion and should be prevented.

    To be clear I was saying trying to make players buy difficulty changes in the crown store felt vindictive. I do understand the concern about players manipulating the system and that's totally valid to bring up.

    I probably should have chosen a different word so sorry for that, the idea of requiring payment just upset me because zos definitely loves to monetize things and I'd hate to see this new system only be open to players with money to burn.

    I do hope they consider ways to prevent difficulty changes from being abused for easy rewards in the way you've identified. And as others have brought up, I hope they don't go overboard with any increased rewards such that players feel forced into turning up the difficulty. As one of those players who would most certainly turn up the difficulty for questing, I just want it to feel engaging - I'm not looking for ultra special rewards. There are already options available to earn those in challenging content.

    I think these are great steps and I'm happy to see it as it will make others very happy. I also feel overland is pretty simple but don't really have a dog in the fight. I'm curious about something though. I see people mention abuse but why shouldn't I be able to turn it on and off as I want. If I want hard story bosses but easy material farming what business is that if anyone else's. I know you did not mention that specifically, silverbride did, but even in the scenario of turning it on to fight a wb, who cares? I don't really see that as abuse but more of using it as intended. Tougher overland content. That's just my opinion though, and am not against being proven wrong.
  • spartaxoxo
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    Changing your difficulty settings based on the tasks you're doing is not abuse. That's pretty standard for any game. Punishing players financially for using a standard gameplay system would be a predatory tactic towards the customers. Someone SHOULD be able to turn down the difficulty if all they want to is complete their stacks of surveys.
    Edited by spartaxoxo on September 10, 2025 7:13PM
  • valenwood_vegan
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    [Nevermind]
    Edited by valenwood_vegan on September 10, 2025 7:37PM
  • disky
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    The consequence of enabling higher difficulty is that the difficulty is higher. There doesn't need to be any other consequence. It's silly to even present the idea.
  • spartaxoxo
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    In a single player game that wouldn't really matter at all, but in an open world area with other players around, it's just something to think about.

    If the rewards were insane, maybe. But let's remember what overland rewards actually are. Trash gear, some exp than you can get anytime, and coin. I doubt that such a slider would be a complete overhaul of the rewards that players miss out on.

    Beyond that, allowing players to all get the same rewards also increases access to those rewards. That's the balance philosophy this entire game is built around. A player who isn't as good at the game can wait around for a higher level player to kill that world boss and they'll both get that same loot. That's quite literally already how the game works. That level 10 that hangs around the world boss waiting for a high level to show up is not abusing anyone or anything.

    Shared loot is something that benefits the entire playerbase more than it takes away from it. And it's the default way this game has operated for its entire lifespan.

    So what if some solo casual player gets a cosmetic that they'd actually like but can't do without help? So what if some vet players turns it off while doing their crafting writs and treasure maps? Not to mention players who have things like disabilities with good and bad days. Sometimes they need to go easy, sometimes they're up for a challenge. Or new players who don't know what they're getting themselves into. Can you imagine if someone who tried vet fungal grotto at level 20 or whatever level it unlocks and now they aren't allowed to do a normal dungeon ever again because someone decided that them being able to the random normal dailies was abuse? I can't imagine something making new people uninstall faster.

    ETA TLDR
    Players who enjoy difficulty shouldn't be forced to deal with kill stealing when nobody else has to deal with that or be locked into combat they potentially can't handle. It is not abuse to choose your difficulty level based on what you're doing and your capabilities. It creates pointless barriers for the disabled and new players. And it needlessly punishes vet players for being good at the game.
    Edited by spartaxoxo on September 10, 2025 7:45PM
  • valenwood_vegan
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    Can we also please remember that I'm not the one who even brought this up? Lol. I have nothing else to say, I'm very happy that we're getting harder overland difficulty options. I'm not at all interested in arguing about someone else's idea that I was actually somewhat critical of, and was only trying to understand and clarify the intentions behind it, so I'd suggest directing any further questions toward the relevant person. Cheers!
    Edited by valenwood_vegan on September 10, 2025 7:57PM
  • shadoza
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    disky wrote: »
    I'm not proposing that the easiest or most efficient path is the most correct one. Rich stated that "players are always going to do the thing that is the most efficient and is the least difficult thing for their time." in his stream when asked about a veteran overland a long time ago. I've also read posts where players stated that they would use easy difficulty for gathering mats and some other activities.

    I think players should have to choose a difficulty and stick with it, rather than having customized difficulties for different activities. And if they want to change their difficulty they should have to buy a token from the crown store to do so.

    Who cares how people utilize this system if it doesn't affect you directly? Why does it matter if people choose to turn it on and off at a whim? No TES game has ever done difficulty options that way, and so it wouldn't be in line with the rest of the franchise, but more importantly I feel like that would completely turn off a huge number of players from even considering the feature, because if they can't go back without a cost, they're not going to risk enabling it in the first place. It would be a largely wasted effort on the part of the dev team. I and people like me would still do it, but it would cut out a lot of players who might be curious but on the fence due to the consequences.

    Honestly I'm a little surprised you're acting so negatively, as when this was discussed by Matt in his letter and subsequently during their April(?) livestream, you seemed pretty relieved about it. As if you were glad that it would finally be dealt with, over and done.

    I care and it does affect other players. Having elite-powered players rule the play field cost me a couple game friends because they stopped playing. Last day, the only one left from the group chose to play a different game. He is allowed truth enough; however, having ones play interfered with my someone that herd mobs, fast runs/picks resources in resource rich starter areas, one hit bosses in dungeons, spawn camps delves with a companion doing the killing and auto-loot doing the collecting, dominating all opportunities of enjoyment by base player in PvP mini-games . . . It affects other players.

    The worst of it is, that those that choose the higher difficulty levels will demand higher, more powerful gear and pots which will eventually make the harder difficulty feel easy. Then the campaign for more challenging levels starts again. it is self-perpetuating by design. If there is a higher level of difficulty, there should not be higher level of rewards. The reward is in the challenge. If that is not reward enough, then your issues is not with more challenge but rather more power. my opinion.
  • spartaxoxo
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    shadoza wrote: »
    I care and it does affect other players. Having elite-powered players rule the play field cost me a couple game friends because they stopped playing.

    The more people using such a feature, the less high powered players running around one shotting everything. Many of them don't like it either but that's the only way they're allowed to enjoy the zone. Players using such a difficulty would be indistinguishable from a casual player, power wise. So, you'd actually benefit from more people using it once the initial hype died down.
    Edited by spartaxoxo on September 10, 2025 8:00PM
  • shadoza
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    shadoza wrote: »

    Not inclusive. Where is the RPG players, the solo runners, the base new players in all these grand plans to appease the power happy? When was the last time you heard the development team promise new delves, public dungeons, or story based material. I didn't purchase the new chapter because all I heard promised was two dungeons and a trial. Group play.

    The "chapter" this year includes the same 6 delves and 2 public dungeons. 3 delves and 1 public dungeon are available right now (been there, done them). The rest will be accessible when the wall that divides the island is destroyed (quarter 4 update I think). At least that is what I heard. The zone is definitely much smaller (which is very sad), but it does have all the side quests and the main story.

    shadoza wrote: »

    I think the people who complain about needing more difficulty are the same players that farm in newb zones like Bal Foyen. I saw two there this day each were over 2800 CP. They were not doing a quest, they were racing from one resource node to another, completing with low levels and each other. One of the two worked the same area for more than 20 minutes so it wasn't a casual find.
    Farming is a traditional part of MMOs. Nothing is wrong with that. Those 2800 CP also bought the game and have the right to all the zones. If you were seeing bots then that would warrant a complaint for sure. For context: I just created my first toon on PCEU a couple of days ago. Very slow at everything (drives me nuts), but I did not have any issues with finding resources/competing with someone (and at this stage with an empty craft bag I collect everything that is not nailed down).

    So you dismiss my experience and use your own to support your claim? Is that what you are doing here.
  • disky
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    shadoza wrote: »
    disky wrote: »
    I'm not proposing that the easiest or most efficient path is the most correct one. Rich stated that "players are always going to do the thing that is the most efficient and is the least difficult thing for their time." in his stream when asked about a veteran overland a long time ago. I've also read posts where players stated that they would use easy difficulty for gathering mats and some other activities.

    I think players should have to choose a difficulty and stick with it, rather than having customized difficulties for different activities. And if they want to change their difficulty they should have to buy a token from the crown store to do so.

    Who cares how people utilize this system if it doesn't affect you directly? Why does it matter if people choose to turn it on and off at a whim? No TES game has ever done difficulty options that way, and so it wouldn't be in line with the rest of the franchise, but more importantly I feel like that would completely turn off a huge number of players from even considering the feature, because if they can't go back without a cost, they're not going to risk enabling it in the first place. It would be a largely wasted effort on the part of the dev team. I and people like me would still do it, but it would cut out a lot of players who might be curious but on the fence due to the consequences.

    Honestly I'm a little surprised you're acting so negatively, as when this was discussed by Matt in his letter and subsequently during their April(?) livestream, you seemed pretty relieved about it. As if you were glad that it would finally be dealt with, over and done.

    I care and it does affect other players. Having elite-powered players rule the play field cost me a couple game friends because they stopped playing. Last day, the only one left from the group chose to play a different game. He is allowed truth enough; however, having ones play interfered with my someone that herd mobs, fast runs/picks resources in resource rich starter areas, one hit bosses in dungeons, spawn camps delves with a companion doing the killing and auto-loot doing the collecting, dominating all opportunities of enjoyment by base player in PvP mini-games . . . It affects other players.

    The worst of it is, that those that choose the higher difficulty levels will demand higher, more powerful gear and pots which will eventually make the harder difficulty feel easy. Then the campaign for more challenging levels starts again. it is self-perpetuating by design. If there is a higher level of difficulty, there should not be higher level of rewards. The reward is in the challenge. If that is not reward enough, then your issues is not with more challenge but rather more power. my opinion.

    No, skilled players will optimize but if they enable higher difficulty, the only effect you will see is that they will have a harder time slamming through whatever you're dealing with, which is a good thing for you. If there is stronger gear available then everyone has the ability to acquire it. For what it's worth, I have never done a trial and I almost never do PvP, and rarely group dungeons, so if I'm the one advocating for this feature then I'm not one of those people either. But I'm fine with them being there, because the situation would have been that way if increased difficulty wasn't an option anyway.

    It's wild to me how, in the same post, some people can both lodge a complaint about players outgunning them and also argue against the solution.
  • Muizer
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    I can imagine a player seeing others fighting a world boss, so they crank up their difficulty and jump in to get the better rewards. Then they see another player gathering mats and they want to also gather mats, so they turn down their difficulty and start gathering mats faster. That is manipulating the system for advantages in my opinion and should be prevented.

    Hmm I think the rewards that are scaled by a difficulty setting will have to be tied directly to the experienced difficulty. In short, combat difficulty modifiers would only modify combat rewards.

    But players should definitely have great freedom to customize which encounter to fight at what difficulty level. If such customization is not available (i.e. if characters have to commit to a fixed difficulty level applying to all encounters), a lot of players will be left out in the cold.

    You can see already in this thread how some want the higher difficulty encounters to be made harder and NOT the mob fights and others want the exact opposite. How many 'fixable' levels would ZOS have to design and balance to make that work? Way too many.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • SilverBride
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    As I stated above, I feel being able to turn difficulty on and off multiple times a day at will could lead to manipulating the system for advantage. This was the example I gave for what I could see happening:

    "I can imagine a player seeing others fighting a world boss, so they crank up their difficulty and jump in to get the better rewards. Then they see another player gathering mats and they want to also gather mats, so they turn down their difficulty and start gathering mats faster. That is manipulating the system for advantages in my opinion and should be prevented."

    This also negates the whole reason for wanting more difficulty in the first place, which was often stated as immersion and feeling the bosses weren't really a threat, and overland mobs weren't a threat, etc., so why turn it off?

    @ZOS_GinaBruno Are there going to be any restrictions to how often players can change their difficulty, such as cooldowns, to prevent this type of action?
    Edited by SilverBride on September 11, 2025 12:23AM
    PCNA
  • Tariq9898
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    Deleted.
    Edited by Tariq9898 on September 10, 2025 8:20PM
  • shadoza
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    It's not vindictive to not want players to have a free reign to change their difficulty choices multiple times a day to gain advantages. I suggested a token being required to change difficulty but a once a day cooldown would also help.

    I can imagine a player seeing others fighting a world boss, so they crank up their difficulty and jump in to get the better rewards. Then they see another player gathering mats and they want to also gather mats, so they turn down their difficulty and start gathering mats faster. That is manipulating the system for advantages in my opinion and should be prevented.

    If they treat the level difficult choice like they do the character delete process, perhaps it would be more balanced. Make the level difficulty account wide because wanting challenging content isn't just an end-game thing. Make the choice limited with a cooldown period of more than 24 hours. This would remove some of the opportunity for abuse.
  • Tariq9898
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    shadoza wrote: »
    spartaxoxo wrote: »
    spartaxoxo wrote: »
    spartaxoxo wrote: »
    New Answer from the Reddit AMA
    Short answer is: Yes, we are working on it.

    Longer answer: We have scoping and are aligning resources for this initiative and will share more when we have better timelines.

    For the time being, I can say that the some core values for this are...

    \- This is optional and no one will be forced into it
    \- There will be varied levels of difficulty players can opt into
    \- We will NOT be separating players

    https://www.reddit.com/r/elderscrollsonline/s/8dqcougkjN
    Yes, it would include older content.

    https://www.reddit.com/r/elderscrollsonline/s/4BKTqd1Hai

    These responses personally make me feel like the timeline has been pushed back but I'm not sure.

    @ZOS_Kevin

    Is this still slated for the current content pass?

    Was it ever slated for the current content pass? I do not remember seeing/hearing any mention of it. Would be great to see a quote if it exists.

    Yes. I asked about it coming out this year, 2025, after the April livestream. My question was referencing a statement made at the end of 2024 that we'd know more in 2025. And I was reassured that the current plan was still that it would come out this content pass.
    spartaxoxo wrote: »
    Thank you for the response. I guess my follow up question is if this is something still so early into prototyping, is this is something still planned to drop this year? I know last year, it was stated that it would be coming this year which lead to many of expecting news during the live. The new content cadence was stated to help with speed of releases so I wonder if this is still possibly coming this year?
    ZOS_Kevin wrote: »
    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.

    However, between the statements made in the AMA and the layoffs, I am not convinced that this is still the case. A lot has changed at ZOS and those statements make it sound like it's not that far in development.

    @spartaxoxo Thanks a lot. I would be very surprised if we get this this year.

    You're welcome. I'd be surprised too but I'd still like confirmation since we were told we'd be updated if things changed. Seems easy enough since the Livestream is this Thursday.

    Just to level set, while overland difficulty is in active development, it's not something that will be ready to be released before the end of the year. We're definitely excited to share more information on it as development progresses, though!

    So sad to hear exclusion is coming. Keep expanding difficulty levels and handing out higher rewards and you are perpetuated the problem.

    We don't want to exclude anyone with this feature, and I'd like to reiterate the core values that Finn mentioned during the AMA:
    • This will be optional and no one will be forced into it
    • There will be varied levels of difficulty players can opt into
    • We will NOT be separating players

    @ZOS_GinaBruno

    I know you probably won’t answer this. But these are just some questions or thoughts I’ve been having. Some things to consider. Maybe you can share them with the development team:

    - Since it has various levels, will the Minor Slayer/Minor Aegis buff from trial sets start to apply for certain difficulty levels as things start to get more challenging? This could be more incentive for players to keep their hard-earned gear.

    - And since there will be no player separation, how will that balance out the immersion between a player on the hardest settings vs a player who’s playing on normal? The player who’s playing on Normal could easily two shot a boss and completely destroy the immersion. At least for quest bosses, maybe it’s possible to create a mini private instance when entering a building, room, mini dungeon, realm, etc??


    Anyways, thank you for the dev team for working on this. At the end of the day, I’m just glad this is happening.
  • Tra_Lalan
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    How are you going to do this without separating players?

    If I play on hardest setting and struggle with a fight, and then some other player cames in and one shots everything, because he plays on normal settings, how would that make me feel?
    If the player engaging in my fight will suddenly feel that mobs are longer to kill he wouldnt like that either. I really can't imagine a way to do it without separating players. :)

    IMHO current overland difficulty is so trivial that it is immersion breaking. This topic is already 4 years old, before it was pined here, complaints about no difficulty option were appearing on the forums very often.
    Please finally do it and do it right.

    I love this game and really want it to be around in couple of years, but I really feel like its the last call for change.
    If the new leadership policy is true and not just words, please try to adress all those still unresolved problems that pop up on the forums every month for years now, Vet overland is just one of them
    (Other examples: dungeon ques - fake healers/fake tanks; rushing through dungeons when someone wants to finish quest or enjoy the story; ball groups in cyrodill; too much grind/low drops and bad RNG; rewards system, crossplay and so on just ask Kevin, he will know what we usually grumble about)
  • shadoza
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    spartaxoxo wrote: »
    Changing your difficulty settings based on the tasks you're doing is not abuse. That's pretty standard for any game. Punishing players financially for using a standard gameplay system would be a predatory tactic towards the customers. Someone SHOULD be able to turn down the difficulty if all they want to is complete their stacks of surveys.

    If switch levels of difficult is the plan, then wanting more challenging content is not the desire. The desire is to gain a feeling of being more powerful. A player should NOT be able to switch difficulties at their leisure.
  • spartaxoxo
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    Tra_Lalan wrote: »
    How are you going to do this without separating players?

    Works for other MMOs just fine. Players that are stronger than you beating you to the punch sometimes at mobs is a normal and expected part of multiplayer gaming. It happens now and would happen to the majority with any chosen solution. This is not a single player game so we can't expect to always have uninterrupted experiences.

    The biggest and most important quests narratively are actually already mostly in solo instances.
    Edited by spartaxoxo on September 10, 2025 8:32PM
  • disky
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    As I stated above, I feel being able to turn difficulty on and off multiple times a day at will could lead to manipulating the system for advantage. This was the example I gave for what I could see happening:

    "I can imagine a player seeing others fighting a world boss, so they crank up their difficulty and jump in to get the better rewards. Then they see another player gathering mats and they want to also gather mats, so they turn down their difficulty and start gathering mats faster. That is manipulating the system for advantages in my opinion and should be prevented."

    This also negates the whole reason for wanting more difficulty in the first place, which was often stated as immersion and feeling the bosses were really a threat, and overland mobs weren't a threat, etc., so why turn it off?

    @ZOS_GinaBruno Are there going to be any restrictions to how often players can change their difficulty, such as cooldowns, to prevent this type of action?

    I don't understand why you seem to be ignoring the fact that when these players increase challenge, the challenge is increased. The game is harder for them to play. That is the consequence. It also happens to be something they want to do, but it is a consequence. They don't need to be burdened by further limitations.

    And again, I fully intend to leave it on all the time, so I'm not debating this on my own behalf. It just feels incredibly silly to act like we need to have some additional dissuasion in play. It's just not necessary.
    Edited by disky on September 10, 2025 8:34PM
  • SilverBride
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    disky wrote: »
    And again, I fully intend to leave it on all the time, so I'm not debating this on my own behalf. It just feels incredibly silly to act like we need to have some additional dissuasion in play. It's just not necessary.

    I feel it is very necessary because the potential for manipulating the system is just too high otherwise. I can only imagine the amount of conflict it could cause among the playerbase.
    Edited by SilverBride on September 10, 2025 8:37PM
    PCNA
  • Tariq9898
    Tariq9898
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    disky wrote: »
    And again, I fully intend to leave it on all the time, so I'm not debating this on my own behalf. It just feels incredibly silly to act like we need to have some additional dissuasion in play. It's just not necessary.

    I feel it is very necessary because the potential for manipulating the system is just too high otherwise. I can only imagine the amount of conflict it could cause among the playerbase.

    I’d be okay if the cooldown is for a few mins. But I do NOT want to have to spend real money and buy a token just to switch difficulties.

    I also do NOT want this to be account wide. That would be too restricting. There are days where I want higher difficulties for immersion and there are days where I just want to chill and farm leads. This should not be black and white.
  • Tariq9898
    Tariq9898
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    spartaxoxo wrote: »
    Tra_Lalan wrote: »
    How are you going to do this without separating players?

    Works for other MMOs just fine. Players that are stronger than you beating you to the punch sometimes at mobs is a normal and expected part of multiplayer gaming. It happens now and would happen to the majority with any chosen solution. This is not a single player game so we can't expect to always have uninterrupted experiences.

    The biggest and most important quests narratively are actually already mostly in solo instances.

    Man I hope you’re right about the last part. I’ve been holding off on doing the entire Daedric War arc just for overland difficulties. Hope you’re right about the solo instances.
  • SilverBride
    SilverBride
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    Tariq9898 wrote: »
    disky wrote: »
    And again, I fully intend to leave it on all the time, so I'm not debating this on my own behalf. It just feels incredibly silly to act like we need to have some additional dissuasion in play. It's just not necessary.

    I feel it is very necessary because the potential for manipulating the system is just too high otherwise. I can only imagine the amount of conflict it could cause among the playerbase.

    I’d be okay if the cooldown is for a few mins. But I do NOT want to have to spend real money and buy a token just to switch difficulties.

    I also do NOT want this to be account wide. That would be too restricting. There are days where I want higher difficulties for immersion and there are days where I just want to chill and farm leads. This should not be black and white.

    I agree it should be per character because all our characters are not built to do the same content. But I do think some kind of cooldown is indicated.
    PCNA
  • Muizer
    Muizer
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    disky wrote: »
    And again, I fully intend to leave it on all the time, so I'm not debating this on my own behalf. It just feels incredibly silly to act like we need to have some additional dissuasion in play. It's just not necessary.

    I've been playing Oblivion remasterd. The difficulty setting that is 'right' for 95% of the content is too hard for the remaining 5%, some of which is mandatory to progress. If I had to commit to one setting, I'd have to tune it to the 5%, and 95% would be too easy.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • ESO_player123
    ESO_player123
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    shadoza wrote: »
    shadoza wrote: »

    Not inclusive. Where is the RPG players, the solo runners, the base new players in all these grand plans to appease the power happy? When was the last time you heard the development team promise new delves, public dungeons, or story based material. I didn't purchase the new chapter because all I heard promised was two dungeons and a trial. Group play.

    The "chapter" this year includes the same 6 delves and 2 public dungeons. 3 delves and 1 public dungeon are available right now (been there, done them). The rest will be accessible when the wall that divides the island is destroyed (quarter 4 update I think). At least that is what I heard. The zone is definitely much smaller (which is very sad), but it does have all the side quests and the main story.

    shadoza wrote: »

    I think the people who complain about needing more difficulty are the same players that farm in newb zones like Bal Foyen. I saw two there this day each were over 2800 CP. They were not doing a quest, they were racing from one resource node to another, completing with low levels and each other. One of the two worked the same area for more than 20 minutes so it wasn't a casual find.
    Farming is a traditional part of MMOs. Nothing is wrong with that. Those 2800 CP also bought the game and have the right to all the zones. If you were seeing bots then that would warrant a complaint for sure. For context: I just created my first toon on PCEU a couple of days ago. Very slow at everything (drives me nuts), but I did not have any issues with finding resources/competing with someone (and at this stage with an empty craft bag I collect everything that is not nailed down).

    So you dismiss my experience and use your own to support your claim? Is that what you are doing here.

    My recent experience was included to highlight that I'm talking not only from the perspective of a high CP player but also as a kind of a "new" one. I put new in quotation marks because it's new in a sense that I have an empty craft bag, no movement speed, no CP, and no money, but I do have experience and knowledge where to get those. But you also have it since you've been playing longer than I do if I remember correctly from your posts.

    My experience does not change the fact that farming is a part of any MMO, and 2800 CP player have a right to be in starter zones. If they are collecting staff without purposefully targeting you (as in swiping a node directly from under you or grabbing a chest near which you've been fighting mobs) then they are playing the game just like you. If they are doing what I described in () then it has nothing to with them being high CP, it's just their personal trait.

    Edited by ESO_player123 on September 10, 2025 8:58PM
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