Elderpatriot wrote: »Optional difficulty (in the case of mixing players together on the same playground) has the potential to damage Open-World-PVE even more...it can turn out to be a mess just like the introduction of the subclasses. Why people are excited for this way of adressing the problems in PVE? It will not change anything for the better but make the game even more a confusing construction site. It has this "Play it the way you want to" philosophy lable on it....but a superficial implementation where everyone can freely decide for themselve would ignore the fact that you actually play a MMORPG. There it is actually intended to be played and interacted with each other and an optional difficulty slider to raise and lower on demand anytime, it will just not improve the gameplay at all in that case. This solution will create new proplems by not solving old ones.
So i hope they have some good ideas and concepts about this essential trip hazard, to make it work somehow. Otherwhise, i am deeply concered about this next feature. So, next month we will finally know, what is going on. Currently i have really mixed feelings about this "optional" approach.
Sorry for that...but i will check on the coming updates - hoping for the best possible results.
Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.
ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.
Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.
ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.
Claiming that ZOS is "Continuously catering to end-game players" when almost the entire overland experience has been geared toward beginners for many years is absolutely wild. No one is trying to take anything away from you, they're simply providing the option to play at a higher degree of challenge in order to make the overland game fun for those who want a challenge. I'm sick to death of people acting like they're losing something with this change. It's explicitly an option for those who want it.
"Those that speed-run the game then stand about complaining that nothing is challenging enough"
I will grant that there are people who speedrun the content, but I think you need to also draw the conclusion that those people don't actually want to experience it, they want the rewards and/or satisfaction of saying they beat it. This incoming system will exist for people who do want a challenge and have wanted it since One Tamriel came to be. They want to enjoy the story content, the zones themselves, as they feel they should be experienced - sufficiently challenging. Infinite Archive, Bastion Nymic and Craglorn (as a single zone) are nice diversions but you can't say that they are the real meat of the game, Tamriel's massive amount of zone content, painstakingly built and released for over a decade, is. I never asked for those alternatives, and I don't take part in them because they don't solve the problem. Optional challenge settings will.
twisttop138 wrote: »Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.
ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.
Claiming that ZOS is "Continuously catering to end-game players" when almost the entire overland experience has been geared toward beginners for many years is absolutely wild. No one is trying to take anything away from you, they're simply providing the option to play at a higher degree of challenge in order to make the overland game fun for those who want a challenge. I'm sick to death of people acting like they're losing something with this change. It's explicitly an option for those who want it.
"Those that speed-run the game then stand about complaining that nothing is challenging enough"
I will grant that there are people who speedrun the content, but I think you need to also draw the conclusion that those people don't actually want to experience it, they want the rewards and/or satisfaction of saying they beat it. This incoming system will exist for people who do want a challenge and have wanted it since One Tamriel came to be. They want to enjoy the story content, the zones themselves, as they feel they should be experienced - sufficiently challenging. Infinite Archive, Bastion Nymic and Craglorn (as a single zone) are nice diversions but you can't say that they are the real meat of the game, Tamriel's massive amount of zone content, painstakingly built and released for over a decade, is. I never asked for those alternatives, and I don't take part in them because they don't solve the problem. Optional challenge settings will.
It's not worth it. You're yelling in the void. Especially because they've ignored anyone they disagree with (all of us). I know what's right and your post shows you do to. This trains coming in the station. No wild conspiracy theories will stop it.
twisttop138 wrote: »Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.
ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.
Claiming that ZOS is "Continuously catering to end-game players" when almost the entire overland experience has been geared toward beginners for many years is absolutely wild. No one is trying to take anything away from you, they're simply providing the option to play at a higher degree of challenge in order to make the overland game fun for those who want a challenge. I'm sick to death of people acting like they're losing something with this change. It's explicitly an option for those who want it.
"Those that speed-run the game then stand about complaining that nothing is challenging enough"
I will grant that there are people who speedrun the content, but I think you need to also draw the conclusion that those people don't actually want to experience it, they want the rewards and/or satisfaction of saying they beat it. This incoming system will exist for people who do want a challenge and have wanted it since One Tamriel came to be. They want to enjoy the story content, the zones themselves, as they feel they should be experienced - sufficiently challenging. Infinite Archive, Bastion Nymic and Craglorn (as a single zone) are nice diversions but you can't say that they are the real meat of the game, Tamriel's massive amount of zone content, painstakingly built and released for over a decade, is. I never asked for those alternatives, and I don't take part in them because they don't solve the problem. Optional challenge settings will.
It's not worth it. You're yelling in the void. Especially because they've ignored anyone they disagree with (all of us). I know what's right and your post shows you do to. This trains coming in the station. No wild conspiracy theories will stop it.
The reason that I will always come back to this point and defend it is because I never want their perspective to take root in the minds of others. A lot of people follow a hivemind mentality and if one ridiculous opinion becomes the prevailing one, we're screwed.
Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.
ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.
Claiming that ZOS is "Continuously catering to end-game players" when almost the entire overland experience has been geared toward beginners for many years is absolutely wild. No one is trying to take anything away from you, they're simply providing the option to play at a higher degree of challenge in order to make the overland game fun for those who want a challenge. I'm sick to death of people acting like they're losing something with this change. It's explicitly an option for those who want it.
"Those that speed-run the game then stand about complaining that nothing is challenging enough"
I will grant that there are people who speedrun the content, but I think you need to also draw the conclusion that those people don't actually want to experience it, they want the rewards and/or satisfaction of saying they beat it. This incoming system will exist for people who do want a challenge and have wanted it since One Tamriel came to be. They want to enjoy the story content, the zones themselves, as they feel they should be experienced - sufficiently challenging. Infinite Archive, Bastion Nymic and Craglorn (as a single zone) are nice diversions but you can't say that they are the real meat of the game, Tamriel's massive amount of zone content, painstakingly built and released for over a decade, is. I never asked for those alternatives, and I don't take part in them because they don't solve the problem. Optional challenge settings will.
@ZOS_Kevin
From the website:
We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
. . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.
My Thoughts:
This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.
ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.
Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.
You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)
* Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.
@ZOS_Kevin
From the website:
We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
. . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.
My Thoughts:
This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.
ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.
Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.
You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)
* Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.
Yes. Difficulty options need to be added for all that content in order to allow more players to engage with it.
Parasaurolophus wrote: »A difficulty slider is the worst possible solution. Honestly. People who advocate for a slider simply do not understand that the problem is not just difficulty. Overland combat has zero impact. What is the point? Why should I fight these mobs at all? Even in the latest chapters, mobs are nothing more than part of the landscape. You can travel across the map without meaningfully interacting with them.
So what is the purpose? I genuinely do not know. Mobs should block your path, guard something valuable, or be an interesting and meaningful experience in and of themselves. I see no point in just increasing the stats of every mudcrab or bandit that you can easily walk around, fear, or avoid entirely with stealth or invisibility.
Parasaurolophus wrote: »A difficulty slider is the worst possible solution. Honestly. People who advocate for a slider simply do not understand that the problem is not just difficulty. Overland combat has zero impact. What is the point? Why should I fight these mobs at all? Even in the latest chapters, mobs are nothing more than part of the landscape. You can travel across the map without meaningfully interacting with them.
So what is the purpose? I genuinely do not know. Mobs should block your path, guard something valuable, or be an interesting and meaningful experience in and of themselves. I see no point in just increasing the stats of every mudcrab or bandit that you can easily walk around, fear, or avoid entirely with stealth or invisibility.
@ZOS_Kevin
From the website:
We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
. . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.
My Thoughts:
This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.
ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.
Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.
You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)
* Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.
Yes. Difficulty options need to be added for all that content in order to allow more players to engage with it.
The players demanding the toggle will not play overland any more than they do now. They will play until the newness wears off, then they will be back to demanding better gear and harder content elsewhere. They've been doing it since before One Tamriel. All players can already engage with overland content.
The type of player that demands overland difficulty is the same type that runs from entrance to final boss in dungeons without taking in the story or exploring the environment. If TOS forced players to pick up a token by defeating minor bosses and targets in the dungeon before they can activate the final boss, there might be less complaining about simple overland because they would have their questing challenge right there.
In my opinion, they don't want a challenge at all. They want control. If the players wanted a challenge, they could have it easy enough. They could trade in their v-dungeon gear and pots and use simple overland gear. They won't because they don't want a challenge, they want control.
spartaxoxo wrote: »It's a live service game. There should be continuous development for all the different types of players. We are all paying customers. As a person who enjoys a challenge, I still advocate for story mode for dungeons and continue to hope for more zone stories. I never see PvPers saying that PvE should cease new development. The whole point of a live service game over a single player is that will continuously be added to. Why should those of who like a challenge be treated differently in that regard? Ofc we're going to want more. That's kind of the point of a live service game. Presumably, you want them to add new stories and the like as well. Otherwise, we'd all just be playing Oblivion or Skyrim and modding it to suit our tastes.
@ZOS_Kevin
From the website:
We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
. . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.
My Thoughts:
This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.
ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.
Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.
You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)
* Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.
Yes. Difficulty options need to be added for all that content in order to allow more players to engage with it.
The players demanding the toggle will not play overland any more than they do now. They will play until the newness wears off, then they will be back to demanding better gear and harder content elsewhere. They've been doing it since before One Tamriel. All players can already engage with overland content.
The type of player that demands overland difficulty is the same type that runs from entrance to final boss in dungeons without taking in the story or exploring the environment. If TOS forced players to pick up a token by defeating minor bosses and targets in the dungeon before they can activate the final boss, there might be less complaining about simple overland because they would have their questing challenge right there.
In my opinion, they don't want a challenge at all. They want control. If the players wanted a challenge, they could have it easy enough. They could trade in their v-dungeon gear and pots and use simple overland gear. They won't because they don't want a challenge, they want control.
Getsugatenso wrote: »The overworld needs more difficulty and before anyone talks about trials and dungeons, that depends on other players. The open world doesn't need it, but without cool mechanics and a decent difficulty, it gets too boring. There's a lack of desire to explore something so easy. Maybe using elemental resistances on enemies is interesting, for example. Well, here's the tip because I kill enemies standing still.