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Overland difficulty discussion

NoireJin the Witchking
NoireJin the Witchking
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Thank god we're finally getting a difficulty option. I've stopped questing bc of the fact the game was super easy. I find damage done/taken was the way to go with this, people who expected otherwise were just being unreasonable. The amount of work it would take to rework mobs with more mechs etc is just unfeasible. Having story bosses be harder is what i just wanted. And naturally we will see more mechs from those mini/main bosses as they wont die in 2 seconds.

My point of contention is, i really think overland should be split into difficulty instances. In cities i would like to see all players with icons of their chosen difficulty but when doing story bosses/overland bosses the idea of having to wait for someone on adventurer difficulty to finish their boss then having to wait for respawn seems counter-intuitive. i want to fight along like-minded players who are looking for the same challenges i am. And for those who are going to complain that "this is an MMO" and "everyone should play together" just need a dose of reality. The current system hasn't been working and overland has been braindead for a LONG time and instanced games have been running the market for WF, WWM to a plethora of gatcha games.

I would much rather it be instanced and then grouping was incentivized, a rework to group finders and social elements would go a long way to bridging the game of between socializing while also instancing. Adding more guild mechanics + rewards for completing things as guilds would also help. Maybe a long haul effort in completing things as a guild which unlocks a guild hall, the way DCUO did with league halls. Then carrying on that system, working together for unique guild hall furnishings etc.

It makes sense, and is inclusive to accommodate everyone. If you want to play easy mode, then do it. If you want to play hard, then do it too. I don't want to be forced to play with someone who wants to kill everything in 2 seconds, while i wouldn't want them to be forced to play with me, who wants to take it slow and methodical.
And in the long run it will stop cheesing of certain areas for XP gain cheesing in spellscar and skyreach and more. All in all, instance the difficulties. everyone gets what they want.
  • AScarlato
    AScarlato
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    I'm excited to see this being released.

    I mostly do overland questing but I am overgeared and have a very high CP, so it's very anticlimactic. It will be fun to at least feel like the enemies provide SOME resistance.

    The rewards part are okay - not the most exciting but the real reward is having more fun while playing.

    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    Also if they had to instance for 4+ different difficulties to accommodate different playstyles it would really segregate an already smaller playerbase.
    Edited by AScarlato on January 22, 2026 7:00PM
  • Naftal
    Naftal
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    AScarlato wrote: »
    I'm excited to see this being released.
    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    How are you going to feel when you use the new "vestige" difficulty against a quest boss and someone else comes in when the boss is at 50% hp and kill them in a couple of seconds then run ahead and kill everything else before you get there?
  • AScarlato
    AScarlato
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    Naftal wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.
    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    How are you going to feel when you use the new "vestige" difficulty against a quest boss and someone else comes in when the boss is at 50% hp and kill them in a couple of seconds then run ahead and kill everything else before you get there?

    I guess it can't feel any worse than it does now where everything is immediately dead. At least this option provides some of the quest-specific bosses and event spawns with more challenge and it's not like I'm always surrounded by other players when I am out questing.
  • NoireJin the Witchking
    NoireJin the Witchking
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    AScarlato wrote: »
    I'm excited to see this being released.

    I mostly do overland questing but I am overgeared and have a very high CP, so it's very anticlimactic. It will be fun to at least feel like the enemies provide SOME resistance.

    The rewards part are okay - not the most exciting but the real reward is having more fun while playing.

    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    Also if they had to instance for 4+ different difficulties to accommodate different playstyles it would really segregate an already smaller playerbase.

    It matters how this change is implemented, whether its a toggle or like LOTRO you have to talk to an NPC. But ideally, if you group with a vet player and you're lvl 45 but want a challenge, you would just instance together. I don't see the issue in that at all. If you're already grouping with the idea of you want to do the content harder then logically you will be instanced together.
  • Nemesis7884
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    no to different instances, that is neither necessary nor useful as it will even further reduce / split player base...

    the way they implement it seems like D4 is doing it and that works fine
  • Naftal
    Naftal
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    AScarlato wrote: »
    Naftal wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.
    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    How are you going to feel when you use the new "vestige" difficulty against a quest boss and someone else comes in when the boss is at 50% hp and kill them in a couple of seconds then run ahead and kill everything else before you get there?

    I guess it can't feel any worse than it does now where everything is immediately dead. At least this option provides some of the quest-specific bosses and event spawns with more challenge and it's not like I'm always surrounded by other players when I am out questing.

    So just abandon quest and start again and hope players with low difficulty don't come where you are?

    They should just have different instances for different difficulties.
    Edited by Naftal on January 22, 2026 7:05PM
  • AScarlato
    AScarlato
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    AScarlato wrote: »
    I'm excited to see this being released.

    I mostly do overland questing but I am overgeared and have a very high CP, so it's very anticlimactic. It will be fun to at least feel like the enemies provide SOME resistance.

    The rewards part are okay - not the most exciting but the real reward is having more fun while playing.

    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    Also if they had to instance for 4+ different difficulties to accommodate different playstyles it would really segregate an already smaller playerbase.

    It matters how this change is implemented, whether its a toggle or like LOTRO you have to talk to an NPC. But ideally, if you group with a vet player and you're lvl 45 but want a challenge, you would just instance together. I don't see the issue in that at all. If you're already grouping with the idea of you want to do the content harder then logically you will be instanced together.

    Because maybe a new player / undergeared-levelled doesn't want to be hit for 600% damage while playing with their friend?

    The suggestion results in EITHER the player not prepared for higher difficulty being forced into that to play with their more experienced friends, OR the more experienced friend going into the lower difficulty and trivializing everything.
    Edited by AScarlato on January 22, 2026 7:08PM
  • Naftal
    Naftal
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    no to different instances, that is neither necessary nor useful as it will even further reduce / split player base...

    the way they implement it seems like D4 is doing it and that works fine

    It won't split playerbase because players who want higher difficulty already aren't playing with other players in overland.
  • Naftal
    Naftal
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    AScarlato wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.

    I mostly do overland questing but I am overgeared and have a very high CP, so it's very anticlimactic. It will be fun to at least feel like the enemies provide SOME resistance.

    The rewards part are okay - not the most exciting but the real reward is having more fun while playing.

    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    Also if they had to instance for 4+ different difficulties to accommodate different playstyles it would really segregate an already smaller playerbase.

    It matters how this change is implemented, whether its a toggle or like LOTRO you have to talk to an NPC. But ideally, if you group with a vet player and you're lvl 45 but want a challenge, you would just instance together. I don't see the issue in that at all. If you're already grouping with the idea of you want to do the content harder then logically you will be instanced together.

    Because maybe a new player / undergeared-levelled doesn't want to be hit for 600% damage while playing with their friend?

    Maybe they should be playing at the normal difficulty?
  • NoireJin the Witchking
    NoireJin the Witchking
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    no to different instances, that is neither necessary nor useful as it will even further reduce / split player base...

    the way they implement it seems like D4 is doing it and that works fine

    And that's why socializing in ESO needs a overhaul. I should not be forced to play with you if i don't want to. 90% of people doing overland/story are wanting to do it solo anyways. I see no issue with someone wanting to play those aspects solo/with people like them while doing group content as intended. I really don't get this mentality that everyone has to play together just because its an MMO. If someone doesn't want to play with you, its up to them. If they want to socialize then that's up to them lol. I dont want to have to wait for people to leave and everything to respawn just because i like a challenge. If someone has no intention to socialise, they just wont. Even in the current system. Personal choice already splits the player base.
    Edited by NoireJin the Witchking on January 23, 2026 12:08AM
  • AScarlato
    AScarlato
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    Naftal wrote: »
    AScarlato wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.

    I mostly do overland questing but I am overgeared and have a very high CP, so it's very anticlimactic. It will be fun to at least feel like the enemies provide SOME resistance.

    The rewards part are okay - not the most exciting but the real reward is having more fun while playing.

    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    Also if they had to instance for 4+ different difficulties to accommodate different playstyles it would really segregate an already smaller playerbase.

    It matters how this change is implemented, whether its a toggle or like LOTRO you have to talk to an NPC. But ideally, if you group with a vet player and you're lvl 45 but want a challenge, you would just instance together. I don't see the issue in that at all. If you're already grouping with the idea of you want to do the content harder then logically you will be instanced together.

    Because maybe a new player / undergeared-levelled doesn't want to be hit for 600% damage while playing with their friend?

    Maybe they should be playing at the normal difficulty?

    I was responding to a suggestion about two players of different gear/levels playing together.
  • MashmalloMan
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    I would suggest taking your discussion to the offical thread so feedback is properly heard instead of splitting comments in 2 places.

    https://forums.elderscrollsonline.com/en/discussion/687966/official-discussion-thread-for-developer-deep-dive-season-zero-s-challenge-difficulty#latest
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Naftal
    Naftal
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    AScarlato wrote: »
    Naftal wrote: »
    AScarlato wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.

    I mostly do overland questing but I am overgeared and have a very high CP, so it's very anticlimactic. It will be fun to at least feel like the enemies provide SOME resistance.

    The rewards part are okay - not the most exciting but the real reward is having more fun while playing.

    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    Also if they had to instance for 4+ different difficulties to accommodate different playstyles it would really segregate an already smaller playerbase.

    It matters how this change is implemented, whether its a toggle or like LOTRO you have to talk to an NPC. But ideally, if you group with a vet player and you're lvl 45 but want a challenge, you would just instance together. I don't see the issue in that at all. If you're already grouping with the idea of you want to do the content harder then logically you will be instanced together.

    Because maybe a new player / undergeared-levelled doesn't want to be hit for 600% damage while playing with their friend?

    Maybe they should be playing at the normal difficulty?

    I was responding to a suggestion about two players of different gear/levels playing together.

    I know and responded you your response.
  • NoireJin the Witchking
    NoireJin the Witchking
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    AScarlato wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.

    I mostly do overland questing but I am overgeared and have a very high CP, so it's very anticlimactic. It will be fun to at least feel like the enemies provide SOME resistance.

    The rewards part are okay - not the most exciting but the real reward is having more fun while playing.

    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    Also if they had to instance for 4+ different difficulties to accommodate different playstyles it would really segregate an already smaller playerbase.

    It matters how this change is implemented, whether its a toggle or like LOTRO you have to talk to an NPC. But ideally, if you group with a vet player and you're lvl 45 but want a challenge, you would just instance together. I don't see the issue in that at all. If you're already grouping with the idea of you want to do the content harder then logically you will be instanced together.

    Because maybe a new player / undergeared-levelled doesn't want to be hit for 600% damage while playing with their friend?

    The suggestion results in EITHER the player not prepared for higher difficulty being forced into that to play with their more experienced friends, OR the more experienced friend going into the lower difficulty and trivializing everything.

    i dont get this. If they dont want to be hit for that then don't do it? If your friends can't find common ground then thats a personal issue. I wont play league with friends who are challenger rank just to play with them. I would be steam rolled. I would then play, learn and get better. That's the point.
  • tomofhyrule
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    Naftal wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.
    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    How are you going to feel when you use the new "vestige" difficulty against a quest boss and someone else comes in when the boss is at 50% hp and kill them in a couple of seconds then run ahead and kill everything else before you get there?

    You mean how it feels now for new players to be fighting a boss when some overlevelled pro comes in and beams it down in a second and a half?

    Splitting instances is a problem specifically because it leaves new players out in the dust. Imagine if some new player who just got Solstice went to go do their daily to “kill Ghishzor.” They go there and the only other people are other Skyrim converts who only light attack once every two seconds in mismatched gear and all points in health. They fail, several times, and call for help… but the only people who can save them are safely away in their “no noobs allowed!” instance. So the new players say “ugh, screw this dead game” and uninstall.
    Or, you just let the pros have a case where sometimes they see someone blow past them in a delve for once. Anyone who does want to solo delves or PubDungeons already knows that if a beamer comes in, you just wait a few minutes for things to respawn once they leave.
  • AScarlato
    AScarlato
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    Naftal wrote: »
    AScarlato wrote: »
    Naftal wrote: »
    AScarlato wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.

    I mostly do overland questing but I am overgeared and have a very high CP, so it's very anticlimactic. It will be fun to at least feel like the enemies provide SOME resistance.

    The rewards part are okay - not the most exciting but the real reward is having more fun while playing.

    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    Also if they had to instance for 4+ different difficulties to accommodate different playstyles it would really segregate an already smaller playerbase.

    It matters how this change is implemented, whether its a toggle or like LOTRO you have to talk to an NPC. But ideally, if you group with a vet player and you're lvl 45 but want a challenge, you would just instance together. I don't see the issue in that at all. If you're already grouping with the idea of you want to do the content harder then logically you will be instanced together.

    Because maybe a new player / undergeared-levelled doesn't want to be hit for 600% damage while playing with their friend?

    Maybe they should be playing at the normal difficulty?

    I was responding to a suggestion about two players of different gear/levels playing together.

    I know and responded you your response.

    Your response doesn't make sense because then those two players can't play together as they would be in different instances.
  • Naftal
    Naftal
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    AScarlato wrote: »
    Naftal wrote: »
    AScarlato wrote: »
    Naftal wrote: »
    AScarlato wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.

    I mostly do overland questing but I am overgeared and have a very high CP, so it's very anticlimactic. It will be fun to at least feel like the enemies provide SOME resistance.

    The rewards part are okay - not the most exciting but the real reward is having more fun while playing.

    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    Also if they had to instance for 4+ different difficulties to accommodate different playstyles it would really segregate an already smaller playerbase.

    It matters how this change is implemented, whether its a toggle or like LOTRO you have to talk to an NPC. But ideally, if you group with a vet player and you're lvl 45 but want a challenge, you would just instance together. I don't see the issue in that at all. If you're already grouping with the idea of you want to do the content harder then logically you will be instanced together.

    Because maybe a new player / undergeared-levelled doesn't want to be hit for 600% damage while playing with their friend?

    Maybe they should be playing at the normal difficulty?

    I was responding to a suggestion about two players of different gear/levels playing together.

    I know and responded you your response.

    Your response doesn't make sense because then those two players can't play together as they would be in different instances.

    The high level player can lower their difficulty to play with the new player.
  • AScarlato
    AScarlato
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    Naftal wrote: »
    AScarlato wrote: »
    Naftal wrote: »
    AScarlato wrote: »
    Naftal wrote: »
    AScarlato wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.

    I mostly do overland questing but I am overgeared and have a very high CP, so it's very anticlimactic. It will be fun to at least feel like the enemies provide SOME resistance.

    The rewards part are okay - not the most exciting but the real reward is having more fun while playing.

    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    Also if they had to instance for 4+ different difficulties to accommodate different playstyles it would really segregate an already smaller playerbase.

    It matters how this change is implemented, whether its a toggle or like LOTRO you have to talk to an NPC. But ideally, if you group with a vet player and you're lvl 45 but want a challenge, you would just instance together. I don't see the issue in that at all. If you're already grouping with the idea of you want to do the content harder then logically you will be instanced together.

    Because maybe a new player / undergeared-levelled doesn't want to be hit for 600% damage while playing with their friend?

    Maybe they should be playing at the normal difficulty?

    I was responding to a suggestion about two players of different gear/levels playing together.

    I know and responded you your response.

    Your response doesn't make sense because then those two players can't play together as they would be in different instances.

    The high level player can lower their difficulty to play with the new player.

    And like I already said, that just results in them trivializing the content for the new player, which is worse than them playing together but at their own difficulty settings.

    i dont get this. If they dont want to be hit for that then don't do it? If your friends can't find common ground then thats a personal issue. I wont play league with friends who are challenger rank just to play with them. I would be steam rolled. I would then play, learn and get better. That's the point.

    I'm not sure "join ESO but don't play with your friends" is that compelling for an MMO. LoL as a MOBA with millions and millions of players but only needing to fill short-term games with 10 people is not a comparable game at all.
    Edited by AScarlato on January 22, 2026 7:24PM
  • NoireJin the Witchking
    NoireJin the Witchking
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    Naftal wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.
    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    How are you going to feel when you use the new "vestige" difficulty against a quest boss and someone else comes in when the boss is at 50% hp and kill them in a couple of seconds then run ahead and kill everything else before you get there?

    You mean how it feels now for new players to be fighting a boss when some overlevelled pro comes in and beams it down in a second and a half?

    Splitting instances is a problem specifically because it leaves new players out in the dust. Imagine if some new player who just got Solstice went to go do their daily to “kill Ghishzor.” They go there and the only other people are other Skyrim converts who only light attack once every two seconds in mismatched gear and all points in health. They fail, several times, and call for help… but the only people who can save them are safely away in their “no noobs allowed!” instance. So the new players say “ugh, screw this dead game” and uninstall.
    Or, you just let the pros have a case where sometimes they see someone blow past them in a delve for once. Anyone who does want to solo delves or PubDungeons already knows that if a beamer comes in, you just wait a few minutes for things to respawn once they leave.

    yeah, so they socialize and type in chat. And if a vet player feels inclined they help them. Ideally zone chat will still prevail through instances. But this still happens. I will be in a zone and ask for help to no avail while high level players are around so it makes no difference anyways.
    Edited by NoireJin the Witchking on January 22, 2026 7:18PM
  • alternatelder
    alternatelder
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    Naftal wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.
    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    How are you going to feel when you use the new "vestige" difficulty against a quest boss and someone else comes in when the boss is at 50% hp and kill them in a couple of seconds then run ahead and kill everything else before you get there?

    Now you'll be wearing the boots of new players in the current system.
  • Soarora
    Soarora
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    Naftal wrote: »
    AScarlato wrote: »
    Naftal wrote: »
    AScarlato wrote: »
    I'm excited to see this being released.
    I'm not sure instancing us based on difficulty works since they want people to continue to play together and have situations where a more experienced player wants more challenge and not steamroll everything with their newer friends. I also want to retain my freedom as a solo player without everything remaining braindead to do so.

    How are you going to feel when you use the new "vestige" difficulty against a quest boss and someone else comes in when the boss is at 50% hp and kill them in a couple of seconds then run ahead and kill everything else before you get there?

    I guess it can't feel any worse than it does now where everything is immediately dead. At least this option provides some of the quest-specific bosses and event spawns with more challenge and it's not like I'm always surrounded by other players when I am out questing.

    So just abandon quest and start again and hope players with low difficulty don't come where you are?

    They should just have different instances for different difficulties.

    Quest bosses are already instanced? Unless you’re including daily quests.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
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  • coop500
    coop500
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    I like seeing that they're truly releasing a system for this, I'm happy for that.

    Sadly I think they did it in the worst possible way.

    I agree that a lot of players do have unrealistic expectations as to what can be changed, but this just feels like an abusable/unusable system right out the gate and I'm not sure how the devs could see it not being so.

    Sadly I think different instances for different difficulties is the main way this could go. Maybe they'll surprise me with a different approach, but I just do not see mixing different difficulty players going well at all for anyone. I would love to see it different though, because I know instanced difficulty modes could lead to dead areas, and that's not good either.
    Edited by coop500 on January 22, 2026 7:44PM
    Hoping for more playable races
  • Cooperharley
    Cooperharley
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    I understand WHY they're starting off with just more XP & gold gained, but I think it'd be both very cool & honestly important to create some new achievements for conquering zones at each difficulty level. Tie some unique mounts and cosmetics and titles to it too!
  • Nemesis7884
    Nemesis7884
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    no to different instances, that is neither necessary nor useful as it will even further reduce / split player base...

    the way they implement it seems like D4 is doing it and that works fine

    And that's why socializing in ESO needs a overhaul. I should not be forced to play with you if i don't want to. 90% of people doing overland/story are wanting to do it solo anyways. I see no issue with someone wanting to play those aspects solo/with people like them while doing group content as intended. I really don't get this mentality that everyone has to play together just because its an MMO. If someone doesn't want to play with you, its up to them. If they want to socialize then that's up to them lol. I dont want to have to wait for people to leave and everything to respawn just because i like a challenge. If someone has no intention to socialise, they just want. Even in the current system. Personal choice already splits the player base.

    nobody forces you to do anything but this is an MMORPG and as such a shared overland world is pretty much the core of its functionality if you dont want that it seems you are rather looking for something like a souls like single player game
  • spartaxoxo
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    Naftal wrote: »
    no to different instances, that is neither necessary nor useful as it will even further reduce / split player base...

    the way they implement it seems like D4 is doing it and that works fine

    It won't split playerbase because players who want higher difficulty already aren't playing with other players in overland.

    Untrue. I've been wanting higher difficulty for years and the only zone I haven't 100% yet on my main quester is Eastern Solstice. I do play all the time. And I help others when they need it.

    The only time I run into others a lot is when a zone first launches. And that dies down fairly quickly. The game already uses phasing and that already limits congestion.

    Additionally much of the big story set pieces are already private instances. So nobody else can come and blow up The Ascendant Lord on me.
    Edited by spartaxoxo on January 22, 2026 8:16PM
  • NoireJin the Witchking
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    no to different instances, that is neither necessary nor useful as it will even further reduce / split player base...

    the way they implement it seems like D4 is doing it and that works fine

    And that's why socializing in ESO needs a overhaul. I should not be forced to play with you if i don't want to. 90% of people doing overland/story are wanting to do it solo anyways. I see no issue with someone wanting to play those aspects solo/with people like them while doing group content as intended. I really don't get this mentality that everyone has to play together just because its an MMO. If someone doesn't want to play with you, its up to them. If they want to socialize then that's up to them lol. I dont want to have to wait for people to leave and everything to respawn just because i like a challenge. If someone has no intention to socialise, they just want. Even in the current system. Personal choice already splits the player base.

    nobody forces you to do anything but this is an MMORPG and as such a shared overland world is pretty much the core of its functionality if you dont want that it seems you are rather looking for something like a souls like single player game

    I'm not looking for that, otherwise i would play them. I want to play ESO with harder content alongside people who are also looking for the same challenge or i play solo. I'm resolute in what i want. Again, it should be up to me to choose if i want to play with you. Not the other way around.
    Edited by NoireJin the Witchking on January 22, 2026 8:30PM
  • whitecrow
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    To what does "overland" refer? Mobs? There are so many of them that I am glad they are easy. It would be even more annoying to make them more difficult.

    World bosses are already difficult. I can manage to solo some of the base game ones, but that is all.
  • coop500
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    whitecrow wrote: »
    To what does "overland" refer? Mobs? There are so many of them that I am glad they are easy. It would be even more annoying to make them more difficult.

    World bosses are already difficult. I can manage to solo some of the base game ones, but that is all.

    Yeah overland is basically anything that's normal open world stuff. Not a dungeon or trial or anything, just like normal questing in The Rift or whatever. That's overland.
    Hoping for more playable races
  • Red_Feather
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    I am really worried that doing less damage to enemies and taking more damage from enemies will just make overland enemies feel more tedious to fight. @ZOS_Finn said that wasn't their experience, so I am eager to see what it is like.
  • whitecrow
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    I am really worried that doing less damage to enemies and taking more damage from enemies will just make overland enemies feel more tedious to fight.

    Yes same. It's already annoying we can't just explore without running into hostiles everywhere.

    I wish there was at least a chance that wild animals wouldn't be hostile as you ran past.
This discussion has been closed.