Attorneyatlawl wrote: »Now I'll definitely use it while questing as I want the better challenge, but it needs further rewards to be worth bothering when not doing story quests.
Oh, so it was never really about the challenge?
Oh, so it was never really about the challenge?
Er, isn't the difficulty increase enough without extra rewards as well? If all people wanted were more rewards when they wanted a greater difficulty for overland, then they should have said so.
SerafinaWaterstar wrote: »I would also like to see the data on just how many players actually choose the harder options. I get the feeling it might be significantly less than from what is said here, as it has been shown many times that this forum does not represent the average player.
But know that won’t happen.
SerafinaWaterstar wrote: »Having played this game for too many years, I have seen the discussions about this from the beginning.
I find it interesting that initially, and for many years, it was all about just wanting extra difficulty, and that would be reward enough - it was the challenge, the need for strategy & for fights to have meaning that people missed.
But now? Demands for better rewards.
Is not the challenge enough?
BananaBender wrote: »The game already gives additional rewards for engaging in harder content and ZOS has been very consistent with that stance. There are achievements for completing veteran dungeons and trials, there are also extra achievements with additional challenges only for veteran and Hard Mode content. I don't see why would overland content be any different? I think extra achievements and titles would make vestige mode way more inviting for people without increasing the financial gain.
I don't personally really care about the gold or XP increase, I have enough of both, but there should definitely be a noticeable increase in rewards to make up for all the gold you are losing by using potions, foods, repairs etc. Again, for me the gold isn't the problem, but this system has be fair for newer players who are looking for a challenge. A player shouldn't be punished with a net negative gold gain just because they want a challenge. This doesn't apply just for vestige, but the other difficulties as well.
AlexanderDeLarge wrote: »SerafinaWaterstar wrote: »I would also like to see the data on just how many players actually choose the harder options. I get the feeling it might be significantly less than from what is said here, as it has been shown many times that this forum does not represent the average player.
But know that won’t happen.
Even if the system is used less than expected, this is a simple damage multiplier balancing act that is a one time effort. I'm just hoping they put the effort this warrants given that it is one of the top complaints about the game outside these forums. I agree, this forum doesn't represent the average player, in either direction, because this game has probably lost 100 players for every five it manages to keep.
Addressing those concerns is good for business. TESO has suffered because previous leadership was endlessly chasing new players with little regard for the existing playerbase and existing content. A year or two of housekeeping is warranted since they neglected those tasks for the past ten years.SerafinaWaterstar wrote: »Having played this game for too many years, I have seen the discussions about this from the beginning.
I find it interesting that initially, and for many years, it was all about just wanting extra difficulty, and that would be reward enough - it was the challenge, the need for strategy & for fights to have meaning that people missed.
But now? Demands for better rewards.
Is not the challenge enough?
I've been here since the start of these conversations too and I've always opposed the position that a veteran overland should be without reward. The people pushing this narrative are trying to have the game break its own rules. More difficulty = more reward without exception. Every other piece of veteran and challenging content is rewarding but overland is expected to be the only exception to that? Why?
The challenge is not enough. See:BananaBender wrote: »The game already gives additional rewards for engaging in harder content and ZOS has been very consistent with that stance. There are achievements for completing veteran dungeons and trials, there are also extra achievements with additional challenges only for veteran and Hard Mode content. I don't see why would overland content be any different? I think extra achievements and titles would make vestige mode way more inviting for people without increasing the financial gain.
I don't personally really care about the gold or XP increase, I have enough of both, but there should definitely be a noticeable increase in rewards to make up for all the gold you are losing by using potions, foods, repairs etc. Again, for me the gold isn't the problem, but this system has be fair for newer players who are looking for a challenge. A player shouldn't be punished with a net negative gold gain just because they want a challenge. This doesn't apply just for vestige, but the other difficulties as well.
The challenge is not enough. See:SerafinaWaterstar wrote: »
Why is the challenge not enough?
BananaBender wrote: »The game already gives additional rewards for engaging in harder content and ZOS has been very consistent with that stance. There are achievements for completing veteran dungeons and trials, there are also extra achievements with additional challenges only for veteran and Hard Mode content. I don't see why would overland content be any different? I think extra achievements and titles would make vestige mode way more inviting for people without increasing the financial gain.
I don't personally really care about the gold or XP increase, I have enough of both, but there should definitely be a noticeable increase in rewards to make up for all the gold you are losing by using potions, foods, repairs etc. Again, for me the gold isn't the problem, but this system has be fair for newer players who are looking for a challenge. A player shouldn't be punished with a net negative gold gain just because they want a challenge. This doesn't apply just for vestige, but the other difficulties as well.
Is there any logic behind that or is it just "it's different because I say so"? Because no one has been able to explain why a veteran overland implementation should be exempt from comparable rewards in the 5 years that this topic has been pinned to the top of this forum.SerafinaWaterstar wrote: »It is understandable for dungeons & trials.
For overland & questing? Nah.
tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it. As such, "I want exclusive shards for the high difficulty" ends up sounding a lot like "I want to not have any new players in my game!"
Besides, most story bosses (which is what the point of the overland difficulty was, not world bosses or world events) are already instanced to you. People are now jumping to "I should be able to solo literally everything in the game and shut everyone else out." That... is not as charitable of an outlook.
As for rewards, more gold and higher-tier sets are reasonable. But any big new things exclusive to that mode are going back on the "we don't want to make anyone feel forced into it" concept.
tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it.
tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it. As such, "I want exclusive shards for the high difficulty" ends up sounding a lot like "I want to not have any new players in my game!"
Besides, most story bosses (which is what the point of the overland difficulty was, not world bosses or world events) are already instanced to you. People are now jumping to "I should be able to solo literally everything in the game and shut everyone else out." That... is not as charitable of an outlook.
As for rewards, more gold and higher-tier sets are reasonable. But any big new things exclusive to that mode are going back on the "we don't want to make anyone feel forced into it" concept.
tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it. As such, "I want exclusive shards for the high difficulty" ends up sounding a lot like "I want to not have any new players in my game!"
Besides, most story bosses (which is what the point of the overland difficulty was, not world bosses or world events) are already instanced to you. People are now jumping to "I should be able to solo literally everything in the game and shut everyone else out." That... is not as charitable of an outlook.
As for rewards, more gold and higher-tier sets are reasonable. But any big new things exclusive to that mode are going back on the "we don't want to make anyone feel forced into it" concept.
spartaxoxo wrote: »It's not the job of any individual player to help another. But it is the job of an MMO to provide enough players in a shared world that help is more likely to be offered by some kind individual.
It's not your failing if you choose not to help. But it is ZOS's failing if they do not keep new player experience in mind. An MMO must take all sides interests into account when designing the game.
spartaxoxo wrote: »It's not the job of any individual player to help another. But it is the job of an MMO to provide enough players in a shared world that help is more likely to be offered by some kind individual.
It's not your failing if you choose not to help. But it is ZOS's failing if they do not keep new player experience in mind. An MMO must take all sides interests into account when designing the game.
Zos have already done way more than enough for the new player experience. Enough is enough, it's been such a detriment to the game's growth. A new player will decide early on if they are going to invest or not, all these capitulations ultimately mean nothing for actual player retention. There has been nothing but a constant neglect for all the dedicated veteran players. Overland is the vast majority of the game's content and its ALL tailored to these mythical "lets not make a new player feel lost" that still play the game for a few days then move on to something else because they were never going to invest in this game to begin with. Why does the entire game, and thus the entire dedicated player-base have to be held hostage so that the new players don't feel lost?
spartaxoxo wrote: »spartaxoxo wrote: »It's not the job of any individual player to help another. But it is the job of an MMO to provide enough players in a shared world that help is more likely to be offered by some kind individual.
It's not your failing if you choose not to help. But it is ZOS's failing if they do not keep new player experience in mind. An MMO must take all sides interests into account when designing the game.
Zos have already done way more than enough for the new player experience. Enough is enough, it's been such a detriment to the game's growth. A new player will decide early on if they are going to invest or not, all these capitulations ultimately mean nothing for actual player retention. There has been nothing but a constant neglect for all the dedicated veteran players. Overland is the vast majority of the game's content and its ALL tailored to these mythical "lets not make a new player feel lost" that still play the game for a few days then move on to something else because they were never going to invest in this game to begin with. Why does the entire game, and thus the entire dedicated player-base have to be held hostage so that the new players don't feel lost?
The entire game isn't held hostage by it being a shared overworld in the game. It's an MMO. That's to be expected.
They should have given us difficulty options a long time ago. But most MMOs I have played offer a shared overworld and that's part of the appeal for them. Many people pick up MMOs specifically for that experience, even if they end up not liking this MMO in particular.
Why do we need a shared overland in an MMO is like asking arguing fps games don't need sniper rifles or other long range weapons. Yeah, technically you could do without one, but it's such a genre staple that it would feel like something's missing without it.
spartaxoxo wrote: »spartaxoxo wrote: »It's not the job of any individual player to help another. But it is the job of an MMO to provide enough players in a shared world that help is more likely to be offered by some kind individual.
It's not your failing if you choose not to help. But it is ZOS's failing if they do not keep new player experience in mind. An MMO must take all sides interests into account when designing the game.
Zos have already done way more than enough for the new player experience. Enough is enough, it's been such a detriment to the game's growth. A new player will decide early on if they are going to invest or not, all these capitulations ultimately mean nothing for actual player retention. There has been nothing but a constant neglect for all the dedicated veteran players. Overland is the vast majority of the game's content and its ALL tailored to these mythical "lets not make a new player feel lost" that still play the game for a few days then move on to something else because they were never going to invest in this game to begin with. Why does the entire game, and thus the entire dedicated player-base have to be held hostage so that the new players don't feel lost?
The entire game isn't held hostage by it being a shared overworld in the game. It's an MMO. That's to be expected.
They should have given us difficulty options a long time ago. But most MMOs I have played offer a shared overworld and that's part of the appeal for them. Many people pick up MMOs specifically for that experience, even if they end up not liking this MMO in particular.
Why do we need a shared overland in an MMO is like asking arguing fps games don't need sniper rifles or other long range weapons. Yeah, technically you could do without one, but it's such a genre staple that it would feel like something's missing without it.
Difficulty options do not work in a shared overworld. We are being held hostage if the whole reasoning behind not sharding or instancing aka "separating" players in favor of increased difficulty option is so that we are forced to be in "their" zone because we have a non-agreed expectation to drop what we are doing and help the hypothetical new player.
tomofhyrule wrote: »Or should I just come back in a few minutes once that person is gone, since the mobs will respawn over time, by which point the other guy is long gone?
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »It's not the job of any individual player to help another. But it is the job of an MMO to provide enough players in a shared world that help is more likely to be offered by some kind individual.
It's not your failing if you choose not to help. But it is ZOS's failing if they do not keep new player experience in mind. An MMO must take all sides interests into account when designing the game.
Zos have already done way more than enough for the new player experience. Enough is enough, it's been such a detriment to the game's growth. A new player will decide early on if they are going to invest or not, all these capitulations ultimately mean nothing for actual player retention. There has been nothing but a constant neglect for all the dedicated veteran players. Overland is the vast majority of the game's content and its ALL tailored to these mythical "lets not make a new player feel lost" that still play the game for a few days then move on to something else because they were never going to invest in this game to begin with. Why does the entire game, and thus the entire dedicated player-base have to be held hostage so that the new players don't feel lost?
The entire game isn't held hostage by it being a shared overworld in the game. It's an MMO. That's to be expected.
They should have given us difficulty options a long time ago. But most MMOs I have played offer a shared overworld and that's part of the appeal for them. Many people pick up MMOs specifically for that experience, even if they end up not liking this MMO in particular.
Why do we need a shared overland in an MMO is like asking arguing fps games don't need sniper rifles or other long range weapons. Yeah, technically you could do without one, but it's such a genre staple that it would feel like something's missing without it.
Difficulty options do not work in a shared overworld. We are being held hostage if the whole reasoning behind not sharding or instancing aka "separating" players in favor of increased difficulty option is so that we are forced to be in "their" zone because we have a non-agreed expectation to drop what we are doing and help the hypothetical new player.
They have worked in other MMOs so why not this one? This one already uses phasing to avoid things being too congested outside of events/new content drops.
Attorneyatlawl wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »It's not the job of any individual player to help another. But it is the job of an MMO to provide enough players in a shared world that help is more likely to be offered by some kind individual.
It's not your failing if you choose not to help. But it is ZOS's failing if they do not keep new player experience in mind. An MMO must take all sides interests into account when designing the game.
Zos have already done way more than enough for the new player experience. Enough is enough, it's been such a detriment to the game's growth. A new player will decide early on if they are going to invest or not, all these capitulations ultimately mean nothing for actual player retention. There has been nothing but a constant neglect for all the dedicated veteran players. Overland is the vast majority of the game's content and its ALL tailored to these mythical "lets not make a new player feel lost" that still play the game for a few days then move on to something else because they were never going to invest in this game to begin with. Why does the entire game, and thus the entire dedicated player-base have to be held hostage so that the new players don't feel lost?
The entire game isn't held hostage by it being a shared overworld in the game. It's an MMO. That's to be expected.
They should have given us difficulty options a long time ago. But most MMOs I have played offer a shared overworld and that's part of the appeal for them. Many people pick up MMOs specifically for that experience, even if they end up not liking this MMO in particular.
Why do we need a shared overland in an MMO is like asking arguing fps games don't need sniper rifles or other long range weapons. Yeah, technically you could do without one, but it's such a genre staple that it would feel like something's missing without it.
Difficulty options do not work in a shared overworld. We are being held hostage if the whole reasoning behind not sharding or instancing aka "separating" players in favor of increased difficulty option is so that we are forced to be in "their" zone because we have a non-agreed expectation to drop what we are doing and help the hypothetical new player.
They have worked in other MMOs so why not this one? This one already uses phasing to avoid things being too congested outside of events/new content drops.
So, why not phase/shard by difficulty then?
P. S. I shouldn't take a huge net negative in xp for wanting to have a challenge.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »It's not the job of any individual player to help another. But it is the job of an MMO to provide enough players in a shared world that help is more likely to be offered by some kind individual.
It's not your failing if you choose not to help. But it is ZOS's failing if they do not keep new player experience in mind. An MMO must take all sides interests into account when designing the game.
Zos have already done way more than enough for the new player experience. Enough is enough, it's been such a detriment to the game's growth. A new player will decide early on if they are going to invest or not, all these capitulations ultimately mean nothing for actual player retention. There has been nothing but a constant neglect for all the dedicated veteran players. Overland is the vast majority of the game's content and its ALL tailored to these mythical "lets not make a new player feel lost" that still play the game for a few days then move on to something else because they were never going to invest in this game to begin with. Why does the entire game, and thus the entire dedicated player-base have to be held hostage so that the new players don't feel lost?
The entire game isn't held hostage by it being a shared overworld in the game. It's an MMO. That's to be expected.
They should have given us difficulty options a long time ago. But most MMOs I have played offer a shared overworld and that's part of the appeal for them. Many people pick up MMOs specifically for that experience, even if they end up not liking this MMO in particular.
Why do we need a shared overland in an MMO is like asking arguing fps games don't need sniper rifles or other long range weapons. Yeah, technically you could do without one, but it's such a genre staple that it would feel like something's missing without it.
Difficulty options do not work in a shared overworld. We are being held hostage if the whole reasoning behind not sharding or instancing aka "separating" players in favor of increased difficulty option is so that we are forced to be in "their" zone because we have a non-agreed expectation to drop what we are doing and help the hypothetical new player.
They have worked in other MMOs so why not this one? This one already uses phasing to avoid things being too congested outside of events/new content drops.