Something as simple as XP or gold is unexciting enough that the average player who is not interested in the difficulty challenge can just ignore it, and honestly even as an endgame player I'm always short on gold (I blame furnishings costing a fortune). But the moment you add exclusive rewards to the mix that changes everything. People want collectibles, gear, motifs, etc., but don't want to be forced to do something they find deeply unenjoyable. This was one of the main arguments people used against this overland option to begin with. Their main arguments were: (1) don't universally increase difficulty, keep it optional; (2) don't let it split the playerbase by instancing it; and (3) don't attach exclusive rewards which effectively force people to use it who don't want to. We should probably be respectful of those pretty reasonable requests.
That being said, now that I'm writing this it does occur to me that there are plenty of other aspects of the game which are equally "forced", yet are not held to this standard. E.g., I really dislike grinding Tel Var stones in the Imperial City. Its long, stressful, and you almost always end up getting ganked and losing what you spent ages gathering. But I force myself to do it because I'm after certain rewards. The same can be said of a PvP player forcing themselves to do trials or dungeons because they want a particular cosmetic. It seems pretty common for games to force their players to do things outside their comfort zone for the sake of rewards. So if this standard were applied universally, we'd have to drop rewards for ALL activities so that no one is incentivised to potentially do something they may or may not enjoy.
All sides considered, I'd err on the side of keeping rewards "unexciting" just to avoid pissing off more of the playerbase. But it's also fair to say that if such a system had existed in ESO since launch (and thus considered a regular part of the game), no one would bat an eye if it had exclusive rewards.
I've played long enough to remember veteran levels, where you'd get killed if you accidentally stepped on a mudcrab, That was not fun, it was tedious as hell. So sure, cutting through enemies like butter the way it is now might not pose any challenge, but I vastly prefer it to having to sneak everywhere,
Cooperharley wrote: »What rewards?
I think there should be achievements, cosmetics, and all sorts of cool stuff for completing zones and achievements on vestige difficulty! Same to having said achievements for veteran dungeons rather than just normal. It would make it fun and give players a reason outside of just exploration and more difficulty.
Im just excited for the new way to approach overland!
-However-
They can't do these rewards without making separate instances. The way they have it now leaves it wide open to exploitation, so they need to fix that first and then rewards can come.
karthrag_inak wrote: »Experience is useless for khajiit - cp3600 on all 20 characters - and khajiit has solid 9 digits gold in bank. So without better rewards this change is useless, at least in its present state.
If there are going to be rewards, they should be better. They're right to test with exp and gold only for now, becaue if only 3 people actually play it without reward incentive, what's the point of it.
I'm already at the CP cap and I don't really need gold after many, many years trading and doing daily writs on 32 characters.
With that out of the way, the current approach seems OK to me. When they announced this feature they did mention that they were weighing in the 'players feeling like they are missing out' factor.
Furthermore if you already are at the level of comfortably doing vet solo content (which is really a low benchmark given that many 'endgame PvE players' as the survey puts it are at the level where they can comfortably solo vet DLC 4 player content) this is not really going to pose a 'challenge'
If is a 'challenge' only in name I don't see the justification for further rewards other than maybe a title and a dye.