Alternatively, does this change risk further alienating a subset of the player population and increasing the rate of burnout & quitting?
How will a brand new player feel when confronted with the Overland difficulty in an already complex game?
AlexanderDeLarge wrote: »I've said it a million times already ITT but it's strange that people draw the line at veteran overland when we have veteran dungeons, trials and arenas. Why should difficulty be the only reward in challenge difficulty for overland and what makes that different from perfected drops in arenas and trials?
The whole game's reward structure is more challenge = more reward in every other activity, so drawing the line here is arbitrary at best.
Not all trials have perfected gear. Drops from vet dungeons aren't any different except them being purple quality instead of blue.
Is this change going to facilitate player growth, progression, and mode-mobility/adaptability, or is this going to widen the already existing gaps in the player base and reinforce player hierarchies?
AlexanderDeLarge wrote: »In normal overland content you're killing enemies faster than they can perform whatever mechanics they have, and they're doing so little damage that you're able to ignore what little they manage to do before you kill them. These challenge modes will allow players to learn the importance of resource management, sustain, positioning, blocking, dodging and bashing without feeling like they're holding the whole dungeon/trial group back.
Franchise408 wrote: »
Don’t forget to add the /s LOLFranchise408 wrote: »
Honestly First Descendant does overland toggle really well, in terms of you just turn it off and on from the map. It IS instanced, so doubles the amount of locations, but there's no penalty or cost for going up and down difficulties, you just swap and travel to their version of a way shrine. Their gameplay loop is different, so they do have added rewards for doing things on hard mode, but that's because it's a looter shooter not an mmorpg. I don't think there should be any added rewards in ESO at all. The mode is being added because people want to fight harder content. It is it's own reward.
The big thing I AM seeing in this thread though is that less capable players are essentially wanting to punish more capable players. I am sure that's not the intention, but telling people they should have to pay real money to change game difficulties is wild. Trying to outcast players who are better than you (let's face it, killing it faster means they know their class/playstyle better) to different zones like Cyrodiil is such an odd take. This game is meant to be about fun. It is not "abusing the system" to want to do surveys quickly but also wanting a challenging fight when you're in the mood to play it.
Either way there are two options - they add a vet overland toggle or they don't. If they don't, it stays the same as now with mobs being stacked and slaughtered and everyone quite upset. If they do add it, there will be times this doesn't happen. It's a net gain so long as they actual servers can handle it.
Why are you assuming that those who do not want a quick toggle on difficulty are less "capable."
Overland is so toxic with farmers and entitled players that is feels unplayable at times. This day, I advised a new player to refund and find a new game because they were unhappy about having a resource taken while they were fighting the beast beside it. It is frustrating that players are both toxic and rude. But, that is not going to change because the development promotes that kind of behavior. If a new player feels frustrated that it is happening to them, better they get their money back than hope the game changes attitudes.
Perhaps, if there are foes triggered by interacting with a resource node, the development team could tie that resources to defeating the foe rather than allowing it to be stolen away by a toxic farmer. Perhaps?
Overland is so toxic with farmers and entitled players that is feels unplayable at times. This day, I advised a new player to refund and find a new game because they were unhappy about having a resource taken while they were fighting the beast beside it. It is frustrating that players are both toxic and rude. But, that is not going to change because the development promotes that kind of behavior. If a new player feels frustrated that it is happening to them, better they get their money back than hope the game changes attitudes.
Perhaps, if there are foes triggered by interacting with a resource node, the development team could tie that resources to defeating the foe rather than allowing it to be stolen away by a toxic farmer. Perhaps?
Blackbird_V wrote: »Honestly the challenge aspect I really would enjoy. I like a good challenge.. Not a 5 second boss fight at the end of a quest, or bursting a boss in 2 seconds to a phase. I want to actually use some skill.
People point out that increased rewards is "unfair" because people would be leaned to being forced into doing it - and not really? And if that is the case - good. A lot of newbie players are bad at the game and giving them a challenge to conquer would increase their skill and understanding, and they soon may enjoy the challenge that end-game presents. You want increased rewards? Work for it. It's the reason we have perfected trial gear more or less, and nobody complains to ZoS about that.
All in all, I think a veteran overland would be amazing content, breath fresh air into something that's a boring cakewalk, and the rewards be worth the time. Hell, that feeling beating something really hard first time like vMA back in the day was amazing, or a boss first time in trying for hours in the dankest of souls games.
It's an option - not something forced.
rockDokRock wrote: »I guess the issue here is it's all subjective. What we all enjoy is going to be different from one another and it's going to be difficult for them to have a "one size fits all" solution - some people are going to be disappointed. One thing I *wish* I could do is enjoy the group dungeon quests and storylines. It's impossible though as everyone just wants to blow through it and move on - there is no way the other 3 people are going to wait around while you interact with NPCs and listen to their tale so that's content I'll never get to experience.
@rockDokRock @Deserrick
You guys are in luck. The devs are actually working on solo versions of two Dungeons, idr which ones, but solo Dungeons that people can do alone (or with a Companion I imagine) are something they're testing out. I can't remember if they're actually planning on making solo versions of all Dungeons, or if these or just a test to see how viable it is. I'll find the main graphic and toss it up in a sec.
ETA the thing:
Why not? It means they're clearly at the very least testing it, so yes, there's luck. And while I don't think we know if tbis is just.a test or the start of ALL Dungeons being given solo versions, I'd be surprised if it's the former. I think they'd be able to tell from the work and internal testing if solo versions of stuff was possible or not, which is to say I'm willing to bet they're going to eventually release more because they already know it's possible.@rockDokRock @Deserrick
You guys are in luck. The devs are actually working on solo versions of two Dungeons, idr which ones, but solo Dungeons that people can do alone (or with a Companion I imagine) are something they're testing out. I can't remember if they're actually planning on making solo versions of all Dungeons, or if these or just a test to see how viable it is. I'll find the main graphic and toss it up in a sec.
ETA the thing:
I would not consider two solo dungeons luck.
rockDokRock wrote: »I guess the issue here is it's all subjective. What we all enjoy is going to be different from one another and it's going to be difficult for them to have a "one size fits all" solution - some people are going to be disappointed. One thing I *wish* I could do is enjoy the group dungeon quests and storylines. It's impossible though as everyone just wants to blow through it and move on - there is no way the other 3 people are going to wait around while you interact with NPCs and listen to their tale so that's content I'll never get to experience.
If they removed mechanics that require multiple people, and added a difficulty slider that moves in both directions, more people could enjoy questing and storylines.
Oomph I had not been online a lot until recently (and am still reading up with the newly released details of all the changes coming) and didn't see any notification of someone replying to me, so I know it's old by now. But wanted to react anyway, because I think you misunderstood me. The main point wasn't to rush in general.I see this opinion a lot, but I don't understand it. I know a lot of people want to do things in overland as fast as humanly possible because these people seem to enjoy being optimally efficient, but for me it's not about efficiency, it's about fun and immersion. If I see some daedra on patrol, or a group of trained soldiers, or a monster or whatever it is that is presented to me as opposition, my brain tells me that it's an obstacle I am meant to overcome, not a nuisance to be swatted away. What I want from this experience is fun, not speed. I would like to focus on the experience being satisfying, and for me that means a challenge, whether it's combat or stealth or even just preparation, in all aspects of the game.Cambion2401 wrote: »I agree we should wait, but input is important. I'm also feeling a bit cautious about the change (the fact I logged back in to the forums for the first time in ages should say something), as I pretty much exclusively play solo PvE. Currently it's mostly fine, but sometimes overland combat sometimes feels like an annoyance when running about for stuff. But hey, it's quick so not too bad. I know the mechanics and it's not like I cannot beat harder difficulties, but I don't want to have to when trying to get around to do other stuff that isn't directly linked to combat. Rather save that for bosses or other specific moments that are about the combat. The DB skill to have less aggression when mounted is already a life-saver there. Making overworld hard would be horrid if it means I have to end up spending time fighting when I'm just running one place to another for other things. But, we don't know yet if that will be the case. There have been enough good changes to the game as well. So I'm having some hope they implement it nicely. At least they've had enough time to think about it by now.
To the people who seem to want tougher bosses only, I have to ask, why do you want this? If your goal is to get through everything quickly, will you actually want these tougher bosses when the time comes to choose a challenge or will you switch it off in frustration again? Honestly.
Regarding solo dungeons. I'm all for it! But to be honest, I've been doing group dungeons the past few days to try to get some leads for mythic gear, and I'm not as annoyed by them as I've been in the past so I feel my opinion getting less strong against them. That being said, I still wouldn't do them without reason unless some nice people ask me, and my fun really depends on the people I'm with, so being able to avoid them would still be nice.@rockDokRock @Deserrick
You guys are in luck. The devs are actually working on solo versions of two Dungeons, idr which ones, but solo Dungeons that people can do alone (or with a Companion I imagine) are something they're testing out. I can't remember if they're actually planning on making solo versions of all Dungeons, or if these or just a test to see how viable it is. I'll find the main graphic and toss it up in a sec.
ETA the thing:
As noted, they said many enemies actually do have different attacks, but because currently they are killed so fast, we never get to see them actually DO them. They said with the new increased difficulty levels, that players who do increase their difficulty will actually start seeing them.
I don't like that they said they are going to start doing 'story mode' dungeons- but depending how they're received will determine if that continues. The fact is, many dungeons are only run when something is needed for them (gear, achievement, etc), and for if it's just for the story, you do them once and that's it. So how will ZOS determine 'how they're received'?
IMO, they just need to make ALL group dungeons accessible solo- and if you enter solo- then the group mechanic requirements are disabled. Done.
Honestly, I just think they should let players utilize three companions like FFXIV has done. It works well for them, and is pretty fun actually. It takes longer to get through the dungeon because the NPC companions do less damage and aren't as coordinated, but they're still doable... and that's the 'penalty' solo players suffer, that it takes longer to complete those dungeons.