tomofhyrule wrote: ».robwolf666 wrote: »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.
Which is exactly how it was in the early days of ESO when we were all newbies learning the game. Why rob the new newbies of that experience?
Yes, and it was [snip], and it almost killed the game.
Until they found a way - first with Wrothgar, then with One Tamriel - to have as many players as technically possible together in one zone: all kinds of experience, alliance, quests state, whatever.
Nostalgia shouldn't ignore the fact that this is literally what saved the game.
No it did not. I see this referenced all the time. The game's population was the most vibrant and booming during the first two years. What saved this game was covid. No surprise now we see the true fruits of all the "new player experience" a stagnant and dieing population.
...
...
uhh... that is factually incorrect.
I know SteamCharts is not the be all and end all, but we can definitely get ideas of trends. And the trend here shows that the game is pretty low on the pop charts (in the single-digit thousands) at the beginning. ESO was not doing incredibly well for the first two years.
But the first spike is October 2016, jumping up from an average around 5k to 29k. So what happened in October 2016 that massively boomed the population? It wasn't COVID. One Tamriel came out in October 2016.
The population was staying consistent after that (at about 4x the population pre-2016, I might add) until COVID did hit, which you can also see in March 2020. And since then, the game has been on a steady decline... and it's still not even at its pre-One Tamriel levels.
I expect you're actually referencing player sentiment, in that the people who were playing at that time were extremely hardcore into the game. But in no universe was a massive population there. There are currently more players than there were back then, they're just not as hardcore.
No one.... used... steam... in the first 4 years of the game. I was actually HERE in those years. And the first year of the game, which steam did not even exist for it nor did consoles; pvp population caps were much higher and fielded multiple locked campaigns. Each campaign had its own stories and experiences written into legends. All lost to time because the vast majority of the hardcore old vets quit the game the second zos started the casualization process.
[edited to remove quote]
“Making games is risky. It's a lot of time, it's a lot of money, and it's not an exact science,” Lambert says, reflecting on the second chance ESO had to appeal to fans.
“I think we were incredibly lucky to have leadership like Robert Altman,” Lambert continues. “He believed in the people, he believed in his IPs, and he believed in the game that we had. And he was like, ‘Go fix it.’”
Robert A. Altman founded ZeniMax in 1999, shortly after the release of Redguard, overseeing The Elder Scrolls through its defining years. ZeniMax Online was founded nearly a decade later in 2007, which is what ultimately gave us ESO.
“I have worked at various studios, various companies over the years. And Robert was special,” he says. “He was the guy who gave us that chance. I don't know that we would have had that same opportunity at other companies.”
Altman passed away in 2021, leaving behind a team that fondly remembers his leadership. Now, with all of the changes in the industry over the course of his tenure, they are all aware that they’re playing by very different rules.
“When I think about when I was a kid, opportunities for entertainment were comparatively limited,” says Giacomini. “And now there are so many games, there are streaming services at our fingertips.
“It's very difficult to succeed. There's so many players that are trusting us with one of the most precious resources, their free time,” Giacomini continues. “Add to that the fact that production costs have increased pretty dramatically. It's challenging.”
https://www.msn.com/en-us/entertainment/gaming/elder-scrolls-online-interview-the-developers-who-want-to-create-a-30-year-mmo/ar-AA1Ma0zx
Hi, super excited about this!
However, as many have mentioned, the state it's presented in right now is not exactly one that would be fair for everybody. I'm not sure if I agree or disagree with the many suggestions I see about creating instances and split the players by difficulty, but I do have an idea that builds up on the system ZOS has presented.
If...
> De-buffing a player (does less dmg + takes more dmg) playing on higher difficulty --> Another player on lower difficulty joining the fight would just blast though the enemies = not fun ;
> Buffing an enemy (does more dmg + takes less dmg) that a player on higher difficulty engages --> Another player on lower difficulty joining the fight would just be useless against it = not fun ;
...What about a mix of both?
> When a player chooses a higher difficulty, they get a debuff making them take more dmg (depending on the difficulty level) ;
> When they engage an enemy, the enemy gets a buff (visible or invisible), that makes them take less damage (or grants them more health, the outcome is the same but I do believe it "feels" less like a debuff and more real if the damage numbers of a player don't change depending on the difficulty the play on) ;
> That way, a player on higher difficulty will experience more challenging combat as is the goal (taking more damage and the enemy taking less dmg will last longer thus be able to use mechanics etc.).
Now, when different difficulties meet...
My initial idea was to make the buff on the mob determined by the highest difficulty amongst the players that fight it. But that creates issues if higher-difficulty players join mid or at the end of a normal-difficulty fight, getting better rewards unfairly.
So I think the only solution is to make the difficulty tier of the buff applied to the enemy be locked by the difficulty level of the player that first engages it. The balancing and avoiding abusive scenarios will have to be done through the rewards.
Let's observe the scenario :
> Player on normal difficulty engages mob --> Mob is locked on normal difficulty. If a higher-difficulty player joins in, let's say playing on Vestige, although they would have the debuff that makes them take more damage (potentially making the fight a little harder), the mob is taking normal damage. It wouldn't be fair to give them a full Vestige reward. But to give them a normal Adventurer reward would also be unfair because the damage they received during the fight was indeed greater. More importantly, it would remove any motivation for a high-difficulty player to join in a fight (WB etc.) that has already been locked into lower difficulty. A formula has to be determined here for a fair portion of reward base on the difficulty the mob was locked on (maybe 50% more gold or something, you get the idea). That way, higher-difficulty players would still have a "reason" to join in and help even if they don't get the full reward promised by their chosen difficulty level.
Applicable to the opposite scenario:
> Player on Vestige difficulty engages mob --> Mob is locked on Vestige difficulty. If a lower-difficulty player joins in, the enemy is much more resistant but the, let's say, Seasoned-difficulty player takes more damage but not as much as the Vestige tier, so the fight is the same for him, only a bit longer. I *do* realize this affects the lower-difficulty player in the sense that their gameplay isn't completely unchanged, but I think making different difficulties in this way coexist will require some compromises. A reward has to be determined that is greater than the Seasoned level but of course lower than the Vestige one. That way, lower-difficulty players can still participate in fights with other players that are on higher difficulty, without burning through the mobs' health and without getting trampled by it.
I know this probably isn't perfect or free of loopholes, but I feel like it's closer to being fair than what has been proposed right now. Glad to discuss it!
ESO_player123 wrote: »
I already replied to a similar "tagging" suggestion, so this will be a repeat. I do not think that locking the difficulty based on the difficulty level of the first person to tag the mob is the way to go.
Boss situation: Vestige tags it, Adventure arrives but does not want to fight higher difficulty version for Adventurer rewards. So, they are forced to wait while the Vestige finishes the fight (which might take a while) and then wait for the boss to respawn.
Trash packs: Adventurer tags as many mobs as possible with an AoE and then fights/nukes them at their leisure. Vestige is left with the current state of the mobs.
ESO_player123 wrote: »
I already replied to a similar "tagging" suggestion, so this will be a repeat. I do not think that locking the difficulty based on the difficulty level of the first person to tag the mob is the way to go.
Boss situation: Vestige tags it, Adventure arrives but does not want to fight higher difficulty version for Adventurer rewards. So, they are forced to wait while the Vestige finishes the fight (which might take a while) and then wait for the boss to respawn.
Trash packs: Adventurer tags as many mobs as possible with an AoE and then fights/nukes them at their leisure. Vestige is left with the current state of the mobs.
In the Boss situation, the Adventure wouldn’t be fighting a « fully » higher difficulty mob, as the player would take Adventure damage if on that difficulty. The boss would only have more health/take less damage, so the Adventure could still participate in the fight in a meaningful way, without getting destroyed themselves.
Also as explained, the reward wouldn’t be an Adventurer one, but rather something between the Adventurer and Vestige in this case, to reward them still from participating in a longer fight. I don’t think anybody in this situation would purposely ignore the first player and wait for the boss to respawn and fight it on Adventurer mode.
SilverBride wrote: »If I am understanding how this will work the mob won't change at all regardless of who tags it first. If an Adventurer and a Vestige both attack the same mob it will be no different than it is now when a level 10 and a CP 3600 both attack the same mob. If the mob locks to the difficulty of whoever tags it first then it takes away the optional part of the feature for the other player. But the mob doesn't change anyway... just the player.
I understand what this is trying to address, but I do have some concerns about the direction and its wider impact.
First, who is this actually aimed at?
Is this intended for a very small percentage of highly optimised players, a broader mid-tier audience, or most of the playerbase? It’s not clear which group this is meant to serve, and without that clarity it’s hard to see how the design can land well.
Second, any form of this risks increasing elitism.
Even if unintentionally, difficulty labels and visible distinctions tend to create social pressure and comparison in a shared world. That rarely ends well in an MMO, especially one that has worked hard to remain accessible.
The naming also feels problematic.
Titles like these don’t just describe difficulty — they signal status. That can easily come across as ego-boosting rather than descriptive, which again feeds into division rather than choice.
It’s also worth noting that genuinely punishing content already exists.
Veteran dungeons, trials, hard modes, arenas, Infinite Archive, and PvP already provide places for players who want to push limits. If the goal is to offer more challenge, expanding or deepening those spaces feels more coherent than redefining overland.
Overland content has a specific role in ESO.
It’s where story, exploration, atmosphere, and world-building live. For many players it’s intentionally a safe, welcoming space — somewhere to exist in the world without pressure. Changing that risks undermining one of the game’s core strengths.
Finally, there’s a tension with the “play your way” message.
In practice, the game already strongly rewards “damage, damage, damage.” Introducing optional difficulty on top of that doesn’t really broaden playstyles — it just asks some players to opt into more friction while the same dominant approach continues to shape shared spaces.
I’m not opposed to challenge — far from it — but I worry that this approach adds complexity and social friction without clearly solving a real problem. It feels like something that could be looked back on and thought, it might have been better to leave overland as it was.
I understand what this is trying to address, but I do have some concerns about the direction and its wider impact.
First, who is this actually aimed at?
Is this intended for a very small percentage of highly optimised players, a broader mid-tier audience, or most of the playerbase? It’s not clear which group this is meant to serve, and without that clarity it’s hard to see how the design can land well.
Second, any form of this risks increasing elitism.
Even if unintentionally, difficulty labels and visible distinctions tend to create social pressure and comparison in a shared world. That rarely ends well in an MMO, especially one that has worked hard to remain accessible.
The naming also feels problematic.
Titles like these don’t just describe difficulty — they signal status. That can easily come across as ego-boosting rather than descriptive, which again feeds into division rather than choice.
It’s also worth noting that genuinely punishing content already exists.
Veteran dungeons, trials, hard modes, arenas, Infinite Archive, and PvP already provide places for players who want to push limits. If the goal is to offer more challenge, expanding or deepening those spaces feels more coherent than redefining overland.
Overland content has a specific role in ESO.
It’s where story, exploration, atmosphere, and world-building live. For many players it’s intentionally a safe, welcoming space — somewhere to exist in the world without pressure. Changing that risks undermining one of the game’s core strengths.
Finally, there’s a tension with the “play your way” message.
In practice, the game already strongly rewards “damage, damage, damage.” Introducing optional difficulty on top of that doesn’t really broaden playstyles — it just asks some players to opt into more friction while the same dominant approach continues to shape shared spaces.
I’m not opposed to challenge — far from it — but I worry that this approach adds complexity and social friction without clearly solving a real problem. It feels like something that could be looked back on and thought, it might have been better to leave overland as it was.
Adding in Overland difficulty is worth the trouble and sacrifices. As ZOS said this is a “highly requested feature.”
You’re right, overland is for story and that is exactly why I fight for Overland difficulties - to feel the narrative stakes. To experience the threat of the final boss. To be immersed with the atmospheric realms of Oblivion. Plus, this is also optional and players don’t have to increase the difficulty if they don’t want to.
Many people think:
- solo = casual.
- group = endgame.
They completely neglect solo endgame.
For many players including myself - solo, story, and endgame come together as one. We want to quest alone on hard difficulties.
I understand what this is trying to address, but I do have some concerns about the direction and its wider impact.
First, who is this actually aimed at?
Is this intended for a very small percentage of highly optimised players, a broader mid-tier audience, or most of the playerbase? It’s not clear which group this is meant to serve, and without that clarity it’s hard to see how the design can land well.
Second, any form of this risks increasing elitism.
Even if unintentionally, difficulty labels and visible distinctions tend to create social pressure and comparison in a shared world. That rarely ends well in an MMO, especially one that has worked hard to remain accessible.
The naming also feels problematic.
Titles like these don’t just describe difficulty — they signal status. That can easily come across as ego-boosting rather than descriptive, which again feeds into division rather than choice.
It’s also worth noting that genuinely punishing content already exists.
Veteran dungeons, trials, hard modes, arenas, Infinite Archive, and PvP already provide places for players who want to push limits. If the goal is to offer more challenge, expanding or deepening those spaces feels more coherent than redefining overland.
Overland content has a specific role in ESO.
It’s where story, exploration, atmosphere, and world-building live. For many players it’s intentionally a safe, welcoming space — somewhere to exist in the world without pressure. Changing that risks undermining one of the game’s core strengths.
Finally, there’s a tension with the “play your way” message.
In practice, the game already strongly rewards “damage, damage, damage.” Introducing optional difficulty on top of that doesn’t really broaden playstyles — it just asks some players to opt into more friction while the same dominant approach continues to shape shared spaces.
I’m not opposed to challenge — far from it — but I worry that this approach adds complexity and social friction without clearly solving a real problem. It feels like something that could be looked back on and thought, it might have been better to leave overland as it was.
Adding in Overland difficulty is worth the trouble and sacrifices. As ZOS said this is a “highly requested feature.”
You’re right, overland is for story and that is exactly why I fight for Overland difficulties - to feel the narrative stakes. To experience the threat of the final boss. To be immersed with the atmospheric realms of Oblivion. Plus, this is also optional and players don’t have to increase the difficulty if they don’t want to.
Many people think:
- solo = casual.
- group = endgame.
They completely neglect solo endgame.
For many players including myself - solo, story, and endgame come together as one. We want to quest alone on hard difficulties.
What you're describing isn't really overland difficulty so much as a solo-RPG version of ESO. That's a valid thing to want, but it isn't what ESO's shared overland is designed to be, nor what it should be forced to become.
Also ZOS gave us Craglorn that everyone complained was too hard. World bosses used to require large groups to take on and dungeons used to be properly difficult.
I understand what this is trying to address, but I do have some concerns about the direction and its wider impact.
First, who is this actually aimed at?
Is this intended for a very small percentage of highly optimised players, a broader mid-tier audience, or most of the playerbase? It’s not clear which group this is meant to serve, and without that clarity it’s hard to see how the design can land well.
Second, any form of this risks increasing elitism.
Even if unintentionally, difficulty labels and visible distinctions tend to create social pressure and comparison in a shared world. That rarely ends well in an MMO, especially one that has worked hard to remain accessible.
The naming also feels problematic.
Titles like these don’t just describe difficulty — they signal status. That can easily come across as ego-boosting rather than descriptive, which again feeds into division rather than choice.
It’s also worth noting that genuinely punishing content already exists.
Veteran dungeons, trials, hard modes, arenas, Infinite Archive, and PvP already provide places for players who want to push limits. If the goal is to offer more challenge, expanding or deepening those spaces feels more coherent than redefining overland.
Overland content has a specific role in ESO.
It’s where story, exploration, atmosphere, and world-building live. For many players it’s intentionally a safe, welcoming space — somewhere to exist in the world without pressure. Changing that risks undermining one of the game’s core strengths.
Finally, there’s a tension with the “play your way” message.
In practice, the game already strongly rewards “damage, damage, damage.” Introducing optional difficulty on top of that doesn’t really broaden playstyles — it just asks some players to opt into more friction while the same dominant approach continues to shape shared spaces.
I’m not opposed to challenge — far from it — but I worry that this approach adds complexity and social friction without clearly solving a real problem. It feels like something that could be looked back on and thought, it might have been better to leave overland as it was.
I have a bit of a problem with the whole "we want increased difficulty" idea:
The existing areas of the game that ARE already more difficult - things like DLC dungeons, delves, public dungeons and World Bosses, let alone the original "groups and veterans only" Craglorn, which has long since been outstripped in difficulty - are well-nigh deserted.
Including, being well-nigh deserted by exactly the players who claim to want a more difficult experience.
I have a bit of a problem with the whole "we want increased difficulty" idea:
The existing areas of the game that ARE already more difficult - things like DLC dungeons, delves, public dungeons and World Bosses, let alone the original "groups and veterans only" Craglorn, which has long since been outstripped in difficulty - are well-nigh deserted.
Including, being well-nigh deserted by exactly the players who claim to want a more difficult experience.
https://youtu.be/CLYwxXFqEZkI have a bit of a problem with the whole "we want increased difficulty" idea:
The existing areas of the game that ARE already more difficult - things like DLC dungeons, delves, public dungeons and World Bosses, let alone the original "groups and veterans only" Craglorn, which has long since been outstripped in difficulty - are well-nigh deserted.
Including, being well-nigh deserted by exactly the players who claim to want a more difficult experience.
Warhawke_80 wrote: »They are doing it right higher challenges gives only more gold and XP...I am very interested to see how many people actually engage with the higher challenges ...and what direction the game will take if the vast majority of players stay at the adventure level.....
The existing areas of the game that ARE already more difficult - things like DLC dungeons, delves, public dungeons and World Bosses, let alone the original "groups and veterans only" Craglorn, which has long since been outstripped in difficulty - are well-nigh deserted.
Including, being well-nigh deserted by exactly the players who claim to want a more difficult experience.


I understand what this is trying to address, but I do have some concerns about the direction and its wider impact.
First, who is this actually aimed at?
Is this intended for a very small percentage of highly optimised players, a broader mid-tier audience, or most of the playerbase? It’s not clear which group this is meant to serve, and without that clarity it’s hard to see how the design can land well.
Second, any form of this risks increasing elitism.
Even if unintentionally, difficulty labels and visible distinctions tend to create social pressure and comparison in a shared world. That rarely ends well in an MMO, especially one that has worked hard to remain accessible.
The naming also feels problematic.
Titles like these don’t just describe difficulty — they signal status. That can easily come across as ego-boosting rather than descriptive, which again feeds into division rather than choice.
It’s also worth noting that genuinely punishing content already exists.
Veteran dungeons, trials, hard modes, arenas, Infinite Archive, and PvP already provide places for players who want to push limits. If the goal is to offer more challenge, expanding or deepening those spaces feels more coherent than redefining overland.
Overland content has a specific role in ESO.
It’s where story, exploration, atmosphere, and world-building live. For many players it’s intentionally a safe, welcoming space — somewhere to exist in the world without pressure. Changing that risks undermining one of the game’s core strengths.
Finally, there’s a tension with the “play your way” message.
In practice, the game already strongly rewards “damage, damage, damage.” Introducing optional difficulty on top of that doesn’t really broaden playstyles — it just asks some players to opt into more friction while the same dominant approach continues to shape shared spaces.
I’m not opposed to challenge — far from it — but I worry that this approach adds complexity and social friction without clearly solving a real problem. It feels like something that could be looked back on and thought, it might have been better to leave overland as it was.
https://youtu.be/DXerFpiCca8?si=15lgqHLMqQTtnK72
https://youtu.be/iJPMT26raNc?si=kA01IVgBQWRazVba I understand what this is trying to address, but I do have some concerns about the direction and its wider impact.
First, who is this actually aimed at?
Is this intended for a very small percentage of highly optimised players, a broader mid-tier audience, or most of the playerbase? It’s not clear which group this is meant to serve, and without that clarity it’s hard to see how the design can land well.
Second, any form of this risks increasing elitism.
Even if unintentionally, difficulty labels and visible distinctions tend to create social pressure and comparison in a shared world. That rarely ends well in an MMO, especially one that has worked hard to remain accessible.
The naming also feels problematic.
Titles like these don’t just describe difficulty — they signal status. That can easily come across as ego-boosting rather than descriptive, which again feeds into division rather than choice.
It’s also worth noting that genuinely punishing content already exists.
Veteran dungeons, trials, hard modes, arenas, Infinite Archive, and PvP already provide places for players who want to push limits. If the goal is to offer more challenge, expanding or deepening those spaces feels more coherent than redefining overland.
Overland content has a specific role in ESO.
It’s where story, exploration, atmosphere, and world-building live. For many players it’s intentionally a safe, welcoming space — somewhere to exist in the world without pressure. Changing that risks undermining one of the game’s core strengths.
Finally, there’s a tension with the “play your way” message.
In practice, the game already strongly rewards “damage, damage, damage.” Introducing optional difficulty on top of that doesn’t really broaden playstyles — it just asks some players to opt into more friction while the same dominant approach continues to shape shared spaces.
I’m not opposed to challenge — far from it — but I worry that this approach adds complexity and social friction without clearly solving a real problem. It feels like something that could be looked back on and thought, it might have been better to leave overland as it was.
Fully agree. I am pretty skeptical that this will do anything constructive for the playerbase but I'm willing to wait and see (because what choice do we have).
I understand what this is trying to address, but I do have some concerns about the direction and its wider impact.
First, who is this actually aimed at?
Is this intended for a very small percentage of highly optimised players, a broader mid-tier audience, or most of the playerbase? It’s not clear which group this is meant to serve, and without that clarity it’s hard to see how the design can land well.
Second, any form of this risks increasing elitism.
Even if unintentionally, difficulty labels and visible distinctions tend to create social pressure and comparison in a shared world. That rarely ends well in an MMO, especially one that has worked hard to remain accessible.
The naming also feels problematic.
Titles like these don’t just describe difficulty — they signal status. That can easily come across as ego-boosting rather than descriptive, which again feeds into division rather than choice.
It’s also worth noting that genuinely punishing content already exists.
Veteran dungeons, trials, hard modes, arenas, Infinite Archive, and PvP already provide places for players who want to push limits. If the goal is to offer more challenge, expanding or deepening those spaces feels more coherent than redefining overland.
Overland content has a specific role in ESO.
It’s where story, exploration, atmosphere, and world-building live. For many players it’s intentionally a safe, welcoming space — somewhere to exist in the world without pressure. Changing that risks undermining one of the game’s core strengths.
Finally, there’s a tension with the “play your way” message.
In practice, the game already strongly rewards “damage, damage, damage.” Introducing optional difficulty on top of that doesn’t really broaden playstyles — it just asks some players to opt into more friction while the same dominant approach continues to shape shared spaces.
I’m not opposed to challenge — far from it — but I worry that this approach adds complexity and social friction without clearly solving a real problem. It feels like something that could be looked back on and thought, it might have been better to leave overland as it was.
Fully agree. I am pretty skeptical that this will do anything constructive for the playerbase but I'm willing to wait and see (because what choice do we have).
I agree with this concern too. I think a few changes ZOS has done/is doing with this year feels like it's going to pit casual players against elites and vice versa. The community has, in my experience, already become more toxic than it ever was a few years ago, and stuff like this, implemented in this way, is going to make it worse.
Solutions are difficult to formulate that don't bring their own issues, but I do believe the pitting against each other thing should be considered.
I understand what this is trying to address, but I do have some concerns about the direction and its wider impact.
First, who is this actually aimed at?
Is this intended for a very small percentage of highly optimised players, a broader mid-tier audience, or most of the playerbase? It’s not clear which group this is meant to serve, and without that clarity it’s hard to see how the design can land well.
Second, any form of this risks increasing elitism.
Even if unintentionally, difficulty labels and visible distinctions tend to create social pressure and comparison in a shared world. That rarely ends well in an MMO, especially one that has worked hard to remain accessible.
The naming also feels problematic.
Titles like these don’t just describe difficulty — they signal status. That can easily come across as ego-boosting rather than descriptive, which again feeds into division rather than choice.
It’s also worth noting that genuinely punishing content already exists.
Veteran dungeons, trials, hard modes, arenas, Infinite Archive, and PvP already provide places for players who want to push limits. If the goal is to offer more challenge, expanding or deepening those spaces feels more coherent than redefining overland.
Overland content has a specific role in ESO.
It’s where story, exploration, atmosphere, and world-building live. For many players it’s intentionally a safe, welcoming space — somewhere to exist in the world without pressure. Changing that risks undermining one of the game’s core strengths.
Finally, there’s a tension with the “play your way” message.
In practice, the game already strongly rewards “damage, damage, damage.” Introducing optional difficulty on top of that doesn’t really broaden playstyles — it just asks some players to opt into more friction while the same dominant approach continues to shape shared spaces.
I’m not opposed to challenge — far from it — but I worry that this approach adds complexity and social friction without clearly solving a real problem. It feels like something that could be looked back on and thought, it might have been better to leave overland as it was.
Fully agree. I am pretty skeptical that this will do anything constructive for the playerbase but I'm willing to wait and see (because what choice do we have).
I agree with this concern too. I think a few changes ZOS has done/is doing with this year feels like it's going to pit casual players against elites and vice versa. The community has, in my experience, already become more toxic than it ever was a few years ago, and stuff like this, implemented in this way, is going to make it worse.
Solutions are difficult to formulate that don't bring their own issues, but I do believe the pitting against each other thing should be considered.
Feel like this is a red herring, “elite” players aren’t going to come in droves to play hard overland for XP and gold they don’t need. The system they are putting out offers nothing outside of a more efficient grinding mechanism. There is zero risk in participating in it and the rewards are purely XP/gold grinds.
In short, people will play it, because why not, but it adds no value to the game other than more efficient grinding.