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.
Totally missing the point of what I was talking about, both me and the two players I responded to.
We weren't talking about rewards, we were talking about attitude and status, plus with the current setup of someone on easy mode able to barge in and wipe someone's boss fight who's playing on a harder mode, robbing them of that difficult experience.
The concern here is going both ways, both sides causing hardache and stirring bitterness towards the other.
I will agree with an aspect of what you're saying though in the sense of how I personally still believe the best solution is different instances, instead of players on different difficulties playing together. Casual folks won't be totally abandoned, there's going to be plenty of experienced players still chilling on Adventure Mode to help with World Bosses and the like.
AlexanderDeLarge wrote: »I understand the concern about dividing the community in principle, but it’s difficult to take that concern seriously given how veteran overland requests have been treated over the past several years. Many of us have repeatedly been labeled a “vocal minority” and told to isolate ourselves in instanced veteran content or to play something else entirely.
After five-ten years of being told you don’t belong in a MMORPG, it’s hard not to roll your eyes when the same people suddenly express concern about “splitting the community”.
This is what I refer to as Schrödinger’s Overland: we’re simultaneously told that veteran overland players are a vocal minority who wouldn’t meaningfully use the feature, yet also warned that introducing separate overland phases would somehow kill the normal one. Something isn’t adding up.
Overall there does seem to be a bit of miscommunication with some of the later posts.
When I speak of splitting the community, I don't mean physically. I personally think there SHOULD be different instances.
When I speak of splitting the community, I mean in an emotional, community sense, creating a much more 'us vs them' ideal.
AlexanderDeLarge wrote: »I understand the concern about dividing the community in principle, but it’s difficult to take that concern seriously given how veteran overland requests have been treated over the past several years. Many of us have repeatedly been labeled a “vocal minority” and told to isolate ourselves in instanced veteran content or to play something else entirely.
After five-ten years of being told you don’t belong in a MMORPG, it’s hard not to roll your eyes when the same people suddenly express concern about “splitting the community”.
This is what I refer to as Schrödinger’s Overland: we’re simultaneously told that veteran overland players are a vocal minority who wouldn’t meaningfully use the feature, yet also warned that introducing separate overland phases would somehow kill the normal one. Something isn’t adding up.
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.
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.
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albertberku wrote: »I believe the design choices behind this are very solid. If you want you can take the challenge for yourself and it should never evolve to something to show off to others, like a visual indicator on top of players depending on the difficulty they are playing.
flyingparchment wrote: »so i'm really curious why it's being brought up as something that should never happen.
albertberku wrote: »flyingparchment wrote: »so i'm really curious why it's being brought up as something that should never happen.
The moment i heard the difficulty changes in the overland, i instantly thought about that this change will be discussed or even introduced at some point. It is same idea like leaderboards, and PvP K/D screens. ESO has been a MMO that is mainly catered to the casual players, and has its massive success due to this one single fact, that every player can feel like they are achieving something in the game, even most casual players. If you were to introduce a visual indication between players in the same overland zone with different difficulty settings selected, you will diminish the sense of more casual players' sense of achievement. It will be same environment where you are the less smart kid in the classroom, and your friends having higher grades then you. It will shift the overland content to a competitive environment and have an impact on the joy of other more casual players, and their feelings of achievement.
albertberku wrote: »The moment i heard the difficulty changes in the overland, i instantly thought about that this change will be discussed or even introduced at some point. It is same idea like leaderboards, and PvP K/D screens.
First, we are making a choice to make sure players are not separated by difficulty.
At launch, we will start with additional experience and gold rewards only
Good feedback and we are excited to see people try this. Will try and answer some questions before the system goes live and you all can see it in action.
- Exploration: It is true that there are places in the game where you will see players of mixed difficulty engaging with the same content. There are a lot of places where that won't be prevalent, however. Story instances are a good example of content being primarily group instanced in some fashion so you will be able to experience those as challenging pieces of content. Delves and Public Dungeons also will have varied populations from time to time.