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Overland Content Feedback Thread

  • Deserrick
    Deserrick
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    disky wrote: »
    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    It's not farming itself that is the issue, but the fact that other players can strip the field bare of anything for them to farm.

    They can't though? Mobs respawn fairly quickly and you can easily just tag them to share credit.

    They can.

    5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.

    Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.


    With a melee single-target attack, you might be able to barely tag one near you before it is killed.

    So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.

    You’re leaving off a significant chunk of both what I said in that post as well as the previous quotes that it is a reply to.

    To recap: I had said that a new/unoptimized/casual player might, when there is another player whirwinding through the area, might be able to barely tag a couple mobs near them before they are killed, and not be able to catch up to the whirlwind to tag any more than that. To which a response was to use a ranged aoe. To which I responded that a ranged aoe was already what I had calculated, and if I was talking about a melee single target attack, I would have instead said that player might be able to barely tag one mob near them instead of a couple.

    First of all, new players have access to ranged skills very, very early on

    Yes, which is why I said that a casual player might be able to barely tag a couple mobs near them before they are killed (which is what they can get with a ranged aoe), instead of saying that a casual player might be able to barely tag a single mob near them before they are killed (which is what they can get with a melee single target).
    Edited by Deserrick on March 30, 2026 3:58AM
  • twisttop138
    twisttop138
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    Deserrick wrote: »
    spartaxoxo wrote: »
    Arunei wrote: »
    What do either of those points even have to do with Overland content anyway? They have to be trolling considering those matters are completely off topic.

    I don't agree with them even a little bit, but I personally think the user has made it clear at this point that they think the devs should take actions to reduce/eliminate farming in overland content. I suspect those suggestions are about ways to achieve that. I personally think farming mobs is a normal part of the MMO experience. And obviously with current drop rates of rare items from overland content, the devs have stuff that takes the opposite approach. So, like I said, I don't agree at all. I just think from past interactions that's probably why they made those suggestions.

    Technically, this thread is for all overland suggestions and not just difficulty. That said, I don't see the devs eliminating farming in overland anytime soon. Nor do I think they should. I personally feel like it's a standard part of the MMO experience and a MMO with nothing to farm in the overland would be like a fps with no sniper rifles.

    It's not farming itself that is the issue, but the fact that other players can strip the field bare of anything for them to farm.

    "a MMO with nothing to farm in the overland would be like a fps with no sniper rifles." is a great illustration of how the game experience is for them and other newer or otherwise non-optimized players; a not insignificant chunk of the game is effectively removed from them. If the lack of sniper rifles in the hypothetical FPS is because some players keep grabbing them as soon as they spawn, that can be solved by instancing the sniper rifles. Likewise, the lack of materials and enemies caused by other players grabbing/killing them as they spawn in can be solved by instancing the resources and enemies.

    Is this actually an issue? A stripped bare zone? Not something I've seen in 10 years of ESO or 20 plus years playing MMOs.
  • Arunei
    Arunei
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    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    It's not farming itself that is the issue, but the fact that other players can strip the field bare of anything for them to farm.

    They can't though? Mobs respawn fairly quickly and you can easily just tag them to share credit.

    They can.

    5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.

    Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.


    With a melee single-target attack, you might be able to barely tag one near you before it is killed.

    So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.

    You’re leaving off a significant chunk of both what I said in that post as well as the previous quotes that it is a reply to.

    To recap: I had said that a new/unoptimized/casual player might, when there is another player whirwinding through the area, might be able to barely tag a couple mobs near them before they are killed, and not be able to catch up to the whirlwind to tag any more than that. To which a response was to use a ranged aoe. To which I responded that a ranged aoe was already what I had calculated, and if I was talking about a melee single target attack, I would have instead said that player might be able to barely tag one mob near them instead of a couple.

    First of all, new players have access to ranged skills very, very early on

    Yes, which is why I said that a casual player might be able to barely tag a couple mobs near them before they are killed (which is what they can get with a ranged aoe), instead of saying that a casual player might be able to barely tag a single mob near them before they are killed (which is what they can get with a melee single target).
    So two Delves out of dozens and dozens? Which is to say almost none? I've mentioned the solution to something that's such a small problem as to not really exist; go do something else for a bit. Again, this is an MMO, everyone has a right to be doing whatever they want as long as it's not breaking the rules or harassing someone. Your wish to clear a Delve does not trump someone wanting to farm for Leads or anything else.

    Adding i hope no one replies saying something like "keeping me from doing what I want when I want IS harassment >:(" because...no, no it isn't.
    Edited by Arunei on March 30, 2026 11:19AM
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Deserrick
    Deserrick
    ✭✭✭
    Arunei wrote: »
    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    It's not farming itself that is the issue, but the fact that other players can strip the field bare of anything for them to farm.

    They can't though? Mobs respawn fairly quickly and you can easily just tag them to share credit.

    They can.

    5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.

    Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.


    With a melee single-target attack, you might be able to barely tag one near you before it is killed.

    So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.

    You’re leaving off a significant chunk of both what I said in that post as well as the previous quotes that it is a reply to.

    To recap: I had said that a new/unoptimized/casual player might, when there is another player whirwinding through the area, might be able to barely tag a couple mobs near them before they are killed, and not be able to catch up to the whirlwind to tag any more than that. To which a response was to use a ranged aoe. To which I responded that a ranged aoe was already what I had calculated, and if I was talking about a melee single target attack, I would have instead said that player might be able to barely tag one mob near them instead of a couple.

    First of all, new players have access to ranged skills very, very early on

    Yes, which is why I said that a casual player might be able to barely tag a couple mobs near them before they are killed (which is what they can get with a ranged aoe), instead of saying that a casual player might be able to barely tag a single mob near them before they are killed (which is what they can get with a melee single target).
    So two Delves out of dozens and dozens? Which is to say almost none? I've mentioned the solution to something that's such a small problem as to not really exist; go do something else for a bit. Again, this is an MMO, everyone has a right to be doing whatever they want as long as it's not breaking the rules or harassing someone. Your wish to clear a Delve does not trump someone wanting to farm for Leads or anything else.

    Sure. And if things were instanced, everyone could exercise that right.
  • Arunei
    Arunei
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    Deserrick wrote: »
    Arunei wrote: »
    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    It's not farming itself that is the issue, but the fact that other players can strip the field bare of anything for them to farm.

    They can't though? Mobs respawn fairly quickly and you can easily just tag them to share credit.

    They can.

    5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.

    Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.


    With a melee single-target attack, you might be able to barely tag one near you before it is killed.

    So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.

    You’re leaving off a significant chunk of both what I said in that post as well as the previous quotes that it is a reply to.

    To recap: I had said that a new/unoptimized/casual player might, when there is another player whirwinding through the area, might be able to barely tag a couple mobs near them before they are killed, and not be able to catch up to the whirlwind to tag any more than that. To which a response was to use a ranged aoe. To which I responded that a ranged aoe was already what I had calculated, and if I was talking about a melee single target attack, I would have instead said that player might be able to barely tag one mob near them instead of a couple.

    First of all, new players have access to ranged skills very, very early on

    Yes, which is why I said that a casual player might be able to barely tag a couple mobs near them before they are killed (which is what they can get with a ranged aoe), instead of saying that a casual player might be able to barely tag a single mob near them before they are killed (which is what they can get with a melee single target).
    So two Delves out of dozens and dozens? Which is to say almost none? I've mentioned the solution to something that's such a small problem as to not really exist; go do something else for a bit. Again, this is an MMO, everyone has a right to be doing whatever they want as long as it's not breaking the rules or harassing someone. Your wish to clear a Delve does not trump someone wanting to farm for Leads or anything else.

    Sure. And if things were instanced, everyone could exercise that right.
    It's an MMO, if you want every literal thing to be instanced, then what you want is a single-player game. There is absolutely no reason to expect everyone to automatically somehow know why you're in a space with them, it's unreasonable and unrealistic. If you don't want to share a gaming space with other people idk what to tell you aside from not expecting an MMO to tick that box.

    You're also kinda blatantly ignoring the whole "you can go do literally anything else for a bit" thing. New and casual players aren't going to have everything else completed to the point where they literally have no other quests or activities they can do for a bit until the farmer leaves.
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • twisttop138
    twisttop138
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    Deserrick wrote: »
    Arunei wrote: »
    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    It's not farming itself that is the issue, but the fact that other players can strip the field bare of anything for them to farm.

    They can't though? Mobs respawn fairly quickly and you can easily just tag them to share credit.

    They can.

    5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.

    Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.


    With a melee single-target attack, you might be able to barely tag one near you before it is killed.

    So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.

    You’re leaving off a significant chunk of both what I said in that post as well as the previous quotes that it is a reply to.

    To recap: I had said that a new/unoptimized/casual player might, when there is another player whirwinding through the area, might be able to barely tag a couple mobs near them before they are killed, and not be able to catch up to the whirlwind to tag any more than that. To which a response was to use a ranged aoe. To which I responded that a ranged aoe was already what I had calculated, and if I was talking about a melee single target attack, I would have instead said that player might be able to barely tag one mob near them instead of a couple.

    First of all, new players have access to ranged skills very, very early on

    Yes, which is why I said that a casual player might be able to barely tag a couple mobs near them before they are killed (which is what they can get with a ranged aoe), instead of saying that a casual player might be able to barely tag a single mob near them before they are killed (which is what they can get with a melee single target).
    So two Delves out of dozens and dozens? Which is to say almost none? I've mentioned the solution to something that's such a small problem as to not really exist; go do something else for a bit. Again, this is an MMO, everyone has a right to be doing whatever they want as long as it's not breaking the rules or harassing someone. Your wish to clear a Delve does not trump someone wanting to farm for Leads or anything else.

    Sure. And if things were instanced, everyone could exercise that right.

    This isn't a got ya question. I'm curious what you mean by instanced. Are you talking about nodes? Like they have something for everyone, if you find it full, like a backpack or sack of flour or a dresser?
  • Deserrick
    Deserrick
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    Deserrick wrote: »
    Arunei wrote: »
    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    spartaxoxo wrote: »
    Deserrick wrote: »
    It's not farming itself that is the issue, but the fact that other players can strip the field bare of anything for them to farm.

    They can't though? Mobs respawn fairly quickly and you can easily just tag them to share credit.

    They can.

    5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.

    Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.


    With a melee single-target attack, you might be able to barely tag one near you before it is killed.

    So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.

    You’re leaving off a significant chunk of both what I said in that post as well as the previous quotes that it is a reply to.

    To recap: I had said that a new/unoptimized/casual player might, when there is another player whirwinding through the area, might be able to barely tag a couple mobs near them before they are killed, and not be able to catch up to the whirlwind to tag any more than that. To which a response was to use a ranged aoe. To which I responded that a ranged aoe was already what I had calculated, and if I was talking about a melee single target attack, I would have instead said that player might be able to barely tag one mob near them instead of a couple.

    First of all, new players have access to ranged skills very, very early on

    Yes, which is why I said that a casual player might be able to barely tag a couple mobs near them before they are killed (which is what they can get with a ranged aoe), instead of saying that a casual player might be able to barely tag a single mob near them before they are killed (which is what they can get with a melee single target).
    So two Delves out of dozens and dozens? Which is to say almost none? I've mentioned the solution to something that's such a small problem as to not really exist; go do something else for a bit. Again, this is an MMO, everyone has a right to be doing whatever they want as long as it's not breaking the rules or harassing someone. Your wish to clear a Delve does not trump someone wanting to farm for Leads or anything else.

    Sure. And if things were instanced, everyone could exercise that right.

    This isn't a got ya question. I'm curious what you mean by instanced. Are you talking about nodes? Like they have something for everyone, if you find it full, like a backpack or sack of flour or a dresser?

    Yes, for the most part. But also optional instanced locations for quests, at least the first time doing them, to prevent the immersion-breaking situations of protecting a town from foes that are either already being mowed through or are just dead bodies that you have to stand around waiting for. Many quests already have instanced locations to prevent things like not needing to sneak and assassinate during the Dark Brotherhood quests because all targets are getting blasted through by people who, by story, shouldn't be there doing that.

    For the undaunted delve quests, immersion is already mostly broken the first time repeating them, so not having a location separate from other players wouldn't really break anything further. In this case, instancing enemies and containers would be enough to solve the issue.

    Edited by Deserrick on March 30, 2026 7:14PM
  • Arunei
    Arunei
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    Again, you can go do other things and come back to do these quests later, regardless of whether they're Delve quests or quests anywhere else in the world. If you want so much of the game instanced, then also again, perhaps an MMO isn't really the right genre for you.

    Many things that are instanced are related to main story quests, and afaik I know 'most' quests in general aren't instanced. That doesn't mean EVERYTHING has to be instanced, considering how much that would impact the database. Look at how many quests there are in the game at this point. Having to make it that the game could spin up an instanced version of any given quest at any time would require more resources than it would be worth.

    You cannot control what other people in an MMO do and wanting to will only lead to irritation. You can either power through it until you complete your goal or you can scoot off to another location to do something else for a bit. But you can't expect an MMO to bend and cater to a mostly or fully single-player experience.
    Edited by Arunei on March 31, 2026 1:04AM
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Deserrick
    Deserrick
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    Arunei wrote: »

    Many things that are instanced are related to main story quests

    also some zone quests, guild quests, side quests, group dungeons (can repeatedly be spun up by the same character), and trials (also can repeatedly be spun up by the same character), skyreach (also can repeatedly be spun up by the same character).
    Arunei wrote: »

    considering how much that would impact the database.

    No more so than everything else that can have an instance spun up, especially considering the compromise I laid out earlier of a separate instance being available the first time doing the quest with a character like some other instanced quest areas.
    Arunei wrote: »

    You cannot control what other people in an MMO do and wanting to will only lead to irritation.

    Irrelevant. Instancing, either totally by location, or partially by instancing mobs and containers so everyone can get them, does not impose control over the actions of other people. It actually reduces control as one persons actions are less affected by the actions of others. Unless you think not being able to enter other players group dungeon instances or take all of everyone's instanced apples at Belkarth is being controlled.

    Edited by Deserrick on March 31, 2026 4:20AM
  • shadoza
    shadoza
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    Please consider moving foes a few more steps away from survey locations. At least three times in as many locations I had to stop collecting survey items to avoid being eaten by a critter.
  • Arunei
    Arunei
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    Deserrick wrote: »
    Arunei wrote: »

    Many things that are instanced are related to main story quests

    also some zone quests, guild quests, side quests, group dungeons (can repeatedly be spun up by the same character), and trials (also can repeatedly be spun up by the same character), skyreach (also can repeatedly be spun up by the same character).
    Arunei wrote: »

    considering how much that would impact the database.

    No more so than everything else that can have an instance spun up, especially considering the compromise I laid out earlier of a separate instance being available the first time doing the quest with a character like some other instanced quest areas.
    Arunei wrote: »

    You cannot control what other people in an MMO do and wanting to will only lead to irritation.

    Irrelevant. Instancing, either totally by location, or partially by instancing mobs and containers so everyone can get them, does not impose control over the actions of other people. It actually reduces control as one persons actions are less affected by the actions of others. Unless you think not being able to enter other players group dungeon instances or take all of everyone's instanced apples at Belkarth is being controlled.
    Those examples you listed are a handful out of hundreds and hundreds and hundreds of quests in this game. Zone and Guild quests are story quests, which I already mentioned. Group Dungeons, Trials, and Skyreach aren't Overland so mentioning THEM is irrelevant.

    And yes, expecting the devs to program it so literal thousands of quests (even back in 2022 there were roughly 2.5k) can spin individual instances even for just a first time quest would have a HUGE impact on performance. Hell they implemented AwA because they were having database limitations. They can't expand Furniture slots for Notable Houses because of performance and other limitations. There are a number of technical limits that this game still has, the last thing it needs is the strain of making every quest a single-player experience in an MMO.

    Finally, it is wanting to control what others are doing by implying that other people are preventing anyone from completeing things and thus are in the wrong by just...playing the game. I keep saying it and it keeps getting ignored, this is an MMO and it isn't reasonable to expect it to fit standards of a single-player game. There's no need for the devs to cater to a single-player playstyle when there are so many other things to do in this game if someone is bothered by others around them just playing the game the same as they are.

    All this is a moot point anyway because literally anyone, it doesn't matter if they're new, unoptimized, or casual, has access to AoE Skills and ranged Weapons pretty early on. This has been pointed out too, and also dismissed for the sake of an argument. It's also been pointed out that most mobs respawn within like a minute or two, not five or longer, and to add to that, when a player gets to a Boss area in a Delve for the first time and the Boss is dead, it'll respawn automatically even if it hasn't been five minutes, so you don't even have to wait in those cases.
    Edited by Arunei on March 31, 2026 3:47PM
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Deserrick
    Deserrick
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    Arunei wrote: »
    Group Dungeons, Trials, and Skyreach aren't Overland so mentioning THEM is irrelevant.

    No. Not when discussing the potential impact of creating instances and comparing that to the impact of all the instances that can already be created limitless times.
    Arunei wrote: »
    Hell they implemented AwA because they were having database limitations. They can't expand Furniture slots for Notable Houses because of performance and other limitations.

    The database limitations are for permanent (or as long as the character exists) storage of data. Instances are deleted shortly after characters leave. Furniture slots are due to load within a single instance.
    Arunei wrote: »
    Finally, it is wanting to control what others are doing by implying that other people are preventing anyone from completeing things and thus are in the wrong by just...playing the game.

    First, other people are preventing anyone from completing things, as you admitted with your "you can go do literally anything else for a bit" thing, admitting that a player would have to leave and come back to hopefully a situation where they're not being prevented from completing the goal in that area. Second, I didn't imply they are in the wrong, and instancing would allow them to continue doing what they're doing without additional controls on their actions, while also keeping those actions from blocking other players' progress or immersion.
    Arunei wrote: »
    literally anyone, it doesn't matter if they're new, unoptimized, or casual, has access to AoE Skills and ranged Weapons pretty early on. This has been pointed out too, and also dismissed for the sake of an argument.

    No. I did not dismiss that; I have addressed that multiple times. I will paste a copy of one of my many responses from one of the many times I addressed that:

    "... I said that a casual player might be able to barely tag a couple mobs near them before they are killed (which is what they can get with a ranged aoe), instead of saying that a casual player might be able to barely tag a single mob near them before they are killed (which is what they can get with a melee single target)."
  • barney2525
    barney2525
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    I do Not believe Any of this matters

    I watch the way people play.

    It does Not matter How powerful the Overland NPCs are when all you have to do is RUN PAST THEM.

    I see it every time I play. I can't remember the last time I was traveling and actually saw a PC (and of course their companion) actually fighting Overland NPCs.

    I do see a lot of PCs go flying by me at warp speed. They don't Want to be fighting Overland NPCs. They want to Reach their objective, achieve their goal, and get back to claim the reward.

    Zos could make Every Overland NPC a WB and it would not change anything.

    IMHO

    :#
  • spartaxoxo
    spartaxoxo
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    I skip mobs because they aren't interesting. They aren't interesting because there's no challenge.
    Edited by spartaxoxo on April 1, 2026 11:24PM
  • shadoza
    shadoza
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    barney2525 wrote: »
    I do Not believe Any of this matters

    I watch the way people play.

    It does Not matter How powerful the Overland NPCs are when all you have to do is RUN PAST THEM.

    I see it every time I play. I can't remember the last time I was traveling and actually saw a PC (and of course their companion) actually fighting Overland NPCs.

    I do see a lot of PCs go flying by me at warp speed. They don't Want to be fighting Overland NPCs. They want to Reach their objective, achieve their goal, and get back to claim the reward.

    Zos could make Every Overland NPC a WB and it would not change anything.

    IMHO

    I do not share your opinion. I see players fighting them. I see players in groups clearing out quest mobs for some reason. Unless you are and capped end-gamer, if you run past the NPC, they chase after you throwing attacks and sometimes traps. This presents an issue for someone who is questing in that area. Instead of interacting with the questers the NPCs are chasing after careless interlopers. While it may not matter to you, it matters to those discussing it.
  • spartaxoxo
    spartaxoxo
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    shadoza wrote: »
    barney2525 wrote: »
    I do Not believe Any of this matters

    I watch the way people play.

    It does Not matter How powerful the Overland NPCs are when all you have to do is RUN PAST THEM.

    I see it every time I play. I can't remember the last time I was traveling and actually saw a PC (and of course their companion) actually fighting Overland NPCs.

    I do see a lot of PCs go flying by me at warp speed. They don't Want to be fighting Overland NPCs. They want to Reach their objective, achieve their goal, and get back to claim the reward.

    Zos could make Every Overland NPC a WB and it would not change anything.

    IMHO

    I do not share your opinion. I see players fighting them. I see players in groups clearing out quest mobs for some reason. Unless you are and capped end-gamer, if you run past the NPC, they chase after you throwing attacks and sometimes traps. This presents an issue for someone who is questing in that area. Instead of interacting with the questers the NPCs are chasing after careless interlopers. While it may not matter to you, it matters to those discussing it.

    Personally, I see more newer or lower power level players being the ones dragging mobs in overland behind them most often because they can't just blow them up. I see more vet players knowing how to move past them without blowing them up, or just killing them instantly because it takes longer to lose aggro than to kill them.
    Edited by spartaxoxo on April 2, 2026 5:58AM
  • SeaGtGruff
    SeaGtGruff
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    I'm looking forward to trying out the new difficulty settings with different content, like delves and public dungeons. I'll even try it with world bosses that I can solo. It will be interesting to see which settings provide me with the most enjoyable fights for specific delves or public dungeons. For instance, I really like running around in Dwemer delves and public dungeons, so those will probably be the first ones that I test it out on.
    I've fought mudcrabs more fearsome than me!
  • mocap
    mocap
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    Theorycraft.
    Super lazy build for Master Difficulty. Basicaly it will be (kinda) same gameplay as current overland. Don't know about Vestige, could be viable too with some tweeks/adjustments in attribs and armor.
    Base:
    Class: DK or NB or Sorc
    Gear: Claw of the Forest + Order's, all medium +magicka
    Rings: Oakensoul and others blood + spd
    Guns: Dual daggers precise + sharp
    Other: 1 monster light with pen bonus (Skoria, Krags etc)
    Mundus: Thief
    Attribs: 64 magicka
    Race: any

    Skills:
    Leeching Strikes
    Crit Surge
    Chains of Dev (gap closer + Major Berserker)
    Dragonfire
    flex (Banner? ... did you know you can get rid of that ugly ironing board on your back? Just preview any non-combat pet in store and board miraculously disappears while keeping all the bonuses)
    Ult: Take Flight

    Gameplay:
    1) activate Crit Surge and Banner
    2) chain yourself to mobs
    3) Dracarys!

    Vestige difficulty tweeks:
    - Replace Order's with Night Mother Gaze
    - Heavy chest Reinforced, light belt, medium rest
    - Orzorga's Blood Price Pie food (very cheap) or Sugar Skulls
    - Soul Tether ult and always 500
    - Strategic Reserve passive
    - Focused Mending passive and maybe other passives to reduce direct/single target damage. Take only Finesse for crits/crit heals
    - double armor red potion (Mountain Flower + Mudcrab Chitin + Bugloss)
    - attribs probably all 64 Health
    -
    Edited by mocap on April 5, 2026 8:05AM
  • Pcgamer
    Pcgamer
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    barney2525 wrote: »
    I do Not believe Any of this matters

    I watch the way people play.

    It does Not matter How powerful the Overland NPCs are when all you have to do is RUN PAST THEM.

    I see it every time I play. I can't remember the last time I was traveling and actually saw a PC (and of course their companion) actually fighting Overland NPCs.

    I do see a lot of PCs go flying by me at warp speed. They don't Want to be fighting Overland NPCs. They want to Reach their objective, achieve their goal, and get back to claim the reward.

    Zos could make Every Overland NPC a WB and it would not change anything.

    IMHO

    :#

    This is very true. I agree 100% with you OP
  • YffresTrill
    YffresTrill
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    I recently came back to the game from an extended hiatus, and a large motivating factor for me was the fact that they are implementing this difficulty toggle.

    That said, while I am very pleased to hear that they are doing something, I would like to offer some feedback on ZOS' implementation as described, in hopes that they will improve it sometime in the future. (I am one of those people who would have preferred separate instances for different difficulties, but I expect that ship has sailed, so I won't go into that further.)

    From what I understand, the difficulty toggle affects all enemies in overland equally. I have not read every single recent comment in this thread in detail, but I have skimmed the posts and I can see that others have expressed similar sentiment, which is that this will not be ideal.

    In my personal opinion:

    - Quest and delve bosses will absolutely benefit from the beefing up as described. With a larger health pool, they will get to say their piece and use all their attacks, and if they hit significantly harder, they will actually feel like bosses. This is where the new system will shine.
    - Regular mobs absolutely do not need a health increase. Quest areas are positively packed with them (far more than in any single player game) and turning every trash encounter into a miniboss fight will be utterly tedious. I would actually like it if they hit significantly harder, maybe had a tiny bit more health (and varying health pools and damage done depending on mob type, though I suppose that's probably far too much to ask at this point). But I really do not like the idea of them taking noticeably longer to kill (bar having to block/dodge/etc).
    - I know many people will disagree with me here, but I do not think world bosses need a buff. Even now, my main, on my vet arena build, struggles with some of the recent DLC world bosses (the lurker boss in Apocrypha comes to mind -- I spent 10 minutes bashing my head against that before I died and gave up on soloing it -- such a slog!). As for my other characters, who have RP builds only, they struggle even with base-game world bosses with current scaling.

    I understand the system can be toggled on and off at will, and that's great. But this game already has too much menu micromanagement as it is, and the last thing I want to be doing is constantly going into a menu to swap difficulties depending on the encounter.

    Now, perhaps it will be possible to create an addon that allows us to swap difficulty with a keybind, and someone will be kind enough to create it. If so, I can see myself making extensive use of this system. Otherwise, however, I will probably set the difficulty to the second-lowest on my main and keep it at lowest for all my other characters -- and that would be a shame, because there is a lot of potential here.


    (Edited for clarity.)
    Edited by YffresTrill on April 5, 2026 6:16PM
    @ Yffre'sTrill - PC/EU (No Steam)
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