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Overland Content Feedback Thread

  • Arunei
    Arunei
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    Frumilu wrote: »
    The non sense is that we cant opt out of low difficulty players ruining the opt in choice we made. Its griefing, intentional or not.
    This claim is such a stretch you could circle the globe. This is not griefing in the slightest. Griefing is intentional point blank, if someone isn't actively trying to harass or interrupt what you're doing then it's not griefing.
    Frumilu wrote: »
    The non sense is that we cant opt out of low difficulty players ruining the opt in choice we made. Its griefing, intentional or not.

    Just like the low difficulty players couldn't do anything about sweaty players killing their mobs before challenge difficulty. It's the circle of life.

    It was never an issue before one Tamriel as we had progressively higher level zones :(. I think once a mob is hit by someone the mob should lock in at that player's difficulty until it dies. That would alleviate this issue.

    The mobs do not change, the players get debuffs. We all are fighting the same mobs with the same pools of health. How would you lock a mob in this case?

    Everyone who hits the mob does the same damage/takes the same damage as the first player to engage it. There are plenty of ways that could be implemented. It would be better than it is now without requiring multiple zone instances.
    So an Adventurer hits a WB and locks it into that, they're slowly burning it and a Vestige player shows up. They can't make the WB any harder on their end so it dies within seconds, which then makes a Vestige player's setting pointless.

    A Vestige player hits a WB and then some Adventurers show up and the Vestige player gets annoyed and stops attacking so the Adventurer players get absolutely slaughtered, with the hopes that the "easy-mode" players will leave since they can't do anything. It makes their choice to stay at the base difficulty pointless since they can't touch the Boss with it being scaled that much.

    The whole reason the Difficulty setting affects the players and not the enemies is to prevent things like this from happening. Because as it stands now, I'm willing to bet it's not weaker players coming by and burning down whatever mobs just because they're on Adventurer setting. The average player doesn't do enough DPS to burn down WBs or Dolmens or whatever other Overland "group" things like that.

    What's happening is you guys are seeing more experienced players who don't care to make the game harder just staying on Adventurer. People like me, who have 1.6k+ CP, solid Gold gear and Mythics and builds who know what we're doing. A number of people wanted more challenging Overland but a lot if us were/are content with base game difficulty and had/have no intentions of regularly playing at a higher setting, if at all.
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    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
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    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
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  • Flatfork28
    Flatfork28
    Soul Shriven
    I returned for the new update and tried Vestige difficulty. For me it finally brought back a sense of danger and engagement in overworld content that had been missing before. Questing and exploring felt meaningful again instead of just running through enemies.

    That said, there’s still one issue that keeps coming up and kind of breaks the experience in certain Moments, when you’re playing on a higher difficulty, you can end up sharing the same space with players on lower difficulty who can basically delete enemies instantly. So you get situations where you’re trying to engage in a more challenging fight, and it just gets skipped because someone else passes through and oneshots everything.

    It doesn’t happen constantly, but when it does it kind of undermines the whole point of choosing a harder experience.

    I’m not trying to argue that other players shouldn’t be able to play how they want. I just think the game now has two very different combat experiences happening in the same world space, and they don’t always line up well.

    From my perspective, Vestige is actually a really strong addition to the game, especially for returning players like me who had previously left because overworld combat felt too trivial. It would be great if there was some way for that experience to stay consistent without affecting people who prefer the standard difficulty.

    Things like separate overworld phases, difficulty-based layering, or some kind of protection for active combat encounters might be worth exploring.
  • AlexanderDeLarge
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    It's been a busy week but I'm finally logging in. Heard great things about the challenge difficulty feature. Just bought a 365 day subscription to TESO+ and plan on purchasing 42,000 crowns during the next QuakeCon sale. I'm also bringing back friends who quit because of the lack of difficulty which was one of their only complaints.

    See? I was a valuable customer after all, despite being told otherwise.
  • AlexanderDeLarge
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    Once again putting this question forward after reading some of these other threads mocking users for wanting additional rewards: Veteran dungeons, arenas and trials have enhanced rewards.

    Why would it be such a bad thing for Seasoned, Master and Vestige to have a chance at dropping purple/gold versions of overland gear? It's not even exclusive gear unlike perfected crap so what's the problem?

    One side is asking for consistency in game design and reward structures, the other is asking for a deviation. More difficulty = more reward in every other aspect of the game but overland is the arbitrary line being drawn? Make it make sense.

    For the record I'm fine with Vestige for now. Zenimax Online Studios has said this is a first pass at the feature, I hope they'll revisit the rewards at some point, especially once we get crossplay and the 'we can't split the playerbase!' argument no longer holds water as to why we can't have different phasing for the various overland modes.
    Edited by AlexanderDeLarge on June 13, 2026 3:09AM
  • SilverBride
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    Why would it be such a bad thing for Seasoned, Master and Vestige to have a chance at dropping purple/gold versions of overland gear? It's not even exclusive gear unlike perfected crap so what's the problem?

    The problem is that there is no way that overland should ever drop gold gear for anyone, especially since the reason for using difficulty in the first place is nothing but a personal preference. Overland is the story, not challenging content.

    More difficulty = more reward in every other aspect of the game but overland is the arbitrary line being drawn? Make it make sense.

    End game content was created specifically for a challenge and to provide better rewards and gear sets. The enemies in dungeons and trials loot tables reflect the difficulty of these enemies, and these rewards are the same for everyone that engages in the content.

    Overland difficulty does not change a single thing about overland or the enemies or their loot tables. It's a debuff only on the character that chooses to use it, to make it more difficult for just them. That would not have any effect on the loot tables.
    PCNA
  • AlexanderDeLarge
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    The problem is that there is no way that overland should ever drop gold gear for anyone,
    According to who? You can literally swipe your credit card and buy gold that buys the purple and gold overland gear in question so this argument holds less weight than ever.
    especially since the reason for using difficulty in the first place is nothing but a personal preference. Overland is the story, not challenging content.
    No? The associate game director also said challenging overland modes were their number one most requested feature. This system goes up not down. Clearly players want to engage in difficult overland content.
    End game content was created specifically for a challenge and to provide better rewards and gear sets. The enemies in dungeons and trials loot tables reflect the difficulty of these enemies, and these rewards are the same for everyone that engages in the content.
    And now those enemies are scaling at difficulty levels higher than what's offered in many veteran dungeons and trials.
    This argument works both ways. The enemies in Vestige do not reflect the difficulty. Again, you're asking for a deviation rather than consistency.
  • SilverBride
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    You can literally swipe your credit card and buy gold that buys the purple and gold overland gear in question so this argument holds less weight than ever.

    Players are not supposed to buy gold as it is against the ToS.

    The associate game director also said challenging overland modes were their number one most requested feature. This system goes up not down. Clearly players want to engage in difficult overland content.

    But they didn't give us more challenging overland modes. They gave different degrees of debuffs that only affect the player that uses them.

    And now those enemies are scaling at difficulty levels higher than what's offered in many veteran dungeons and trials.

    The enemies are not scaling at all. The player is the one changing with different degrees of debuffs.
    PCNA
  • AlexanderDeLarge
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    Players are not supposed to buy gold as it is against the ToS.
    Purchase crowns with real world currency -> exchange crowns for gold -> purchase gold gear with gold
    This is explicitly allowed and openly taking place in every zone chat across the game. Come on.
    But they didn't give us more challenging overland modes. They gave different degrees of debuffs that only affect the player that uses them.
    The enemies are not scaling at all. The player is the one changing with different degrees of debuffs.
    The methodology is irrelevant. The enemies are tuned for a higher difficulty than what's seen in most endgame veteran content.

    This is veteran overland in all but name. It's as much endgame content as anything else, you're just arbitrarily labeling it something else to exclude it from existing reward structures.
  • SilverBride
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    The enemies are tuned for a higher difficulty than what's seen in most endgame veteran content.

    This is veteran overland in all but name. It's as much endgame content as anything else, you're just arbitrarily labeling it something else to exclude it from existing reward structures.

    No the enemies are NOT tuned for a higher difficulty. And no this is NOT veteran overland because there have not been any changes to any of the overland enemies at all. NONE.

    The fights feel more difficult because of the debuffs, and this was the whole point of having difficulty modes in the first place. Players wanted to feel danger when playing in overland.

    Rewards are not given based on how hard the individual player finds the fight. They are based on the actual difficulty of the enemy.
    Edited by SilverBride on June 13, 2026 4:33AM
    PCNA
  • AlexanderDeLarge
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    No the enemies are NOT tuned for a higher difficulty. And no this is NOT veteran overland because there have not been any changes to any of the overland enemies at all. NONE.

    The fights feel more difficult because of the debuffs, and this was the whole point of having difficulty modes in the first place. Players wanted to feel danger when playing in overland.

    Rewards are not given based on how hard the individual player finds the fight. They are based on the actual difficulty of the enemy.

    Tuning is synonymous with game balance, the methodology in how these challenge difficulty modes are achieved is irrelevant.

    'The actual difficulty of the enemy' is numerically operating on a 600% damage multiplier and 20% player damage output. That fundamentally changes every encounter in the overland. That means chugging potions, dodging, blocking, bashing, paying attention to level geometry in a way I doubt any player on 'Adventurer difficulty' ever had to.

    I can easily pull up a video of a naked, statless player getting mauled by a bear for a minute and a half without dying. With these difficulty modes applied, it would only take 15 seconds for that player to die and it would take 5x longer for them to kill that bear. That's not just some anecdote of 'how hard the player finds the fight'. It's raw numbers.

    There is no material difference between that 600% debuff and ZOS buffing enemies up to CP170. The end result is the same. It's exponentially and numerically more challenging for the player. Mechanics that were easily ignored are now fundamental.
  • SilverBride
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    Tuning is synonymous with game balance, the methodology in how these challenge difficulty modes are achieved is irrelevant.

    'The actual difficulty of the enemy' is numerically operating on a 600% damage multiplier and 20% player damage output. That fundamentally changes every encounter in the overland. That means chugging potions, dodging, blocking, bashing, paying attention to level geometry in a way I doubt any player on 'Adventurer difficulty' ever had to.

    I can easily pull up a video of a naked, statless player getting mauled by a bear for a minute and a half without dying. With these difficulty modes applied, it would only take 15 seconds for that player to die and it would take 5x longer for them to kill that bear. That's not just some anecdote of 'how hard the player finds the fight'. It's raw numbers.

    There is no material difference between that 600% debuff and ZOS buffing enemies up to CP170. The end result is the same. It's exponentially and numerically more challenging for the player. Mechanics that were easily ignored are now fundamental.

    I agree with a lot of what you replied. Using difficulty, particularly Vestige, does make overland way more difficult for the player. So they decided to compensate the player choosing difficulty with a lot more experience and gold for their efforts.

    What I don't agree with is that the methodology in how the challenge difficulty modes are achieved is irrelevant. Enemies have always had the same loot table for every player that fought them, no matter if they were a brand new level 3 or a CP 3600. The loot tables don't change based on how hard the fight is for the individual player.

    We may never agree on that one point but that is one reason why a lot of us have a problem with greater rewards being given for those choosing difficulty.
    PCNA
  • Arunei
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    Once again putting this question forward after reading some of these other threads mocking users for wanting additional rewards: Veteran dungeons, arenas and trials have enhanced rewards.

    Why would it be such a bad thing for Seasoned, Master and Vestige to have a chance at dropping purple/gold versions of overland gear? It's not even exclusive gear unlike perfected crap so what's the problem?

    One side is asking for consistency in game design and reward structures, the other is asking for a deviation. More difficulty = more reward in every other aspect of the game but overland is the arbitrary line being drawn? Make it make sense.

    For the record I'm fine with Vestige for now. Zenimax Online Studios has said this is a first pass at the feature, I hope they'll revisit the rewards at some point, especially once we get crossplay and the 'we can't split the playerbase!' argument no longer holds water as to why we can't have different phasing for the various overland modes.
    This has been answered before in those threads. Overland is for story, not endgame rewards. Challenge Difficulty cannot be compared to Dungeons or Trials because they are different content with different purposes.

    Dungeons and Trials having harder versions is for progression and they are DESIGNED to give you rewards for completing that progression. Difficulty Challenge was not added to compensate the player for completing content with it. It was added for people who wanted Overland to be challenging. The challenge itself IS the reward. It isn't designed to give you high end rewards.

    It also doesn't affect mobs at all, it alters the stats of the player to do less/take more damage.

    It's not endgame content either, and honestly the one giving it the arbitrary label of such is you. The reason Vestige exists ISN'T because it's supposed to turn Overland into "endgame" content, it exists because ZOS knew that unless they added an extreme level there would still be people going "Master isn't hard enough I don't feel immersed or engaged". Master isn't meant to make Overland "endgame", just like Seasoned its only point is to make things challenging in order to give people a sense of immersion.

    How often are people wanting to do Vet Dungeons or Trials for "immersion"?
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    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
  • LunaFlora
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    Once again putting this question forward after reading some of these other threads mocking users for wanting additional rewards: Veteran dungeons, arenas and trials have enhanced rewards.

    Why would it be such a bad thing for Seasoned, Master and Vestige to have a chance at dropping purple/gold versions of overland gear? It's not even exclusive gear unlike perfected crap so what's the problem?

    One side is asking for consistency in game design and reward structures, the other is asking for a deviation. More difficulty = more reward in every other aspect of the game but overland is the arbitrary line being drawn? Make it make sense.

    For the record I'm fine with Vestige for now. Zenimax Online Studios has said this is a first pass at the feature, I hope they'll revisit the rewards at some point, especially once we get crossplay and the 'we can't split the playerbase!' argument no longer holds water as to why we can't have different phasing for the various overland modes.

    We already got purple/epic quality equipment in Overland before update 50.
    Overland does not give you a consistent quality of equipment, the quality is random.

    So do you want a higher chance at purple equipment or do you simply want gold/legendary equipment to drop at all?
    Not exactly about consistency since dungeons do not drop gold equipment and as far as i know only trials drop gold equipment, but only jewelry.
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  • spartaxoxo
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    Arriving late as part of Season Zero, Challenge Difficulty is a new way for Tamriel’s veteran heroes to experience The Elder Scrolls Online’s overland content. If you’re the kind of adventurer who likes a challenge while questing and exploring, this new optional system is for you! Interested? Read this breakdown on the first iteration of Challenge Difficulty direct from Associate Design Director Mike Finnigan and the ESO content team.

    Hi everyone!

    With the January Reveal fresh in everyone’s mind, we wanted to give an update on one of the most anticipated features announced, Challenge Difficulty (previously Overland Difficulty)

    The slider is a vet overland mode and a new way to experience the overland. It's working title in development was literally overland difficulty.
    First, we are making a choice to make sure players are not separated by difficulty. We want to ensure you can engage with any player you want regardless of difficulty. To do this, the choice to opt-in or change your difficulty is up to you. If you like Overland the way it is, great! No change is needed. If you want it to be far more punishing, then opt-in to Vestige Difficulty. You can still play with friends, all while having the bump in challenge.

    The reason they didn't modify the monsters was not to ensure vet players couldn't be rewarded.

    It was so players wouldn't be separated. While I always supported this idea, you will recall it was mostly casual players making that particular request.

    Vet players being punished for being willing to compromise with the request of casual players is not particularly fair.

    They said they made the system so they could potentially increase the rewards and already have with a few titles and dyes. I think that was the right decision given how many people who were not requesting vet difficulty were surprised by this feature and felt the experience was not consistent with other features. The dyes and titles are mostly easily obtainable with only very slight adjustments to difficulty and the title for playing on Vestige is highly specific to that mode.

    I think if they add anything in the future, it should continue on that same path. Easily skippable but something that feels rewarding for the time spent.

    So not stuff like motifs, costumes, mounts and skins

    But stuff like increased drop chances for leads (which we also farm slower), gear drop adjustments, etc should be on the table imo. The stuff that doesn't usually make people push themselves into content they don't enjoy.
    Edited by spartaxoxo on June 13, 2026 6:24PM
  • spartaxoxo
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    LunaFlora wrote: »
    Once again putting this question forward after reading some of these other threads mocking users for wanting additional rewards: Veteran dungeons, arenas and trials have enhanced rewards.

    Why would it be such a bad thing for Seasoned, Master and Vestige to have a chance at dropping purple/gold versions of overland gear? It's not even exclusive gear unlike perfected crap so what's the problem?

    One side is asking for consistency in game design and reward structures, the other is asking for a deviation. More difficulty = more reward in every other aspect of the game but overland is the arbitrary line being drawn? Make it make sense.

    For the record I'm fine with Vestige for now. Zenimax Online Studios has said this is a first pass at the feature, I hope they'll revisit the rewards at some point, especially once we get crossplay and the 'we can't split the playerbase!' argument no longer holds water as to why we can't have different phasing for the various overland modes.

    We already got purple/epic quality equipment in Overland before update 50.
    Overland does not give you a consistent quality of equipment, the quality is random.

    So do you want a higher chance at purple equipment or do you simply want gold/legendary equipment to drop at all?
    Not exactly about consistency since dungeons do not drop gold equipment and as far as i know only trials drop gold equipment, but only jewelry.

    Let's say there's a good chance to drop green, a small chance to drop blue, and a super small chance to drop purple.

    They could change that to a good chance to drop blue, a small chance to drop purple, and a super small chance to drop gold on Vestige

    That would be more consistent because them it's just a single tier quality bump like in dungeons
    Edited by spartaxoxo on June 13, 2026 6:28PM
  • SilverBride
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    I wish I could say that it surprises me that greater rewards are being requested, but it doesn't. I just hope they don't give in to it and turn what was supposed to be an option for greater immersion into just another way to farm rewards.
    PCNA
  • spartaxoxo
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    I would not call blue gear a greater reward that people only join to farm.

    I also don't see anything wrong with players being given incentives to try new stuff they wouldn't normally.

    As long as it's not too rewarding so that they don't feel comfortable ever playing the way that they want.

    The upcoming difficulty slider golden pursuit is a good example of stuff I'd like to see.

    The lack of rewards aren't supposed to be attacks on vets so they can't farm or be rewarded. They are supposed to be about limiting pressure so people don't feel obligated to play on the higher difficulty.

    Small things that do not create undue pressure should be okay.
    Edited by spartaxoxo on June 13, 2026 6:56PM
  • SilverBride
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    Well I do see something wrong with it but I think most of us knew this would happen. It just happened a lot sooner than I expected.
    PCNA
  • spartaxoxo
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    It's how every other part of the game works. There's neat stuff you get for beating the quests on normal.
  • SilverBride
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    Actually it's not. There is not one other system that gives better rewards to players that take longer to defeat an enemy, especially when that is what they asked for! I've never seen new players or low level players or poorly geared players be given extra rewards because it takes them longer to defeat an enemy.

    And vets aren't being attacked so they can't farm or be rewarded because this is not about vets. Difficulty options are for anyone that wants more difficulty, not a feature just for vets.
    PCNA
  • spartaxoxo
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    Vet dungeons give better rewards than normal dungeons. If you want an even harder fight, you can read the undaunted scroll/raise the challenge banner and opt into a harder fight for even greater rewards.

    Vet trials give better rewards than normal trials. If you want an even harder fight, you can read the undaunted scroll/raise the challenge banner and opt into a harder fight for even greater rewards.

    If you summon a companion during IA, you get removed from the solo leaderboard. Because those are additional rewards for players who engage with IA in the hardest way possible. Speaking of IA, as you continue to move up in arcs the enemy HP and damage grows. And as the enemy HP and damage grows you get even greater rewards.

    In every single gameplay mode that is designed BY THE DEVS to make the experience harder, you get better rewards.

    And yes, vets are being attacked. Anyone who uses a harder mode is a vet because that's what they called the harder difficulty modes for a long time.

    It's an attack because the whole thing is to cheat vets overland players out of the same reward structure as everyone else in the game. And because of the blatantly false things being told by some to do it such as vet players never used to talk about rewards. As if we snuck around even though it is right there on page 1 people asking for it to come with rewards.

    The whole reason that this was supposed to be a slider was so that we could help casuals. That's it. We should not be punished for being willing to help out new and casual players. Nobody should even want that.

    The more I see these falsehoods being spread that we "all of sudden," want rewards the more I actually do want them to add mounts and the like. And before I was totally against it.

    Edited by spartaxoxo on June 13, 2026 7:28PM
  • SilverBride
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    Dungeons and trials were developed to provide challenges and they all give the same rewards to every single player that defeats the enemies in them, regardless of how long it takes the players to defeat them.

    Overland difficulty was developed for immersion and as a personal preference and overland also gives the same rewards to every single player that defeats the enemies there. And that is how it needs to remain.

    It has nothing to do with helping casuals.
    Edited by SilverBride on June 13, 2026 7:30PM
    PCNA
  • spartaxoxo
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    Dungeons and trials do not give the same rewards on normal and vet.

    Vet dungeons are the only source of monster masks. Vet dungeons also drop purple gear. Vet trials are the only source of perfected gear and perfected gear is better than regular gear.

    Overland was developed to provide difficulty. They say so right on the news article about it. Players don't get to decide the developers intentions. The intention behind the challenge difficulty slider, formerly called overland difficulty, was to provide a challenge to those who want it. And to maintain things as they are for those who don't.
    That said, we are building Challenge Difficulty to be expandable in the future and layer with other existing systems to help reward players for taking on the challenge. For example, we could have Golden Pursuits with Challenge Difficulty-specific pursuits. If you complete those, you could get a specific tiered reward for your efforts. Expanding the rewards for Challenge Difficulty will be an ongoing discussion after launch, but we want to make sure you know why we are starting with experience and gold.

    And yes, it does have to do with helping casuals (and new players and friends)
    First, we are making a choice to make sure players are not separated by difficulty. We want to ensure you can engage with any player you want regardless of difficulty. To do this, the choice to opt-in or change your difficulty is up to you. If you like Overland the way it is, great! No change is needed. If you want it to be far more punishing, then opt-in to Vestige Difficulty. You can still play with friends, all while having the bump in challenge.

    That's the main reason besides technology that it's not a separate instance. They didn't want to separate players so we could still play with and help each other.

    Casual players wanting to see a populated zone that they could still get help in was the claimed reason for the feedback that it should not be a separate instance. I really believed this was a thing. Over the years I really believed and truly believed that players asked for this not as a way to saddle vet players with a lesser experience but because it was meant to help the health of the game by having us all play together.

    And now it has nothing to do with it? Now it's just the reason that I shouldn't get the same stuff everyone else gets? Disappointing.
    Edited by spartaxoxo on June 13, 2026 7:44PM
  • SilverBride
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    I never said dungeons and trials give the same rewards on normal and vet. I said they give the same rewards to every single player that defeats the enemies in them. Players all get their rewards from the same loot table, as they have always done in overland too.

    The loot tables are determined by the enemy, not the player fighting them.
    Edited by SilverBride on June 13, 2026 7:36PM
    PCNA
  • SilverBride
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    I think it's awful that they would even consider special Golden Pursuits etc. for a feature that so many of us don't even want. It's just another example of why I see this game on a very fast downward spiral.
    PCNA
  • spartaxoxo
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    Vet is the only source of dungeon masks and perfected gear and they drop purple gear instead of blue so that's not true. They have different loot tables.

    Difficulty mode has long determined the loot table. You get better rewards playing on higher difficulty because it takes longer and more effort. Not just this game but most video games.
    Edited by spartaxoxo on June 13, 2026 7:48PM
  • SilverBride
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    I never said anything about veteran dungeons not having different gear than normal dungeons. What I said is that the loot tables are the same for all the players who defeat the same enemy on the same difficulty. So if a group runs any dungeon together, normal or veteran, the rewards they will get will be from the same loot table for everyone in the group.
    PCNA
  • spartaxoxo
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    But it's not. The reason the gear is purple instead of blue and may contain a monster mask is because it's literally different loot tables. That's how they are able to give different drops under the hood.

    They don't change it to purple after you loot it. You get a purple drop from the enemy in the first place based on your difficulty.
    Edited by spartaxoxo on June 13, 2026 7:58PM
  • SilverBride
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    That is NOT what I am saying.

    OF COURSE a veteran dungeon boss will have a different loot table than the same dungeon boss on normal. But all the players fighting the same exact version of that boss will be rewared from that same particular boss's loot table.

    The same holds true for Overland. The enemies in overland do not draw from separate loot tables for players using difficulty than those who aren't. The loot is determined by the enemy, not the player.
    PCNA
  • spartaxoxo
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    That's because they separate the players. They chose not to separate the players in this case so people could still be available to help casuals, at the casual players request.

    This is now being used as a technicality to prevent the same rewards they have always gotten by selecting a harder difficulty.

    The argument is that vet players should be punished for being willing to stay in the same zone to help casual players. That is what that argument amounts to. The Vet players who asked for a slider were not asking for a slider for our own benefit but out of a willingness and desire to be of assistance to those who needed it (and because it seemed more realistic on a technical level which the devs have confirmed it's not technologically possible to do separate instances).

    While I myself preferred a slider, it was specifically because I'd be able to help family members. Most vet players wanted a separate instance. Slider only reached majority status because casual players wanted us in the same instance.
    Edited by spartaxoxo on June 13, 2026 8:11PM
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