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Overland Content Feedback Thread

  • SilverBride
    SilverBride
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    spartaxoxo wrote: »
    Also, thanks for the clarification, SilverBride.

    👍
    Edited by SilverBride on June 26, 2026 4:49AM
    PCNA
  • disky
    disky
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    Arunei wrote: »
    disky wrote: »
    I might make it an option that you would have to enable rather than be on by default, because it is something that has potential to cause social issues and it would probably be better if only those who truly felt like it mattered enabled it.
    If you mean having Adventurer be default, it is. When it was first released there was a bug that had characters set to Master when they first logged on but that's since been fixed afaik.

    No, I was continuing the discussion with regard to adding a difficulty indicator next to each player's name in chat. It has the potential to create issues of classism and it would probably be best to keep that to a minimum.
  • SilverBride
    SilverBride
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    disky wrote: »
    No, I was continuing the discussion with regard to adding a difficulty indicator next to each player's name in chat. It has the potential to create issues of classism and it would probably be best to keep that to a minimum.

    They show it over their heads so why not in chat?
    PCNA
  • AlexanderDeLarge
    AlexanderDeLarge
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    Deserrick 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.


    Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.

    Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.

    It's a self-inflicted nerf because it's the easiest possible implementation of veteran overland. I suggested this exact method myself actually because from a development perspective I knew how damn easy it would be to implement.

    I hope that challenge difficulty is expanded into a properly separate overland at some point. The "you can't split the community!!!!!111" faux concern never held much weight to begin with for a number of reasons which I've extensively detailed in this thread over the years, but it certainly doesn't after they triple the population by adding crossplay.

    This is effectively veteran overland. The method in which they achieve that is irrelevant. This is a first pass and even with the least interesting, least development intensive implementation, it still got more than enough interest to justify its existence contrary to what some will say ITT.
  • Arunei
    Arunei
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    Yeah I totally misread the whole situation about "X player was on Vestige and wanted help" so that was on me lol.
    Deserrick 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.


    Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.

    Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.

    It's a self-inflicted nerf because it's the easiest possible implementation of veteran overland. I suggested this exact method myself actually because from a development perspective I knew how damn easy it would be to implement.

    I hope that challenge difficulty is expanded into a properly separate overland at some point. The "you can't split the community!!!!!111" faux concern never held much weight to begin with for a number of reasons which I've extensively detailed in this thread over the years, but it certainly doesn't after they triple the population by adding crossplay.

    This is effectively veteran overland. The method in which they achieve that is irrelevant. This is a first pass and even with the least interesting, least development intensive implementation, it still got more than enough interest to justify its existence contrary to what some will say ITT.
    They've never said this is the "first pass", so we have no actual way of knowing if they plan on expanding this beyond what they've said. Which is to say, "layering it with existing systems like Golden Pursuits". I don't remember if that's the exact quote but it's the gist of it.

    Also as has been pointed out, "splitting the community" isn't as much of a problem as it is the resources it would take to make separate instances for Adventurer and Everyone Else (all the other settings). Even if they made just that one extra instance for Everyone Else, that would require having a second instance of ALL OVERLAND CONTENT running 24/7. And they've said flat out that would take too many resources and be a huge detriment performance-wise for the whole game, that being everyone in all instances.
    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
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