SilverBride wrote: »sans-culottes wrote: »As for Cadwell’s Silver and Gold: they didn’t fail because difficulty is bad.
I was there and difficulty was a big reason why.Can we get a vet mode for delves and quests? Uh, so we had that ... at launch. It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out. We put the challenge into World Bosses, and into solo Arenas, and into Dungeons and Trials.
[Speaks about skyshards then returns to the topic.]
People didn't do it because they had to go through their own alliance first? That's not actually true. A ton of people completed their own alliance storylines to get to silver and gold. A ton of people did. People just did not like the extra difficulty in the story stuff.
I get there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things. And so that was why we did what we did and said story is soloable and crit path will always be soloable and if you want the extra challenge you can go seek out other things to challenge you.
I totally hear you on the difficulty thing. I like things to be more difficult. But you know, the data doesn’t lie. And we have never been more successful than we are today. And a lot of that has to do with just how much freedom players have to go and experience story.
And yes, go look at Craglorn. There’s not a lot of people in Craglorn and that’s not super difficult but it’s more hard than the regular overland.
Would it be an option just to give people the choice? It is not as simple as just flip a switch and make things more difficult. There is a TON of work and then as Lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you’re not going to get anything out of it why do it? The satisfaction's there sure but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.
So, you know like I said, we went down that route. We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it.
sans-culottes wrote: »@SilverBride, while I appreciate the historical reference, I think it’s important to note that the issue with Cadwell’s Silver/Gold wasn’t just “difficulty.”
spartaxoxo wrote: »AlexanderDeLarge wrote: »There's only so many new players you can chase until you need to do something to keep the ones you have and get lapsed ones to come back.
I honestly think they know that and they aren't going to do anything forced. They haven't outright stated anything but all the hints in interviews by either that content creator or ZOS has pointed towards optional. I'd be pretty surprised if they announced they were cranking up the difficulty to something like VMA for everybody. It doesn't seem likely.
spartaxoxo wrote: »Reasons to believe that overland will not be forced....
1. They said in prior several interviews including their last that they have to be careful with any overland adjustments to not make things too hard for their casual player
2. They listed whatever happens under the systems/ideas category. All prior systems have been optional
3. Previously forced difficulty almost killed the game and corporations are inherently risk adverse
4. Previous feedback in this thread was near universal that whatever happened needed to be optional
5. When a player started panicking about it being forced, Kevin came in here and told them they didn't even know it what was yet. He can't tell us what it is yet but IMO this is a strong hint that such panic was not necessary. There's really no other reason to post this to that feedback
6. The last time similar hints were dropped we got Infinite Archive
7. Devs have stated repeatedly that the number of vets who want this is smaller than the number of casuals and that the majority of players enjoy the story. Corporations are risk adverse
8. They already did forced difficulty increases without announcements. They walked some of it back (e.g. public dungeon boss in Silorn). Unlike those changes, this one was announced
old_scopie1945 wrote: »There is a link below. Timed @ 3:40.https://youtu.be/jZ7E_X_byD4
...And one final point is that a lot of people were in my comments saying "increasing the overland difficulty is horrible! Never do that!" I just want to point out, that there are not going to make the mudcrabs have 100k health. That's not what they mean when they are talking about addressing overland content. It's either doing limited time incursion style events or maybe a random base game zone gets invaded and all the players can go over there and fight in a trial-esque style boss fight, you know in an incursion style event. That's not the same as like "now the mudcrabs have 100k health." There was also conversations about allowing you to do higher difficulties but these would all be self-imposed things. Its' not instead of being able to one shot chickens down the road, well now the chickens have one million health like they do in the real world. And they'll attack you like they do in the real world. BTW don't wear red around chickens. They hate it.
Similarly, open-world content is balanced for casual play; ZOS is not going to make the open-world game or story content too hard because they don’t want people to quit. People who want challenge are funneled into dungeons.
Of course, ten years means ESO has accrued its own veterans, and with One Tamriel stripping away the level restrictions and putting all zones - even new ones - on the same level playing field, many old-timers now find the game too easy. It’s an interesting contrast as ESO being too hard was what once pushed so many away.
“We do hear that feedback all the time,” Lambert says. “‘Give us a difficulty slider, let us do hard modes.’ There’s things we’re looking at but it’s not a simple problem because ten different people can play the game and they all play it ten different ways and it’s hard for some and easy for others. So we have to find the happy medium ground where the most amount of people can enjoy it.”
AlexanderDeLarge wrote: »Perhaps we get iteration on Dark Brotherhood sacraments and Thieves Guild heists next. New content in previously released zones perhaps?
spartaxoxo wrote: »AlexanderDeLarge wrote: »Perhaps we get iteration on Dark Brotherhood sacraments and Thieves Guild heists next. New content in previously released zones perhaps?
Oh! Speaking of that. I think you'd be interested in seeing something my guild mate stumbled onto when escaping from a guard in Vivec. On the island West of the battlegrounds stuff behind the guild traders.
SilverBride wrote: »ZoS said "Increasing the difficulty of standard overworld combat", not "Optionally increasing the difficulty of standard overworld combat".
Whether or not anyone is asking that the current experience be ruined for the rest of us, that is exactly what a mandatory increase in overland difficulty will do for many.
SilverBride wrote: »ZoS said "Increasing the difficulty of standard overworld combat", not "Optionally increasing the difficulty of standard overworld combat".
Whether or not anyone is asking that the current experience be ruined for the rest of us, that is exactly what a mandatory increase in overland difficulty will do for many.
Zenimax just dropping in that line, which could interpreted in a myriad of ways, and then not giving any further information for months has to be one of the poorest communication attempts of them yet, and that's saying something. They know it's a hot topic, hence this stickied thread, they should know better. Making people worry for that long is just rude.
SilverBride wrote: »ZoS said "Increasing the difficulty of standard overworld combat", not "Optionally increasing the difficulty of standard overworld combat".
Whether or not anyone is asking that the current experience be ruined for the rest of us, that is exactly what a mandatory increase in overland difficulty will do for many.
Zenimax just dropping in that line, which could interpreted in a myriad of ways, and then not giving any further information for months has to be one of the poorest communication attempts of them yet, and that's saying something. They know it's a hot topic, hence this stickied thread, they should know better. Making people worry for that long is just rude.
Credible_Joe wrote: »Let's not conflate our own speculation with what the studio has actually signaled, which is nothing. We can argue one way or the other what we expect or want it to be, we can't put words in their mouths based on what they have or have not said.
SilverBride wrote: »Credible_Joe wrote: »Let's not conflate our own speculation with what the studio has actually signaled, which is nothing. We can argue one way or the other what we expect or want it to be, we can't put words in their mouths based on what they have or have not said.
We didn't put the words ""Increasing the difficulty of standard overworld combat" in their mouths. That is exactly how it was presented, which comes across as mandatory.
sans-culottes wrote: »No one is denying that ZOS used the phrase “increasing the difficulty of standard overworld combat.” That much is clear. But interpreting that line as a definitive, mandatory, across-the-board change—especially in the absence of further context—is speculation. Reasonable speculation, perhaps, but speculation all the same.
SilverBride wrote: »Credible_Joe wrote: »Let's not conflate our own speculation with what the studio has actually signaled, which is nothing. We can argue one way or the other what we expect or want it to be, we can't put words in their mouths based on what they have or have not said.
We didn't put the words ""Increasing the difficulty of standard overworld combat" in their mouths. That is exactly how it was presented, which comes across as mandatory.
Credible_Joe wrote: »SilverBride wrote: »Credible_Joe wrote: »Let's not conflate our own speculation with what the studio has actually signaled, which is nothing. We can argue one way or the other what we expect or want it to be, we can't put words in their mouths based on what they have or have not said.
We didn't put the words ""Increasing the difficulty of standard overworld combat" in their mouths. That is exactly how it was presented, which comes across as mandatory.
Yeah, and they've been silent on every request to clarify on whether or not it's mandatory, which makes the answer to that question extremely ambiguous. We're right back where we started.
Pick a lane. Are you sure it'll be mandatory because of the initial announcement, or because they won't respond to requests for clarification? Or is switching from one to the other every time one is addressed just the best way to drag on this back and forth?
SilverBride wrote: »Credible_Joe wrote: »SilverBride wrote: »Credible_Joe wrote: »Let's not conflate our own speculation with what the studio has actually signaled, which is nothing. We can argue one way or the other what we expect or want it to be, we can't put words in their mouths based on what they have or have not said.
We didn't put the words ""Increasing the difficulty of standard overworld combat" in their mouths. That is exactly how it was presented, which comes across as mandatory.
Yeah, and they've been silent on every request to clarify on whether or not it's mandatory, which makes the answer to that question extremely ambiguous. We're right back where we started.
Pick a lane. Are you sure it'll be mandatory because of the initial announcement, or because they won't respond to requests for clarification? Or is switching from one to the other every time one is addressed just the best way to drag on this back and forth?
I am not sure of anything except that having even a tiny bit of clarification could have alleviated fears and led to more productive discussion.
Credible_Joe wrote: »There's no possible good that can come from any more from the studio on this topic any amount of time between the initial tease and the official announcement.
SilverBride wrote: »Credible_Joe wrote: »There's no possible good that can come from any more from the studio on this topic any amount of time between the initial tease and the official announcement.
I disagree. This announcement has caused 3 months of stress for a lot of players.
Maybe they should have just said something like "We are going to look at overland difficulty" which would not have set off alarms like saying an increase in overland difficulty without specifying if it is mandatory or not.
SilverBride wrote: »Credible_Joe wrote: »There's no possible good that can come from any more from the studio on this topic any amount of time between the initial tease and the official announcement.
I disagree. This announcement has caused 3 months of stress for a lot of players.
Maybe they should have just said something like "We are going to look at overland difficulty" which would not have set off alarms like saying an increase in overland difficulty without specifying if it is mandatory or not.
AlexanderDeLarge wrote: »I'd love to see them iterate on what they already have rather than adding more. Veteran overland is an example of that. Perhaps we get iteration on Dark Brotherhood sacraments and Thieves Guild heists next. New content in previously released zones perhaps?
Hard to iterate on what you already have when you're going into production on the next expansion/dungeon pack the day after you ship the last one.
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I actually expect inserting new content in the existing overland will be their way to address overland difficulty. Compared to massive undertaking inserting and rebalancing difficulty levels, it has major benefits for ZOS. Mainly, it would be new content, so it can be sold as such and it would be low risk because it is the kind of thing they have experience with and therefore can be planned with some confidence. Anyway, that's where I place my bets for today's reveal.
Credible_Joe wrote: »Let's speculate on signaling vs reception on the term 'Mandatory'
Scenario A: They signal it's mandatory. Lots of people have a meltdown and a hurricane stirs up on the forums. Bad ending.
Scenario B: They signal it's not mandatory, or that it's optional. But then they announce a system where there's incentive or reward. Technically not mandatory, but the meltdown will still happen because very few people here can keep their FOMO in check and will argue they are compelled to participate or else miss out on rewards or content. Bad ending.
Scenario C: They signal it's not mandatory, or that it's optional. The announcement rolls by, and there's absolutely no incentive to participate in the new system. This is practically the same as scenario B, because people are so addicted to rewards that any system that doesn't give any is perceived as wasted dev time. The other side of FOMO. Bad ending.
ScenarioThey don't signal anything at all, no one can argue bad signaling one way or the other, and the announcement is received with no pre-conceptions or expectations. Except, of course, the ones we're basically making up based un previous signaling tangentially related to this topic.
Let's not conflate our own speculation with what the studio has actually signaled, which is nothing. We can argue one way or the other what we expect or want it to be, we can't put words in their mouths based on what they have or have not said.
edit: leaving the emoji
So...did I miss something, or was overland difficulty not actually discussed in the live? I'm watching the aftershow now, but I was under the impression that I was going to see something in the main show.
I guess I'll reserve my full reaction until the aftershow is over, but...huh. Subclassing looks great, but if the game is going to continue to be a cakewalk anyway then I'm still not excited for the future of the game.