Let's just agree to disagree, but I think any reward is too much. And that handing out dungeon level rewards, especially veteran dungeon level rewards, could crash both the in-game economy for those upgrade materials as well as massively lower the incentives to do grouping content(dungeons). ZOS needs to be very careful with how this feature is implemented, as it could alter the game in many unexpected negative ways. Even just feeling missing out on (small) rewards will do so.
Question: Will showing/hiding questmarkers also be part of the difficulty? Making the game more difficult than only following a questmarker.
Question: Will disabling add-ons also be part of the increased difficulty? Making the game more difficult and more about player skill than just following on-screen add-on commands on when to block/dodge/use food/where to find everything/etc. Players often forget that add-ons massively lower the game's difficulty in many ways.
PS: The above posts pushing for extra rewards are very telling on how important increased difficulty in overland really is. As it seems the rewards for increased difficulty in overland are more important than what may happen to the difficulty itself or to the state of the game when this is implemented.
Rkindaleft wrote: »
This is all so accurate, and well said. The people who dont realize that population has been seriously dwindling are either in denial, or mainly play solo. This is simply a matter of fact and to deny it is to deny reality. I have never understood why people deny that steam is a good metric to judge by, but heres some more.
Let's just agree to disagree, but I think any reward is too much. And that handing out dungeon level rewards, especially veteran dungeon level rewards, could crash both the in-game economy for those upgrade materials as well as massively lower the incentives to do grouping content(dungeons). ZOS needs to be very careful with how this feature is implemented, as it could alter the game in many unexpected negative ways. Even just feeling missing out on (small) rewards will do so.
Question: Will showing/hiding questmarkers also be part of the difficulty? Making the game more difficult than only following a questmarker.
Question: Will disabling add-ons also be part of the increased difficulty? Making the game more difficult and more about player skill than just following on-screen add-on commands on when to block/dodge/use food/where to find everything/etc. Players often forget that add-ons massively lower the game's difficulty in many ways.
PS: The above posts pushing for extra rewards are very telling on how important increased difficulty in overland really is. As it seems the rewards for increased difficulty in overland are more important than what may happen to the difficulty itself or to the state of the game when this is implemented.
Catering to the tiny few who want tougher overland and granting them better rewards(no matter how tiny), will make overland content feel demotivating to play for other players who do not or can't turn up the difficulty.
If the folks demanding the difficulty level are not disciplined enough to change their gear from dungeon to overland to create a challenge, what makes you believe they have the discipline to use a challenge toggle?
xbluerosesx wrote: »freespirit wrote: »At the end of the day though, housing is truly expensive and for newer players is likely hard to engage in.
They weren't kidding when they said housing is the real endgame :')
PvP and trifecta trials are the real end game.
moderatelyfatman wrote: »Bad writing and bad new content is bad, but it doesn't stop us from going back and enjoying the old content.
However, bad combat and gameplay does.
I didn't get quite the same evil/good sentiment you did; "opportunistic use of forbidden powers" doesn't equate to evil necessarily. And the necromancer description was pretty matter-of-fact with no morality stated. Templar does say "holy warrior," however, and warden is described as a protector, so those do seem more good aligned than any of the others. But mostly I didn't pick up on any definitive intended alignment in the descriptions.
BananaBender wrote: »Let's just agree to disagree, but I think any reward is too much. And that handing out dungeon level rewards, especially veteran dungeon level rewards, could crash both the in-game economy for those upgrade materials as well as massively lower the incentives to do grouping content(dungeons). ZOS needs to be very careful with how this feature is implemented, as it could alter the game in many unexpected negative ways. Even just feeling missing out on (small) rewards will do so.
Question: Will showing/hiding questmarkers also be part of the difficulty? Making the game more difficult than only following a questmarker.
Question: Will disabling add-ons also be part of the increased difficulty? Making the game more difficult and more about player skill than just following on-screen add-on commands on when to block/dodge/use food/where to find everything/etc. Players often forget that add-ons massively lower the game's difficulty in many ways.
PS: The above posts pushing for extra rewards are very telling on how important increased difficulty in overland really is. As it seems the rewards for increased difficulty in overland are more important than what may happen to the difficulty itself or to the state of the game when this is implemented.
The reward in dungeons are the sets and not the purple upgrade materials. So yes, I agree that a random story boss shouldn't drop you a Turning Tide chest piece or Aegis Caller daggers, but giving purple pieces is to be expect as that is the case for all veteran content in the game so far. The price of purple materials is already extremely low and they are very accessible to all levels of players. Personally, I don't really care since I'm at a point where gold is absolutely meaningless in the game, but it would just make no sense for overland to be the only content in the game where optional difficulty increase wouldn't give you increased rewards.Catering to the tiny few who want tougher overland and granting them better rewards(no matter how tiny), will make overland content feel demotivating to play for other players who do not or can't turn up the difficulty.
Implying that only a tiny minority of players want a harder overland experience is just wild, especially when it's backed up by 0 proof or explanation.
Here is a video of a boss fight in the newest zone story. No spoilers, it's the most reused enemy in the entire game...
https://youtube.com/watch?v=VVb7eHCE7kA
This is what passes as a boss fight! Addons are not what made that fight easy, experience didn't help either, my gear was all purple, 6pc light armour, stage 4 vampire so no health regen. The enemies simply just don't fight back. I played through the entire quest line without a single button press (apart from the ones forced by mechanics) and it's an absolute joke when it comes to actual gameplay. The tutorial required more button presses than most of the boss fights and that's not even an exaggeration!If the folks demanding the difficulty level are not disciplined enough to change their gear from dungeon to overland to create a challenge, what makes you believe they have the discipline to use a challenge toggle?
To make the current questing/overland content a challenge, you have to ignore every combat feature the game has to offer. If you have any sets, the content is trivial, if you have any healing you wont die, don't even think about using CPs, ults are out of the question as they will melt the boss, you can go grab a coffee mid fight if you engage with subclassing or scribing etc etc. I'm 100% sure that you could beat every story quest with nothing but fists and Resolving Vigor and it will not be difficult only tedious.
I am 100% sure one could not and that statement is stale.
If add-ons did not make the content easier, players wouldn't use them.
I just played a level 10 character and got rolled by the final attack of a soul reaper. The attacks were just higher than my health and recovery rates.
When one works in an echo-chamber, one voice sounds like a thousand. I believe it is a small percentage of players that are demanding more difficulty in overland. I stand on my statement: The folks that are demanding overland difficult have not shown the disciple to increase difficult where they can do it easier. If they did, they would use overland gear and empty their CP tray of combat assistance. They won't do it. They make excuses instead. This habit is not going to change with a new difficulty option. That feature is a waste of development time.


Why didn't you block or dodge roll it?I just played a level 10 character and got rolled by the final attack of a soul reaper. The attacks were just higher than my health and recovery rates.