This is a crazy statement
Firstly on consumables and hybridization.
I don't even know what to say to this.
The spreadsheet and "balance" are arbitrary rules you guys have just made up.
I don't know any other way to read the comments on consumables other than that you have a bunch of values for "balance" that you're trying to adhere to, but potions and food don't currently fit those values, so if you change them at all you'll be "forced" to nerf them which would suck for everyone, so you've decided to NOT change them at all.
I don't understand this statement. You've been building content around the level of power available according to your standards, but part of that is consumables which have been unchanged for years, but you haven't been building content around them so they should be nerfed? have you been building content around the power level in the game or the power level in the spreadsheet which doesn't match the game?
What are you doing?
If your "rules" are making the game less fun, CHANGE THE RULES.
If changing something means it should be nerfed, keeping it the same is ALSO A CHOICE.
Using "well it's old balance so we don't need to balance it now, but if we did it would need to be nerfed, so we're instead choosing to not change it" is the wildest, weirdest justification i've ever seen.
Let me put it another way, from a player perspective:
You can take every instance of "major brutality" and "major sorcerery" and combine them.
You can take every instance of "major savagery" and "major prophecy" and combine them.
This will have no negative effects on the game. It doesn't need to be balanced, it just needs to be done.
If the reason you're not doing that is because "Unstoppable" potions are unbalanced then that's INSANE.
Secondly, regarding gear, yes, some of it's subjective. But other things are objective. Pillar of nirn and flame blossom are subjective. they are both good in different circumstances.
Poisonous Serpent isn't subjectively bad, it's just garbage.
Mothers Sorrow isn't subjectively weaker than Highland Sentinal, it's objectively worse. It's not like you'd go into some other situations and be like "you' know what this calls for? worse stats. I just want worse numbers."
This, specifically this kind of communication is where you lose me. It's just wrong. And I don't mean "subjectively wrong". I mean, what on earth are you talking about, 2 is less than 5.
SilverBride wrote: »As I stated above, I feel being able to turn difficulty on and off multiple times a day at will could lead to manipulating the system for advantage. This was the example I gave for what I could see happening:
"I can imagine a player seeing others fighting a world boss, so they crank up their difficulty and jump in to get the better rewards. Then they see another player gathering mats and they want to also gather mats, so they turn down their difficulty and start gathering mats faster. That is manipulating the system for advantages in my opinion and should be prevented."
This also negates the whole reason for wanting more difficulty in the first place, which was often stated as immersion and feeling the bosses were really a threat, and overland mobs weren't a threat, etc., so why turn it off?
@ZOS_GinaBruno Are there going to be any restrictions to how often players can change their difficulty, such as cooldowns, to prevent this type of action?
SilverBride wrote: »It's not vindictive to not want players to have a free reign to change their difficulty choices multiple times a day to gain advantages. I suggested a token being required to change difficulty but a once a day cooldown would also help.
I can imagine a player seeing others fighting a world boss, so they crank up their difficulty and jump in to get the better rewards. Then they see another player gathering mats and they want to also gather mats, so they turn down their difficulty and start gathering mats faster. That is manipulating the system for advantages in my opinion and should be prevented.
spartaxoxo wrote: »Changing your difficulty settings based on the tasks you're doing is not abuse. That's pretty standard for any game. Punishing players financially for using a standard gameplay system would be a predatory tactic towards the customers. Someone SHOULD be able to turn down the difficulty if all they want to is complete their stacks of surveys.
SilverBride wrote: »I can imagine a player seeing others fighting a world boss, so they crank up their difficulty and jump in to get the better rewards. Then they see another player gathering mats and they want to also gather mats, so they turn down their difficulty and start gathering mats faster. That is manipulating the system for advantages in my opinion and should be prevented.
SilverBride wrote: »I'm not proposing that the easiest or most efficient path is the most correct one. Rich stated that "players are always going to do the thing that is the most efficient and is the least difficult thing for their time." in his stream when asked about a veteran overland a long time ago. I've also read posts where players stated that they would use easy difficulty for gathering mats and some other activities.
I think players should have to choose a difficulty and stick with it, rather than having customized difficulties for different activities. And if they want to change their difficulty they should have to buy a token from the crown store to do so.
Who cares how people utilize this system if it doesn't affect you directly? Why does it matter if people choose to turn it on and off at a whim? No TES game has ever done difficulty options that way, and so it wouldn't be in line with the rest of the franchise, but more importantly I feel like that would completely turn off a huge number of players from even considering the feature, because if they can't go back without a cost, they're not going to risk enabling it in the first place. It would be a largely wasted effort on the part of the dev team. I and people like me would still do it, but it would cut out a lot of players who might be curious but on the fence due to the consequences.
Honestly I'm a little surprised you're acting so negatively, as when this was discussed by Matt in his letter and subsequently during their April(?) livestream, you seemed pretty relieved about it. As if you were glad that it would finally be dealt with, over and done.
I care and it does affect other players. Having elite-powered players rule the play field cost me a couple game friends because they stopped playing. Last day, the only one left from the group chose to play a different game. He is allowed truth enough; however, having ones play interfered with my someone that herd mobs, fast runs/picks resources in resource rich starter areas, one hit bosses in dungeons, spawn camps delves with a companion doing the killing and auto-loot doing the collecting, dominating all opportunities of enjoyment by base player in PvP mini-games . . . It affects other players.
The worst of it is, that those that choose the higher difficulty levels will demand higher, more powerful gear and pots which will eventually make the harder difficulty feel easy. Then the campaign for more challenging levels starts again. it is self-perpetuating by design. If there is a higher level of difficulty, there should not be higher level of rewards. The reward is in the challenge. If that is not reward enough, then your issues is not with more challenge but rather more power. my opinion.
ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »spartaxoxo wrote: »ESO_player123 wrote: »spartaxoxo wrote: »ESO_player123 wrote: »spartaxoxo wrote: »New Answer from the Reddit AMAZOS_Finn on Reddit wrote:Short answer is: Yes, we are working on it.
Longer answer: We have scoping and are aligning resources for this initiative and will share more when we have better timelines.
For the time being, I can say that the some core values for this are...
\- This is optional and no one will be forced into it
\- There will be varied levels of difficulty players can opt into
\- We will NOT be separating players
https://www.reddit.com/r/elderscrollsonline/s/8dqcougkjNZOS_GinaBruno on Reddit wrote:Yes, it would include older content.
https://www.reddit.com/r/elderscrollsonline/s/4BKTqd1Hai
These responses personally make me feel like the timeline has been pushed back but I'm not sure.
@ZOS_Kevin
Is this still slated for the current content pass?
Was it ever slated for the current content pass? I do not remember seeing/hearing any mention of it. Would be great to see a quote if it exists.
Yes. I asked about it coming out this year, 2025, after the April livestream. My question was referencing a statement made at the end of 2024 that we'd know more in 2025. And I was reassured that the current plan was still that it would come out this content pass.spartaxoxo wrote: »Thank you for the response. I guess my follow up question is if this is something still so early into prototyping, is this is something still planned to drop this year? I know last year, it was stated that it would be coming this year which lead to many of expecting news during the live. The new content cadence was stated to help with speed of releases so I wonder if this is still possibly coming this year?As of right now, the goal is to still have this out during the content pass timeline. But if that changes, we will update once we have a clear picture if anything changes.
However, between the statements made in the AMA and the layoffs, I am not convinced that this is still the case. A lot has changed at ZOS and those statements make it sound like it's not that far in development.
@spartaxoxo Thanks a lot. I would be very surprised if we get this this year.
You're welcome. I'd be surprised too but I'd still like confirmation since we were told we'd be updated if things changed. Seems easy enough since the Livestream is this Thursday.
Just to level set, while overland difficulty is in active development, it's not something that will be ready to be released before the end of the year. We're definitely excited to share more information on it as development progresses, though!
So sad to hear exclusion is coming. Keep expanding difficulty levels and handing out higher rewards and you are perpetuated the problem.
We don't want to exclude anyone with this feature, and I'd like to reiterate the core values that Finn mentioned during the AMA:
- This will be optional and no one will be forced into it
- There will be varied levels of difficulty players can opt into
- We will NOT be separating players
If people on different difficulties are in the same instances, why even add this feature?
You can already remove your gear and/or skills to increase difficulty.
Fair question. Caveat of "this is still in development" but part of this feature will include proper incentives to opting into more difficult content, without making it feel like you are being punished for not doing it.