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.
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 weren't 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?
Passing Vengeance off as a test has always felt pretty disingenuous to me for this reason. Do the developers really think we're that stupid? (Don't answer that. Many of us are.) What began as a "can we even do this?" exercise in validating performance assumptions/hunches has clearly morphed into a "omg, it's working -- this is how we fulfill our OG vision for massive warfare in Cyrodiil!"
These "hard-coded" templates, loadouts, generic gear, morphless skills are NO REPLACEMENT for the depth of customization that ESO players have grown to expect with their characters over the past 10 years. Please stop pretending otherwise.
Sincerely,
A long-time Cyrodiil enjoyer and Vengeance hater
All I even hear is that they are working on "more" but that "more" will be later. One may think that they are working on every single possible thing that players ever requested and they listen to players feedback but whenever they are supposed to deliver they claim that they looked at the stats and that's not it. When I've heard on the stream that they will do survey to get players feedback.... I mean, forums for the past few years were not enough?
In the past, big future plans didn’t change the amount of content released, so this is weird to me. ZOS used to release one big patch after another.
I also can’t see this being good for the population issue. I can’t even imagine how low it’s going to get after this.
Full summary:
I didn't see anything about QoL improvements.
I barely kept my eyes open during the stream, and my boyfriend (who has Elder Scroll tattoos) fell asleep.
He also said that the same test you're talking about will happen alongside Grey Host. The vibe I got from that is that the end result would be a completed Vengeance mode alongside Grey Host if possible.
AcadianPaladin wrote: »Light on combat changes sounds good to me. I've learned from experience to absolutely dread significant combat changes in the name of 'balancing'.