Hail from Middle-Earth, my fellow Tamrielians!
It has been a long time I've not touched ESO seriously in the past couple of months. My time spent wandering the lands of Eriador on the Treebeard slow-prog server of The Lord of the Rings Online and seeing the sights... And testing something over these beautiful lands.
Treebeard is one of the game's Legendary Servers, which also has the added feature of altering one's own difficulty of play in ways that it makes the player character weaker (Like Battle Spirit being used) and most important of all, adds to the immersion of being a character in a world where hostile forces are encroaching ever so more on the innocent Free Peoples.
Normal : No changes
Hard : Slight Increase in Damage Taken and Slight Decrease in Damage done (Some XP bonus)
Harder : Increase in Damage Taken and Decrease in Damage Done (Large XP bonus)
Dangerous : Great Increase in Damage Taken and Great Decrease in Damage Done (Bigger XP bonus)
Deadly : Extreme increase in Damage Taken and Extreme Decrease in Damage Done. (Great XP bonus only)
And man, is it an immersive experience. To fight enemies that are far underneath my level of play and still having to be careful with my footing. Yet it never felt as if I was slowed down to a crawl either. Things took a little more time, yes. but not enough to feel like my time felt wasted. And... It was completely OPTIONAL for me to do such a playthrough!
A feature like this would thrive in the world of ESO, for we have Battle Spirit, a buff that can be used and expanded upon with different modifiers to allow players to play the world of The Elder Scrolls Online at it's fullest of potentials. Imagine it! Being able to alter your difficulty from :
Novice - Decrease in Damage Taken and Increase in Damage Done (Decrease of XP gain to further focus mainly on the story aspect of the game and allow the player to take their time and learn how to use their mechanics.)
Apprentice - The Game as it is currently, for those who are used to playing ESO but don't want added challenge or feel like they are coming out of novice and want to try something a little spicier. (No XP changes.)
Journeyman- Small increase to damage taken and decrease to damage done, enemies will be flagged and attacks aimed towards you will be a little faster to test your reaction time. Healing is not reduced. (Small XP increase)
Expert - A larger increase to damage taken and larger decrease to damage done, enemies will be flagged and their abilities will be cast with far smaller delays than Journeyman. Healing reduced slightly. (bigger XP increase)
Master - Extreme increase to damage taken and Extreme decrease to damage done. Enemies will not be messing around. Once you flag them, their abilities wlll be almost instant and keep you on your toes! Healing is greatly decreased and tactics will be a bigger factor than ever before. (GREAT XP increase.)
and of course.. What would an Elder Scrolls game be, without the highest of them all?
Legendary - You are fodder to the enemies of the Free Peoples of Tamriel. Prepare yourself for you'll need to carefuly plan your attacks and encounters. Squads of enemies will bear the difficutly of Master, but with an added twist : They can run away and seek reinforcements if nearby.
Should you prove yourself a worthy foe, can you survive the onslaught should you fail to reach that retreating enemy?
But now you may ask yourself.. Only XP bonus? No other rewards? And I believe that we could have an extra reward. Tied to classes. Begin a new adventure and change your difficulty as early as level 5 and you'll be eligible to a title, perhaps even a piece of cosmetic tied to the theme of the class! Or a memento... Or all of the above! The sky is the limit in ESO. And nobody wants to see a world thrive and succeed more than it's players.
Oh and an increase to Furnishing Mats dropped in the world would be nice too if we're playing on the harder modes.
So please, ZOS. If you read this, concider following the Lord of the Rings Online's footsteps. And improve upon it with the world scaling system of ESO. You have a gold mine of content under your hands from community, to content creation to potentially other things!
I like this - because there is something in for me as well - I said before, that something like this should benefit a larger crowd and this would definitely do that. And it would as well allow, to make parts of the game easier (eventually just for a short while) with a trade-off in XP gain - which could be good when faced with something slightly too hard for now, but where one could grow into, if there is a way, to experience it first with reduced difficulty (thinking of world bosses here). And it could as well help newbies to face their first quest end bosses on a level, which suits them more - and the gap between trash mob and end boss would not be so harsh, until they can go back to normal.
For my personal point of view, journeyman sounds like something I could apply to my younger characters right away - and my higher ones could attempt expert (if latency allows for it), well the latter maybe with the exception of bosses (guess, I'd need this exception). So yeah, highly likely that I would use that as well. And for world bosses the cowardly setting for me -. eh, novice I mean.
So yeah great idea.
Hail from Middle-Earth, my fellow Tamrielians!
It has been a long time I've not touched ESO seriously in the past couple of months. My time spent wandering the lands of Eriador on the Treebeard slow-prog server of The Lord of the Rings Online and seeing the sights... And testing something over these beautiful lands.
Treebeard is one of the game's Legendary Servers, which also has the added feature of altering one's own difficulty of play in ways that it makes the player character weaker (Like Battle Spirit being used) and most important of all, adds to the immersion of being a character in a world where hostile forces are encroaching ever so more on the innocent Free Peoples.
Normal : No changes
Hard : Slight Increase in Damage Taken and Slight Decrease in Damage done (Some XP bonus)
Harder : Increase in Damage Taken and Decrease in Damage Done (Large XP bonus)
Dangerous : Great Increase in Damage Taken and Great Decrease in Damage Done (Bigger XP bonus)
Deadly : Extreme increase in Damage Taken and Extreme Decrease in Damage Done. (Great XP bonus only)
And man, is it an immersive experience. To fight enemies that are far underneath my level of play and still having to be careful with my footing. Yet it never felt as if I was slowed down to a crawl either. Things took a little more time, yes. but not enough to feel like my time felt wasted. And... It was completely OPTIONAL for me to do such a playthrough!
A feature like this would thrive in the world of ESO, for we have Battle Spirit, a buff that can be used and expanded upon with different modifiers to allow players to play the world of The Elder Scrolls Online at it's fullest of potentials. Imagine it! Being able to alter your difficulty from :
Novice - Decrease in Damage Taken and Increase in Damage Done (Decrease of XP gain to further focus mainly on the story aspect of the game and allow the player to take their time and learn how to use their mechanics.)
Apprentice - The Game as it is currently, for those who are used to playing ESO but don't want added challenge or feel like they are coming out of novice and want to try something a little spicier. (No XP changes.)
Journeyman- Small increase to damage taken and decrease to damage done, enemies will be flagged and attacks aimed towards you will be a little faster to test your reaction time. Healing is not reduced. (Small XP increase)
Expert - A larger increase to damage taken and larger decrease to damage done, enemies will be flagged and their abilities will be cast with far smaller delays than Journeyman. Healing reduced slightly. (bigger XP increase)
Master - Extreme increase to damage taken and Extreme decrease to damage done. Enemies will not be messing around. Once you flag them, their abilities wlll be almost instant and keep you on your toes! Healing is greatly decreased and tactics will be a bigger factor than ever before. (GREAT XP increase.)
and of course.. What would an Elder Scrolls game be, without the highest of them all?
Legendary - You are fodder to the enemies of the Free Peoples of Tamriel. Prepare yourself for you'll need to carefuly plan your attacks and encounters. Squads of enemies will bear the difficutly of Master, but with an added twist : They can run away and seek reinforcements if nearby.
Should you prove yourself a worthy foe, can you survive the onslaught should you fail to reach that retreating enemy?
But now you may ask yourself.. Only XP bonus? No other rewards? And I believe that we could have an extra reward. Tied to classes. Begin a new adventure and change your difficulty as early as level 5 and you'll be eligible to a title, perhaps even a piece of cosmetic tied to the theme of the class! Or a memento... Or all of the above! The sky is the limit in ESO. And nobody wants to see a world thrive and succeed more than it's players.
Oh and an increase to Furnishing Mats dropped in the world would be nice too if we're playing on the harder modes.
So please, ZOS. If you read this, concider following the Lord of the Rings Online's footsteps. And improve upon it with the world scaling system of ESO. You have a gold mine of content under your hands from community, to content creation to potentially other things!
I like this - because there is something in for me as well - I said before, that something like this should benefit a larger crowd and this would definitely do that. And it would as well allow, to make parts of the game easier (eventually just for a short while) with a trade-off in XP gain - which could be good when faced with something slightly too hard for now, but where one could grow into, if there is a way, to experience it first with reduced difficulty (thinking of world bosses here). And it could as well help newbies to face their first quest end bosses on a level, which suits them more - and the gap between trash mob and end boss would not be so harsh, until they can go back to normal.
For my personal point of view, journeyman sounds like something I could apply to my younger characters right away - and my higher ones could attempt expert (if latency allows for it), well the latter maybe with the exception of bosses (guess, I'd need this exception). So yeah, highly likely that I would use that as well. And for world bosses the cowardly setting for me -. eh, novice I mean.
So yeah great idea.
World Bosses should not be solo'd. Entering a World Boss area should cancel out your difficulty slider. This is meant for overland questing experience and delving.
Hail from Middle-Earth, my fellow Tamrielians!
It has been a long time I've not touched ESO seriously in the past couple of months. My time spent wandering the lands of Eriador on the Treebeard slow-prog server of The Lord of the Rings Online and seeing the sights... And testing something over these beautiful lands.
Treebeard is one of the game's Legendary Servers, which also has the added feature of altering one's own difficulty of play in ways that it makes the player character weaker (Like Battle Spirit being used) and most important of all, adds to the immersion of being a character in a world where hostile forces are encroaching ever so more on the innocent Free Peoples.
Normal : No changes
Hard : Slight Increase in Damage Taken and Slight Decrease in Damage done (Some XP bonus)
Harder : Increase in Damage Taken and Decrease in Damage Done (Large XP bonus)
Dangerous : Great Increase in Damage Taken and Great Decrease in Damage Done (Bigger XP bonus)
Deadly : Extreme increase in Damage Taken and Extreme Decrease in Damage Done. (Great XP bonus only)
And man, is it an immersive experience. To fight enemies that are far underneath my level of play and still having to be careful with my footing. Yet it never felt as if I was slowed down to a crawl either. Things took a little more time, yes. but not enough to feel like my time felt wasted. And... It was completely OPTIONAL for me to do such a playthrough!
A feature like this would thrive in the world of ESO, for we have Battle Spirit, a buff that can be used and expanded upon with different modifiers to allow players to play the world of The Elder Scrolls Online at it's fullest of potentials. Imagine it! Being able to alter your difficulty from :
Novice - Decrease in Damage Taken and Increase in Damage Done (Decrease of XP gain to further focus mainly on the story aspect of the game and allow the player to take their time and learn how to use their mechanics.)
Apprentice - The Game as it is currently, for those who are used to playing ESO but don't want added challenge or feel like they are coming out of novice and want to try something a little spicier. (No XP changes.)
Journeyman- Small increase to damage taken and decrease to damage done, enemies will be flagged and attacks aimed towards you will be a little faster to test your reaction time. Healing is not reduced. (Small XP increase)
Expert - A larger increase to damage taken and larger decrease to damage done, enemies will be flagged and their abilities will be cast with far smaller delays than Journeyman. Healing reduced slightly. (bigger XP increase)
Master - Extreme increase to damage taken and Extreme decrease to damage done. Enemies will not be messing around. Once you flag them, their abilities wlll be almost instant and keep you on your toes! Healing is greatly decreased and tactics will be a bigger factor than ever before. (GREAT XP increase.)
and of course.. What would an Elder Scrolls game be, without the highest of them all?
Legendary - You are fodder to the enemies of the Free Peoples of Tamriel. Prepare yourself for you'll need to carefuly plan your attacks and encounters. Squads of enemies will bear the difficutly of Master, but with an added twist : They can run away and seek reinforcements if nearby.
Should you prove yourself a worthy foe, can you survive the onslaught should you fail to reach that retreating enemy?
But now you may ask yourself.. Only XP bonus? No other rewards? And I believe that we could have an extra reward. Tied to classes. Begin a new adventure and change your difficulty as early as level 5 and you'll be eligible to a title, perhaps even a piece of cosmetic tied to the theme of the class! Or a memento... Or all of the above! The sky is the limit in ESO. And nobody wants to see a world thrive and succeed more than it's players.
Oh and an increase to Furnishing Mats dropped in the world would be nice too if we're playing on the harder modes.
So please, ZOS. If you read this, concider following the Lord of the Rings Online's footsteps. And improve upon it with the world scaling system of ESO. You have a gold mine of content under your hands from community, to content creation to potentially other things!
I like this - because there is something in for me as well - I said before, that something like this should benefit a larger crowd and this would definitely do that. And it would as well allow, to make parts of the game easier (eventually just for a short while) with a trade-off in XP gain - which could be good when faced with something slightly too hard for now, but where one could grow into, if there is a way, to experience it first with reduced difficulty (thinking of world bosses here). And it could as well help newbies to face their first quest end bosses on a level, which suits them more - and the gap between trash mob and end boss would not be so harsh, until they can go back to normal.
For my personal point of view, journeyman sounds like something I could apply to my younger characters right away - and my higher ones could attempt expert (if latency allows for it), well the latter maybe with the exception of bosses (guess, I'd need this exception). So yeah, highly likely that I would use that as well. And for world bosses the cowardly setting for me -. eh, novice I mean.
So yeah great idea.
World Bosses should not be solo'd. Entering a World Boss area should cancel out your difficulty slider. This is meant for overland questing experience and delving.
Hail from Middle-Earth, my fellow Tamrielians!
It has been a long time I've not touched ESO seriously in the past couple of months. My time spent wandering the lands of Eriador on the Treebeard slow-prog server of The Lord of the Rings Online and seeing the sights... And testing something over these beautiful lands.
Treebeard is one of the game's Legendary Servers, which also has the added feature of altering one's own difficulty of play in ways that it makes the player character weaker (Like Battle Spirit being used) and most important of all, adds to the immersion of being a character in a world where hostile forces are encroaching ever so more on the innocent Free Peoples.
Normal : No changes
Hard : Slight Increase in Damage Taken and Slight Decrease in Damage done (Some XP bonus)
Harder : Increase in Damage Taken and Decrease in Damage Done (Large XP bonus)
Dangerous : Great Increase in Damage Taken and Great Decrease in Damage Done (Bigger XP bonus)
Deadly : Extreme increase in Damage Taken and Extreme Decrease in Damage Done. (Great XP bonus only)
And man, is it an immersive experience. To fight enemies that are far underneath my level of play and still having to be careful with my footing. Yet it never felt as if I was slowed down to a crawl either. Things took a little more time, yes. but not enough to feel like my time felt wasted. And... It was completely OPTIONAL for me to do such a playthrough!
A feature like this would thrive in the world of ESO, for we have Battle Spirit, a buff that can be used and expanded upon with different modifiers to allow players to play the world of The Elder Scrolls Online at it's fullest of potentials. Imagine it! Being able to alter your difficulty from :
Novice - Decrease in Damage Taken and Increase in Damage Done (Decrease of XP gain to further focus mainly on the story aspect of the game and allow the player to take their time and learn how to use their mechanics.)
Apprentice - The Game as it is currently, for those who are used to playing ESO but don't want added challenge or feel like they are coming out of novice and want to try something a little spicier. (No XP changes.)
Journeyman- Small increase to damage taken and decrease to damage done, enemies will be flagged and attacks aimed towards you will be a little faster to test your reaction time. Healing is not reduced. (Small XP increase)
Expert - A larger increase to damage taken and larger decrease to damage done, enemies will be flagged and their abilities will be cast with far smaller delays than Journeyman. Healing reduced slightly. (bigger XP increase)
Master - Extreme increase to damage taken and Extreme decrease to damage done. Enemies will not be messing around. Once you flag them, their abilities wlll be almost instant and keep you on your toes! Healing is greatly decreased and tactics will be a bigger factor than ever before. (GREAT XP increase.)
and of course.. What would an Elder Scrolls game be, without the highest of them all?
Legendary - You are fodder to the enemies of the Free Peoples of Tamriel. Prepare yourself for you'll need to carefuly plan your attacks and encounters. Squads of enemies will bear the difficutly of Master, but with an added twist : They can run away and seek reinforcements if nearby.
Should you prove yourself a worthy foe, can you survive the onslaught should you fail to reach that retreating enemy?
But now you may ask yourself.. Only XP bonus? No other rewards? And I believe that we could have an extra reward. Tied to classes. Begin a new adventure and change your difficulty as early as level 5 and you'll be eligible to a title, perhaps even a piece of cosmetic tied to the theme of the class! Or a memento... Or all of the above! The sky is the limit in ESO. And nobody wants to see a world thrive and succeed more than it's players.
Oh and an increase to Furnishing Mats dropped in the world would be nice too if we're playing on the harder modes.
So please, ZOS. If you read this, concider following the Lord of the Rings Online's footsteps. And improve upon it with the world scaling system of ESO. You have a gold mine of content under your hands from community, to content creation to potentially other things!
I like this - because there is something in for me as well - I said before, that something like this should benefit a larger crowd and this would definitely do that. And it would as well allow, to make parts of the game easier (eventually just for a short while) with a trade-off in XP gain - which could be good when faced with something slightly too hard for now, but where one could grow into, if there is a way, to experience it first with reduced difficulty (thinking of world bosses here). And it could as well help newbies to face their first quest end bosses on a level, which suits them more - and the gap between trash mob and end boss would not be so harsh, until they can go back to normal.
For my personal point of view, journeyman sounds like something I could apply to my younger characters right away - and my higher ones could attempt expert (if latency allows for it), well the latter maybe with the exception of bosses (guess, I'd need this exception). So yeah, highly likely that I would use that as well. And for world bosses the cowardly setting for me -. eh, novice I mean.
So yeah great idea.
World Bosses should not be solo'd. Entering a World Boss area should cancel out your difficulty slider. This is meant for overland questing experience and delving.
optional harder overland content with better loot, please. The quests are way too easy, it is impossible to take the storylines seriously.
optional harder overland content with better loot, please. The quests are way too easy, it is impossible to take the storylines seriously.
Sometimes for sure - the queen's decree - the aldarch last for 2 seconds, even with a very low level character. He cannot even complete his sentence. But seriously, even doubling his health or tripling it, would not make that much of a difference. Ok, his minions would at least have a chance to spawn, but if you ignore them and just go on him, it would be just a few seconds more. What does that help actually?
optional harder overland content with better loot, please. The quests are way too easy, it is impossible to take the storylines seriously.
Sometimes for sure - the queen's decree - the aldarch last for 2 seconds, even with a very low level character. He cannot even complete his sentence. But seriously, even doubling his health or tripling it, would not make that much of a difference. Ok, his minions would at least have a chance to spawn, but if you ignore them and just go on him, it would be just a few seconds more. What does that help actually?
And so the circle is closing again - if the average mob is that strong, then this is not about questing at all, but about killing more stuff in an overland environment and getting more loot and rewards for it - and then my definitive answer to this is "no". Either it is for you about questing, then those in a quest area might be stronger, but not the normal trash mob - or you secretly want something else and use "boring quests" as an excuse to get a "killing more stuff" overland.
What I like to see better - solo mode for a quest, if I like to do it solo (with or without Mirri) - like the harborage quests. At least when it is inside, the outdoor parts can stay as they are. But when it comes to the really exciting parts, I would like to do them on my own, uninterrupted, with all the foes I should encounter actually there - that I can feel accomplished, when the quest is over - and not like not deserving those XP, because others have done the work or pretty much no foes being around.
I mean just look at the outcry about the card game. It would be even worse if a whole lot of work gets into something, where 1 in 20 is happy and the other 19 are saying "what a waste of time, it should''ve been gone into something else" - do you think, that ZOS is eager to get this kind of feedback. They rather ignore 5% than to make 95% angry about wasted efforts.
FlopsyPrince wrote: »I mean just look at the outcry about the card game. It would be even worse if a whole lot of work gets into something, where 1 in 20 is happy and the other 19 are saying "what a waste of time, it should''ve been gone into something else" - do you think, that ZOS is eager to get this kind of feedback. They rather ignore 5% than to make 95% angry about wasted efforts.
They clearly don't mind since we are definitely getting the card game.
FlopsyPrince wrote: »What I like to see better - solo mode for a quest, if I like to do it solo (with or without Mirri) - like the harborage quests. At least when it is inside, the outdoor parts can stay as they are. But when it comes to the really exciting parts, I would like to do them on my own, uninterrupted, with all the foes I should encounter actually there - that I can feel accomplished, when the quest is over - and not like not deserving those XP, because others have done the work or pretty much no foes being around.
I see your desire, but I would have to agree with those here who say this is an MMO, not a single player game.
I live most of my time solo, but I do not expect this.
You know, I believe that you seriously want a better questing experience - but that is you and my opinion, I believe you.
Otherwise I would say, if it is about a better questing experience, you wouldn't care about the loot at all. The benefit would be the better questing experience. And if loot matters that much, that you wouldn't want to use vet mode, then it was never really about a better questing experience in the first place.
spartaxoxo wrote: »You know, I believe that you seriously want a better questing experience - but that is you and my opinion, I believe you.
Otherwise I would say, if it is about a better questing experience, you wouldn't care about the loot at all. The benefit would be the better questing experience. And if loot matters that much, that you wouldn't want to use vet mode, then it was never really about a better questing experience in the first place.
Sure, but I think there's a difference between not wanting to be punished and wanting superior loot to what people playing on normal receive. Personally, I don't think it should give you better loot than normal. The better questing experience is it's own reward. But I also don't think that players should be punished for using it either. So I think it really depends on what the person is asking to get.
I might have said it in the wrong way - I basically meant, it is not more challenge in most places, just more tedious. Do you really want this?
spartaxoxo wrote: »I might have said it in the wrong way - I basically meant, it is not more challenge in most places, just more tedious. Do you really want this?
Well, the debuff I proposed would do more than just decrease your damage. It would increase damage taken, add environmental effects, and add special attacks to a small amount of elite mobs and quest bosses. Someone mentioned also debuffing healing, and I agree that would be a good idea too. So it would be more challenging, similar to the LOTRO slider.