I am hurt that so many people seem to be so completely opposed to what should be a simple request to add an optional difficulty level that would maintain the experience I still love, while giving me, and others like me, the option to do what the Elder Scrolls world is supposed to be built around specifically to play the way I want to play.
The idea that half of this thread is people trying to say, that would be bad and wrong is hurtful almost to the point of being painful.
colossalvoids wrote: »
I am hurt that so many people seem to be so completely opposed to what should be a simple request to add an optional difficulty level that would maintain the experience I still love, while giving me, and others like me, the option to do what the Elder Scrolls world is supposed to be built around specifically to play the way I want to play.
The idea that half of this thread is people trying to say, that would be bad and wrong is hurtful almost to the point of being painful.
You honestly shouldn't worry about it in that way, it seems like that by the length of the thread but it's the same handful of posters. That's way far from the word "some" when you can hand count those, let alone "many". Don't be discouraged to give feedback, you're also not obligated to reply every single time as all points were countered posts and posts ago and are on repeat basically for most of the thread.
But giving feedback is essential for this issue people are having. The more detailed feedback they'll receive the more chances for it to be done right considering all the parties, if it would be on their cards anytime. Last thing people want is to make another awa style change that was handled so poorly it hurts for some.
So, given the fact that neither side is willing to back down, why not compromise?
I just thought I'd mention my idea, and rephrase it for more clarity. I mentioned it many pages ago, but the newer visitors to this thread may not have seen it. Even though it was basically rubbished by the handful of posters alluded to above, I still think it's worth reiterating:
Instead of creating an optional veteran mode for overland, ZOS could simply introduce tougher mobs and/or mini-bosses in small areas of overland that aren't otherwise used for anything else. There are many such areas. To make these areas more attractive, the loot could be scaled up a little bit in value.
Those who wish to enter and accept something a bit more challenging may do so, while those unwilling to participate may simply bypass these areas. It's an easy and low-impact solution that shouldn't require rewriting big sections of code.
SilverBride wrote: »So, given the fact that neither side is willing to back down, why not compromise?
Some of us from both sides of this debate have already done that.
I personally think overland is fine just as it is and do not think anything needs to be changed, yet I support debuffs and challenge banners for quest bosses, that I would never use myself, in a good faith effort to make the game more enjoyable for others.
And some who do want more difficulty also support these same things and are not just stuck on the idea of a separate veteran overland or nothing.
...sometimes I just want to farm mats and chests etc, and love that I can just clear mobs very quickly to get to where Im going, and sometimes I'd like a good challenge.
A compromise I would be fine with is to leave the actual overland untouched, but for delves and public dungeons, add an Undaunted hard mode scroll outside of them. When you do that on a delve, you go into a private instance where only those in your party can enter and reading of the scroll makes all of the monsters in the dungeon, and for public dungeons, when you read the hard mode scroll, it puts you into the public hard mode instance of the dungeon.
Some people are willing to accept that compromise, but it is a compromise. By definition, someone has to make concessions so that someone else can get what they want. As I said above, we can be reasonably certain that ZOS will not be the one making concessions. It will be the players.
A compromise I would be fine with is to leave the actual overland untouched, but for delves and public dungeons, add an Undaunted hard mode scroll outside of them. When you do that on a delve, you go into a private instance where only those in your party can enter and reading of the scroll makes all of the monsters in the dungeon, and for public dungeons, when you read the hard mode scroll, it puts you into the public hard mode instance of the dungeon.
The main problem with "compromises" is that the goal is to ensure that everyone suffers in some manner.
spartaxoxo wrote: »Some people are willing to accept that compromise, but it is a compromise. By definition, someone has to make concessions so that someone else can get what they want. As I said above, we can be reasonably certain that ZOS will not be the one making concessions. It will be the players.
If they used a slider the way LOTRO does, players would not be in a separate instance. The tradeoff instead would be the level of complexity available would be decreased.
And you're right, we really do not have a seat at the table, but, if we can find something we can agree on, and turn this from now 160 pages of two groups proving that we are never going to completely agree, to find something that we can, at least in part agree on, then that might send some kind of message.
I have seen @ZOS_Kevin on multiple occasions reply to users on the forums thanking them for their suggestions and passing them along.
ZOS has said multiple times that they are not interested in solutions from the players. They want to hear problems and will do their own solutions. They just want us to be nice about how we go about explaining the problems.
Yup. Sliders come with different compromises, for example, around equity of rewards and the risk-reward value of the work. What might be interesting here is that ZOS may feel that their sacrifices in this matter remove sliders as an option that they would consider.
spartaxoxo wrote: »Yup. Sliders come with different compromises, for example, around equity of rewards and the risk-reward value of the work. What might be interesting here is that ZOS may feel that their sacrifices in this matter remove sliders as an option that they would consider.
I'm unsure what you mean by equity of reward? All players always receive the same drops from Overland. The only exception is when there are a ton of players attacking the same world boss. It's kind of a weird exception at this point. If a level 30 player gets drops from my level almost 2K CP hero when she does the vast majority of the damage, I don't it's an issue if I get drops the other way around. At the end of the day anyone who did at least 3% damage (which is the reward threshold iirc) did contribute to a kill.
The slider could give them increased gold gain, exp, or even %chance to drop something nice like meticulous disassembly does.
What I would like to know is why is this such a controversial topic. Why are some people so opposed to any form of this idea, regardless of how it is suggested?
Some of us (which includes me) are perfectly happy with overland as is. Some of us (which also includes me) would be fine with an optional setup - whatever it might turn out to be - to provide a harder overland. Some of us (which also includes me) have decided that if harder overland in toto flies, we'll just deal with it. And I say that, because I'm not sanguine that ZOS will go for opional - remember AWA, which those who didn't want it requested over and over for optional. I didn't care one way or the other, but was on the side of "optional" because I have friends who were terribly distressed by the possibility of a "done wrong deal" - and who have almost all left the game because of that.
spartaxoxo wrote: »Yup. Sliders come with different compromises, for example, around equity of rewards and the risk-reward value of the work. What might be interesting here is that ZOS may feel that their sacrifices in this matter remove sliders as an option that they would consider.
I'm unsure what you mean by equity of reward? All players always receive the same drops from Overland. The only exception is when there are a ton of players attacking the same world boss. It's kind of a weird exception at this point. If a level 30 player gets drops from my level almost 2K CP hero when she does the vast majority of the damage, I don't it's an issue if I get drops the other way around. At the end of the day anyone who did at least 3% damage (which is the reward threshold iirc) did contribute to a kill.
The slider could give them increased gold gain, exp, or even %chance to drop something nice like meticulous disassembly does.
Equity of reward means that the easy player and hard player are getting rewards equal to the difficulty. Accounting for that difficulty, the rewards are equal.
If all players always receive the same drops from Overland, then people with the slider set to "nightmare" are getting 10 gold, a pair of gloves, and two onions as a reward. The person who has the slider set to "I'm too young to die" gets 10 gold, a pair of shoes, and 2 carrots. In this case, the person wanting harder overland is getting less loot, relative to difficulty, as a compromise. It will not take long for these people to find their way to the forum and ask for better loot that matches the difficulty. Hopefully, that forum thread does not hit 160 pages.
If the player in the harder slider position gets better loot than the person in the person set to easier, then exploiting becomes more of an issue than what we have today. Mr NIghtmare tags the boss, then waits for "don't kill me" to finish it off, and collects superior XP and loot for little effort. Yes, similar can be done today, but today the loot is more equitable. In a slider world, with better loot, this will be a well-used exploit for leveling characters. If ZOS addresses this, then someone has to compromise something. Whatever ZOS comes up with to fix it will be a penalty. If ZOS does nothing to fix it, then it is ZOS that is compromising, and I would not expect that to happen.
There is also a bigger picture issue. Games are about risks and rewards, so obviously, many players are going to choose the lowest risk with the highest reward. Pretty sure that Lambert described this as "lazy", but in a nice way.
If the player in "I'm too young to die" only gets 10g per kill and the player in "Nightmare" gets 20g per kill, one would think that is equitable. At least, a starting point. However, if the easier player kills 10 mobs for every one that the harder player kills, the net is that the easier player earns 5x more gold, all other things being equal. Same applies to XP and any other rewards. Easier=Better. Harder=Worse. What exactly is the reward for being in hard mode, besides challenge?
On the other hand, if the rewards are set up so that the harder content is better for rewards, then players are going to feel obligated to use it or they will be left behind the curve. The streamers and guides will be out there saying that the first thing new players need to do is find that slider and set it to "Nightmare", and players of all skill will do that. Some will find the game harder and more challenging, but many may struggle because they have the slider set wrong. If they struggle too much, they may quit. If they slide it back to "I'm too young to die" they will go through the game thinking that they are leveling and earning rewards slower than everyone else. I guess that is OK, but my guess is that such approval will not be ubiquitous.
Even a slider has compromises. ZOS can emphasize or minimize any of these things, but it is still going to be a compromise for someone. At best, people can say that XYZ isn't a big issue, or won't be a big issue, but chances are it is, or will be, to someone.
Aardappelboom wrote: »I also feel that the stories are a bit stale without a bit of challenge, and saying we "should just skip it" if we don't like it, like @SilverBride suggest, is not a very good suggestions for a game that is part of the Elder Scrolls franchise and offers thousand of hours of story (which I enjoy, I might add)
I didn't read anything about AWA because achievements are totally unimportant to me. So I only know what friends told me (and are still saying). They've never mentioned anything about the devs saying stuff like that. *shrug*
If it turns out optional fine and dandy. If it doesn't turn out optional fine and dandy. I will manage whatever.
Aardappelboom wrote: »The only fact is that there's clearly two sides to this, so either you ignore one side or you add something that works for both. In the end, the only thing to check wether or not it's worth it, is for ZOS to send out a survey.
Aardappelboom wrote: »The only fact is that there's clearly two sides to this, so either you ignore one side or you add something that works for both. In the end, the only thing to check wether or not it's worth it, is for ZOS to send out a survey.
There are more than two sides, so if ZOS sends out surveys, hopefully they account for that.
I have no confidence at all that ZOS can do this without alienating some group of players that probably is not alienated right now.
Honestly, it is fairly clear that their safest choice is to do nothing, as the group that is already annoyed is already annoyed and by placating that group, they will just annoy someone else. Worse, they may not actually placate all the people who are currently annoyed. In the end, the only thing I am sure they will accomplish is stirring up a hornet's nest.
If the player in the harder slider position gets better loot than the person in the person set to easier, then exploiting becomes more of an issue than what we have today.
spartaxoxo wrote: »If they were farming exp they'd want to farm large amounts of mobs by themselves or in a very small group to maximize their exp gains. It takes more time to kill a tougher mob so obviously the exp gain has to go up too, otherwise their exp earned would go down. If they managed to somehow kill just as fast with a debuff as without it, that player earned it imo.
SilverBride wrote: »spartaxoxo wrote: »If they were farming exp they'd want to farm large amounts of mobs by themselves or in a very small group to maximize their exp gains. It takes more time to kill a tougher mob so obviously the exp gain has to go up too, otherwise their exp earned would go down. If they managed to somehow kill just as fast with a debuff as without it, that player earned it imo.
Why would they be using veteran overland to farm experience? That is way less immersive and way more boring than actually enjoying the story in the current overland.
SilverBride wrote: »spartaxoxo wrote: »If they were farming exp they'd want to farm large amounts of mobs by themselves or in a very small group to maximize their exp gains. It takes more time to kill a tougher mob so obviously the exp gain has to go up too, otherwise their exp earned would go down. If they managed to somehow kill just as fast with a debuff as without it, that player earned it imo.
Why would they be using veteran overland to farm experience? That is way less immersive and way more boring than actually enjoying the story in the current overland.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »If they were farming exp they'd want to farm large amounts of mobs by themselves or in a very small group to maximize their exp gains. It takes more time to kill a tougher mob so obviously the exp gain has to go up too, otherwise their exp earned would go down. If they managed to somehow kill just as fast with a debuff as without it, that player earned it imo.
Why would they be using veteran overland to farm experience? That is way less immersive and way more boring than actually enjoying the story in the current overland.
They wouldn't imo. I was responding to the idea it would be an exp exploit. I don't think anyone would waste their time that way, and even if they did they'd have earned it.
SilverBride wrote: »Eldenring, TES: oblivion, skyrim, morrowind, gothic 1-3 and the majority of singleplayer games with normal not braindead eso overland difficulty are boring?
Imagine those games on eso overland difficulty. They would flop without exception.
Single player games. Games where there is only one player so nothing that player does will affect anyone else. That is not the case in an MMO.
Blackbird_V wrote: »....crucioing ....
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »If they were farming exp they'd want to farm large amounts of mobs by themselves or in a very small group to maximize their exp gains. It takes more time to kill a tougher mob so obviously the exp gain has to go up too, otherwise their exp earned would go down. If they managed to somehow kill just as fast with a debuff as without it, that player earned it imo.
Why would they be using veteran overland to farm experience? That is way less immersive and way more boring than actually enjoying the story in the current overland.
They wouldn't imo. I was responding to the idea it would be an exp exploit. I don't think anyone would waste their time that way, and even if they did they'd have earned it.
The XP exploit for bonus veteran slider settings would be a simple carry. The experienced player would set themselves in "I'm too young to die" while the inexperienced/new player would set themselves to "Nightmare". The experienced player should be able to make quick work of just about anything in the zone while the new player gets bonus XP for doing little more than staying alive.
It would not be something that is new. There are carries today. It would be more effective than what we have today, though.