spartaxoxo wrote: »spartaxoxo wrote: »colossalvoids wrote: »SilverBride wrote: »If a player wants to do more difficult content, should they be rewarded less gold and exp because fights took longer?
Also, "It is wrong however to reward players with better rewards just for getting something they asked for." They still need to actually do the content. Sort of like asking ZOS to make changes to an upcoming set on PTS, the set getting changes (a good joke, I know) and claiming the set was given to them, when in reality they still need to actually do the content.
Please elaborate on your thoughts that, if a player is doing overland content at a higher difficulty, why they should then fall behind other players who are doing the same content on normal because combat encounters take longer and thus increase the time between combat rewards?
I do not support any difficulty options if there are increased rewards for it. That's being doubly rewarded and is not fair to the rest of the playerbase.
I don't care about rewards, I simply want to have fun. However, I truly don't think it's that big of a deal if players get Epic-quality gear instead of Rare, because it's so easy to upgrade anyway. Same with gold - no one has ever had their mind blown by overland gold gains. I think it's probably best to let people feel like they're getting something for turning things up a notch rather than shutting them down and tanking the feature altogether.
This thinking is probably based on a notion that it's what players are asking for here, being immersed etc. so an ask for a reward for the effort spent looks iffy. This ignores game design and how rewards are structured to reward time and effort depending on difficulty levels. As previously said by another user it's at the very least as simple as two times more exp and gold for 2 times the "time to kill" we're getting potentially or simply following a pattern we already have with difficulty and rewards to it like blue-green to purple drops.
The thing ignored also is that difficult overland option isn't made for a bunch of forum users to stop complaining, if it was to be implemented it would be a game system which would obey the game's ruleset and overall design structure. There should be incentives for new players, existing ones and for ones who they potentially want to return. They would also want existing non vet players to at least try it out same as with dungeons, pvp and trials, as a lot of people aren't even aware it's something they might potentially like - me being perfect example of it as a single player andy who bought eso to read new lore books and got baited into pvp and pve "endgame" by events, skins to hide vamp etc. and I loved it, thanks to that structure.
Understandable, and if you looked back far enough, you would see that I campaigned against rewards for increased challenge. However, do we honestly believe that it's really that big of a deal to get a slightly better bit of gear, slightly more gold and/or slightly more experience? I don't think that it is. But I do think that some people will have a problem with it and that could act as a speedbump to getting the feature implemented.
Possibly the best idea would be to start with no rewards, keep the feature in live, public testing for some time, and then when people are comfortable with it, add some minor reward. Again, it makes no difference to me whatsoever but obviously there are people who expect this sort of thing.
I mean if it went live without increased exp and gold gain, it would be a punishment to use it. Because enemies would take longer to kill but give the same exp. I really don't think it should matter if some people have an issue with vet players get the same rewards as they do.
I don't think it could be considered a punishment if it's deliberately enabled by the player, but I do think that many people would avoid it if there were no compensation involved
Yeah, it can. How else would someone be punished for using a feature?
Because it's something we asked for and wanted. I will take this feature however I can get it because for me, it's not about compensation, it's about fun. Overland isn't fun and more challenge would make it more fun. Any additional reward that comes with it is ancillary.
SilverBride wrote: »That is just one reason I don't want veteran zones. It is not fair to those that are unable to survive veteran mobs to get better rewards for an increased difficulty they asked for.
I don't think it could be considered a punishment if it's deliberately enabled by the player...
colossalvoids wrote: »This thinking is probably based on a notion that it's what players are asking for here, being immersed etc. so an ask for a reward for the effort spent looks iffy.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »colossalvoids wrote: »SilverBride wrote: »If a player wants to do more difficult content, should they be rewarded less gold and exp because fights took longer?
Also, "It is wrong however to reward players with better rewards just for getting something they asked for." They still need to actually do the content. Sort of like asking ZOS to make changes to an upcoming set on PTS, the set getting changes (a good joke, I know) and claiming the set was given to them, when in reality they still need to actually do the content.
Please elaborate on your thoughts that, if a player is doing overland content at a higher difficulty, why they should then fall behind other players who are doing the same content on normal because combat encounters take longer and thus increase the time between combat rewards?
I do not support any difficulty options if there are increased rewards for it. That's being doubly rewarded and is not fair to the rest of the playerbase.
I don't care about rewards, I simply want to have fun. However, I truly don't think it's that big of a deal if players get Epic-quality gear instead of Rare, because it's so easy to upgrade anyway. Same with gold - no one has ever had their mind blown by overland gold gains. I think it's probably best to let people feel like they're getting something for turning things up a notch rather than shutting them down and tanking the feature altogether.
This thinking is probably based on a notion that it's what players are asking for here, being immersed etc. so an ask for a reward for the effort spent looks iffy. This ignores game design and how rewards are structured to reward time and effort depending on difficulty levels. As previously said by another user it's at the very least as simple as two times more exp and gold for 2 times the "time to kill" we're getting potentially or simply following a pattern we already have with difficulty and rewards to it like blue-green to purple drops.
The thing ignored also is that difficult overland option isn't made for a bunch of forum users to stop complaining, if it was to be implemented it would be a game system which would obey the game's ruleset and overall design structure. There should be incentives for new players, existing ones and for ones who they potentially want to return. They would also want existing non vet players to at least try it out same as with dungeons, pvp and trials, as a lot of people aren't even aware it's something they might potentially like - me being perfect example of it as a single player andy who bought eso to read new lore books and got baited into pvp and pve "endgame" by events, skins to hide vamp etc. and I loved it, thanks to that structure.
Understandable, and if you looked back far enough, you would see that I campaigned against rewards for increased challenge. However, do we honestly believe that it's really that big of a deal to get a slightly better bit of gear, slightly more gold and/or slightly more experience? I don't think that it is. But I do think that some people will have a problem with it and that could act as a speedbump to getting the feature implemented.
Possibly the best idea would be to start with no rewards, keep the feature in live, public testing for some time, and then when people are comfortable with it, add some minor reward. Again, it makes no difference to me whatsoever but obviously there are people who expect this sort of thing.
I mean if it went live without increased exp and gold gain, it would be a punishment to use it. Because enemies would take longer to kill but give the same exp. I really don't think it should matter if some people have an issue with vet players get the same rewards as they do.
I don't think it could be considered a punishment if it's deliberately enabled by the player, but I do think that many people would avoid it if there were no compensation involved
Yeah, it can. How else would someone be punished for using a feature?
Because it's something we asked for and wanted. I will take this feature however I can get it because for me, it's not about compensation, it's about fun. Overland isn't fun and more challenge would make it more fun. Any additional reward that comes with it is ancillary.
Right. But just because you asked for it doesn't mean you can't be punished. Have you ever heard of the monkey paw, for example?
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »colossalvoids wrote: »SilverBride wrote: »If a player wants to do more difficult content, should they be rewarded less gold and exp because fights took longer?
Also, "It is wrong however to reward players with better rewards just for getting something they asked for." They still need to actually do the content. Sort of like asking ZOS to make changes to an upcoming set on PTS, the set getting changes (a good joke, I know) and claiming the set was given to them, when in reality they still need to actually do the content.
Please elaborate on your thoughts that, if a player is doing overland content at a higher difficulty, why they should then fall behind other players who are doing the same content on normal because combat encounters take longer and thus increase the time between combat rewards?
I do not support any difficulty options if there are increased rewards for it. That's being doubly rewarded and is not fair to the rest of the playerbase.
I don't care about rewards, I simply want to have fun. However, I truly don't think it's that big of a deal if players get Epic-quality gear instead of Rare, because it's so easy to upgrade anyway. Same with gold - no one has ever had their mind blown by overland gold gains. I think it's probably best to let people feel like they're getting something for turning things up a notch rather than shutting them down and tanking the feature altogether.
This thinking is probably based on a notion that it's what players are asking for here, being immersed etc. so an ask for a reward for the effort spent looks iffy. This ignores game design and how rewards are structured to reward time and effort depending on difficulty levels. As previously said by another user it's at the very least as simple as two times more exp and gold for 2 times the "time to kill" we're getting potentially or simply following a pattern we already have with difficulty and rewards to it like blue-green to purple drops.
The thing ignored also is that difficult overland option isn't made for a bunch of forum users to stop complaining, if it was to be implemented it would be a game system which would obey the game's ruleset and overall design structure. There should be incentives for new players, existing ones and for ones who they potentially want to return. They would also want existing non vet players to at least try it out same as with dungeons, pvp and trials, as a lot of people aren't even aware it's something they might potentially like - me being perfect example of it as a single player andy who bought eso to read new lore books and got baited into pvp and pve "endgame" by events, skins to hide vamp etc. and I loved it, thanks to that structure.
Understandable, and if you looked back far enough, you would see that I campaigned against rewards for increased challenge. However, do we honestly believe that it's really that big of a deal to get a slightly better bit of gear, slightly more gold and/or slightly more experience? I don't think that it is. But I do think that some people will have a problem with it and that could act as a speedbump to getting the feature implemented.
Possibly the best idea would be to start with no rewards, keep the feature in live, public testing for some time, and then when people are comfortable with it, add some minor reward. Again, it makes no difference to me whatsoever but obviously there are people who expect this sort of thing.
I mean if it went live without increased exp and gold gain, it would be a punishment to use it. Because enemies would take longer to kill but give the same exp. I really don't think it should matter if some people have an issue with vet players get the same rewards as they do.
I don't think it could be considered a punishment if it's deliberately enabled by the player, but I do think that many people would avoid it if there were no compensation involved
Yeah, it can. How else would someone be punished for using a feature?
Because it's something we asked for and wanted. I will take this feature however I can get it because for me, it's not about compensation, it's about fun. Overland isn't fun and more challenge would make it more fun. Any additional reward that comes with it is ancillary.
Right. But just because you asked for it doesn't mean you can't be punished. Have you ever heard of the monkey paw, for example?
But if the thing we're asking for is the thing we get, what's the punishment? We're here because we want a challenge, not additional rewards. Right?
I'm not saying they shouldn't do it, just that the challenge, if if did ever actually happen, would be the primary reward. If it makes the game enjoyable, that's all I personally need.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »colossalvoids wrote: »SilverBride wrote: »If a player wants to do more difficult content, should they be rewarded less gold and exp because fights took longer?
Also, "It is wrong however to reward players with better rewards just for getting something they asked for." They still need to actually do the content. Sort of like asking ZOS to make changes to an upcoming set on PTS, the set getting changes (a good joke, I know) and claiming the set was given to them, when in reality they still need to actually do the content.
Please elaborate on your thoughts that, if a player is doing overland content at a higher difficulty, why they should then fall behind other players who are doing the same content on normal because combat encounters take longer and thus increase the time between combat rewards?
I do not support any difficulty options if there are increased rewards for it. That's being doubly rewarded and is not fair to the rest of the playerbase.
I don't care about rewards, I simply want to have fun. However, I truly don't think it's that big of a deal if players get Epic-quality gear instead of Rare, because it's so easy to upgrade anyway. Same with gold - no one has ever had their mind blown by overland gold gains. I think it's probably best to let people feel like they're getting something for turning things up a notch rather than shutting them down and tanking the feature altogether.
This thinking is probably based on a notion that it's what players are asking for here, being immersed etc. so an ask for a reward for the effort spent looks iffy. This ignores game design and how rewards are structured to reward time and effort depending on difficulty levels. As previously said by another user it's at the very least as simple as two times more exp and gold for 2 times the "time to kill" we're getting potentially or simply following a pattern we already have with difficulty and rewards to it like blue-green to purple drops.
The thing ignored also is that difficult overland option isn't made for a bunch of forum users to stop complaining, if it was to be implemented it would be a game system which would obey the game's ruleset and overall design structure. There should be incentives for new players, existing ones and for ones who they potentially want to return. They would also want existing non vet players to at least try it out same as with dungeons, pvp and trials, as a lot of people aren't even aware it's something they might potentially like - me being perfect example of it as a single player andy who bought eso to read new lore books and got baited into pvp and pve "endgame" by events, skins to hide vamp etc. and I loved it, thanks to that structure.
Understandable, and if you looked back far enough, you would see that I campaigned against rewards for increased challenge. However, do we honestly believe that it's really that big of a deal to get a slightly better bit of gear, slightly more gold and/or slightly more experience? I don't think that it is. But I do think that some people will have a problem with it and that could act as a speedbump to getting the feature implemented.
Possibly the best idea would be to start with no rewards, keep the feature in live, public testing for some time, and then when people are comfortable with it, add some minor reward. Again, it makes no difference to me whatsoever but obviously there are people who expect this sort of thing.
I mean if it went live without increased exp and gold gain, it would be a punishment to use it. Because enemies would take longer to kill but give the same exp. I really don't think it should matter if some people have an issue with vet players get the same rewards as they do.
I don't think it could be considered a punishment if it's deliberately enabled by the player, but I do think that many people would avoid it if there were no compensation involved
Yeah, it can. How else would someone be punished for using a feature?
Because it's something we asked for and wanted. I will take this feature however I can get it because for me, it's not about compensation, it's about fun. Overland isn't fun and more challenge would make it more fun. Any additional reward that comes with it is ancillary.
Right. But just because you asked for it doesn't mean you can't be punished. Have you ever heard of the monkey paw, for example?
But if the thing we're asking for is the thing we get, what's the punishment? We're here because we want a challenge, not additional rewards. Right?
I'm not saying they shouldn't do it, just that the challenge, if if did ever actually happen, would be the primary reward. If it makes the game enjoyable, that's all I personally need.
I'm not asking for additional rewards. I am saying I should get the same rewards as people playing on normal...
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »colossalvoids wrote: »SilverBride wrote: »If a player wants to do more difficult content, should they be rewarded less gold and exp because fights took longer?
Also, "It is wrong however to reward players with better rewards just for getting something they asked for." They still need to actually do the content. Sort of like asking ZOS to make changes to an upcoming set on PTS, the set getting changes (a good joke, I know) and claiming the set was given to them, when in reality they still need to actually do the content.
Please elaborate on your thoughts that, if a player is doing overland content at a higher difficulty, why they should then fall behind other players who are doing the same content on normal because combat encounters take longer and thus increase the time between combat rewards?
I do not support any difficulty options if there are increased rewards for it. That's being doubly rewarded and is not fair to the rest of the playerbase.
I don't care about rewards, I simply want to have fun. However, I truly don't think it's that big of a deal if players get Epic-quality gear instead of Rare, because it's so easy to upgrade anyway. Same with gold - no one has ever had their mind blown by overland gold gains. I think it's probably best to let people feel like they're getting something for turning things up a notch rather than shutting them down and tanking the feature altogether.
This thinking is probably based on a notion that it's what players are asking for here, being immersed etc. so an ask for a reward for the effort spent looks iffy. This ignores game design and how rewards are structured to reward time and effort depending on difficulty levels. As previously said by another user it's at the very least as simple as two times more exp and gold for 2 times the "time to kill" we're getting potentially or simply following a pattern we already have with difficulty and rewards to it like blue-green to purple drops.
The thing ignored also is that difficult overland option isn't made for a bunch of forum users to stop complaining, if it was to be implemented it would be a game system which would obey the game's ruleset and overall design structure. There should be incentives for new players, existing ones and for ones who they potentially want to return. They would also want existing non vet players to at least try it out same as with dungeons, pvp and trials, as a lot of people aren't even aware it's something they might potentially like - me being perfect example of it as a single player andy who bought eso to read new lore books and got baited into pvp and pve "endgame" by events, skins to hide vamp etc. and I loved it, thanks to that structure.
Understandable, and if you looked back far enough, you would see that I campaigned against rewards for increased challenge. However, do we honestly believe that it's really that big of a deal to get a slightly better bit of gear, slightly more gold and/or slightly more experience? I don't think that it is. But I do think that some people will have a problem with it and that could act as a speedbump to getting the feature implemented.
Possibly the best idea would be to start with no rewards, keep the feature in live, public testing for some time, and then when people are comfortable with it, add some minor reward. Again, it makes no difference to me whatsoever but obviously there are people who expect this sort of thing.
I mean if it went live without increased exp and gold gain, it would be a punishment to use it. Because enemies would take longer to kill but give the same exp. I really don't think it should matter if some people have an issue with vet players get the same rewards as they do.
I don't think it could be considered a punishment if it's deliberately enabled by the player, but I do think that many people would avoid it if there were no compensation involved
Yeah, it can. How else would someone be punished for using a feature?
Because it's something we asked for and wanted. I will take this feature however I can get it because for me, it's not about compensation, it's about fun. Overland isn't fun and more challenge would make it more fun. Any additional reward that comes with it is ancillary.
Right. But just because you asked for it doesn't mean you can't be punished. Have you ever heard of the monkey paw, for example?
But if the thing we're asking for is the thing we get, what's the punishment? We're here because we want a challenge, not additional rewards. Right?
I'm not saying they shouldn't do it, just that the challenge, if if did ever actually happen, would be the primary reward. If it makes the game enjoyable, that's all I personally need.
I'm not asking for additional rewards. I am saying I should get the same rewards as people playing on normal...
I understand the math. Personally though, I wouldn't mind because I feel like that just goes along with the nature of increased challenge. I do believe that I'm in the minority and I agree that for it to makes sense for most people there has to be some compensation in order for it to be attractive enough to use, but I also think that it's going to be misunderstood and seen as problematic for other players unless care is taken with the communication and implementation of anything related to rewards.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »colossalvoids wrote: »SilverBride wrote: »If a player wants to do more difficult content, should they be rewarded less gold and exp because fights took longer?
Also, "It is wrong however to reward players with better rewards just for getting something they asked for." They still need to actually do the content. Sort of like asking ZOS to make changes to an upcoming set on PTS, the set getting changes (a good joke, I know) and claiming the set was given to them, when in reality they still need to actually do the content.
Please elaborate on your thoughts that, if a player is doing overland content at a higher difficulty, why they should then fall behind other players who are doing the same content on normal because combat encounters take longer and thus increase the time between combat rewards?
I do not support any difficulty options if there are increased rewards for it. That's being doubly rewarded and is not fair to the rest of the playerbase.
I don't care about rewards, I simply want to have fun. However, I truly don't think it's that big of a deal if players get Epic-quality gear instead of Rare, because it's so easy to upgrade anyway. Same with gold - no one has ever had their mind blown by overland gold gains. I think it's probably best to let people feel like they're getting something for turning things up a notch rather than shutting them down and tanking the feature altogether.
This thinking is probably based on a notion that it's what players are asking for here, being immersed etc. so an ask for a reward for the effort spent looks iffy. This ignores game design and how rewards are structured to reward time and effort depending on difficulty levels. As previously said by another user it's at the very least as simple as two times more exp and gold for 2 times the "time to kill" we're getting potentially or simply following a pattern we already have with difficulty and rewards to it like blue-green to purple drops.
The thing ignored also is that difficult overland option isn't made for a bunch of forum users to stop complaining, if it was to be implemented it would be a game system which would obey the game's ruleset and overall design structure. There should be incentives for new players, existing ones and for ones who they potentially want to return. They would also want existing non vet players to at least try it out same as with dungeons, pvp and trials, as a lot of people aren't even aware it's something they might potentially like - me being perfect example of it as a single player andy who bought eso to read new lore books and got baited into pvp and pve "endgame" by events, skins to hide vamp etc. and I loved it, thanks to that structure.
Understandable, and if you looked back far enough, you would see that I campaigned against rewards for increased challenge. However, do we honestly believe that it's really that big of a deal to get a slightly better bit of gear, slightly more gold and/or slightly more experience? I don't think that it is. But I do think that some people will have a problem with it and that could act as a speedbump to getting the feature implemented.
Possibly the best idea would be to start with no rewards, keep the feature in live, public testing for some time, and then when people are comfortable with it, add some minor reward. Again, it makes no difference to me whatsoever but obviously there are people who expect this sort of thing.
I mean if it went live without increased exp and gold gain, it would be a punishment to use it. Because enemies would take longer to kill but give the same exp. I really don't think it should matter if some people have an issue with vet players get the same rewards as they do.
I don't think it could be considered a punishment if it's deliberately enabled by the player, but I do think that many people would avoid it if there were no compensation involved
Yeah, it can. How else would someone be punished for using a feature?
Because it's something we asked for and wanted. I will take this feature however I can get it because for me, it's not about compensation, it's about fun. Overland isn't fun and more challenge would make it more fun. Any additional reward that comes with it is ancillary.
Right. But just because you asked for it doesn't mean you can't be punished. Have you ever heard of the monkey paw, for example?
But if the thing we're asking for is the thing we get, what's the punishment? We're here because we want a challenge, not additional rewards. Right?
I'm not saying they shouldn't do it, just that the challenge, if if did ever actually happen, would be the primary reward. If it makes the game enjoyable, that's all I personally need.
I'm not asking for additional rewards. I am saying I should get the same rewards as people playing on normal...
I understand the math. Personally though, I wouldn't mind because I feel like that just goes along with the nature of increased challenge. I do believe that I'm in the minority and I agree that for it to makes sense for most people there has to be some compensation in order for it to be attractive enough to use, but I also think that it's going to be misunderstood and seen as problematic for other players unless care is taken with the communication and implementation of anything related to rewards.
Vet activities usually have better rewards outside of coin and exp to make up for it. Like it's unusual for increased challenge to be far worse than regular mode in any game. I honestly can't think of any off the top of my head. I don't think anyone would like that for questing. So at the very least, it should give the same exp and coin. I understand not upgrading for the gear for the optics, I don't care about that. I don't want more. I just want the same.
I don't see needing to explain it well being a barrier TBH. Just explain the feature and put it on the PTS, same as they do any other feature.
I seriously doubt a ton of people would be angry that vet players got the exact same rewards as they did.
SilverBride wrote: »Also, a slider or debuff only affects the player, not the mob, so the mobs loot table is not affected.
spartaxoxo wrote: »spartaxoxo wrote: »colossalvoids wrote: »SilverBride wrote: »If a player wants to do more difficult content, should they be rewarded less gold and exp because fights took longer?
Also, "It is wrong however to reward players with better rewards just for getting something they asked for." They still need to actually do the content. Sort of like asking ZOS to make changes to an upcoming set on PTS, the set getting changes (a good joke, I know) and claiming the set was given to them, when in reality they still need to actually do the content.
Please elaborate on your thoughts that, if a player is doing overland content at a higher difficulty, why they should then fall behind other players who are doing the same content on normal because combat encounters take longer and thus increase the time between combat rewards?
I do not support any difficulty options if there are increased rewards for it. That's being doubly rewarded and is not fair to the rest of the playerbase.
I don't care about rewards, I simply want to have fun. However, I truly don't think it's that big of a deal if players get Epic-quality gear instead of Rare, because it's so easy to upgrade anyway. Same with gold - no one has ever had their mind blown by overland gold gains. I think it's probably best to let people feel like they're getting something for turning things up a notch rather than shutting them down and tanking the feature altogether.
This thinking is probably based on a notion that it's what players are asking for here, being immersed etc. so an ask for a reward for the effort spent looks iffy. This ignores game design and how rewards are structured to reward time and effort depending on difficulty levels. As previously said by another user it's at the very least as simple as two times more exp and gold for 2 times the "time to kill" we're getting potentially or simply following a pattern we already have with difficulty and rewards to it like blue-green to purple drops.
The thing ignored also is that difficult overland option isn't made for a bunch of forum users to stop complaining, if it was to be implemented it would be a game system which would obey the game's ruleset and overall design structure. There should be incentives for new players, existing ones and for ones who they potentially want to return. They would also want existing non vet players to at least try it out same as with dungeons, pvp and trials, as a lot of people aren't even aware it's something they might potentially like - me being perfect example of it as a single player andy who bought eso to read new lore books and got baited into pvp and pve "endgame" by events, skins to hide vamp etc. and I loved it, thanks to that structure.
Understandable, and if you looked back far enough, you would see that I campaigned against rewards for increased challenge. However, do we honestly believe that it's really that big of a deal to get a slightly better bit of gear, slightly more gold and/or slightly more experience? I don't think that it is. But I do think that some people will have a problem with it and that could act as a speedbump to getting the feature implemented.
Possibly the best idea would be to start with no rewards, keep the feature in live, public testing for some time, and then when people are comfortable with it, add some minor reward. Again, it makes no difference to me whatsoever but obviously there are people who expect this sort of thing.
I mean if it went live without increased exp and gold gain, it would be a punishment to use it. Because enemies would take longer to kill but give the same exp. I really don't think it should matter if some people have an issue with vet players get the same rewards as they do.
I don't think it could be considered a punishment if it's deliberately enabled by the player, but I do think that many people would avoid it if there were no compensation involved
Yeah, it can. How else would someone be punished for using a feature?
EditAlternatively, put it up on PTS for a while and let people get used to the idea over there before going live.
Yes, absolutely. So people can see the modifier is only bringing vet players into parity with normal mode and not actually giving them extra stuff.
SilverBride wrote: »The whole point of wanting more difficult fights is for them to be more difficult for immersion, which means the fights will take longer. The loot table is determined by what the mob is, not how long it takes any particular player to defeat it.
Also, a slider or debuff only affects the player, not the mob, so the mobs loot table is not affected.
Two scenarios:
Player A is a new level 3 ungeared character. Player B is a CP2000 fully geared character. They are both fighting the same type of mob. It takes player A longer than Player B to defeat the mob, so should they earn more rewards from it?
Player A CP2000 is a fully geared character, but doesn't have a good build or skills or experience. Player B is also CP2000 fully geared but uses a good build and rotation, and is experienced. They are both fighting the same type of mob. It takes Player A longer than Player B to defeat the mob, so should they earn more rewards from it?
The answer to all of these is no.
So, I am genuinely interested.
1.) How does another player getting more exp from a mob, after having fought them for longer than they would otherwise have to because the enemy itself was made stronger, ruin your ability to enjoy the game.
2.) How does another player getting purple gear more easily, assuming that'd be the 'gear' side of the reward itemization being standardized with every other area of the game, ruin your ability to enjoy the game.
3.) Would you prefer ZOS to continue chopping up zones to make pockets of "well here's the difficult content, so be happy" at the expense of the type of content you enjoy?
Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as Lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you're not going to get anything out of it why do it, you know? The satisfaction is there sure, but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.So like I said, we went down that route. We built the game with difficulty in mind and 2/3 of the game was never played by players, so we changed it.
spartaxoxo wrote: »Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as Lucky mentioned earlier you have to also incentivize that. Like just making something more difficult for no reason, if you're not going to get anything out of it why do it, you know? The satisfaction is there sure, but players are always going to do the thing that is the most efficient and is the least difficult thing for their time.So like I said, we went down that route. We built the game with difficulty in mind and 2/3 of the game was never played by players, so we changed it.
They have cited not knowing how to incentivize it as a reason. I used to think this was ridiculous because you just adjust exp to ensure we'd get the same coin and exp as regular questing and it would be fine. All I wanted was an engaging, fun, and immersive way to level my characters. I wasn't looking for extra mats or mounts or anything fancy. I just it wanted it to be the same as doing the quests on normal.
But, apparently, the devs were right. A portion of the playerbase would be angry even if all we got was the exact same rewards as they do. And there's players that wouldn't engage with it if there was literally nothing. There's no point. They'll never do it. There's no safe options because they aren't going to release content with literally no incentive and anything they do add as one will be a problem. I thought they just didn't get that most of us aren't looking for anything fancy. But, it was me that didn't get it. I didn't get that literally anything they add would be a problem.
SilverBride wrote: »There is no punishment by not rewarding a player for purposely making their fights take longer.
SilverBride wrote: »They said that they do not want to split the playerbase quite awhile ago. And they said that they have no major changes planned for overland. And they said that Bastion Nymics was one answer to overland diffiuclty. And they said that it's not as easy as just flipping a switch.
These are the reasons nothing else has been done so far. It has nothing to do with my view on increased rewards that hadn't even been discussed for the past few thousand posts until someone brought it up again yesterday.
SilverBride wrote: »There is no punishment by not rewarding a player for purposely making their fights take longer.
To argue players should not be rewarded more for greater effort is the same as arguing they should be awarded the same for less. The ultimate consequence is one where everybody is given the same 'rewards' regardless of what they do (and don't do) in the game. You're challenging the very concept of rewards in gaming, which in any case is all about making things purposefully difficult for yourself.