SilverBride wrote: »"With One Tamriel every zone is effectively set to CP 160 difficulty. This means that all mobs will have CP 160 equivalent strength in damage and resistance. For all players below CP 160, ESO will use the Battle Level system which intelligently scales the important stats of your character up to be able to compete with these enemies."
That is how it works for the current overland difficulty. A debuff would alter this to increase the difficulty for the player which is what the player using it is wanting to happen. More difficult fights are going to take longer. If a player doesn't want longer fights they shouldn't use a debuff.
My biggest thought with respect to overland difficulty is simply that not enough players would use it to make the effort pay off.
SilverBride wrote: »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.
Players asking for more difficulty have said they want it for immersion... so the bosses feel like the enemy they were hyped up to be. But now they want increased rewards for getting what they asked for.
It's not less rewards unless they actually change the mobs to give less experience and drops for debuffed players. The mob hasn't changed with these difficulty options, the player has.
The fact that a debuffed player can't kill as many mobs and make the same total amount of experience in the same timeframe as without using the debuff is exactly what we expect. A low level player also can't make as much experience as a higher level player fighting the same mob in the same timeframe, but they don't get extra compensation.
If the debuffed character is concerned with how much experience they are gaining they can use an experience potion or scroll just like we can now.
colossalvoids wrote: ». That's part of the issue, that it's either full package fully realised feature or it's nothing.
My biggest thought with respect to overland difficulty is simply that not enough players would use it to make the effort pay off.
I think you might be surprised. No offense, but you're approaching this from the perspective of someone who likes things as they are, and ESO has a strong reputation for too-easy overland. I think many people have been waiting for this for a long time, including people who have left the game but would return for another go. If it got any amount of press then I think it could actually help to revitalize the game.
SilverBride wrote: »
Everyone is approaching this from the perspective of what they personally think and want. That is what feedback is.
You always say it yourself: "Games are for relaxation". Yet, for players who dont want to be an OP demigod, you want to turn the game in to a hellhole where it takes new players ages to level up and where players with limited playtime cant afford to even feed there horses.SilverBride wrote: »The experienced earned, whether for a buffed player or an unbuffed player, is per mob... not per minute.
SilverBride wrote: »The experienced earned, whether for a buffed player or an unbuffed player, is per mob... not per minute.
SilverBride wrote: »The experienced earned, whether for a buffed player or an unbuffed player, is per mob... not per minute.
spartaxoxo wrote: »SilverBride wrote: »The experienced earned, whether for a buffed player or an unbuffed player, is per mob... not per minute.
Yes. Which is why it makes sense as an incentive to just give people their exp back so that they aren't penalizing their quest rewards only their damage.
Unless you, and more importantly ZOS, are able to understand how the game already works everywhere except overland...
...But considering ZOS has shown no attempt to communicate in this thread, and their efforts in game have shown no efforts to make the overworld experience more widely engaging
SilverBride wrote: »Isn't the incentive a more immersive experience? That's what has been posted multiple times in this thread.
Yes, but people in this thread are not the only people in the game. While everyone here in the thread has probably collected millons of gold and thousands of CP and dont care much for overland rewards, if a system like this is to be implemented it also needs to take in into account all the player not here on the forum, like new players who want to level up and low playtime player who want to feed there horses. Without adjusted rewards those players would have to choose if they want to immerse them self or lvel up / make gold.SilverBride wrote: »And wasn't immersion the only reason that was given repeatedly for wanting more difficulty? Now all at once increased rewards are necessary for the player to be satisfied.
You'r just messing with us right ? If you take the difficulty slider up 30% rewards also go up 30%??? Or not ?SilverBride wrote: »Also, how many players are just constantly fighting mobs non-stop in overland? They do quests and stop to gather resources and go to town, etc.. There is no way to calculate how many mobs they fight in an hour normally and how many they are fighting now while debuffed because these numbers will vary every time they play depending on what they are doing.
People have jobs and real life we cant simply play a few hours longer just because its so much funSilverBride wrote: »In fact, if they are enjoying the overland experience more with increased difficulty they will probably engage in it more often and actually earn more experience than when they weren't even doing overland content at all. That is not a penalty.
I dont understand what exactly is turning you away ? It would not even effect you in any way whether someone makes 10.000 exp. in 1h by playing overland in low or high difficulty. You could not even tell the difference?SilverBride wrote: »I've tried to be supportive of sliders and debuffs so some players could enjoy their experience more, but the reward issue is turning me away from wanting any options implemented.
MorganaLaVey wrote: »I dont understand what exactly is turning you away ?
spartaxoxo wrote: »I still have to hold back against main bosses so that they actually feel like a threat. They are still very easy and do not feel like a big bad. Yeah, they threw us a bone with the immunity phases in the sense you get to hear some dialogue. But, the boss in no way feels like a big bad. They are all trivial.
SilverBride wrote: »Is the incentive immersion or isn't it?
SilverBride wrote: »Is the incentive immersion or isn't it?