twisttop138 wrote: »colossalvoids wrote: »
There you go, let us be fair with out quotes. Now, what is your difficulty with my statements?
Doubt there's any difficulty they're having, it's just pointing out a potential confusion and clouded judgement. Look, you're heavily biased against some of the player groups here and it's oozing though the text, if you're not even trying to put yourself in other's shoes your position will likely fall flat for other's who are actively trying to met both ends somewhere on a common ground, work out potential ways for the feature to truly work and not just be another dead on arrival addition.
It looks like you want to make other's experience miserable because your experience was ruined by your standards, it's fine, but you can not expect to not be disagreed with. It's been 315 pages, we already been through "let them suffer" rhetoric a lot.
So, your answer is Yes, they are quoting to bully my post?
It sounds like you are accusing me of deliberately causing people grief by not agreeing with them. I speak MY opinion, if your opinion is different and you do not want to discuss, skip past it. It is an opinion and a suggestion based on my opinion.
"Look, you're heavily biased against some of the player groups here and it's oozing though the text" <--- What does this even mean? I didn't even know there were groups in the fora.
I do not need to wear someone else's shoes. I have my own and they fit me well.
Why do you call my judgement clouded? Is it because you are confused about something I said?
I asked why a level of difficulty is needed in the overland if everyone wants to do quests, resource farming, gathering leads, running across overland without it being difficult. I did not make that up; it is in the threads. This thread.
The comments say that difficult public dungeons and delves are not wanted...because farming is done there and it already takes too long to farm.
The comments say stopping to fight a difficult mob when farming resources or surveys is not wanted because traveling across the map already takes too much time.
The comments say they do not want instances in delves and dungeons because they want to help someone.
The comments say they do not want instances in world bosses and dark anchors because they want to help someone or farm experience with a new character.
These are comments that I read in this thread. My statements are not clouded at all. They are confused as to where the level of difficulty is supposed to be?
Because it's not all about you.
Are you suggesting that my opinions do not matter to the Development team? Is that what you mean when you say it is not all about me?
If not, then . . . my comments are about me. Only me and my perspective because I am not qualified to speak for anyone else. Let us stop focusing on me. Let us talk about the question I posed. Where is the level of difficulty supposed to be?
I asked why a level of difficulty is needed in the overland if everyone wants to do quests, resource farming, gathering leads, running across overland without it being difficult. I did not make that up; it is in the threads. This thread.
Let us stop focusing on me. Let us talk about the question I posed. Where is the level of difficulty supposed to be?
Let us talk about the question I posed. Where is the level of difficulty supposed to be?
As for what the 'right' difficulty should be, that really depends on the player. I’d like an option that makes Overland and quests feel as challenging as soloing a veteran DLC dungeon, for example, but others might prefer something closer to a normal basegame dungeon. That's why I hope ZOS will release something with enough difficulty options so players can choose the challenge level that works for them.
As for what the 'right' difficulty should be, that really depends on the player. I’d like an option that makes Overland and quests feel as challenging as soloing a veteran DLC dungeon, for example, but others might prefer something closer to a normal basegame dungeon. That's why I hope ZOS will release something with enough difficulty options so players can choose the challenge level that works for them.
If they work with a debuff slider to create difficulty modes, it could work that way.
But other than that, I really don't see many options that could work without having to separate the players. I hope they don't take the easy route and just buff enemy health and damage, as that wouldn't accomplish much.
twisttop138 wrote: »twisttop138 wrote: »colossalvoids wrote: »
There you go, let us be fair with out quotes. Now, what is your difficulty with my statements?
Doubt there's any difficulty they're having, it's just pointing out a potential confusion and clouded judgement. Look, you're heavily biased against some of the player groups here and it's oozing though the text, if you're not even trying to put yourself in other's shoes your position will likely fall flat for other's who are actively trying to met both ends somewhere on a common ground, work out potential ways for the feature to truly work and not just be another dead on arrival addition.
It looks like you want to make other's experience miserable because your experience was ruined by your standards, it's fine, but you can not expect to not be disagreed with. It's been 315 pages, we already been through "let them suffer" rhetoric a lot.
So, your answer is Yes, they are quoting to bully my post?
It sounds like you are accusing me of deliberately causing people grief by not agreeing with them. I speak MY opinion, if your opinion is different and you do not want to discuss, skip past it. It is an opinion and a suggestion based on my opinion.
"Look, you're heavily biased against some of the player groups here and it's oozing though the text" <--- What does this even mean? I didn't even know there were groups in the fora.
I do not need to wear someone else's shoes. I have my own and they fit me well.
Why do you call my judgement clouded? Is it because you are confused about something I said?
I asked why a level of difficulty is needed in the overland if everyone wants to do quests, resource farming, gathering leads, running across overland without it being difficult. I did not make that up; it is in the threads. This thread.
The comments say that difficult public dungeons and delves are not wanted...because farming is done there and it already takes too long to farm.
The comments say stopping to fight a difficult mob when farming resources or surveys is not wanted because traveling across the map already takes too much time.
The comments say they do not want instances in delves and dungeons because they want to help someone.
The comments say they do not want instances in world bosses and dark anchors because they want to help someone or farm experience with a new character.
These are comments that I read in this thread. My statements are not clouded at all. They are confused as to where the level of difficulty is supposed to be?
Because it's not all about you.
Are you suggesting that my opinions do not matter to the Development team? Is that what you mean when you say it is not all about me?
If not, then . . . my comments are about me. Only me and my perspective because I am not qualified to speak for anyone else. Let us stop focusing on me. Let us talk about the question I posed. Where is the level of difficulty supposed to be?
I'm not suggesting your comments don't matter. I said it's not ALL about you. You have, as has been said to you before, a very biased and close minded view point. As another poster told you, we're past the part of the discussion where either side wants the others to suffer. Be it forced harder overland that has zero choice. That has been suggested many times. Ugh. Or be it this suggestion that people that want harder overland should be stuck in it or have to pay money to change back. That has been said too. You maybe? This is a diverse game with different views but we all play and have opinions. Yours are valid for you but not facts. Your inability to see any view point other then your own, or to read someone's post and twist it makes it very hard for people to take you seriously, along with your attacks on people doing legitimate in game activities like farming resources or grinding public dungeons or delves. I know you won't hear a word I say and will just twist it to fit your narrative, common these days. You don't play this game alone. Your opinions are valid and you should be able to share them but as I said, it's not all about you. Or me.
I asked why a level of difficulty is needed in the overland if everyone wants to do quests, resource farming, gathering leads, running across overland without it being difficult. I did not make that up; it is in the threads. This thread.
It’s not like everyone asking for harder overland wants the same thing. Others in this thread have asked for separate instances, and some players have said that they want everything to be more difficult all of the time.
Personally, I’d just love the option to make questing significantly harder. Right now everything dies in a few hits and bosses don’t pose any challenge (even with no gear equipped), which makes questing feel unengaging to me. That’s honestly why I’ve left most Chapter main quests unfinished. But, even though I'm mostly looking to increasing the difficulty while questing, I’d probably just keep it turned up most of the time.Let us stop focusing on me. Let us talk about the question I posed. Where is the level of difficulty supposed to be?
As for what the 'right' difficulty should be, that really depends on the player. I’d like an option that makes Overland and quests feel as challenging as soloing a veteran DLC dungeon, for example, but others might prefer something closer to a normal basegame dungeon. That's why I hope ZOS will release something with enough difficulty options so players can choose the challenge level that works for them.
spartaxoxo wrote: »Let us talk about the question I posed. Where is the level of difficulty supposed to be?
This question demonstrates some confusion about things that I have said in particular. So, let me clarify.
I want difficulty to come in the form of a slider that secretly debuffs the user. This way I don't have to be separated from others to enjoy the difficulty because the change is to me and not the overland itself.
Adding debuffs to the player rather than change the enemies is something that has already been successfully done in other multiplayer games. It means that if a Vet Player and a New player were attacking the same world boss at the exact same time, only the vet player would experience the increased difficulty. I would take more damage from the same attack because I take say 20% more damage from all sources as an example.
Because my damage would also be lower, I also would not be able to bulldoze that newer player because I'd be at a similar level of power as them so we'd be both get a fun, challenging fight. I'd no longer be trivializing the encounter when helping them. Depending on the strength of the debuffs, the brand new player might actually hit it harder than me!
I would use the debuffs when I wanted to play the stories so that I could enjoy the increased immersion of actually questing in an environment where the enemies are threatening. Because that's the goal of all the harder difficulty for me. I want to enjoy immersive storytelling experiences.
But the story is NOT the only sole reason that I go to the overland. I go there as well to farm leads and rare items, to do my crafting surveys, and to do my daily quests.
I don't want grindy, repetitive experiences to also be time consuming and difficult. I already have to kill world bosses dozens of times just to get 1 structure plan from a daily quest. Crafting surveys are already extremely tedious. There are rare items that barely drop in the overland too. I have been trying to get the ayleid furnishing plans to drop for me on and off for years.
Crafting surveys, daily quests, leads, and furnishing plans are chore tasks designed to be repetitive. They are designed that way so players have a reason to be on the maps even when they are not doing the stories. They are tasks that are mostly unrelated to the story of the game. They are designed that way to ensure the world still feels lively and populated when some new character has been made long after the zone was released and most of us have finished the story. In fact, some of the drops are not even activated until weeks after the zone first drops. So, you couldn't finish those early even if you wanted to.
Why would I want chore tasks to be even more time consuming then they're already designed to be? Again, I have farmed for the ayleid plans off and on for years and still don't have them all. It is extremely rare. Why would I want to make something that is already time consuming, frustrating, and tedious even worse?
Not wanting unrelated chore tasks to be even more time consuming does not in anyway undermine my desire to be able to enjoy the stories of this game. Rada al-Saran has nothing to do with crafting surveys. I should be able to enjoy his story and have him actually be a real threat AND finish my survey quickly. Because the two are not related.
BTW for the subset of players who find Rada al-Saran to be a challenging fight? That is already the experience many of them enjoy.
I want to be able to enjoy the story of this game without being worse off doing chores or worse off financially (in-game or apparently real life since some you seem to think I should be charged real money for that experience). You may not find that reasonable. But, that would be your opinion and not mine.
Semi-artificial scarcity of resources/things in MMOs is the part that drives trade between players.
My opinion ==> Farming is NOT a legitimate part of the game. Picking up resources as you are playing is.
If farming was a legitimate part of the game then the development team would have a faster respawn rate so everyone can enjoy that part of the game.
I do not understand this argument at all. If someone makes a choice not to participate in group content or not buy a DLC (legitimate personal choices, by the way) it does not mean that any part of those are not legitimate activities.If farming is a legitimate part of the game, some of those resources would not be tied to group play or DLC locations.
Insufficient storage has nothing to do with farming being legitimate activity or not. It's made limited so ZOS could sell extras to players for $$$ (craft bag + double space for ESO+).If farming was a legitimate part of the game, would there not be more storage space provided to put those farmed resources?
Awesome explanation, thank you for responding.
The concept of placing the slider on the character rather than the game sounds like a good plan. I worry about performance when too many things are happening in the background. Having the slider on the character feels like it would impact only the player using the slider and not other players if they change it often. In this scenario, sliding it to low will not change what other people do.
How do you think PvP overland fighting should be handled? Other players will not know where your slider is when you challenge them.
ESO_player123 wrote: »I have played only 3 MMOs over the last 25 years, so I probably have less experience with them. However, in every single one of them there was stuff that was farmed by players. I think many players would argue that farming IS a part of MMO genre.
spartaxoxo wrote: »Awesome explanation, thank you for responding.
The concept of placing the slider on the character rather than the game sounds like a good plan. I worry about performance when too many things are happening in the background. Having the slider on the character feels like it would impact only the player using the slider and not other players if they change it often. In this scenario, sliding it to low will not change what other people do.
How do you think PvP overland fighting should be handled? Other players will not know where your slider is when you challenge them.
Just disable during duels and PvP zones. If you're PvPing then the challenge is the other players. There isn't any free roaming overland PvP outside of IC anyway. Disabling it during duels just saves players a click.ESO_player123 wrote: »I have played only 3 MMOs over the last 25 years, so I probably have less experience with them. However, in every single one of them there was stuff that was farmed by players. I think many players would argue that farming IS a part of MMO genre.
Almost every MMO has farming and it's considered a standard part of the genre. I really only say almost because I'm sure there's some game out there that doesn't have it. I can't think of any atm but it's a large genre.
I would like a call back option for our companions.
This day, my companion was fighting a quest boss while it was shielded. He died. I had no way to call him back from the boss so his death was not preventable.
spartaxoxo wrote: »I would like a call back option for our companions.
This day, my companion was fighting a quest boss while it was shielded. He died. I had no way to call him back from the boss so his death was not preventable.
There already is one although I find it too finicky to use on console.
https://benevolentbowd.ca/games/esotu/eso-guide-pet-commands/
ZOS_GinaBruno wrote: »Just to level set, while overland difficulty is in active development, it's not something that will be ready to be released before the end of the year. We're definitely excited to share more information on it as development progresses, though!
ZOS_GinaBruno wrote: »We don't want to exclude anyone with this feature, and I'd like to reiterate the core values that Finn mentioned during the AMA:
- This will be optional and no one will be forced into it
- There will be varied levels of difficulty players can opt into
- We will NOT be separating players
ZOS_GinaBruno wrote: »Fair question. Caveat of "this is still in development" but part of this feature will include proper incentives to opting into more difficult content, without making it feel like you are being punished for not doing it.
Has there been a statement about whether or not existing characters that have everything done will be able to jump in? I’d love to do some of the recent Expac bosses again for some updated loot!
Swirlbeard wrote: »I think any changes to overland difficulty have to be some sort of personal setting. The disparity between people doing 150k dps and 20k dps is just to vast to find a middle ground to be found between them. I sit somewhere in the middle of that DPS scale and I crush overland with ease. With that in mind I still feel there is some baseline stuff that could ease some frustrations.
1st) I feel Overland mob stats should all just be bumped to that of vet dungeon trash mobs. Since Overland mobs tend to be 1-3 mobs at a time I don't think this will be too difficult for those on the lower end of the DPS scale.
2nd) Before attempting rebuild the mobs from the ground up with unique and Interesting mechanics, which most people will just wave at as they pass by on their mount, some simple tweaks may make combat slightly more engaging.
- Mob light attacks should have a slight damage increase.
- Mob AOE, heavy attacks, and special attacks should be tweaked to proc slightly faster, and deal significantly more damage to encourage dodging and blocking.
- Mobs should also dodge and block more
- Mage mobs should be able to apply stacking elemental effects. Maybe they already do this and I've just never noticed.
Player tweaks
- I'm sure this will ruffle some feathers, but holding block should have moderate diminishing returns, and I'd like to see blocking heavy attacks to set mobs off balance to more timing based.
Traps
- Somewhat of a tangent, but I feel traps should do a significant amount of health percentage based damage to encourage avoiding traps. I'm sure speedrunners would hate this, but traps right now do nothing.
From there we can move to a more personalized experience.
- High DPS players will certainly need an option to debuff their damage, since you can't stack health on mobs without making them a slog for low DPS players.
- Increased damage taken debuff, should encourage more strategic actions.
- Reduced resources is also an option, but I've never found managing limited resources particuarly engaging or fun.
Downsides are, those not participating in the difficulty settings can still come by and nuke mobs. Personally I wouldn't care, but I'm sure some people would. ZOS could also make an opt-in "hardcore" server/instance/shard, but this seems like it would be expensive and cumbersome.
Lastly, an idea for a lore friendly way to insert these difficulty debuffs. Dealing with Daedric Princes! Hercine seems like an obvious choice since he loves a challenge, but Clavicus Vile could also make some sort of bargain, some simple reward like increased gold gain to be debuffed. Perhaps each Prince can provide unique difficulty increases.
Swirlbeard wrote: »I think any changes to overland difficulty have to be some sort of personal setting. The disparity between people doing 150k dps and 20k dps is just to vast to find a middle ground to be found between them. I sit somewhere in the middle of that DPS scale and I crush overland with ease. With that in mind I still feel there is some baseline stuff that could ease some frustrations.
1st) I feel Overland mob stats should all just be bumped to that of vet dungeon trash mobs. Since Overland mobs tend to be 1-3 mobs at a time I don't think this will be too difficult for those on the lower end of the DPS scale.
2nd) Before attempting rebuild the mobs from the ground up with unique and Interesting mechanics, which most people will just wave at as they pass by on their mount, some simple tweaks may make combat slightly more engaging.
- Mob light attacks should have a slight damage increase.
- Mob AOE, heavy attacks, and special attacks should be tweaked to proc slightly faster, and deal significantly more damage to encourage dodging and blocking.
- Mobs should also dodge and block more
- Mage mobs should be able to apply stacking elemental effects. Maybe they already do this and I've just never noticed.
Player tweaks
- I'm sure this will ruffle some feathers, but holding block should have moderate diminishing returns, and I'd like to see blocking heavy attacks to set mobs off balance to more timing based.
Traps
- Somewhat of a tangent, but I feel traps should do a significant amount of health percentage based damage to encourage avoiding traps. I'm sure speedrunners would hate this, but traps right now do nothing.
From there we can move to a more personalized experience.
- High DPS players will certainly need an option to debuff their damage, since you can't stack health on mobs without making them a slog for low DPS players.
- Increased damage taken debuff, should encourage more strategic actions.
- Reduced resources is also an option, but I've never found managing limited resources particuarly engaging or fun.
Downsides are, those not participating in the difficulty settings can still come by and nuke mobs. Personally I wouldn't care, but I'm sure some people would. ZOS could also make an opt-in "hardcore" server/instance/shard, but this seems like it would be expensive and cumbersome.
Lastly, an idea for a lore friendly way to insert these difficulty debuffs. Dealing with Daedric Princes! Hercine seems like an obvious choice since he loves a challenge, but Clavicus Vile could also make some sort of bargain, some simple reward like increased gold gain to be debuffed. Perhaps each Prince can provide unique difficulty increases.
Do you really think 20 DPS is low. Most users do not reach that level in overland.
Traps in overland do not make sense to me. People passing through an area should not be subjected to quest attibutes.
spartaxoxo wrote: »Let us talk about the question I posed. Where is the level of difficulty supposed to be?
This question demonstrates some confusion about things that I have said in particular. So, let me clarify.
I want difficulty to come in the form of a slider that secretly debuffs the user. This way I don't have to be separated from others to enjoy the difficulty because the change is to me and not the overland itself.
Adding debuffs to the player rather than change the enemies is something that has already been successfully done in other multiplayer games. It means that if a Vet Player and a New player were attacking the same world boss at the exact same time, only the vet player would experience the increased difficulty. I would take more damage from the same attack because I take say 20% more damage from all sources as an example.
Because my damage would also be lower, I also would not be able to bulldoze that newer player because I'd be at a similar level of power as them so we'd be both get a fun, challenging fight. I'd no longer be trivializing the encounter when helping them. Depending on the strength of the debuffs, the brand new player might actually hit it harder than me!
I would use the debuffs when I wanted to play the stories so that I could enjoy the increased immersion of actually questing in an environment where the enemies are threatening. Because that's the goal of all the harder difficulty for me. I want to enjoy immersive storytelling experiences.
But the story is NOT the only sole reason that I go to the overland. I go there as well to farm leads and rare items, to do my crafting surveys, and to do my daily quests.
I don't want grindy, repetitive experiences to also be time consuming and difficult. I already have to kill world bosses dozens of times just to get 1 structure plan from a daily quest. Crafting surveys are already extremely tedious. There are rare items that barely drop in the overland too. I have been trying to get the ayleid furnishing plans to drop for me on and off for years.
Crafting surveys, daily quests, leads, and furnishing plans are chore tasks designed to be repetitive. They are designed that way so players have a reason to be on the maps even when they are not doing the stories. They are tasks that are mostly unrelated to the story of the game. They are designed that way to ensure the world still feels lively and populated when some new character has been made long after the zone was released and most of us have finished the story. In fact, some of the drops are not even activated until weeks after the zone first drops. So, you couldn't finish those early even if you wanted to.
Why would I want chore tasks to be even more time consuming then they're already designed to be? Again, I have farmed for the ayleid plans off and on for years and still don't have them all. It is extremely rare. Why would I want to make something that is already time consuming, frustrating, and tedious even worse?
Not wanting unrelated chore tasks to be even more time consuming does not in anyway undermine my desire to be able to enjoy the stories of this game. Rada al-Saran has nothing to do with crafting surveys. I should be able to enjoy his story and have him actually be a real threat AND finish my survey quickly. Because the two are not related.
BTW for the subset of players who find Rada al-Saran to be a challenging fight? That is already the experience many of them enjoy.
I want to be able to enjoy the story of this game without being worse off doing chores or worse off financially (in-game or apparently real life since some you seem to think I should be charged real money for that experience). You may not find that reasonable. But, that would be your opinion and not mine.
Swirlbeard wrote: »I think any changes to overland difficulty have to be some sort of personal setting. The disparity between people doing 150k dps and 20k dps is just to vast to find a middle ground to be found between them. I sit somewhere in the middle of that DPS scale and I crush overland with ease. With that in mind I still feel there is some baseline stuff that could ease some frustrations.
1st) I feel Overland mob stats should all just be bumped to that of vet dungeon trash mobs. Since Overland mobs tend to be 1-3 mobs at a time I don't think this will be too difficult for those on the lower end of the DPS scale.
2nd) Before attempting rebuild the mobs from the ground up with unique and Interesting mechanics, which most people will just wave at as they pass by on their mount, some simple tweaks may make combat slightly more engaging.
- Mob light attacks should have a slight damage increase.
- Mob AOE, heavy attacks, and special attacks should be tweaked to proc slightly faster, and deal significantly more damage to encourage dodging and blocking.
- Mobs should also dodge and block more
- Mage mobs should be able to apply stacking elemental effects. Maybe they already do this and I've just never noticed.
Player tweaks
- I'm sure this will ruffle some feathers, but holding block should have moderate diminishing returns, and I'd like to see blocking heavy attacks to set mobs off balance to more timing based.
Traps
- Somewhat of a tangent, but I feel traps should do a significant amount of health percentage based damage to encourage avoiding traps. I'm sure speedrunners would hate this, but traps right now do nothing.
From there we can move to a more personalized experience.
- High DPS players will certainly need an option to debuff their damage, since you can't stack health on mobs without making them a slog for low DPS players.
- Increased damage taken debuff, should encourage more strategic actions.
- Reduced resources is also an option, but I've never found managing limited resources particuarly engaging or fun.
Downsides are, those not participating in the difficulty settings can still come by and nuke mobs. Personally I wouldn't care, but I'm sure some people would. ZOS could also make an opt-in "hardcore" server/instance/shard, but this seems like it would be expensive and cumbersome.
Lastly, an idea for a lore friendly way to insert these difficulty debuffs. Dealing with Daedric Princes! Hercine seems like an obvious choice since he loves a challenge, but Clavicus Vile could also make some sort of bargain, some simple reward like increased gold gain to be debuffed. Perhaps each Prince can provide unique difficulty increases.
Elderpatriot wrote: »...so what to do against the likely risk, that Easies and Hardies will disturb each other?
Elderpatriot wrote: »2. An enemy gets tagged by the player's difficulty on first combat contact. A hard enemy will become tagged "hard", because he got striked first by a Hard-Player. It should work the same way for Easy-Players, that will tag enemies easy on initial PVE-contact.
Elderpatriot wrote: »As far i am aware of the current plans and situation:
- there are a lot of people who like to see more challenging Overland-PVE
- there are a lot of people who do not want to see any changes
- Zenimax is afraid of change, because they might lose people that prefer to see no changes at all
This leads to the approach: Zenimax does not want to seperate players, but considers to bring an individual difficulty option - so all users keep playing in the same world on the same layer & server side by side.
This will of course lead to problematic & immersion breaking situations:
A Hard-Difficulty-Player fights a Troll-Veteran and a Easy-Difficulty-Player comes along and joins the fight. All of the sudden the dangerous foe dies off in seconds and that ruins the experience of a harder difficulty in the first place. This will happen a lot, when players with different difficulty share the same playground. So we have a problem here, that needs to be adressed.
************** so what to do against the likely risk, that Easies and Hardies will disturb each other?***********
1. All players share the same stats, the increased difficulty comes only from increased attributes of the enemies (this makes balance easier). Note: I am not talking about AI-behaviour and other things, this is another topic, but could also be a part of this.
2. An enemy gets tagged by the player's difficulty on first combat contact. A hard enemy will become tagged "hard", because he got striked first by a Hard-Player. It should work the same way for Easy-Players, that will tag enemies easy on initial PVE-contact.
3. Hard and Easy-Players can not interact with combat situations of different difficutly than their own by default. Such targets become non interactable / invulnerable. That way people can not grief and disturb willingly or accidently each others experience.
4. If you however wish to interact with all players no matter their individual difficulty preferences, you will be set to the same difficulty level for that specific fight on an already tagged enemy. This could be an optional ingamesetting in the menu, that is turned off by default. So if an Easy-Player joins an already ongoing fight of a Hard-Player, he will have to face the increased attributes/behaviour settings aswell for that encounter.
5. Just in Case Zenimax has any idea of rewarding players of higher difficulty for their struggles with special goodies/increased drops, you could also distribute the rewards by the tag-filter. So intentional abuse by tagging a foe as easy by a friendly player and than killing it as hard player to get the best loot from easy encounters would not work.
So you have the choice, interact with all players in the world anytime (which keeps the community togegher), but be ready to face harder resistence whenever you choose to support a hardplayer in combat....or let it be and ignore them, avoiding accidental interaction with the optional ingamesetting to prevent joined encounters and just do your thing on your own level and pace.
What do you think about that?