[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Blackbird_V wrote: »[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Lets remove perfected trial gear, undaunted plunder, golden jewellery, skins titles and achievements from them! Because ya know, not necessary having better rewards than the plebs doing it on normal mode.
Blackbird_V wrote: »[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Lets remove perfected trial gear, undaunted plunder, golden jewellery, skins titles and achievements from them! Because ya know, not necessary having better rewards than the plebs doing it on normal mode.
spartaxoxo wrote: »Blackbird_V wrote: »[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Lets remove perfected trial gear, undaunted plunder, golden jewellery, skins titles and achievements from them! Because ya know, not necessary having better rewards than the plebs doing it on normal mode.
That content is meant for experienced players. Story mode is meant for everyone. If new and casual players have nothing where the rewards are tailored towards them, there is zero reason whatsoever for them to play.
Sylvermynx wrote: »I don't. By the time I'd spent a decade in first WoW and then RIFT, I was so deathly TIRED of having to grind levels then gear then go into new raids.... SO not fun....
Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Lets remove perfected trial gear, undaunted plunder, golden jewellery, skins titles and achievements from them! Because ya know, not necessary having better rewards than the plebs doing it on normal mode.
That content is meant for experienced players. Story mode is meant for everyone. If new and casual players have nothing where the rewards are tailored towards them, there is zero reason whatsoever for them to play.
Ok lets do veteran overland mode where it's meant for experienced players, oh and lets cater some rewards for us since we're experienced! Seems like a good idea to me. They want to quest for fun, quest points and to be casual, then good for them. They should be rewarded for their time, sure. People who wanna do and complete harder content should be catered differently. If they want better rewards, then work for it.
spartaxoxo wrote: »Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Lets remove perfected trial gear, undaunted plunder, golden jewellery, skins titles and achievements from them! Because ya know, not necessary having better rewards than the plebs doing it on normal mode.
That content is meant for experienced players. Story mode is meant for everyone. If new and casual players have nothing where the rewards are tailored towards them, there is zero reason whatsoever for them to play.
Ok lets do veteran overland mode where it's meant for experienced players, oh and lets cater some rewards for us since we're experienced! Seems like a good idea to me. They want to quest for fun, quest points and to be casual, then good for them. They should be rewarded for their time, sure. People who wanna do and complete harder content should be catered differently. If they want better rewards, then work for it.
Story mode can only be done once per character.
So, your statement amounts to "Veteran players should be the only ones that should have a rewarding experience where they can complete content meant for them." And if you don't see how taking literally everything for only one group of players and causing everyone else to quit is a problem, idk what to tell ya. Enjoy your shinies on a quickly dead game, I suppose.
New and casual players must have something rewarding all to themselves. You don't need extra cookies for everything. There's zero reason why something meant to add immersion to story should come with anything special. Something like purple drop instead of blue is one thing, exclusive rewards and junk is another thing entirely
Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Lets remove perfected trial gear, undaunted plunder, golden jewellery, skins titles and achievements from them! Because ya know, not necessary having better rewards than the plebs doing it on normal mode.
That content is meant for experienced players. Story mode is meant for everyone. If new and casual players have nothing where the rewards are tailored towards them, there is zero reason whatsoever for them to play.
Ok lets do veteran overland mode where it's meant for experienced players, oh and lets cater some rewards for us since we're experienced! Seems like a good idea to me. They want to quest for fun, quest points and to be casual, then good for them. They should be rewarded for their time, sure. People who wanna do and complete harder content should be catered differently. If they want better rewards, then work for it.
Story mode can only be done once per character.
So, your statement amounts to "Veteran players should be the only ones that should have a rewarding experience where they can complete content meant for them." And if you don't see how taking literally everything for only one group of players and causing everyone else to quit is a problem, idk what to tell ya. Enjoy your shinies on a quickly dead game, I suppose.
New and casual players must have something rewarding all to themselves. You don't need extra cookies for everything. There's zero reason why something meant to add immersion to story should come with anything special. Something like purple drop instead of blue is one thing, exclusive rewards and junk is another thing entirely
How on Earth will people quit over a veteran overland, that can only be completed once? [snip]
New and casual players get skill points, some gold and experience. That should be rewarding to them. If they want better rewards then they should work for it. If not, then that's on them. If they get frustrated and quit over that then that's just petty imo. We can literally compare this to vet content we have now: they work for it, learn to get better....... or get carried.
spartaxoxo wrote: »Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Lets remove perfected trial gear, undaunted plunder, golden jewellery, skins titles and achievements from them! Because ya know, not necessary having better rewards than the plebs doing it on normal mode.
That content is meant for experienced players. Story mode is meant for everyone. If new and casual players have nothing where the rewards are tailored towards them, there is zero reason whatsoever for them to play.
Ok lets do veteran overland mode where it's meant for experienced players, oh and lets cater some rewards for us since we're experienced! Seems like a good idea to me. They want to quest for fun, quest points and to be casual, then good for them. They should be rewarded for their time, sure. People who wanna do and complete harder content should be catered differently. If they want better rewards, then work for it.
Story mode can only be done once per character.
So, your statement amounts to "Veteran players should be the only ones that should have a rewarding experience where they can complete content meant for them." And if you don't see how taking literally everything for only one group of players and causing everyone else to quit is a problem, idk what to tell ya. Enjoy your shinies on a quickly dead game, I suppose.
New and casual players must have something rewarding all to themselves. You don't need extra cookies for everything. There's zero reason why something meant to add immersion to story should come with anything special. Something like purple drop instead of blue is one thing, exclusive rewards and junk is another thing entirely
Sylvermynx wrote: »Just one more thing: if an optional overland is developed, are you asking for a separate instance/shard/server? Because if not, how is the same mob going to work for someone like me in normal mode and someone like you going against a virtual god-mod mob? If it takes me 5 minutes to kill a Harvester in Coldharbour (and sometimes it does), and it's taking you longer than that, I'ma have put the thing down before you get it done on your hard mode, right?
And if you're asking for your own optional veteran space, well, that does take valuable developer time, you know.
I don't see how a toggle can work so that the same mobs can be "different" when approached by a "veteran" and a "normal". I can see that it would be fine for story bosses because those are generally instanced anyway, but even in a new chapter zone, how do you envision a veteran overland working with regard to the mobs that both of us will be attacking?
[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Toxic_Hemlock wrote: »[Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Lets remove perfected trial gear, undaunted plunder, golden jewellery, skins titles and achievements from them! Because ya know, not necessary having better rewards than the plebs doing it on normal mode.
That content is meant for experienced players. Story mode is meant for everyone. If new and casual players have nothing where the rewards are tailored towards them, there is zero reason whatsoever for them to play.
Ok lets do veteran overland mode where it's meant for experienced players, oh and lets cater some rewards for us since we're experienced! Seems like a good idea to me. They want to quest for fun, quest points and to be casual, then good for them. They should be rewarded for their time, sure. People who wanna do and complete harder content should be catered differently. If they want better rewards, then work for it.
Story mode can only be done once per character.
So, your statement amounts to "Veteran players should be the only ones that should have a rewarding experience where they can complete content meant for them." And if you don't see how taking literally everything for only one group of players and causing everyone else to quit is a problem, idk what to tell ya. Enjoy your shinies on a quickly dead game, I suppose.
New and casual players must have something rewarding all to themselves. You don't need extra cookies for everything. There's zero reason why something meant to add immersion to story should come with anything special. Something like purple drop instead of blue is one thing, exclusive rewards and junk is another thing entirely
How on Earth will people quit over a veteran overland, that can only be completed once? [snip]
New and casual players get skill points, some gold and experience. That should be rewarding to them. If they want better rewards then they should work for it. If not, then that's on them. If they get frustrated and quit over that then that's just petty imo. We can literally compare this to vet content we have now: they work for it, learn to get better....... or get carried.
Oh I'd quit in a hot second. I want to relax NOT have to spend 5 minutes killing a skeever. [snip] Many of us play a game to relax according to this thread and dying every fight is not gonna make us get gud, but it will make us start playing something else.
[edited for baiting & to remove quote]
Toxic_Hemlock wrote: »[Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Lets remove perfected trial gear, undaunted plunder, golden jewellery, skins titles and achievements from them! Because ya know, not necessary having better rewards than the plebs doing it on normal mode.
That content is meant for experienced players. Story mode is meant for everyone. If new and casual players have nothing where the rewards are tailored towards them, there is zero reason whatsoever for them to play.
Ok lets do veteran overland mode where it's meant for experienced players, oh and lets cater some rewards for us since we're experienced! Seems like a good idea to me. They want to quest for fun, quest points and to be casual, then good for them. They should be rewarded for their time, sure. People who wanna do and complete harder content should be catered differently. If they want better rewards, then work for it.
Story mode can only be done once per character.
So, your statement amounts to "Veteran players should be the only ones that should have a rewarding experience where they can complete content meant for them." And if you don't see how taking literally everything for only one group of players and causing everyone else to quit is a problem, idk what to tell ya. Enjoy your shinies on a quickly dead game, I suppose.
New and casual players must have something rewarding all to themselves. You don't need extra cookies for everything. There's zero reason why something meant to add immersion to story should come with anything special. Something like purple drop instead of blue is one thing, exclusive rewards and junk is another thing entirely
How on Earth will people quit over a veteran overland, that can only be completed once? [snip]
New and casual players get skill points, some gold and experience. That should be rewarding to them. If they want better rewards then they should work for it. If not, then that's on them. If they get frustrated and quit over that then that's just petty imo. We can literally compare this to vet content we have now: they work for it, learn to get better....... or get carried.
Oh I'd quit in a hot second. I want to relax NOT have to spend 5 minutes killing a skeever. [snip] Many of us play a game to relax according to this thread and dying every fight is not gonna make us get gud, but it will make us start playing something else.
[edited for baiting & to remove quote]
Iron_Warrior wrote: »[Removed Quote]
Toxic_Hemlock wrote: »Iron_Warrior wrote: »[Removed Quote]
But here is the rub. It is far easier to just up the entire difficulty over the entire overland than to make it an optional switch. Making two or more different experiences for different playstyles may sound good to some, but the work required may just lead to them increasing it entirely to reduce the dev time.
I, and I am sure many others, are not choosing to ignore the "optional" here, but the path of least resistance leads to just increasing it for everyone, and that is not what I want AT ALL.
Toxic_Hemlock wrote: »Iron_Warrior wrote: »[Removed Quote]
But here is the rub. It is far easier to just up the entire difficulty over the entire overland than to make it an optional switch. Making two or more different experiences for different playstyles may sound good to some, but the work required may just lead to them increasing it entirely to reduce the dev time.
I, and I am sure many others, are not choosing to ignore the "optional" here, but the path of least resistance leads to just increasing it for everyone, and that is not what I want AT ALL.
Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Lets remove perfected trial gear, undaunted plunder, golden jewellery, skins titles and achievements from them! Because ya know, not necessary having better rewards than the plebs doing it on normal mode.
That content is meant for experienced players. Story mode is meant for everyone. If new and casual players have nothing where the rewards are tailored towards them, there is zero reason whatsoever for them to play.
Ok lets do veteran overland mode where it's meant for experienced players, oh and lets cater some rewards for us since we're experienced! Seems like a good idea to me. They want to quest for fun, quest points and to be casual, then good for them. They should be rewarded for their time, sure. People who wanna do and complete harder content should be catered differently. If they want better rewards, then work for it.
Story mode can only be done once per character.
So, your statement amounts to "Veteran players should be the only ones that should have a rewarding experience where they can complete content meant for them." And if you don't see how taking literally everything for only one group of players and causing everyone else to quit is a problem, idk what to tell ya. Enjoy your shinies on a quickly dead game, I suppose.
New and casual players must have something rewarding all to themselves. You don't need extra cookies for everything. There's zero reason why something meant to add immersion to story should come with anything special. Something like purple drop instead of blue is one thing, exclusive rewards and junk is another thing entirely
How on Earth will people quit over a veteran overland, that can only be completed once? [snip]
New and casual players get skill points, some gold and experience. That should be rewarding to them. If they want better rewards then they should work for it. If not, then that's on them. If they get frustrated and quit over that then that's just petty imo. We can literally compare this to vet content we have now: they work for it, learn to get better....... or get carried.
[edited for baiting]
Toxic_Hemlock wrote: »Iron_Warrior wrote: »[Removed Quote]
But here is the rub. It is far easier to just up the entire difficulty over the entire overland than to make it an optional switch. Making two or more different experiences for different playstyles may sound good to some, but the work required may just lead to them increasing it entirely to reduce the dev time.
I, and I am sure many others, are not choosing to ignore the "optional" here, but the path of least resistance leads to just increasing it for everyone, and that is not what I want AT ALL.
That's why using current mechanics would be a good idea - inflict major vulnerability on the player which wants hard mode for example.
spartaxoxo wrote: »Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »spartaxoxo wrote: »Blackbird_V wrote: »[*] Quest reward overhaul: Receive a reward chest at the end of a quest depending on the type of quest you have completed. The reward chest rolls on a drop table for various material, motif, cash, furniture or armour set rewards. Each chest has access to the same drop table with the greater chests having a better chance of better loot.
[*] An optional challenge mode toggle for overland quests: A list of debuffs are afflicted onto your character depending on the challenge you have selected. A collectible tool can toggle these effects on and off in case you decide it is too difficult, or you need to go do something else entirely. Cancelling the challenge will fail the challenge however. Upon completion of the quest and challenge you receive a better rewards chest which has a slightly increased drop chance of better loot from the same drop table as the other chests, a little something for your efforts.
See, I do not see why you should have "a little something for your efforts" as you put it for choosing the harder mode. If the point is that overland is too easy and not engaging, then getting better rewards than the plebs doing it on normal mode should not be necessary. Your reward is doing it on the difficulty you want.
This to me is a huge point of contention.
Lets remove perfected trial gear, undaunted plunder, golden jewellery, skins titles and achievements from them! Because ya know, not necessary having better rewards than the plebs doing it on normal mode.
That content is meant for experienced players. Story mode is meant for everyone. If new and casual players have nothing where the rewards are tailored towards them, there is zero reason whatsoever for them to play.
Ok lets do veteran overland mode where it's meant for experienced players, oh and lets cater some rewards for us since we're experienced! Seems like a good idea to me. They want to quest for fun, quest points and to be casual, then good for them. They should be rewarded for their time, sure. People who wanna do and complete harder content should be catered differently. If they want better rewards, then work for it.
Story mode can only be done once per character.
So, your statement amounts to "Veteran players should be the only ones that should have a rewarding experience where they can complete content meant for them." And if you don't see how taking literally everything for only one group of players and causing everyone else to quit is a problem, idk what to tell ya. Enjoy your shinies on a quickly dead game, I suppose.
New and casual players must have something rewarding all to themselves. You don't need extra cookies for everything. There's zero reason why something meant to add immersion to story should come with anything special. Something like purple drop instead of blue is one thing, exclusive rewards and junk is another thing entirely
How on Earth will people quit over a veteran overland, that can only be completed once? [snip]
New and casual players get skill points, some gold and experience. That should be rewarding to them. If they want better rewards then they should work for it. If not, then that's on them. If they get frustrated and quit over that then that's just petty imo. We can literally compare this to vet content we have now: they work for it, learn to get better....... or get carried.
[edited for baiting]
Nobody wants to play just for some coin while everyone else gets nice stuff. Some of them will look at the massive amount of work it takes to go from a brand new player or casual player to someone able to do the hardest stuff and get good. And the rest will just quit.
There has to be fun and rewarding things for all levels of play, that's just very basic. It's the reason we get quest rewards and achievements in the first place.
Something like blue gear instead of purple gear is fine. But hard no to anything fancy like cosmetics, special weapons, etc. That stuff is better suited to things like arenas.
Sylvermynx wrote: »Toxic_Hemlock wrote: »Iron_Warrior wrote: »[Removed Quote]
But here is the rub. It is far easier to just up the entire difficulty over the entire overland than to make it an optional switch. Making two or more different experiences for different playstyles may sound good to some, but the work required may just lead to them increasing it entirely to reduce the dev time.
I, and I am sure many others, are not choosing to ignore the "optional" here, but the path of least resistance leads to just increasing it for everyone, and that is not what I want AT ALL.
That's why using current mechanics would be a good idea - inflict major vulnerability on the player which wants hard mode for example.
That would be one option that makes sense to me, though I think I remember from other threads that there are those who don't like that for some reason.
And why not something like the reverse of Battle Spirit for those who want it more difficult?
spartaxoxo wrote: »Nobody new or casual wants to play just for some coin while all the great players get literally all the nicest things. Some of them will look at the massive amount of work it takes to go from a brand new player or casual player to someone able to do the hardest stuff and get good. And the rest will just quit.
There has to be fun and rewarding things for all levels of play, that's just very basic. It's the reason we get quest rewards and achievements in the first place. There are nice rewards exclusive to the primary target audience for all the types of content. That should not change. The target audience for overland is everyone (but especially casuals) so that is where the big overland rewards should come from. Nobody wants to know they missed out on like a mount and will have to roll an alt out and gear out to vet specs because they beat Rada Al'Saran at level 20.
Something like blue gear instead of purple gear is fine. But hard no to anything fancy like dyes cosmetics, special weapons, etc. That stuff is better suited to things like arenas.
Easiest way to lose casual players. And this game doesn't run without them. They are the majority.
We're just speculating the idea, not the finer details of rewards. Normal mode player 1 gets 1k coins, hard mode player 2 gets 1.1k coins if needed... just add something for the players that want the challenge
Toxic_Hemlock wrote: »Iron_Warrior wrote: »[Removed Quote]
But here is the rub. It is far easier to just up the entire difficulty over the entire overland than to make it an optional switch. Making two or more different experiences for different playstyles may sound good to some, but the work required may just lead to them increasing it entirely to reduce the dev time.
I, and I am sure many others, are not choosing to ignore the "optional" here, but the path of least resistance leads to just increasing it for everyone, and that is not what I want AT ALL.
They literally use this tech everywhere. They can make different instances of maps, they do, and there are everywhere, except overland. They won't change the base overland else upset a massive portion of the player base, but ignoring other players when they have the tools to provide to both, probably not in their best interest.
Toxic_Hemlock wrote: »So long as it doesn't create so much extra work for the devs that it pushes back any new content for a year or more it is fine with me.
We're just speculating the idea, not the finer details of rewards. Normal mode player 1 gets 1k coins, hard mode player 2 gets 1.1k coins if needed... just add something for the players that want the challenge
Now that's a lot better because now we are honest and can understand eachother. I want optional harder overland and you fear that the devs will become lazy and force it on everyone. We are on the same page on something, neither of us wants the game to become harder overall instead of an optional thing. I'm sure even the vet players sometimes want to just do the dailies, pick materials and go from point A to point B ASAP, so that's the biggest mistake they can make and i'm sure they are smart enough to understand that. If they ever decide to make overland challenging it's either needs to be optional or don't happen at allToxic_Hemlock wrote: »
But here is the rub. It is far easier to just up the entire difficulty over the entire overland than to make it an optional switch. Making two or more different experiences for different playstyles may sound good to some, but the work required may just lead to them increasing it entirely to reduce the dev time.
I, and I am sure many others, are not choosing to ignore the "optional" here, but the path of least resistance leads to just increasing it for everyone, and that is not what I want AT ALL.