Parasaurolophus wrote: »There are quite a few non-casual games and pvp games in the world that are much more popular than eso.
spartaxoxo wrote: »Yes. It would make more of a challenge. Something that used to ignorable now being able to one shot you is a change in difficulty. We already see it works in that game and I see nothing in this game about why it wouldn't work here. They devs would settle on which debuffs they'd want to work on it's strength but decreasing damage dealt and increasing damage received would obviously be part of it.
It's not as good at providing a challenge as an entire rework obviously, but it's vastly superior to doing nothing and leaving those old zones with no options.
SilverBride wrote: »Parasaurolophus wrote: »There are quite a few non-casual games and pvp games in the world that are much more popular than eso.
What games and where is the data supporting this? And are these multiplayer or single player games?
spartaxoxo wrote: »Yes. It would make more of a challenge. Something that used to ignorable now being able to one shot you is a change in difficulty. We already see it works in that game and I see nothing in this game about why it wouldn't work here. They devs would settle on which debuffs they'd want to work on it's strength but decreasing damage dealt and increasing damage received would obviously be part of it.
It's not as good at providing a challenge as an entire rework obviously, but it's vastly superior to doing nothing and leaving those old zones with no options.
ok, so it isn't just a debuff slider but more like we had it other TES games - where damage dealt and damage taken is both adjusted. This would be more of a challenge, I can very well see that.
spartaxoxo wrote: »SilverBride wrote: »Parasaurolophus wrote: »There are quite a few non-casual games and pvp games in the world that are much more popular than eso.
What games and where is the data supporting this? And are these multiplayer or single player games?
LOL and Counterstrike come to mind. Mostly the games focused primarily on PVP.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »Parasaurolophus wrote: »There are quite a few non-casual games and pvp games in the world that are much more popular than eso.
What games and where is the data supporting this? And are these multiplayer or single player games?
LOL and Counterstrike come to mind. Mostly the games focused primarily on PVP.
Apples and oranges. Very different genres from a roleplaying MMO.
spartaxoxo wrote: »spartaxoxo wrote: »Yes. It would make more of a challenge. Something that used to ignorable now being able to one shot you is a change in difficulty. We already see it works in that game and I see nothing in this game about why it wouldn't work here. They devs would settle on which debuffs they'd want to work on it's strength but decreasing damage dealt and increasing damage received would obviously be part of it.
It's not as good at providing a challenge as an entire rework obviously, but it's vastly superior to doing nothing and leaving those old zones with no options.
ok, so it isn't just a debuff slider but more like we had it other TES games - where damage dealt and damage taken is both adjusted. This would be more of a challenge, I can very well see that.
I mean "debuff" is an extremely broad term in the first place. It includes a ton of things they could do.
"You take 10 hp damage per second in a snowy places, this damage increases every 30 seconds up to 100k damage per second. You can remove all cold damage stacks by going to inns and camp fires." Is a debuff.
"Increase damage taken by 800%" is also a debuff.
Those numbers are not meant to be examples of what should be done, just using them to illustrate how flexible the concept is.
A debuff slider merely allows developers to introduce stuff that can happen to your character in particular, at various levels of strength.
The LOTRO slider for example has some debuffs that are very weak and some really strong. They also have some enemies respond to your slider and can launch special attacks only at you because you're heavily debuffed.
ShalidorsHeir wrote: »It wouldn't be about manually modifying 40 zones with the proper technique. Enemies are generated off templates, and even dlc zones only have a few dozen of those. Tweaking those templates is how you would modify the world on a whole. It would take time and effort, and expecting them to do everything at once would be a lot, but if they took their list and figured out which templates they would need to modify to influence specific zones they could more easily do something like "we updated Auridon, Glenumbra, and Stonefalls" or "for this elsweyr celebration we updated northern and sothern elsweyr." I don't care much for events since it's just item fodder, but doing something like that would re-inspire me to visit.
I am an software developer and architect involved in many marketing processes. That is another flag for difficulty and a damn config file. Besides that the only thing to implement is the generation of these zones out of templates that were created and modified long time ago already, the same stuff they generate the usual zones with. That stuff is not magic at all. Even the were do i come out, normal or vateteran?, is just reusage of things that have been implement already.
Exactly, and while the old silver and gold zones, (for those wondering, were essentially 2 additional difficulty flags) were simple and only modified mob level, going beyond that is something seen in every dungeon and trial. It just comes down to modifying (many) templates, and generating new instances off of them. You can do the self flag rule to enable mobs to do more against players with the flag, but that would require modifying those templates as well. But many seem to think making a vet zone would require creating a new npc at every location an npc spawns at and hand crafting what they can do each time.
Yeah, this is what I read from what some said - hand-crafted new mechanics - if that is not the case, fine then.
spartaxoxo wrote: »spartaxoxo wrote: »Yes. It would make more of a challenge. Something that used to ignorable now being able to one shot you is a change in difficulty. We already see it works in that game and I see nothing in this game about why it wouldn't work here. They devs would settle on which debuffs they'd want to work on it's strength but decreasing damage dealt and increasing damage received would obviously be part of it.
It's not as good at providing a challenge as an entire rework obviously, but it's vastly superior to doing nothing and leaving those old zones with no options.
ok, so it isn't just a debuff slider but more like we had it other TES games - where damage dealt and damage taken is both adjusted. This would be more of a challenge, I can very well see that.
I mean "debuff" is an extremely broad term in the first place. It includes a ton of things they could do.
"You take 10 hp damage per second in a snowy places, this damage increases every 30 seconds up to 100k damage per second. You can remove all cold damage stacks by going to inns and camp fires." Is a debuff.
"Increase damage taken by 800%" is also a debuff.
Those numbers are not meant to be examples of what should be done, just using them to illustrate how flexible the concept is.
A debuff slider merely allows developers to introduce stuff that can happen to your character in particular, at various levels of strength.
The LOTRO slider for example has some debuffs that are very weak and some really strong. They also have some enemies respond to your slider and can launch special attacks only at you because you're heavily debuffed.
ok thanks for clarification - II assumed debuffs to be only effects which lower abilities, but are not effecting the abilities of enemies. You know, as the opposite to buffs, which increase own abilities without effecting the abilities of enemies. You want an actual difficulty slider like we had it in former TES games.
I personally like the idea of environmental effects (had so much fun with Skyrim winter edition and Frostfall hardcore) - like cold and heat effects dependent on the armor worn and such - but I know as well a lot of people, who are not fond at all having to deal with these kind of things in their game. I know, you didn't really suggest that for ESO, but I would actually like that, because it is again role play in an environment which has actual effects on the game play.
In my experience, the "main" boss of a chapter story line (e.g. Vandacia for the Blackwood chapter) does not "die within seconds". I'm not saying they're difficult fights - indeed most story encounter mechanics tend be very simplified versions of "don't stand in the red zone", which to be fair is actually a good way to encourage players to avoid damage generally when they start to take on harder content in dungeons etc... However, although they're not difficult the nature of the encounters generally does take some number of minutes to complete (e.g. Vandacia is only vulnerable for small windows of time and then goes back to being invulnerable while you deal with adds). I guess an experienced player with really good gear could slice through these bosses faster - when I did the Blackwood chapter I was around 200 ish CPs and was in a healer build but could still do pretty decent dps but I imagine a full out dps build at this gear level would be able to burn the boss faster.
SilverBride wrote: »It is still hard for me to comprehend how some players are unhappy because they have gotten stronger and aren't struggling any more. This is so contradictaory to what progression is.
I accept that some players feel that way, and even support some of the ideas presented in this thread, but I will never understand it.
Iron_Warrior wrote: »I just want say this real quick: if the quests were anything more than me one shotting everyone, i would have been hyped out of my mind for the new chapter without caring about lack of new class or skill lines in it but with this kind of difficulty it's hard to take story seriously and it feels like i'm just reading a visual novel. We are forced to play on the "very easy" mode in this game.
Iron_Warrior wrote: »I just want say this real quick: if the quests were anything more than me one shotting everyone, i would have been hyped out of my mind for the new chapter without caring about lack of new class or skill lines in it but with this kind of difficulty it's hard to take story seriously and it feels like i'm just reading a visual novel. We are forced to play on the "very easy" mode in this game.
If after 8 years of character progression and over 1K to 2k cp and best armor in the slot if you are still not two shotting mobs then i dont know what you are doing. MMORPG's is all about progression and getting stronger. Or they can go the way of WOW which made characters weaker as they progressed when Shadowlands was launched and everyone was unhappy that lead to many quit the game. Just google 'shadowlands character getting weaker as they level' and see results.
@Iron_Warrior just take your gear off, reset your CPs and then do the quests.
Iron_Warrior wrote: »Iron_Warrior wrote: »I just want say this real quick: if the quests were anything more than me one shotting everyone, i would have been hyped out of my mind for the new chapter without caring about lack of new class or skill lines in it but with this kind of difficulty it's hard to take story seriously and it feels like i'm just reading a visual novel. We are forced to play on the "very easy" mode in this game.
If after 8 years of character progression and over 1K to 2k cp and best armor in the slot if you are still not two shotting mobs then i dont know what you are doing. MMORPG's is all about progression and getting stronger. Or they can go the way of WOW which made characters weaker as they progressed when Shadowlands was launched and everyone was unhappy that lead to many quit the game. Just google 'shadowlands character getting weaker as they level' and see results.
And before you say it, No getting naked and fighting unarmed solves nothing. How can i take the bad guy seriously when i need to get butt naked and drop my weapons to actually give him a little chance? I want to go all out and still feel like "oh boy, this guy is the real deal".
Iron_Warrior wrote: »This game punishes you for improving, the better you become the less contents you will enjoy.
Iron_Warrior wrote: »This game punishes you for improving, the better you become the less contents you will enjoy.
Firstly, you may feel that way but don't assume everyone does. For me becoming increasingly powerful as my character gains gear and CPs feels completely natural and part of standard MMORPG design. I certainly don't feel "punished" in any way, for me it's most definitely a reward.
What you choose to do with your time and money is up to you, all I know is if I were experiencing such negativity while playing a game I'd probably just look for another game to play. I honestly don't think tinkering with the difficulty of content is going to resolve things for you if you genuinely feel this way.
SilverBride wrote: »Parasaurolophus wrote: »There are quite a few non-casual games and pvp games in the world that are much more popular than eso.
What games and where is the data supporting this? And are these multiplayer or single player games?
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »Parasaurolophus wrote: »There are quite a few non-casual games and pvp games in the world that are much more popular than eso.
What games and where is the data supporting this? And are these multiplayer or single player games?
LOL and Counterstrike come to mind. Mostly the games focused primarily on PVP.
Apples and oranges. Very different genres from a roleplaying MMO.
I'm going to base my response on my actual experience of doing the main quest-lines in each of the chapter zones and also side-quests - this is going to be heavily biased on my own experience and opinion but so are most of the posts in this thread so it seems to be the only way to contribute to this discussion as objectiveness appears to have disappeared almost entirely from these discussions.
In my experience, the "main" boss of a chapter story line (e.g. Vandacia for the Blackwood chapter) does not "die within seconds". I'm not saying they're difficult fights - indeed most story encounter mechanics tend be very simplified versions of "don't stand in the red zone", which to be fair is actually a good way to encourage players to avoid damage generally when they start to take on harder content in dungeons etc... However, although they're not difficult the nature of the encounters generally does take some number of minutes to complete (e.g. Vandacia is only vulnerable for small windows of time and then goes back to being invulnerable while you deal with adds). I guess an experienced player with really good gear could slice through these bosses faster - when I did the Blackwood chapter I was around 200 ish CPs and was in a healer build but could still do pretty decent dps but I imagine a full out dps build at this gear level would be able to burn the boss faster.
SilverBride wrote: »It is still hard for me to comprehend how some players are unhappy because they have gotten stronger and aren't struggling any more. This is so contradictaory to what progression is.
I accept that some players feel that way, and even support some of the ideas presented in this thread, but I will never understand it.
Why are people against an optional difficulty toggle on your character? How does this affect your easy-mode experience in any way, shape or form? Why are you so against us all playing the game the way we want? I'm fully convinced now that the same people, that have been commenting on this thread every day for the past few months opposing an optional vet mode, are just commenting for fun. Everyone including zos can see this, it's the same few people. If you ignore these posts, you can clearly see that the majority want an optional vet mode as long as it doesn't affect those that want to continue with 1-hit mob easy mode.