BroughBreaux wrote: »Anyway, I just wanted to add that all ZOS would have to do is add a difficulty slider in the settings that buffs and/or debuffs your character depending on which point it's set to and this problem would be solved, for the most part.
Difficulty options would be as follows:
Novice > Apprentice > Adept > Expert > Master > Legendary
ShalidorsHeir wrote: »Again: debuffs are wasted development time and wont be used by anyone since they do not result in what was asked for. Optional vet instances is what we need and there it doesnt matter if player or NPC is scaled up and down.
ShalidorsHeir wrote: »Also, you can already debuff youself - guess why nobody is doing it. I did this for one month for research regarding this thread, i even did it in craglorn which is considered "group" content. It simply feels wrong and i dont enjoy at all. Mates of my guilds feel the same and could not be arsed to even try it out.
ShalidorsHeir wrote: »It is not a challange if not everyone participating in the same battle fights equally.
BroughBreaux wrote: »B'Vehk 87 pages of replies, that's a lot.
Anyway, I just wanted to add that all ZOS would have to do is add a difficulty slider in the settings that buffs and/or debuffs your character depending on which point it's set to and this problem would be solved, for the most part.
Difficulty options would be as follows:
Novice > Apprentice > Adept > Expert > Master > Legendary
These options would attach a Battle Spirit-like buff and debuff to your character that affects very general values and acts as a sort-of "post process" for the internal equations for how the game calculates things like damage done, taken, healing done, taken, etc. This buff would only apply if you're in an overland or delve instance of the game, and would toggle off when you enter group instanced content like Dungeons, Arenas, Trials, and PvP.
the following percentage values are based around the current damage and healing values in the overworld
Novice:
Damage Taken: 80%
Damage Done: 120%
Healing Taken: 120%
Apprentice:
Damage Taken: 100%
Damage Done: 100%
Healing Taken: 100%
Adept:
Damage Taken: 150%
Damage Done: 80%
Healing Taken: 80%
Expert:
Damage Taken: 200%
Damage Done: 60%
Healing Taken: 60%
Master:
Damage Taken: 250%
Damage Done: 50%
Healing Taken: 50%
Legendary:
Damage Taken: 300%
Damage Done: 30%
Healing Taken: 30%
I think this sort of system, that is completely optional and defaults to apprentice, would be unintrusive and the perfect solution to make everyone happy, and would not be difficult to implement at all, as it does not have to edit any worldspaces, any enemies, any instancing, anything at all, other than your specific character.
Personally, I would love to play on Legendary, to get a truly terrifying world that I have to prepare myself for, and I have to use things like block and roll dodge to succeed. That would be very fun to play in my opinion.
But if someone doesn't want to play on legendary, they don't have to and aren't obligated to, they can play on whichever difficulty they want to, and enjoy the game the way they want to.
This is all about player choice, and no amount of self-nerfs I inflict on myself can even come close to that legendary difficulty I described and still remain fun, as I'd have to just run in naked with no weapons, and that's not how I want to play.
Just a heads up on what you currently can do in game to debuff yourself:
— remove combat focused CP.
— reset attributes to 0.
— remove all passives (class, weapon skills, armor, guild, etc.).
— craft lvl 1 white gear or unequip everything but weapon (lvl 1).
Those 4 combined would significantly reduce all your damage, healing and survivability on a max level character (160 CP) and it can be done in 5 seconds with armory. I tried it and it’s indeed add quite a bit of challenge even to the base game delves. If even that is not enough you can also:
— become stage 4 vampire to minimize your sustain even further and set your hp regeneration to 0 so you would need to use healing abilities more often. Additional fire damage as a bonus.
— use ravage health potions to put heavy dot, ensuring you’d need to be extra careful and use healing more frequently (and they have several levels with different intensity).
All these steps combined would make questing way more difficult, probably even more so than vet instances could.
Better question would be why advocating for something that is already available in game? What stopping you from using it now?
ShalidorsHeir wrote: »@spartaxoxo it might work for instances but without instances it does won't work in ESO. And i am not talking about private instances at all. In fact, im pointing to the exact opposite.
spartaxoxo wrote: »ShalidorsHeir wrote: »@spartaxoxo it might work for instances but without instances it does won't work in ESO. And i am not talking about private instances at all. In fact, im pointing to the exact opposite.
I didn't say you were. I stated that what you did complain about is only solvable with private instances. It already works in another game with debuffed players and not debuffed players playing alongside of each other because it's functionally no different from a gameplay standpoint than two people being of unequal build. Which is a weakness of coopertative multiplayer gaming period, not just debuffs.
There is one and only one solution that does not have players of different strengths fighting against the same enemies sometimes. And that is private instances.
ShalidorsHeir wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »@spartaxoxo it might work for instances but without instances it does won't work in ESO. And i am not talking about private instances at all. In fact, im pointing to the exact opposite.
I didn't say you were. I stated that what you did complain about is only solvable with private instances. It already works in another game with debuffed players and not debuffed players playing alongside of each other because it's functionally no different from a gameplay standpoint than two people being of unequal build. Which is a weakness of coopertative multiplayer gaming period, not just debuffs.
There is one and only one solution that does not have players of different strengths fighting against the same enemies sometimes. And that is private instances.
No i dont, i said 2 different instance types. You will be in that instance with other players that chose the same type. Please have a look at my comment again since i edited it afterwards a bit.
Anyways thats completely different from private instances... like in dungeons - you say normal youll port to normal; you set vet, youll get to vet. always along with ALL other players that set the difficulty modes for their own character.
AGAIN: read my comments about the possible exploits of buffs/debuffs in the same overland - THAT IS MUCH MORE EFFORT FOR ZOS AT ALL TO TAKE CARE OF EVERYTHING DEBUFFING WOULD MEAN!
spartaxoxo wrote: »ShalidorsHeir wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »@spartaxoxo it might work for instances but without instances it does won't work in ESO. And i am not talking about private instances at all. In fact, im pointing to the exact opposite.
I didn't say you were. I stated that what you did complain about is only solvable with private instances. It already works in another game with debuffed players and not debuffed players playing alongside of each other because it's functionally no different from a gameplay standpoint than two people being of unequal build. Which is a weakness of coopertative multiplayer gaming period, not just debuffs.
There is one and only one solution that does not have players of different strengths fighting against the same enemies sometimes. And that is private instances.
No i dont, i said 2 different instance types. You will be in that instance with other players that chose the same type. Please have a look at my comment again since i edited it afterwards a bit.
Anyways thats completely different from private instances... like in dungeons - you say normal youll port to normal; you set vet, youll get to vet. always along with ALL other players that set the difficulty modes for their own character.
AGAIN: read my comments about the possible exploits of buffs/debuffs in the same overland - THAT IS MUCH MORE EFFORT FOR ZOS AT ALL TO TAKE CARE OF EVERYTHING DEBUFFING WOULD MEAN!
I don't think you understood my comment.
I am not saying you are suggesting private instances. I, me, myself brought up private instances because it is the only solution to the issue that you did lay out.
You said that high level players don't fight alongside regular players currently. That is completely incorrect. This is overland we are talking about, not VKA. All players in Overland are mixed together and do not have separate instance based on level.
It is already the case that I fight in a story area next to players that I greatly surpass in power. It is also sometimes the case that I run into people doing world bosses that significantly surpass me in power. This is how every MMO works.
It is not a unique problem caused by debuffs. It is the reality of multiplayer gaming.
Even if they made a separate vet mode, you will have people with 35k dps playing in the overland alongside someone with 100k dps.
There is no difference between that and a debuffed player playing near one that is not debuffed.
ShalidorsHeir wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »@spartaxoxo it might work for instances but without instances it does won't work in ESO. And i am not talking about private instances at all. In fact, im pointing to the exact opposite.
I didn't say you were. I stated that what you did complain about is only solvable with private instances. It already works in another game with debuffed players and not debuffed players playing alongside of each other because it's functionally no different from a gameplay standpoint than two people being of unequal build. Which is a weakness of coopertative multiplayer gaming period, not just debuffs.
There is one and only one solution that does not have players of different strengths fighting against the same enemies sometimes. And that is private instances.
No i dont, i said 2 different instance types. You will be in that instance with other players that chose the same type. Please have a look at my comment again since i edited it afterwards a bit.
Anyways thats completely different from private instances... like in dungeons - you say normal youll port to normal; you set vet, youll get to vet. always along with ALL other players that set the difficulty modes for their own character.
AGAIN: read my comments about the possible exploits of buffs/debuffs in the same overland - THAT IS MUCH MORE EFFORT FOR ZOS AT ALL TO TAKE CARE OF EVERYTHING DEBUFFING WOULD MEAN!
I don't think you understood my comment.
I am not saying you are suggesting private instances. I, me, myself brought up private instances because it is the only solution to the issue that you did lay out.
You said that high level players don't fight alongside regular players currently. That is completely incorrect. This is overland we are talking about, not VKA. All players in Overland are mixed together and do not have separate instance based on level.
It is already the case that I fight in a story area next to players that I greatly surpass in power. It is also sometimes the case that I run into people doing world bosses that significantly surpass me in power. This is how every MMO works.
It is not a unique problem caused by debuffs. It is the reality of multiplayer gaming.
Even if they made a separate vet mode, you will have people with 35k dps playing in the overland alongside someone with 100k dps.
There is no difference between that and a debuffed player playing near one that is not debuffed.
Player like me are not there at all - in overland. its solveable by how i said - not how YOU lay it out. Debuffing does still contradict character progress and allows the exploits i mentioned. That is my point, i hope finally you understand it. Because im pretty sure i understood yours already weeks ago. And last but not least: There is a difference, otherwise we would debuff ourself already. because the debuff system we have right now is better than any opinion in this thread so far.
spartaxoxo wrote: »ShalidorsHeir wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »@spartaxoxo it might work for instances but without instances it does won't work in ESO. And i am not talking about private instances at all. In fact, im pointing to the exact opposite.
I didn't say you were. I stated that what you did complain about is only solvable with private instances. It already works in another game with debuffed players and not debuffed players playing alongside of each other because it's functionally no different from a gameplay standpoint than two people being of unequal build. Which is a weakness of coopertative multiplayer gaming period, not just debuffs.
There is one and only one solution that does not have players of different strengths fighting against the same enemies sometimes. And that is private instances.
No i dont, i said 2 different instance types. You will be in that instance with other players that chose the same type. Please have a look at my comment again since i edited it afterwards a bit.
Anyways thats completely different from private instances... like in dungeons - you say normal youll port to normal; you set vet, youll get to vet. always along with ALL other players that set the difficulty modes for their own character.
AGAIN: read my comments about the possible exploits of buffs/debuffs in the same overland - THAT IS MUCH MORE EFFORT FOR ZOS AT ALL TO TAKE CARE OF EVERYTHING DEBUFFING WOULD MEAN!
I don't think you understood my comment.
I am not saying you are suggesting private instances. I, me, myself brought up private instances because it is the only solution to the issue that you did lay out.
You said that high level players don't fight alongside regular players currently. That is completely incorrect. This is overland we are talking about, not VKA. All players in Overland are mixed together and do not have separate instance based on level.
It is already the case that I fight in a story area next to players that I greatly surpass in power. It is also sometimes the case that I run into people doing world bosses that significantly surpass me in power. This is how every MMO works.
It is not a unique problem caused by debuffs. It is the reality of multiplayer gaming.
Even if they made a separate vet mode, you will have people with 35k dps playing in the overland alongside someone with 100k dps.
There is no difference between that and a debuffed player playing near one that is not debuffed.
Player like me are not there at all - in overland. its solveable by how i said - not how YOU lay it out. Debuffing does still contradict character progress and allows the exploits i mentioned. That is my point, i hope finally you understand it. Because im pretty sure i understood yours already weeks ago. And last but not least: There is a difference, otherwise we would debuff ourself already. because the debuff system we have right now is better than any opinion in this thread so far.
You aren’t there but others are. I am out there and also a vet player. I have met plenty of others too. Debuffing to the degree being recommended is not possible in this game and has been implemented to solve exactly this issue. Your solution is not the only solution used in an mmo to success.
It did not remove character progression because gear still mattered. It did not cause a ton of issues with people playing multiplayer because people already are used to playing multiplayer. Running into someone stronger than you is a normal part of multiplayer.
ShalidorsHeir wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »@spartaxoxo it might work for instances but without instances it does won't work in ESO. And i am not talking about private instances at all. In fact, im pointing to the exact opposite.
I didn't say you were. I stated that what you did complain about is only solvable with private instances. It already works in another game with debuffed players and not debuffed players playing alongside of each other because it's functionally no different from a gameplay standpoint than two people being of unequal build. Which is a weakness of coopertative multiplayer gaming period, not just debuffs.
There is one and only one solution that does not have players of different strengths fighting against the same enemies sometimes. And that is private instances.
No i dont, i said 2 different instance types. You will be in that instance with other players that chose the same type. Please have a look at my comment again since i edited it afterwards a bit.
Anyways thats completely different from private instances... like in dungeons - you say normal youll port to normal; you set vet, youll get to vet. always along with ALL other players that set the difficulty modes for their own character.
AGAIN: read my comments about the possible exploits of buffs/debuffs in the same overland - THAT IS MUCH MORE EFFORT FOR ZOS AT ALL TO TAKE CARE OF EVERYTHING DEBUFFING WOULD MEAN!
I don't think you understood my comment.
I am not saying you are suggesting private instances. I, me, myself brought up private instances because it is the only solution to the issue that you did lay out.
You said that high level players don't fight alongside regular players currently. That is completely incorrect. This is overland we are talking about, not VKA. All players in Overland are mixed together and do not have separate instance based on level.
It is already the case that I fight in a story area next to players that I greatly surpass in power. It is also sometimes the case that I run into people doing world bosses that significantly surpass me in power. This is how every MMO works.
It is not a unique problem caused by debuffs. It is the reality of multiplayer gaming.
Even if they made a separate vet mode, you will have people with 35k dps playing in the overland alongside someone with 100k dps.
There is no difference between that and a debuffed player playing near one that is not debuffed.
Player like me are not there at all - in overland. its solveable by how i said - not how YOU lay it out. Debuffing does still contradict character progress and allows the exploits i mentioned. That is my point, i hope finally you understand it. Because im pretty sure i understood yours already weeks ago. And last but not least: There is a difference, otherwise we would debuff ourself already. because the debuff system we have right now is better than any opinion in this thread so far.
You aren’t there but others are. I am out there and also a vet player. I have met plenty of others too. Debuffing to the degree being recommended is not possible in this game and has been implemented to solve exactly this issue. Your solution is not the only solution used in an mmo to success.
It did not remove character progression because gear still mattered. It did not cause a ton of issues with people playing multiplayer because people already are used to playing multiplayer. Running into someone stronger than you is a normal part of multiplayer.
not saying it is a bad idea - but in ESO it simply wont work and people dont want it that way. If they did they would debuff themselves and claim that the debuff is not strong enough, but nobody is arguing about that in here because they dont want to it. my argument is still valid as far as i understand your point. It does not feel right to debuff yourself. We want more challange and somewhat more remarkable - i can easily outtake 20 targets in 3 secs. Now i debuff myself to have more immersion but it doesn help since the guy next to me does in 3 secs before i started buffing up. I dont know how that is so hard to understand. Now if the mobs would be simply stronger for both of us (or x amount of players, amybe at a worldboss) this would not happen. So it does not satisfy my needs at all or 95% of my friends and guild members who are not playing overland for the same reason. Ofc you meet some of them - it would be more beneficial for ESO and ZOS to adress this issue for a wider audience tho.
ShalidorsHeir wrote: »Now i debuff myself to have more immersion but it doesn help since the guy next to me does in 3 secs before i started buffing up. I dont know how that is so hard to understand.
ShalidorsHeir wrote: »I just look at it from a point of view that is representive for myself and, as mentioned, 90%+ of the players, i am surrounded with. While you seem to enjoy overland already as well as those who came up with that debuff idea i try to get a voice for those who do not play overland at all because of how it is. I am simply sure of 2 things: a) it is more effort for ZOS to do it like this, since i am a dev and dev archtiect myself and b) it should aim for the widest audience as possible where this debuff solution does not appeal to players like me, not only talking about myself as already mentioned.
ShalidorsHeir wrote: »But im pretty sure the vet instance would be appealing to "us" as well as to you.
spartaxoxo wrote: »ShalidorsHeir wrote: »I just look at it from a point of view that is representive for myself and, as mentioned, 90%+ of the players, i am surrounded with. While you seem to enjoy overland already as well as those who came up with that debuff idea i try to get a voice for those who do not play overland at all because of how it is. I am simply sure of 2 things: a) it is more effort for ZOS to do it like this, since i am a dev and dev archtiect myself and b) it should aim for the widest audience as possible where this debuff solution does not appeal to players like me, not only talking about myself as already mentioned.
I actually very much doubt that it is less work to overhaul the entire game than to give players a debuff slider. That's actually the reason that LOTRO for example scrapped the idea of a different server and instead implemented a debuff slider.
In fact those developers described it as a "cheat" because of how much easier it was.ShalidorsHeir wrote: »But im pretty sure the vet instance would be appealing to "us" as well as to you.
I would be way less happy with a separate instance than a debuff slider. I have explained why before. I would use anything they gave us because I want to be able to increase difficulty. But that doesn't mean I wouldn't be happier with a debuff slider.
ShalidorsHeir wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »I just look at it from a point of view that is representive for myself and, as mentioned, 90%+ of the players, i am surrounded with. While you seem to enjoy overland already as well as those who came up with that debuff idea i try to get a voice for those who do not play overland at all because of how it is. I am simply sure of 2 things: a) it is more effort for ZOS to do it like this, since i am a dev and dev archtiect myself and b) it should aim for the widest audience as possible where this debuff solution does not appeal to players like me, not only talking about myself as already mentioned.
I actually very much doubt that it is less work to overhaul the entire game than to give players a debuff slider. That's actually the reason that LOTRO for example scrapped the idea of a different server and instead implemented a debuff slider.
In fact those developers described it as a "cheat" because of how much easier it was.ShalidorsHeir wrote: »But im pretty sure the vet instance would be appealing to "us" as well as to you.
I would be way less happy with a separate instance than a debuff slider. I have explained why before. I would use anything they gave us because I want to be able to increase difficulty. But that doesn't mean I wouldn't be happier with a debuff slider.
ye but you would enjoy this as well. taken the exploits i mentioned into account it is more effort. It's not rewritting the whole overland content - i explained and CP5 already explained kinda of how it works. It is code for a flag instance creation, not ver much effort and a config for that so ti can be adjusted, even less work.
spartaxoxo wrote: »Better question would be why advocating for something that is already available in game? What stopping you from using it now?
What he's suggesting is stronger than just taking off your gear and cp, and is not in the game.
Moreover, taking off your gear sacrifices your progression entirely. Debuffs don't.
If you have gear that gives you 30k hp and you lose half of it, that would leave you with 15k. If you have gear that gives you 20k hp and you lose half of it, that is 10k. The gear that increased your hp still made a difference, just less than if you weren't debuffed.
Sylvermynx wrote: »The disconnect here is that this game doesn't add content with "ramped levels". So the issue is that in ESO, no zone is ever going to be more difficult - and that's a choice the developers have made.
I've played WoW and RIFT - both released expacs where the difficulty was increased, as did the levels the characters on one's account attained. But because of those mechanics, in those games, one had to chase gear, gain levels, deal with (sometimes agonizingly annoying) mechanics if one wanted to "progress".
I found ESO - and for me it was a breath of fresh air. I could get to CP 160 - and I never had to chase gear, chase levels, ever again.... To me that's freedom. Personally I love it.
I also understand that there are many who would really prefer that "ramped levels" expac release situation. I'm wondering if at this point in the game's life, a huge change of that sort is even possible.
spartaxoxo wrote: »ShalidorsHeir wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »I just look at it from a point of view that is representive for myself and, as mentioned, 90%+ of the players, i am surrounded with. While you seem to enjoy overland already as well as those who came up with that debuff idea i try to get a voice for those who do not play overland at all because of how it is. I am simply sure of 2 things: a) it is more effort for ZOS to do it like this, since i am a dev and dev archtiect myself and b) it should aim for the widest audience as possible where this debuff solution does not appeal to players like me, not only talking about myself as already mentioned.
I actually very much doubt that it is less work to overhaul the entire game than to give players a debuff slider. That's actually the reason that LOTRO for example scrapped the idea of a different server and instead implemented a debuff slider.
In fact those developers described it as a "cheat" because of how much easier it was.ShalidorsHeir wrote: »But im pretty sure the vet instance would be appealing to "us" as well as to you.
I would be way less happy with a separate instance than a debuff slider. I have explained why before. I would use anything they gave us because I want to be able to increase difficulty. But that doesn't mean I wouldn't be happier with a debuff slider.
ye but you would enjoy this as well. taken the exploits i mentioned into account it is more effort. It's not rewritting the whole overland content - i explained and CP5 already explained kinda of how it works. It is code for a flag instance creation, not ver much effort and a config for that so ti can be adjusted, even less work.
I didn't say it was rewriting all the code. I actually didn't hazard a guess to what overhauling it would involve at all. And it isn't a simple process. The themselves have flat out said it would be a ton of work to do what you want them to do. They may be in a similar situation as LOTRO devs were or whatever.
Regardless it is not a simple adjustment. You don't work for Zenimax. Rich does and Rich is also someone who loves difficulty. He flat-out stated that this was a barrier as to why they haven't done.
I personally think that if it was as simple as that, they'd have done it already.
Anyway every other video game developer I have ever seen has described debuffing the player character as the cheaper method, and LOTRO devs flat out called it cheating. So I'm inclinded to believe it is generally less work than changing each of the mob types.