WhyMustItBe wrote: »trackdemon5512 wrote: »The developers of this game [...] have already stated that creating such a slider ZOS not easy on an individual level as the game scales to you.
Source? As a programmer this would be incredibly easy. The level scaling is just a health/damage multiplier. All you would have to do to adjust this for different difficulty shards is add another multiplier to that. It is literally a single multiplication operation which requires no noticeable server resources nor programming effort. Like typing 1*0.3 vs. 1*0.3*1.2.trackdemon5512 wrote: »In an MMORPG say you slid the slider to make the game easier for you rather than more difficult. Are you effectively gaming the system to cheese content?
Not at all because 1) the quality/frequency of drops/rewards and XP gained can be scaled based on the level of difficulty you are willing to face (again with an extremely simple multiplier operation) and 2) the only thing an easier difficulty in PVE overworld really buys you is convenience.
Besides for the easiest mode it would basically be unchanged from how it is now. You could even have just two modes for overworld to keep it simple: Normal (how it is now) and Veteran (increased difficulty, XP, rewards). That would be in keeping with the way they have set up dungeons, and the way it used to be with the old Veteran zones before One Tamriel, only as a universal OPTION. There is nothing bad about giving people options, especially when it WOULD be very easy to implement programmatically.trackdemon5512 wrote: »What about other players joining you?
Much like War Mode in World of Warcraft, being invited to a group with someone on a different setting would inform you "the person inviting you is in X mode and you are in Y. Do you wish to join the group and be synced to their mode?" The person inviting in other words would determine the mode the group would be set to, and everyone in the group would be at the same level.trackdemon5512 wrote: »Changing individual difficulty is a selfish decision that has ramifications in a universal overworld, esp one in which you cannot control instances or switch to isolated servers.
It actually doesn't need to have ANY impact on the larger world if you understand how server sharding/instancing already works (which I explain in a previous post). Long story short, you CAN control instances and isolate servers: It is called sharding and it is already built into the game.
And keep in mind even people accustomed to Normal mode would benefit from the added DPS/skill of people who normally play on Veteran carrying some of their lower level/damage which would make getting invited to a veteran group, IF you accepted that invite, a lot less noticeable than you might imagine.
This is honestly a change that would really only benefit solo play by adding more options for people of different skill/gear/level/experience to enjoy, which is good for the longevity of the game while taking NOTHING from people who continue to play as it currently is.
Win win.
trackdemon5512 wrote: »See this as the arguments have been done to death. Then look up LOTR and actual implementation for more information. I’ve no use for typing this all out again.
It could also be argued that 800K people don't seem to mind auction houses, or any number of other things that are done differently in NW, but that doesn't mean that it's either appropriate or necessary to import those things into ESO to replace the way they're done here.
There's a perfectly valid argument for introducing an option for more challenging overland content in ESO but it's got nothing to do with NW or any other game, it's all down to how it would fit in with the rest of this game and what impact it would have on performance, balance, gear sets, and the use of developer resources etc as well the vision the developers have for the game.
trackdemon5512 wrote: »I might add that a system for nerfing yourself in game is already in place via both the CP System and Gear Levels. Reconstruction and crafting for yourself /not eating food or putting in attributes nerf you plenty. Add self damaging poisons for more difficulty.
Asking the developers to create, test, implement, and keep up a third system on top of all that is a ridiculous waste of resources. And if you’re one of those individuals for whom naked runs are nothing then you’re part of the 99.9% and again developing for you is a waste because you’ll keep pushing yourself to go beyond a developer’s boundaries.
WhyMustItBe wrote: »trackdemon5512 wrote: »I might add that a system for nerfing yourself in game is already in place via both the CP System and Gear Levels. Reconstruction and crafting for yourself /not eating food or putting in attributes nerf you plenty. Add self damaging poisons for more difficulty.
Asking the developers to create, test, implement, and keep up a third system on top of all that is a ridiculous waste of resources. And if you’re one of those individuals for whom naked runs are nothing then you’re part of the 99.9% and again developing for you is a waste because you’ll keep pushing yourself to go beyond a developer’s boundaries.
It honestly sounds like you are arguing just for the sake of arguing. I asked for a source on claiming the devs had said this was difficult, and you linked me a random thread with no dev feedback at all.
You keep making statements like they are facts. "This would be too hard. This would take too much manpower." What are you basing this on? When confronted with counter points you don't acknowledge or address them.
From a programming standpoint I have already explained specifically HOW this could be done, easily, using existing technology in the game. If the devs have given some reason why it would be difficult again, I would like a link to their actual comments.
As for "you can always nerf yourself" this is a typical red herring argument that is totally unrelated to what people are asking for. What people were asking for is an overland Veteran mode similar to pre-One Tamriel veteran zones as an OPTION with additional XP and rewards for those that CHOOSE to play it that way.
Nerfing yourself does none of that, so making that argument doesn't really make any more sense than just assuming it would be "too hard" without having anything to really base that on.
WhyMustItBe wrote: »trackdemon5512 wrote: »Asking the developers to create, test, implement, and keep up a third system on top of all that is a ridiculous waste of resources.
I asked for a source on claiming the devs had said this was difficult, and you linked me a random thread with no dev feedback at all.
You keep making statements like they are facts.
SilverBride wrote: »There has been an increased focus on casual play, particularly with the introduction of Companions. I assume that this is because they can see what features players are utilizing and are continuing in that direction.
WhyMustItBe wrote: »The thing a lot of people don't seem to comprehend is the psychology behind game design. The need for constant progress is a strong motivation. People want to feel they are getting more powerful.
WhyMustItBe wrote: »People want to feel like they are progressing AND being challenged. If you can't understand why deleting your own progress doesn't accomplish this necessary aspect of game psychology, I don't think there is anything I could say to explain it.
SilverBride wrote: »Not every player wants to be challenged with every single thing they do. Many want to casually quest and enjoy the story, and know where to go when they want more of a challenge... to the arenas and dungeons and trials that were developed for this purpose.
SilverBride wrote: »Not every player wants to be challenged with every single thing they do. Many want to casually quest and enjoy the story, and know where to go when they want more of a challenge... to the arenas and dungeons and trials that were developed for this purpose.
WhyMustItBe wrote: »There has also been a lot of power creep in the game since One Tamriel did away with veteran zones, so they would actually be less challenging now than they were back then.
The thing a lot of people don't seem to comprehend is the psychology behind game design. The need for constant progress is a strong motivation. People want to feel they are getting more powerful.
What if I told you "why waste money designing new raids, just run the old ones naked and nerf yourself."
People want to feel like they are progressing AND being challenged. If you can't understand why deleting your own progress doesn't accomplish this necessary aspect of game psychology, I don't think there is anything I could say to explain it.
AlexanderDeLarge wrote: »I don't blame anyone citing New World's massive success in response to the veteran overland naysayers calling us a vocal minority for the last five years. Clearly those who play it enjoy the difficulty of the open world.
trackdemon5512 wrote: »When new raids are designed the focus isn’t about players increasing their power but rather mechanics.
BroughBreaux wrote: »All they need to do is add mechanics to NPCs, not increase their damage or health. The reason the overland is boring is because they just stand there and let you kill them, take 5 seconds visually telegraphing any kind of attack that would do any significant amount of damage, and they don't try to avoid your AOEs or strategize a good way to attack in groups.
even if every overland enemy had the same mechanics and the only variation was in boss fights, it would be better than the mind numbing overland content we have currently
WhyMustItBe wrote: »I'm curious about the title for this thread."800k people don't seem to mind difficult overworld"
Where does the figure 800k come from?
It is probably a reference to the number of people playing New World on Steam, which I intentionally ignored since it would be a terrible metric to compare the new game shiny fad-factor of a title out for 1 week to a game which has been running 8 years with a stable, healthy, and generally expanding player base.
WhyMustItBe wrote: »Watch the above video for a crash course on what motivates people in RPG's.
SilverBride wrote: »WhyMustItBe wrote: »Watch the above video for a crash course on what motivates people in RPG's.
I don't need a video to teach me what motivates people in games. All I need to know is if I'm enjoying what I'm doing or not. If I am, I will continue doing it. If not, I won't.
I do understand the concept of progression, but progression can mean different things to different players. I find satisfaction in finishing a house I've been working on, or completing an achievement. Progression isn't always combat based.
What I don't understand is why players who have taken the time to prepare themselves for veteran dungeons and trials and arenas expect that the overland base story and quests should keep up with them and continue to be a challenge. That's like someone with a PHD in mathematics going back to elementary school and being disappointed that the multiplication tables are too easy for them now.
People ask for harder overland, but no comes up with a viable way to make it harder for some and leave it the same for others in the same game world. And, outside of Mechanics, which can't be instanced in overland, the only viable way is to turn NPCs into Damage Sponges. Yawn.
Of course, people could carry around a set of gimp gear to use in the overland. Its just like carrying different sets for Trials and Vet Dungeons. You know, gearing for content....
Of course that last statement always sets peoples heads on fire. I will now sit back and toast some marshmallows.
trackdemon5512 wrote: »People ask for harder overland, but no comes up with a viable way to make it harder for some and leave it the same for others in the same game world. And, outside of Mechanics, which can't be instanced in overland, the only viable way is to turn NPCs into Damage Sponges. Yawn.
Of course, people could carry around a set of gimp gear to use in the overland. Its just like carrying different sets for Trials and Vet Dungeons. You know, gearing for content....
Of course that last statement always sets peoples heads on fire. I will now sit back and toast some marshmallows.
Or you know, wear your maxed gear for cheese. And then with the upcoming armory system instantly switch out your entire CP, skills, and gear for a dumbed down gimped load out for free.
What a solution being freely implemented lol. And completely negates the need for a damage slider.
Just give overland mobs more moves and not as slow performing them. Make them as fast at doing their moves as a player and give them player moves.
You can't give them more hp. They were like that before and fighting became a chore.
SilverBride wrote: »WhyMustItBe wrote: »Watch the above video for a crash course on what motivates people in RPG's.
I don't need a video to teach me what motivates people in games. All I need to know is if I'm enjoying what I'm doing or not. If I am, I will continue doing it. If not, I won't.
I do understand the concept of progression, but progression can mean different things to different players. I find satisfaction in finishing a house I've been working on, or completing an achievement. Progression isn't always combat based.
What I don't understand is why players who have taken the time to prepare themselves for veteran dungeons and trials and arenas expect that the overland base story and quests should keep up with them and continue to be a challenge. That's like someone with a PHD in mathematics going back to elementary school and being disappointed that the multiplication tables are too easy for them now.
SilverBride wrote: »What I don't understand is why players who have taken the time to prepare themselves for veteran dungeons and trials and arenas expect that the overland base story and quests should keep up with them and continue to be a challenge. That's like someone with a PHD in mathematics going back to elementary school and being disappointed that the multiplication tables are too easy for them now.
And yet the developers put Dungeons as part of the year long story.
The endgame group content, that has a difficulty setting, is part of the story now...
...You say the story is supposedly only for casual players, but the inclusion of dungeons in that year long story disproves that assertion.
...then I think it is worth considering that on some level Rich Lambert is wrong and that they need to change their approach.
trackdemon5512 wrote: »People ask for harder overland, but no comes up with a viable way to make it harder for some and leave it the same for others in the same game world. And, outside of Mechanics, which can't be instanced in overland, the only viable way is to turn NPCs into Damage Sponges. Yawn.
Of course, people could carry around a set of gimp gear to use in the overland. Its just like carrying different sets for Trials and Vet Dungeons. You know, gearing for content....
Of course that last statement always sets peoples heads on fire. I will now sit back and toast some marshmallows.
Or you know, wear your maxed gear for cheese. And then with the upcoming armory system instantly switch out your entire CP, skills, and gear for a dumbed down gimped load out for free.
What a solution being freely implemented lol. And completely negates the need for a damage slider.
How is gimping yourself thus nullifying all progress you made in this game a solution? And how it would make it suddenly fun experience? It’s exactly opposite why I and many other players play RPGs in the first place where researching your character and creating optimized build is defining part of experience. [snip] Not to mention no one in their right mind would use 1 of 2 free slots of new armory to make yourself useless in combat.
[Edited for Baiting]