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Overland Difficulty: contribution-gated encounters

SugaComa
SugaComa
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@ZOS_BrianWheeler
@ZOS_GinaBruno

Overland Difficulty That Works in a Shared World (No Nerfs, No One-Shots, No Phasing)

Problem
ESO overland currently has two opposing failures at the same time:
  • New / low power players can be genuinely challenged by an enemy, then a high CP player arrives and "love taps" the target into instant death. The new player feels robbed of the fight and learning experience.
  • High power players find overland trivial, so their only "challenge" option becomes self-imposed handicaps (remove gear, fight naked, etc.) or asking for enemies to one-shot, which is not healthy design.

This is not a Trials balance issue. This is a shared-world experience ownership issue.

Design Goal
Keep:
  • One shared world
  • One shared enemy entity
  • No phasing / no instancing
  • No "make my character weaker" stat sabotage

Add:
  • Protection against drive-by one-shots
  • Meaningful overland challenge for veterans
  • A system that scales with mixed groups naturally

Core Concept: Proportional Influence + Personal Completion
Instead of scaling the whole world to one player (or scaling players down), the enemy evaluates each attacker’s influence relative to their power AND chosen difficulty.

This creates a shared fight where:
  • A strong player can still feel strong.
  • A new player can still complete and learn their fight.
  • No one can erase another player’s encounter just by touching it.

Part 1 — Personal Influence Weighting (No Numbers, Only Formulas)
When player i hits an overland enemy E, we compute an effective damage that is weighted by both:
  • The player’s power (CP/gear/output proxy)
  • The player’s chosen overland difficulty

Definitions
  • P_i = Player Power Index (a proxy based on CP, gear, max stats, offensive ratings, etc.)
  • D_i = Player’s chosen Overland Difficulty (e.g., Story / Standard / Veteran / Master)
  • S_E = Enemy Baseline Strength Index (what that enemy is intended to be)
  • RawDamage_i = Damage the player would normally deal (unchanged; your build remains intact)

Weight Function
We compute a weight W_i for player i:
W_i = f( P_i, D_i, S_E )

Then:
EffectiveDamage_i = RawDamage_i × W_i

Key properties of f():
  • If a player is far above the enemy’s intended baseline, W_i decreases (their influence is capped).
  • If a player chooses a higher difficulty, W_i increases (they opt in to more responsibility and challenge).
  • Low power / new players remain near baseline: W_i stays near 1 so their fight remains "real".
  • The player is not nerfed globally — this only affects how the shared enemy resolves disproportionate impact.

Result:
  • CP3600 cannot delete a mob in one frame just because they walked by.
  • The enemy still dies quickly for the veteran, but not so fast that it erases another player’s experience.

Part 2 — Personal Completion Ownership (Prevents “Kill Steal” Feel)
When the enemy dies, reward/credit is not decided by "who did the last hit" or "who did the most damage".

Instead, each engaged player has an Engagement Score:
Engagement_i = g( TimeInCombat_i, EffectiveDamage_i, DamageTaken_i, HealingUsed_i, Actions_i )

A player receives full kill credit if:
Engagement_i ≥ Threshold( D_i )

So if a level 10 was fighting the enemy and a veteran finishes it:
  • The level 10 still gets full XP/loot/quest credit.
  • The veteran gets assist credit (or reduced rewards if they did not meaningfully engage).

This protects the new player’s narrative closure without punishing help.

Part 3 — Veteran Challenge Without Sponge HP or One-Shots
Veterans complaining overland is too easy is valid.
The solution should NOT be "bosses one-shot you" or "remove your stats".

Instead, higher overland difficulties change pressure (mechanics frequency/variety), not just enemy HP.

Examples that can be toggled per difficulty level:
  • More frequent enemy ability use
  • Additional telegraphs / interrupts required
  • Extra elite adds that only target higher difficulty players
  • Environmental hazards that apply only to opted-in players

This keeps casual overland casual, while giving veterans gameplay to actually play.

Part 4 — Player Choice: Multiple Overland Difficulties (AND Respect Nearby Players)
High power players get an Overland Difficulty Selector (optional):
  • Story (lowest pressure)
  • Standard (current baseline)
  • Veteran
  • Master (highest pressure)

However, in a shared world we must prevent a Master player from effectively "dragging" everyone else into their choice OR deleting someone else's fight.

So we define a Local Interaction Context around each enemy:
  • Let N(E) be the set of players currently engaged with enemy E.
  • Each player keeps their own chosen D_i for their pressure/mechanics/reward scaling.
  • But the enemy applies an additional anti-erase constraint using the group’s context.

Example constraint:
W_i is bounded by a function of other engaged players’ baselines:
W_i ≤ h( {P_j, D_j} for all j in N(E) )

Interpretation:
  • You can opt into higher difficulty for yourself (more pressure, better rewards).
  • Your influence is prevented from erasing the fight of someone who is clearly still engaged and below baseline.
  • Your help remains meaningful, but not encounter-ending in a single touch.

Why This Solves Both Complaints
  • New players keep their fight and their rewards even when veterans are nearby.
  • Veterans can choose higher difficulty that adds pressure/mechanics, instead of only "HP sponge" or "one-shot" design.
  • No phasing. No instancing. One shared world remains intact.
  • No global nerfing. Builds behave normally; only disproportionate influence is normalized in shared targets.

Summary
Overland does not need Trial-style tuning.
It needs:
  • Proportional Influence (prevents drive-by deletes)
  • Personal Completion (prevents stolen experiences)
  • Optional Veteran Pressure (gives meaningful difficulty without stat sabotage)

ZoS can decide the exact functions/coefficients.
The principle is: balance the impact of participation, not the stats on the character sheet.

TL;DR: Overland doesn’t need enemies to one-shot players or players to be nerfed. Instead, enemies should evaluate each attacker individually: high-CP players keep their power, but their damage influence is proportionally weighted so they can’t instantly erase fights for weaker players, while every engaged player still earns their own completion credit. Veterans can opt into higher personal difficulty that adds pressure and mechanics for them only. The world stays shared, nobody loses their build, new players keep their learning fights, and experienced players finally get meaningful overland challenge.
  • AlterBlika
    AlterBlika
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    SugaComa wrote: »
    then a high CP player arrives and "love taps" the target into instant death. The new player feels robbed of the fight and learning experience.

    This is not a problem at all. A stolen fight? In an mmo world? Doesn't make sense to me at all
    SugaComa wrote: »
    high-CP players keep their power, but their damage influence is proportionally weighted so they can’t instantly erase fights for weaker players

    Walking on thin ice there tbh. Some players love that feeling of being overpowered and one-shotting everything - I've seen that take a few times here. What you're suggesting is pretty much just nerfing because you can't kill stuff this fast anymore.

    This sounds cool (and overcomplicated) but let's be real, many of those who wanted some actual challenge in overland/questing quit years ago. You're just going to nerf casuals who sticked around. And probably *** off some endgamers who just want to get some stuff done in overland, like get a new mythic or something.
  • SugaComa
    SugaComa
    ✭✭✭✭✭
    AlterBlika wrote: »
    SugaComa wrote: »
    then a high CP player arrives and "love taps" the target into instant death. The new player feels robbed of the fight and learning experience.

    This is not a problem at all. A stolen fight? In an mmo world? Doesn't make sense to me at all

    It absolutely is a problem some story bosses appear in the open world at a point they are triggered by the player doing it, but they may not have reached the destination yet, and by the time they arrive it's dead .

    Delves and public dungeons and holiday events are classic examples of this.

    AlterBlika wrote: »
    SugaComa wrote: »
    high-CP players keep their power, but their damage influence is proportionally weighted so they can’t instantly erase fights for weaker players

    Walking on thin ice there tbh. Some players love that feeling of being overpowered and one-shotting everything - I've seen that take a few times here. What you're suggesting is pretty much just nerfing because you can't kill stuff this fast anymore.

    This sounds cool (and overcomplicated) but let's be real, many of those who wanted some actual challenge in overland/questing quit years ago. You're just going to nerf casuals who sticked around. And probably *** off some endgamers who just want to get some stuff done in overland, like get a new mythic or something.


    No not really as this about increasing the difficulty, vet players can still choose the base level and feel like gods just means that when the calculation is done the contribution calculation would be 80/20 % split

    Both players visually see the same boss with the same health pool but lowe level player would only need to do 20% of the unseen total health to get the kill and the vet would need to do 80% if a vet one shots it that where the 1.5 second delay comes in the vet sees an insta kill the lower level sees the need for one last hit this gives the illusion of each player having applied the killing blow .

    For new players this is important if they think every fight is going to end with a long-term player ending fights for them they're robbed of the reward of killing ... I don't mean loot I mean that sense of achievement, this will greatly improve new player retention. Where the current state of the game does two things for new players ... puts them off thinking well what's the point I'm just running up to enemies to watch someone else kill them. Or they switch mindset and instead of enjoying the game and learning it through actual game play they find the fastest way to level jumping from zone to zone with an incoherent story and an overwhelming position of starting everything and finishing nothing
    Edited by SugaComa on 21 February 2026 09:59
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