SilverBride wrote: »Your preference was not changed. That was just showing you that you were in a nomal dungeon. And yea maybe we better just agree to disagree on this now.
Erickson9610 wrote: »When you leave the group, you return to your original difficulty setting. The difficulty setting of the group only applies to people in that group.
Erickson9610 wrote: »It would be much easier to set and keep everyone on the same difficulty if it was one of the group settings that the leader could set. It would save time because we wouldn't have to make sure every single player has it set and keeps it that way.
I think when the group leader changes the group's Challenge Difficulty, it should apply only outside of combat for each player. That is, when you join the group when you're in combat, your difficulty is set the moment you leave combat. Changes to the group Challenge Difficulty should only be possible when all players are not in combat.
This should not be tied to the Group Finder exclusively. While I do think it would be nice to have a setting for difficulty in the Group Finder, I want to be able to change the difficulty of regular groups as well. Specifically so that guild events don't have to go through the Group Finder (which non-guildies can join) to coordinate an overland group.
It's not an invitation not to add anything new. It's saying the potential for serious bugs far outweigh features that aren't needed.Everything can be an invitation for trolling. And the idea to not add new systems simply because bugs exist in the game is an invitation to never add anything new.
This could be a good thing for groups. We are all humans that can easily forget things. Having a toggle for the group difficulty would be useful to handle those times when we are human. I think it's a good idea to see if it's feasable.
It's not an invitation not to add anything new. It's saying the potential for serious bugs far outweigh features that aren't needed.Everything can be an invitation for trolling. And the idea to not add new systems simply because bugs exist in the game is an invitation to never add anything new.
This could be a good thing for groups. We are all humans that can easily forget things. Having a toggle for the group difficulty would be useful to handle those times when we are human. I think it's a good idea to see if it's feasable.
People forgetting is rectified by the leader sending a reminder before the stuff that's being done starts.
Faster/easier does NOT always equal better.
SilverBride wrote: »What would be next?
Group leaders would be able to change player's gear and skills to adhere to what they want? I don't think we want to go down that road.
SilverBride wrote: »
SilverBride wrote: »That is not how it works. Players set their dungeon preference to default to normal or veteran for when they are going into a dungeon alone or making their own group. When a group is being formed the game looks only at the group leader's preference and that is what it uses to place the group in the right dungeon mode. It doesn't override or change any of the group members' settings because it doesn't have to. All it cares about is what the group leader has their preference set to.
tomofhyrule wrote: »The reason that Dungeon/Trial difficulty is set to the group leader's is because that is instanced. Otherwise, people would end up in separate instances.
Overland is not instanced. The devs have actually come down very strongly against instancing by difficulty.
Erickson9610 wrote: »
SilverBride wrote: »Erickson9610 wrote: »
No. I left a specific conversation with another poster because we were never going to agree.
Erickson9610 wrote: »SilverBride wrote: »Erickson9610 wrote: »
No. I left a specific conversation with another poster because we were never going to agree.
Oh, I see that now. My mistake.