It may not be difficult to "flip the switch" and do it now. The problem comes when applying further updates to the game. Those have to be added for both easy and hard mode, and have to also be properly balanced for a huge part of the game, twice.
Dev time is always at a premium, and this is doubling the load. Won't happen.
AlienDiplomat wrote: »It may not be difficult to "flip the switch" and do it now. The problem comes when applying further updates to the game. Those have to be added for both easy and hard mode, and have to also be properly balanced for a huge part of the game, twice.
Dev time is always at a premium, and this is doubling the load. Won't happen.
Mob health and damage exists in a completely separate database table than things like quests, AI, and other core content.
Patches to the game could easily be scripted to apply to both phases without touching the one or two database table columns that deal with mob health and damage.,
Dev time on this would be MINIMAL.
There are open source games you can download to get an idea how the the script for the core interacts with the database.
There is no reason updates should effect this at all.
AlienDiplomat wrote: »It may not be difficult to "flip the switch" and do it now. The problem comes when applying further updates to the game. Those have to be added for both easy and hard mode, and have to also be properly balanced for a huge part of the game, twice.
Dev time is always at a premium, and this is doubling the load. Won't happen.
Mob health and damage exists in a completely separate database table than things like quests, AI, and other core content.
Patches to the game could easily be scripted to apply to both phases without touching the one or two database table columns that deal with mob health and damage.,
Dev time on this would be MINIMAL.
There are open source games you can download to get an idea how the the script for the core interacts with the database.
There is no reason updates should effect this at all.
Yeah, sure. And then in a years time if they've done some revamp of the classes and abilities and everything works differently, if one side or the other is not taken into account when balancing changes, one side is likely to be broken and need further rebalancing.
It's like the theory of evolution. Starts off slow at first, then at some point you can't tell the two apart anymore because there have been so many changes.
There's no point in running basically two different versions of the game at once. No MMO developer would do it. Were fortunate we get hard mode dungeons. You want hard mode 70% of the game. Again, won't happen.
And I don't want the changes to start with. But I wouldn't expect them to keep both. It's gotta be one way or the other.
It may not be difficult to "flip the switch" and do it now. The problem comes when applying further updates to the game. Those have to be added for both easy and hard mode, and have to also be properly balanced for a huge part of the game, twice.
Dev time is always at a premium, and this is doubling the load. Won't happen.
It may not be difficult to "flip the switch" and do it now. The problem comes when applying further updates to the game. Those have to be added for both easy and hard mode, and have to also be properly balanced for a huge part of the game, twice.
Dev time is always at a premium, and this is doubling the load. Won't happen.
As much as I fancy the idea of a toggle, I have to agree with this guy. Seems like it would lead to much more trouble than its worth.
I mean, one day there will be patch that includes some ability tweaks and changes, and for whatever inexplicable reason, those changes are not working as intended on hard-mode part of the toggle, whereas their fine on the easy-mode part of the toggle. Imagine the uproar, especially if they can't fix it as early as many want.
Then what if these problems pile up, without a fix? Then comes the day when they add more content, like a new zone or dungeon, then they may opt to not give it to one side of the toggle purely because of issues.
It is very speculative scenario, but it is a possible one. That's not even taking into account the possible lag that may ensue for some. Do they really have enough man power to basically manage two different levels?
I mean, I'm certainly no expert, but it seems very much like a hit and miss. But if they could actually do it....then I say go on ahead! But it seems like a long shot.
Blackwidow wrote: »Or just wait until the patch to see if the world actually ends.
Hint. It does not.
AlienDiplomat wrote: »Blackwidow wrote: »Or just wait until the patch to see if the world actually ends.
Hint. It does not.
Jeez man, couldn't you at least have used spoiler tags when predicting the future?
AlienDiplomat wrote: »Blackwidow wrote: »Or just wait until the patch to see if the world actually ends.
Hint. It does not.
Jeez man, couldn't you at least have used spoiler tags when predicting the future?
AlienDiplomat wrote: »It may not be difficult to "flip the switch" and do it now. The problem comes when applying further updates to the game. Those have to be added for both easy and hard mode, and have to also be properly balanced for a huge part of the game, twice.
Dev time is always at a premium, and this is doubling the load. Won't happen.
As much as I fancy the idea of a toggle, I have to agree with this guy. Seems like it would lead to much more trouble than its worth.
I mean, one day there will be patch that includes some ability tweaks and changes, and for whatever inexplicable reason, those changes are not working as intended on hard-mode part of the toggle, whereas their fine on the easy-mode part of the toggle. Imagine the uproar, especially if they can't fix it as early as many want.
Then what if these problems pile up, without a fix? Then comes the day when they add more content, like a new zone or dungeon, then they may opt to not give it to one side of the toggle purely because of issues.
It is very speculative scenario, but it is a possible one. That's not even taking into account the possible lag that may ensue for some. Do they really have enough man power to basically manage two different levels?
I mean, I'm certainly no expert, but it seems very much like a hit and miss. But if they could actually do it....then I say go on ahead! But it seems like a long shot.
You guys might mean well, but if you understood what a game engine actually looks like you would understand this would not happen.
Changes are scripted to apply to specific tables in a database and specific sections of code not related to the difficulty settings.
The code and databases are IDENTICAL minus the difficulty settings.
Patch conflicts would not be an issue. You are just being alarmists and I understand no one wants to see things get worse, but I am telling you, this is a case of simply not understanding what you are talking about.
Blackwidow wrote: »
AlienDiplomat wrote: »I still think the best thing they could do, and I encourage more people on these forums to go to Support and Email and put in a ticket requesting it, is to allow the community a TOGGLE that lets you keep vet content as it is if you want, or play in a separate phase with all the people who want it easy.
That way everybody wins, and you don't lose subs by alienating one half of the community or the other. It would be very simple to implement as well, since all the work is basically done already with the existing megaserver phasing technology.
I really do agree, the challenge isn't that big a deal. But there is a huge group of people that want things to always be easy for them without having to adapt at all, and ZOS is a business first and foremost. For this first year at least it seems that they are more interested in satisfying their investors than remaining true even to their own design model. It is sad, because they really had something unique and interesting here.
This is a rather unprecedented total restructure of the core game dynamic months into launch to satisfy the easy mode crowd. It feels a little unnerving, like the company is going into desperation panic mode, but clearly that is what they think it will take to keep enough of the easy mode subscribers to afford to continue to improve the game, which EVERYBODY wants.
Sometimes, you have to make sacrifices. Of course sacrificing the engine so you can afford razor fins to make your car go faster is sort of dumb but we'll see...
Regardless, rather than polarizing an already tenuous community morale, setting one side against the other where one camp inevitably loses the ability to play how they want, I suggest we beseech ZOS to use the existing phasing system to create a standard and veteran phase for veteran zones, just like you can toggle normal or veteran mode for dungeons, so that people who LOVE the unique, challenging, and rewarding veteran zones ZOS created don't end up feeling this is just another game to cave to the WoW crowd and move on.
Personally, I don't want to lose EITHER camp, and this SIMPLE fix would allow BOTH to play how they want.
Blackwidow wrote: »
Buy all the spray cans you can afford and start emptying them in the street.
Tell all your friends to do the same.
Wait for a few hundred/thousand years maybe?
MasterSpatula wrote: »Some people have been able to solo content that was always intended as group content but never labeled that way. I don't get why the bragging rights from months of being able to solo group content isn't enough for you guys. Why do you insist those who don't want to do that should be miserable?
AlienDiplomat wrote: »I still think the best thing they could do, and I encourage more people on these forums to go to Support and Email and put in a ticket requesting it, is to allow the community a TOGGLE that lets you keep vet content as it is if you want, or play in a separate phase with all the people who want it easy.
That way everybody wins, and you don't lose subs by alienating one half of the community or the other. It would be very simple to implement as well, since all the work is basically done already with the existing megaserver phasing technology.
I really do agree, the challenge isn't that big a deal. But there is a huge group of people that want things to always be easy for them without having to adapt at all, and ZOS is a business first and foremost. For this first year at least it seems that they are more interested in satisfying their investors than remaining true even to their own design model. It is sad, because they really had something unique and interesting here.
This is a rather unprecedented total restructure of the core game dynamic months into launch to satisfy the easy mode crowd. It feels a little unnerving, like the company is going into desperation panic mode, but clearly that is what they think it will take to keep enough of the easy mode subscribers to afford to continue to improve the game, which EVERYBODY wants.
Sometimes, you have to make sacrifices. Of course sacrificing the engine so you can afford razor fins to make your car go faster is sort of dumb but we'll see...
Regardless, rather than polarizing an already tenuous community morale, setting one side against the other where one camp inevitably loses the ability to play how they want, I suggest we beseech ZOS to use the existing phasing system to create a standard and veteran phase for veteran zones, just like you can toggle normal or veteran mode for dungeons, so that people who LOVE the unique, challenging, and rewarding veteran zones ZOS created don't end up feeling this is just another game to cave to the WoW crowd and move on.
Personally, I don't want to lose EITHER camp, and this SIMPLE fix would allow BOTH to play how they want.
AlienDiplomat wrote: »There is simply no reason a company should consider completely redesigning the entire core philosophy of a game three months into launch because some people threaten to rage quit on the forums. Not when they can easily use the existing phase technology to let BOTH of us have what we want.