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https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
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Difficulty slider, choices for challenge level?

Tapio75
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When i was playing in Beta, the game felt much more suitable to my skills. Doshia for example, was the first boss that actually was decent challenge and you had to know the mechanics. Felt good to finally beat that one after few deaths when finding out the mechanics to do it. Game in overall, felt more difficult too, at least a bit.

Now, when ever i go to battle doshia, the challenge is non existent. Feels like steamrolling that one plus there rarely is dangerous situations that might kill you.

I for one would welcome more difficult gameplay. Maybe even do it the way that more difficulty means better rewards but that is not necessary, just an extra incentive for more difficult choice for gameplay.

How about adding a difficulty slider to options like in other TES games with same levels. This could be done by scaling player stats and bonuses to make gameplay more difficult or more easy.

When adjusted to more difficult setting for example.. System would tweak players stats and abilities to have less damage dealt, more damage taken. Block might be more effective in difficult mode to make it more vital to your survival.. Naybe add more abilities for enemies that they will use.. Snares, stuns, DOT´s, healing debuffs and so on.. When moving to easier, the gameplay would gradually get easier naturally.

Better rewards could include slightly more overall XP, more XP from quests and better quality items as rewards.. There are many ways to reward playing in harder setting.. Maybe some cosmetic stuff, achievments and so forth.. One great in difficult gameplay would be achievment which comes if you can reach certain levels without dying at all, giving titles for stages of that as well..

I think this would give people more choices to make game suit their skillset better.
>>PC-EU Mostly PVE. Played since BETA<<
  • Nestor
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    The forced Solo instances (where you can not bring anyone with you as opposed to Solo Dugeons where you can but don't really need to) needed some nerf. Reason, it was the main story and people needed to get through it. They are going to scale with 1.5 to the character's level. Not sure what that means with Doshia, but you can load up the PTS and try it and see. There is a Template to roll a high level character so you can see.

    However I have been saying all along that Dungeons should have a choice upon entering, Group and Solo levels so the bosses and perhaps the mobs scale to that choice. Maybe there could be a third choice, Solo, Solo Challenge, Group and have 3 tiers.
    Edited by Nestor on October 21, 2014 5:48PM
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Tapio75
    Tapio75
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    Nestor wrote: »
    However I have been saying all along that Dungeons should have a choice upon entering, Group and Solo levels so the bosses and perhaps the mobs scale to that choice. Maybe there could be a third choice, Solo Solo Challenge, Group and have 3 tiers.


    Agree with this one, fully. Even more important since all delves and such feel like theyt were designed for one player only. When ever there is more than one, these instances are kjust a steamroller track where enemies pose no threat at all, not even bosses. For most of time there is no enemies since they are constantly killed away.

    However it depends on the player if these solo instances needed nerfing, i know some had them as impossible to do while other, it was fun to have great difficulties. I for one was not happy with these nerfs to solo instances.

    >>PC-EU Mostly PVE. Played since BETA<<
  • astro74
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    Yeah use the full slide from DK-easy (No mobs only treasure chests with no locks) to sorcerer-hard (where you turn into a fluffy rabbit in a cave full with lvl 100 DKs that are longing for rabbit steak).
  • Tapio75
    Tapio75
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    astro74 wrote: »
    Yeah use the full slide from DK-easy (No mobs only treasure chests with no locks) to sorcerer-hard (where you turn into a fluffy rabbit in a cave full with lvl 100 DKs that are longing for rabbit steak).

    Care to translate that?

    >>PC-EU Mostly PVE. Played since BETA<<
  • bedlom
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    Everything in a game is easier the second time.
  • Tapio75
    Tapio75
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    bedlom wrote: »
    Everything in a game is easier the second time.

    This is not true, game does not get easier, you get better. I can tell the difference between me getting better and game getting easier.
    >>PC-EU Mostly PVE. Played since BETA<<
  • eNumbra
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    bedlom wrote: »
    Everything in a game is easier the second time.

    Especially true when Zenimax continually makes content easier.
  • kijima
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    I'm all for sliders, and I agree with what you are saying and having drops associated with the difficulty would be the way to go, and it would need to scale to your own level for it to work properly.


    1. Easiest - You just get white items which rarely yield any deconstruct
    2. Easy - You get white items only, with higher chance of deconstruct
    3. Normal - As it is now
    4. Hard - You get more blue items
    5. Hardest - You get purple items

    Or to that effect, but you get the idea.
    Been here since Feb 2014 - You'd think I'd be half reasonable at this game by now...

    A'marta - AD Sorc Tank
    Kijima - AD DK Derps
    Annure - AD NB Derps
    Boom Crash Opera - AD Sorc DPS

  • bedlom
    bedlom
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    Tapio75 wrote: »
    bedlom wrote: »
    Everything in a game is easier the second time.

    This is not true, game does not get easier, you get better. I can tell the difference between me getting better and game getting easier.

    Yes it is. Whether there changing difficulty or I'm getting better, either way like I said it's always easier second time.
  • Dagoth_Rac
    Dagoth_Rac
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    Game will soon be scaling all private solo/group instances to player level. So game will know how to scale enemies to any level. As a corollary to that, add a slider to the settings. Slider will default to 0, meaning enemies will be 0 levels away from you. That is, enemies will always match your level. Change slider to a negative number and enemies will always be that number of levels below you. Change slider to a positive number and the enemies will always be that number of levels ahead of you.

    For example, a Level 30 player with a -5 on the slider would fight a Level 25 Lyris Doppelganger. A Level 40 player with a +7 on the slider would fight a Level 47 Mannimarco. A Level VR1 group leader in Vaults of Madness with a +3 on the slider would fight a VR4 Mad Architect.

    This way players and groups can tweak the game to their taste. Keep enemies weaker than you if you are not a good player, keep them stronger if you are a good player.

    I don't want casual players to unsubscribe because they find the game too hard. I don't want hardcore players to unsubscribe because they find the game too easy. I think this approach could make both types of player happy.
  • Tapio75
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    Game scaling is a good begining, to take it further the scaling should expand anywhere we go, zones, delves, you name it.. Optionally ofcourse

    After that cpntent or at least delves and quest instances should be made so, that you can choose whether they are private or public instances. People want to do stuff with people they like and are like minded with them, not just anyone. Private instances would give choices to go with just the people you wish to go, that would help avoid grifers and steamrollers plus other unpleasent phenomenon on public MMO world. Again, options to choose private or public instance.
    >>PC-EU Mostly PVE. Played since BETA<<
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