Not I want to change the difficulty, but the game should adjust to my personal skill and experience. As example, if I have 200 CP, then the content should be automatically scaled for someone with 200 CP.
If I outlevel a quest, then said quest mobs, dungeons etc. should automatically scale up to my current level, like the story line quests already do.
I am not a fan of difficulty slider or options, WOW has 5 of them by now and it just doesn't work for me. Its always a run from lowest setting to highest and its not really fun repeating stuff all the time in different settings. Playing the game once should allow me to find the challenge I seek.
JoseDelgadoCub17_ESO wrote: »I think making monsters deal more damage to me or taking less dmg is not actually increasing difficulty.
it is a lazy path and lazy design.
I'm sure if VR dungeons were like that then we would be extremely upset.
if raising this difficulty actually increasd the mechanics an AI would use then I'd be fine with it being implemented.
Simply increasing or decreasing enemy damage and HP (or your own damage and HP) is not changing difficulty in my opinion. It's just making things take longer and/or become more annoying. Adding new combat mechanics, smarter AI, and boss fights that include coordination is what increases the difficulty, and I would like to see more of those 3 things.
For those who have some time to kill and are up for some reading, here is the context for this poll:
http://forums.elderscrollsonline.com/en/discussion/164917/eso-needs-a-simple-difficulty-slider/p1
Personally I voted yes for the leveling, because that is all I have done so far and all I can comment on. And what I CAN say based on this experience is that the game is a complete joke to level, and gets boring very fast.
As I level up and explore I want there to be a feeling of danger in the world, that I have to be kept on my toes. However I understand that some people just want to level fast (an alt, for example) or just want casual, unhindered fun and don't want to get beaten up by overpowered NPCs.
You can't please all the people all the time, therefore a slider like this, if it were implemented without breaking anything, would get my vote 100%.
Alphashado wrote: »I would only support this if I was somehow convinced that it would work w/o effecting group dynamics or existing phasing in the game. Rift and DDO are not very good examples as both games have low populations (Rift had to consolidate the two factions for Pete's sake) and DDO is an instanced game and not an open world MMO.
JoseDelgadoCub17_ESO wrote: »I think making monsters deal more damage to me or taking less dmg is not actually increasing difficulty.
it is a lazy path and lazy design.
I'm sure if VR dungeons were like that then we would be extremely upset.
if raising this difficulty actually increasd the mechanics an AI would use then I'd be fine with it being implemented.
Simply increasing or decreasing enemy damage and HP (or your own damage and HP) is not changing difficulty in my opinion. It's just making things take longer and/or become more annoying. Adding new combat mechanics, smarter AI, and boss fights that include coordination is what increases the difficulty, and I would like to see more of those 3 things.
The rewards would have to scale also, or you would get people putting the most challenging content on easy mode and running it in garbage gear while still getting the best rewards in the game.
Or even if the rewards scale, if you can change the slider at any time, you can kill everything in easy mode then turn the slider up to super hard at the last second and still get the best rewards.
This sort of thing is a good reason to be against difficulty sliders. But it would be a good idea if there was a way to prevent people from abusing it to get the best rewards for the least effort.
fromtesonlineb16_ESO wrote: »Explanation: it's an MMO, go play a TES game if you want to tune it for you own taste.
Longer explanation: I'm fine with multiple-difficulty GROUP content like Blizzard and others do where the same instance is available in more than one difficulty by design with rewards to match .. I am totally against PLAYERS selecting it using some simplistic 'slider'.
And NOT in open-world content, EVER.
And then what happens when Stevie Super-Easy and Hattie Hard-Mode, both in the same phase, fighting the same boss, both live to fight another day, but only Stevie gets the prize because Hattie couldn't get a good hit in before Stevie slaughtered it in easy mode?The rewards would have to scale also, or you would get people putting the most challenging content on easy mode and running it in garbage gear while still getting the best rewards in the game.
Or even if the rewards scale, if you can change the slider at any time, you can kill everything in easy mode then turn the slider up to super hard at the last second and still get the best rewards.
This sort of thing is a good reason to be against difficulty sliders. But it would be a good idea if there was a way to prevent people from abusing it to get the best rewards for the least effort.
Or you could have all the rewards tuned to the lowest difficulty ...
If you wanted to scale rewards just scale the boss' loot table based on the difficulty set when he dies and make it so you cannot change the difficulty when combat engaged.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
And then what happens when Stevie Super-Easy and Hattie Hard-Mode, both in the same phase, fighting the same boss, both live to fight another day, but only Stevie gets the prize because Hattie couldn't get a good hit in before Stevie slaughtered it in easy mode?The rewards would have to scale also, or you would get people putting the most challenging content on easy mode and running it in garbage gear while still getting the best rewards in the game.
Or even if the rewards scale, if you can change the slider at any time, you can kill everything in easy mode then turn the slider up to super hard at the last second and still get the best rewards.
This sort of thing is a good reason to be against difficulty sliders. But it would be a good idea if there was a way to prevent people from abusing it to get the best rewards for the least effort.
Or you could have all the rewards tuned to the lowest difficulty ...
If you wanted to scale rewards just scale the boss' loot table based on the difficulty set when he dies and make it so you cannot change the difficulty when combat engaged.
Honestly the slider thing sounds like it would cause more problems that it would solve. I think it could be made to work in instanced events but not in any case where people with different difficulty levels were in the same instance. At least not without a lot more wailing from the player base such a measure would be trying to appease.
But surely you've been around long enough to know that a huge number of "Hatties" would run in here raising a riot about missing out on any loot because someone else was up in their instance in easy mode killing all the mobs before they could get a hit in. Then more dev time would have to go into mitigating it.And then what happens when Stevie Super-Easy and Hattie Hard-Mode, both in the same phase, fighting the same boss, both live to fight another day, but only Stevie gets the prize because Hattie couldn't get a good hit in before Stevie slaughtered it in easy mode?The rewards would have to scale also, or you would get people putting the most challenging content on easy mode and running it in garbage gear while still getting the best rewards in the game.
Or even if the rewards scale, if you can change the slider at any time, you can kill everything in easy mode then turn the slider up to super hard at the last second and still get the best rewards.
This sort of thing is a good reason to be against difficulty sliders. But it would be a good idea if there was a way to prevent people from abusing it to get the best rewards for the least effort.
Or you could have all the rewards tuned to the lowest difficulty ...
If you wanted to scale rewards just scale the boss' loot table based on the difficulty set when he dies and make it so you cannot change the difficulty when combat engaged.
Honestly the slider thing sounds like it would cause more problems that it would solve. I think it could be made to work in instanced events but not in any case where people with different difficulty levels were in the same instance. At least not without a lot more wailing from the player base such a measure would be trying to appease.
Hattie chose hard mode (easy was default) he's a grown up and knew the risk. He can change it back to easy and have better chance of getting loot..or if zos wanted to be proactive they could unbuff Hattie's debuff for the purpose of loot calculations ...but I think missing some loot only helps to increase the difficulty which would be a good thing. Listen I would be in the more difficult group, if i got less loot, less exp, less gold, progressed slower...so what? If I stop liking it I can go back to an easier setting if you are not OK with those implications then you and others like you can stay on Stevie super ez mode and you're right where you are now.
Other people working harder for less because they choose to knowing the consequences (which may hinder them in other ways than just the fight) has no effect on anyone but the individual who willingly chooses to do that.
But surely you've been around long enough to know that a huge number of "Hatties" would run in here raising a riot about missing out on any loot because someone else was up in their instance in easy mode killing all the mobs before they could get a hit in. Then more dev time would have to go into mitigating it.And then what happens when Stevie Super-Easy and Hattie Hard-Mode, both in the same phase, fighting the same boss, both live to fight another day, but only Stevie gets the prize because Hattie couldn't get a good hit in before Stevie slaughtered it in easy mode?The rewards would have to scale also, or you would get people putting the most challenging content on easy mode and running it in garbage gear while still getting the best rewards in the game.
Or even if the rewards scale, if you can change the slider at any time, you can kill everything in easy mode then turn the slider up to super hard at the last second and still get the best rewards.
This sort of thing is a good reason to be against difficulty sliders. But it would be a good idea if there was a way to prevent people from abusing it to get the best rewards for the least effort.
Or you could have all the rewards tuned to the lowest difficulty ...
If you wanted to scale rewards just scale the boss' loot table based on the difficulty set when he dies and make it so you cannot change the difficulty when combat engaged.
Honestly the slider thing sounds like it would cause more problems that it would solve. I think it could be made to work in instanced events but not in any case where people with different difficulty levels were in the same instance. At least not without a lot more wailing from the player base such a measure would be trying to appease.
Hattie chose hard mode (easy was default) he's a grown up and knew the risk. He can change it back to easy and have better chance of getting loot..or if zos wanted to be proactive they could unbuff Hattie's debuff for the purpose of loot calculations ...but I think missing some loot only helps to increase the difficulty which would be a good thing. Listen I would be in the more difficult group, if i got less loot, less exp, less gold, progressed slower...so what? If I stop liking it I can go back to an easier setting if you are not OK with those implications then you and others like you can stay on Stevie super ez mode and you're right where you are now.
Other people working harder for less because they choose to knowing the consequences (which may hinder them in other ways than just the fight) has no effect on anyone but the individual who willingly chooses to do that.
If I choose hard mode I would not want to completely miss out on rewards due to someone else wanting to get everything on easy mode and I don't think most people would like that either, which is one reason I disagree with the idea that everyone could be in the same phase under this kind of system.
Also, Hattie Hard-Mode is a girl.
Sure they could say "tough" but most people would want to know they're going to get some reward for their skill and effort if they are going to continue to play the game and spend their money here. All the potions and glyphs and gear can cost a good bit of gold for people who don't make it themselves.But surely you've been around long enough to know that a huge number of "Hatties" would run in here raising a riot about missing out on any loot because someone else was up in their instance in easy mode killing all the mobs before they could get a hit in. Then more dev time would have to go into mitigating it.And then what happens when Stevie Super-Easy and Hattie Hard-Mode, both in the same phase, fighting the same boss, both live to fight another day, but only Stevie gets the prize because Hattie couldn't get a good hit in before Stevie slaughtered it in easy mode?The rewards would have to scale also, or you would get people putting the most challenging content on easy mode and running it in garbage gear while still getting the best rewards in the game.
Or even if the rewards scale, if you can change the slider at any time, you can kill everything in easy mode then turn the slider up to super hard at the last second and still get the best rewards.
This sort of thing is a good reason to be against difficulty sliders. But it would be a good idea if there was a way to prevent people from abusing it to get the best rewards for the least effort.
Or you could have all the rewards tuned to the lowest difficulty ...
If you wanted to scale rewards just scale the boss' loot table based on the difficulty set when he dies and make it so you cannot change the difficulty when combat engaged.
Honestly the slider thing sounds like it would cause more problems that it would solve. I think it could be made to work in instanced events but not in any case where people with different difficulty levels were in the same instance. At least not without a lot more wailing from the player base such a measure would be trying to appease.
Hattie chose hard mode (easy was default) he's a grown up and knew the risk. He can change it back to easy and have better chance of getting loot..or if zos wanted to be proactive they could unbuff Hattie's debuff for the purpose of loot calculations ...but I think missing some loot only helps to increase the difficulty which would be a good thing. Listen I would be in the more difficult group, if i got less loot, less exp, less gold, progressed slower...so what? If I stop liking it I can go back to an easier setting if you are not OK with those implications then you and others like you can stay on Stevie super ez mode and you're right where you are now.
Other people working harder for less because they choose to knowing the consequences (which may hinder them in other ways than just the fight) has no effect on anyone but the individual who willingly chooses to do that.
If I choose hard mode I would not want to completely miss out on rewards due to someone else wanting to get everything on easy mode and I don't think most people would like that either, which is one reason I disagree with the idea that everyone could be in the same phase under this kind of system.
Also, Hattie Hard-Mode is a girl.
And they can say tough if you want loot easier play on easy mode...
Alternately,
An easy but maybe unpopular solution for this would be to revert to the old tried and true, the group that tags it loots it method.