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Would you use a feature that allowed you to change the difficulty of the game for your character?

Faugaun
Faugaun
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This would be a setting that you could change live at any time to increase/decrease how strong your character is thus making content easier or more difficult as a result. You would be allowed to set your own difficulty level and modify it during the allowed activities.

Reason for the poll: there have been many threads complaining that content is too easy/hard this feature would hopefully allow all people to play at their preferred difficulty. Assume ZoS can accomplish this without phasing and without it hurting players abilities to find a group.
Edited by Faugaun on April 20, 2015 5:09PM

Would you use a feature that allowed you to change the difficulty of the game for your character? 82 votes

Yes, I want to be able to adjust the difficulty of end game group content (harder or easier).
3%
BillyMailmanPaulhewhewria Jules 3 votes
Yes, I want to be able to adjust the difficulty of content when levelling 1-50 (harder or easier)
10%
Zazaajiizenkim_ESOSentinelDirtySmeegs33FishBreathBloodfangeNumbraFfastylDahveed 9 votes
Yes, I want to be able to adjust difficulty during Caldwell's silver and or gold content.
2%
Sythiasc0rp 2 votes
Yes, I want to be able to adjust difficulty during PVP
0%
Yes, I want to be able to change the difficulty some other time (explain)
6%
bloodenragedb14_ESOMercyKillingadamgoonb16_ESOSerasethAudigy 5 votes
Yes, I support more than one option above (explain)
21%
AttorneyatlawlIllumousRune_RelicAlienSlofNebthet78Moonscytheaco5712ParrotbrainCristianoSacadonbaratroncatpowerphairdonUrQuanFaugaunEliteseraphWeideZosia 18 votes
No, I want everyone to be obligated to play the same difficulty
39%
NerioThymosnerevarine1138ScheneighnayMockingCathaploeb14_ESOStaticWaxHarlwystyrJrocShunravistojekarcub18_ESOtbrocatoMicallefBeardLumberDrazhar14saybrook1Athas24Auricledeleted221205-002626nothing2591 32 votes
No, I don't want this for some other reason (explain)
8%
SlurgNewBlacksmurfDrasnfromtesonlineb16_ESOWeberdaIluvrienLey 7 votes
Other (explain)
7%
Psychobunnidesciviib14_ESODre4dwolfb14_ESOAlphashadoVictusFruitmass 6 votes
  • Audigy
    Audigy
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    Yes, I want to be able to change the difficulty some other time (explain)
    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.
  • Anilahation
    Anilahation
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    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.
  • Drazhar14
    Drazhar14
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    No, I want everyone to be obligated to play the same difficulty
    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.
  • Faugaun
    Faugaun
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    Yes, I support more than one option above (explain)
    I would like to be able to adjust the difficulty and would use a feature that allowed me to adjust the difficulty level during endgame and group content, during levelling, silver and gold and 1-50....

    I'm not sure about PvP mostly because I'm not that good at PvP...I imagine most people would set it to the easiest mode for PvP....but I do wonder if @Sypher or some of the more hardcore pvpers wouldn't increase the difficulty to get more of a challenge? I wouldn't be opposed to PvP being adjustable just not sure I would use it.

    Well that's my vote at least ....hope I am not in the minority!
  • Heromofo
    Heromofo
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    No, I want everyone to be obligated to play the same difficulty
    This is not the answer
  • Dahveed
    Dahveed
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    Yes, I want to be able to adjust the difficulty of content when levelling 1-50 (harder or easier)
    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
    Alphashado
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    Other (explain)
    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.
    Edited by Alphashado on April 20, 2015 5:32PM
  • Faugaun
    Faugaun
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    Yes, I support more than one option above (explain)
    Audigy wrote: »
    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.

    I could go with this route, but I would still like some control ...I mean you can scale it too a player with 200 cp...but I want it scaled to a gamer with 200 cp and 30 years exp....which is likely very different than what a gamer with 200 cp and 1 year of exp is looking for. Idk how they would do this but they are the devs not me :)
    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.

    What if the mechanics were increased game wide and the scale adjusted how punishing those mechanics were...with a easier setting inflicting minimal pain and a harder setting potentially one shotting you....this could be a damage scale based on difficulty and could be a simple multiplier 1.00, 1.01, 1.02, 1.03.....10.01, 10.02, 10.03....100.01 etc...?

    Idk just thinking out loud.

    Drazhar14 wrote: »
    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.

    So if you added those things and made them on the difficulty scale easy = low damage for the tough mechanics and as you increase the scale those mechanics hurt more and more...up until they 1 shot you for ignoring them.
  • Faugaun
    Faugaun
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    Yes, I support more than one option above (explain)
    Dahveed wrote: »
    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%.

    Well that spawned the poll but I don't want to limit it to a slider ...you know I don't care if its automatic or manual with a slider or what....just that I and everyone else gets a customized and enjoyable for them experience....ZoS are the devs its their job to figure out the best way to accomplish what their player base wants...it is our job to enjoy the game and let the devs know what we want so they can make informed decisions.
    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.

    Thank you alpha and I would hope whatever implementation was used minimized negative effects...and I agree the idea would be to increase options and enjoyment for everyone
    Edited by Faugaun on April 20, 2015 5:41PM
  • Faugaun
    Faugaun
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    Yes, I support more than one option above (explain)
    Could the people who want to make everyone play the same difficulty elaborate on why this is a good option? I mean personally I would not want 90% of these people on this forum to have any say in the difficulty of the content I play.
  • Dahveed
    Dahveed
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    Yes, I want to be able to adjust the difficulty of content when levelling 1-50 (harder or easier)
    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.
    Drazhar14 wrote: »
    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.

    I agree with both of you, 100%. However the numbers do matter.

    Regardless of whatever mechanics any boss fight has, if said boss deals zero damage, then nobody would ever die. If said boss only dealt 10% of his damage, well then only people who AFK'd would die.

    However if you take that same boss fight and increase his damage by 200%, you just made that fight twice as hard, as people had to make REALLY sure they didn't stand in that fire, or they would be punished for it pretty quickly.


    In terms of questing a new character from 1-50, I do strongly believe that it is purely a numbers game. The basic mechanics are already in place in regular fights, i.e. casts, interrupts, occasional heals, big swings you have to dodge roll, etc. But the numbers are so ridiculously under-tuned that none of the mechanics have any statistical consequences. Therefore I don't care if that big power attack clobbers me, because it won't even hurt. Look, an NPC is healing that other guy? who cares, my 1-button dps spam will kill it anyways, who needs an interrupt?

    Of course mechanics matter, but so do numbers. That is the whole reason people do the "gear grind", otherwise we could just complete all the end game content in whites and greens.
  • Faugaun
    Faugaun
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    Yes, I support more than one option above (explain)
    @dahveed I cannot agree with that more...mechanics are highly important...without mechanics combat is stagnant....the mechanics should be there always and should be difficult. The damage if scaled (in combination with the ever present mechanics) is what can ramp up or ramp down the difficulty.

    If the bosses big hit only does 1% damage you can ignore it. But if his big hit does 100% damage u gotta dodge that....same with aoe...if aoe only does 1% damage you can probably usually stand in it with no worries...just keep an eye and if it starts to get too hard run out or heal....but if that aoe is hitting you for 10% of your life or 25% of your life or 90% of your life per tick then you better get the heck out of dodge.

    It is this kind of damage increase (in how punishing the hopefully already existing mechanics are) that could be scaled up and down to allow players to really ramp up or down the difficulty...
    Edited by Faugaun on April 20, 2015 6:07PM
  • Slurg
    Slurg
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    No, I don't want this for some other reason (explain)
    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.
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  • Faugaun
    Faugaun
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    Yes, I support more than one option above (explain)
    Slurg wrote: »
    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.
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
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    No, I don't want this for some other reason (explain)
    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.
    Edited by fromtesonlineb16_ESO on April 20, 2015 6:31PM
  • Rune_Relic
    Rune_Relic
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    Yes, I support more than one option above (explain)
    ..provided the reward is also scaled.

    ie v14 doing v14 scaled dungeon using -5 difficulty level gets v9 gear.

    I have no issue +-5 levels....its straightforward to scale gear and weapon damage +- 5 levels too.
    Edited by Rune_Relic on April 20, 2015 6:46PM
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  • Fruitmass
    Fruitmass
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    Other (explain)
    I can appreciate some of the complaints people are having about the game being too easy in some respects but I don't know if putting in a difficulty meter is the way to go. Adding in a new feature that lets the whole of the player base change the difficulty of the game on the fly could be a technical nightmare (and there's already enough bugs and unfinished features floating around as it is). That's a lot to balance out, plus the issue of syncing players for groups.

    I personally dislike the idea of scaling because in a lot of ways it's like tacking a one hit instant kill feature to boss encounters that's supposed to make them more challenging. If done right yeah it can make the fight more interesting (not necessarily more challenging but at least it keeps you paying attention) but if it's done wrong it can be absolutely game breaking. Over all I feel scaling is a cheap cop out, devs can't figure out new and interesting skill set to place on the creature so they just increase it's health/armor and damage by x amount and call it a day.

    To this day I have yet to see a game with this feature that really does it right. I know people like to point to GW2 as a prime example of how gameplay can scale but let's be reasonable, GW2 scaling is not perfect. It can be seriously sensitive and brutally lopsided and once it scales up it doesn't go back down (unless something has change since I've been gone).

    Also I personally feel the open world and delve creatures are, for the most part, fairly standard and about what you'd expect. A few tweaks to Ai and some variety in their skill couldn't hurt but overall it's okay. Though I will agree it's crazy just how much they dumbed down the personal boss encounters (Doshia is a prime example of overzealous nerfage). They were supposed to be challenging, doable but challenging. A stumbling block that tests if your set up was good or not and made you think about what you could do to make it better.

    What really bums me out though is the lack of real environmental hazards and the phasing out of a lot of old RPG features. I know folks don't like to be bothered with all the micro management but there are times I really miss it. It added depth in it's own way.

    I miss the old school features of needing to hunt for food. Needing to sleep. Death from exposure and drowning. I miss the fear of contracting disease. I miss carrying around flint and tinder, fishing rods, picks, axes, rope, cooking pans. I miss having really dark nights and dungeons where you need torches (or any form if light source) to see. I miss traps and puzzles (real traps and puzzles not just go here, get this, bring it back, pull a lever and your done).

    When I go into a delve I want to have to search for trip wires and pressure plates to avoid becoming a crispy critter or making noise and waking up some horrible bloodthirsty monster. I want to find hidden passageways leading to ancient vaults warded with magic and guarded by golems who'll smash you to pulp if you can't answer his riddle. I want to have to worry about getting tetanus after being skewered by a skeleton's rusty blade or rabies after getting bit by a wild animal. I want to have to maintain stocks of food or starve to death. I want vendors with rotating stock so there's a reason to visit often. I want vendors with restricted abilities; Why does a bartender even have the ability to fix my gear? Why can a tailor fix full plate? Why does a blacksmith buy potions? I want death to have a real penalty besides just eating my supply of soul gems. I want to see my remains laying splayed out in cringe worthy and sometimes humorous poses/places as a reminder and warning to myself and others of the big whoopsy that got me killed.

    I would so very much love for them to put all those things and more into the game, rather than just slog through tons of scaled up creatures. So my suggestion would be to create a new "hardcore" server for those who want a challenge and leave the standard servers alone for those who don't. I doubt it will happen but it's something nice to think about.
    Edited by Fruitmass on April 20, 2015 7:15PM
    Beware all ye who log on for here there be typos...
  • Faugaun
    Faugaun
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    Yes, I support more than one option above (explain)
    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.

    @fromtesonlineb16_ESO .

    Why not open world content? If current difficulty was the easiest mode and players could make it more difficult for them and only them, with no increase in rewards exp or anything else? You'd be against that?
  • Slurg
    Slurg
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    No, I don't want this for some other reason (explain)
    Faugaun wrote: »
    Slurg wrote: »
    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.
    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?

    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.
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  • UrQuan
    UrQuan
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    Yes, I support more than one option above (explain)
    I'd like to be able to choose to up the difficulty level on any content, and I'd like the option to reduce the difficulty level to be in place for some content, but not for other content. Basically, anything that is forced solo should allow you to reduce the difficulty level (with appropriately reduced XP and rewards) in order to accommodate people who have difficulty with it (since they don't have the option of bringing a friend to help them out).

    The only way I really see adjustable difficulty working, though, is to have only a small number of choices (maybe normal, harder, hardest), and have your phase be based on the difficulty you've selected. So every other player you encounter will be in fighting at the same difficulty level as you. Group dungeons would have to always be at the difficulty level of the group leader.
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  • Sacadon
    Sacadon
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    Yes, I support more than one option above (explain)
    Yes on ability to scale difficulty for all PvE. No for PvP in its current iteration. EDIT: But only if it was more complicated and difficult play. I would NOT just want a scaling of resource pools of players and/or NPCs. For example, if the AI was more complicated like the existing differences between the same quests for levels 1-50 vs. veteran.
    Edited by Sacadon on April 20, 2015 7:05PM
  • Faugaun
    Faugaun
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    Yes, I support more than one option above (explain)
    Slurg wrote: »
    Faugaun wrote: »
    Slurg wrote: »
    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.
    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?

    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.
  • Victus
    Victus
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    Other (explain)
    Yeah I am hesitant to jump on a system without knowing details. I agree that just adding HP and damage output to mobs isn't the best answer (and also agree rewards would probably need to be scaled as well) but having better AI or what not isn't a quick or easy fix. While I haven't done trials, 1-50 does seem easy (though on alts that have hand-me downs and decent gear is almost too easy) and Veteran ranks seem fine.
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  • NewBlacksmurf
    NewBlacksmurf
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    No, I don't want this for some other reason (explain)
    While I do feel at times the basic 1-50 questing for certain builds is easy to me I'm not naive enough to believe it's not hard for other people or builds.

    If it were an option, I'd vote that the difficulty be moved back to the way it was during 2013 closed BETA
    WItH ONE EXCEPTION

    Remove silver n gold questing as required along with any Vr character levels. Somehow merge the VR content as a whole into the champion system
    Edited by NewBlacksmurf on April 20, 2015 7:14PM
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  • Slurg
    Slurg
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    No, I don't want this for some other reason (explain)
    Faugaun wrote: »
    Slurg wrote: »
    Faugaun wrote: »
    Slurg wrote: »
    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.
    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?

    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.

    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.
    Happy All the Holidays To You and Yours!
    Remembering better days of less RNG in all the things.
  • Faugaun
    Faugaun
    ✭✭✭✭✭
    Yes, I support more than one option above (explain)
    Slurg wrote: »
    Faugaun wrote: »
    Slurg wrote: »
    Faugaun wrote: »
    Slurg wrote: »
    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.
    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?

    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.

    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.
  • Eliteseraph
    Eliteseraph
    ✭✭✭
    Yes, I support more than one option above (explain)
    I would gladly welcome an option to shift the difficulty up or down during all stages of the game besides PVP, where difficulty is determined by the players.

    Different people want different things out of the game. Some people want an EZ mode monster bash so they can relax when they're playing. Other people want a hardcore experience that really pushes the limits of their character. Having only a single difficulty is far too simplistic of a design.

    Because ESO is a gear-based game, rewards for completing higher difficulties would need to increase as well, but that also means the PVP would have to use some kind of scaling to equalize players. Otherwise people who are mostly only interested in PVP would be forced into high-end PVP in order to stay competitive, while high-end PVE players would be able to overpower PVP players due to their ridiculously stronger gear. Nobody wants that kind of mess.
    Edited by Eliteseraph on April 20, 2015 7:53PM
    "What a sad world we live in, where politeness is mistaken for weakness." - Usagi Yojimbo
  • Slurg
    Slurg
    ✭✭✭✭✭
    ✭✭
    No, I don't want this for some other reason (explain)
    Faugaun wrote: »
    Slurg wrote: »
    Faugaun wrote: »
    Slurg wrote: »
    Faugaun wrote: »
    Slurg wrote: »
    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.
    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?

    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.

    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.
    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.

    Which is why I think if a slider was implemented it would be best suited for solo instances or group instances -maybe even zone phasing - where everyone is at the same difficulty level working toward the same reward.

    At any rate, at some point in this thread you asked why people would choose the "no" option to using a difficulty slider. I would not choose to use one as you described it, but I might choose one under different conditions where there was an even playing field and the rewards were worth the extra effort.
    Happy All the Holidays To You and Yours!
    Remembering better days of less RNG in all the things.
  • bloodenragedb14_ESO
    bloodenragedb14_ESO
    ✭✭✭✭✭
    Yes, I want to be able to change the difficulty some other time (explain)
    we need a level slider, something that will lower our level to a certian point so that we are not over the area level we are in
  • c0rp
    c0rp
    ✭✭✭✭✭
    Yes, I want to be able to adjust difficulty during Caldwell's silver and or gold content.
    I want Cadwells to be Dark Souls please.
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
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