Good idea, except, what about if I am running around near other players. Who's level of difficulty do the NPCs in the area or delve get? How are you going to have different mob levels of difficulty without creating an instance for each player? If you have an instance for each player or group, how will other players be able to interact with each other?
Good idea, except, what about if I am running around near other players. Who's level of difficulty do the NPCs in the area or delve get? How are you going to have different mob levels of difficulty without creating an instance for each player? If you have an instance for each player or group, how will other players be able to interact with each other?
bikerangelo wrote: »People think the term "difficulty" should revolve around enemies having higher health and higher damage. I disagree wholeheartedly.
If you notice, most mobs will group around you in an Assassin's Creed fashion and each take their turn between attacks to do anything to you. When they bunch up, it can be problematic, but if you're facing 1 enemy NPC he will light attack you, wait 2 seconds, then either light attack you again or charge up his "special attack" that does a bit more damage.
If the devs were to implement a difficulty setting, it would have to revolve around NPC aggro and the speed of their attacks. Currently, if enemy NPC's outrank you in levels, their dodge chance is increased significantly against your attacks and they do higher damage. This is a lazy way of increasing "difficulty" as it only makes it annoying for you to land any hits. In order to fundamentally increase the difficulty, as in what @Ethromelb14_ESO is suggesting, it should include some of these features:Naturally, to reward this, an xp modifier will have to be added to each mob killed so that the higher difficulty means more than just a challenge for the individual player. This could help the people who grind mobs for levels by providing more of a challenge and being more rewarding in the long run.
- Your detection radius increases significantly
- NPC's will aggro much quicker upon discovering you
- NPC attack speed will increase
- NPC's will block your attacks (not passively dodge) more frequently
- Leave everything else as is, this will only change NPC behavior towards this specific player
Rune_Relic wrote: »
The problem there is every NPC has to react to each player differently...surely you see the problem that the NPC cant react in two different ways at the same time.
Its a physical and logical impossibility in anything but a single player game.
You can only modify how each player is impacted by or impacts the environment.
Rune_Relic wrote: »The NPC no doubt has preset behaviour, maybe even RNG thrown in to vary the response.
And I believe healers are targeted now by some bosses etc.
Make an NPC react to every single player in a unique way is a whole other kettle of fish.
That without worrying about NPCs being hit by multiple players at once.
Does it constantly flip between rulesets depending on who hit last every millisecond?
Nothings impossible of course.....its a question of pain vs gain coding wise.
Its relatively painless to scale damage and spawn.
Good idea, except, what about if I am running around near other players. Who's level of difficulty do the NPCs in the area or delve get? How are you going to have different mob levels of difficulty without creating an instance for each player? If you have an instance for each player or group, how will other players be able to interact with each other?
Rune_Relic wrote: »Many have already suggested very similar ideas.
Your difficult level is simply a multiplier.
It multiplies incoming damage, it divides outgoing damage, it increases XP and/or....gives you white > gold rewards.
This means playing in hard mode levels quicker.
So you can take the long easy scenic option as one person put it..or...
take the quicker journey dragged through hell and back.
This doesn't have to be applied to 1-50 either.
They could have done the very same thing for all dungeons and group content.
I dont like this idea.
It will make more problems than solve.
And... Difficulty in MMO? Hard to imagine.
Rune_Relic wrote: »bikerangelo wrote: »People think the term "difficulty" should revolve around enemies having higher health and higher damage. I disagree wholeheartedly.
If you notice, most mobs will group around you in an Assassin's Creed fashion and each take their turn between attacks to do anything to you. When they bunch up, it can be problematic, but if you're facing 1 enemy NPC he will light attack you, wait 2 seconds, then either light attack you again or charge up his "special attack" that does a bit more damage.
If the devs were to implement a difficulty setting, it would have to revolve around NPC aggro and the speed of their attacks. Currently, if enemy NPC's outrank you in levels, their dodge chance is increased significantly against your attacks and they do higher damage. This is a lazy way of increasing "difficulty" as it only makes it annoying for you to land any hits. In order to fundamentally increase the difficulty, as in what @Ethromelb14_ESO is suggesting, it should include some of these features:Naturally, to reward this, an xp modifier will have to be added to each mob killed so that the higher difficulty means more than just a challenge for the individual player. This could help the people who grind mobs for levels by providing more of a challenge and being more rewarding in the long run.
- Your detection radius increases significantly
- NPC's will aggro much quicker upon discovering you
- NPC attack speed will increase
- NPC's will block your attacks (not passively dodge) more frequently
- Leave everything else as is, this will only change NPC behavior towards this specific player
The problem there is every NPC has to react to each player differently...surely you see the problem that the NPC cant react in two different ways at the same time.
Its a physical and logical impossibility in anything but a single player game.
You can only modify how each player is impacted by or impacts the environment when scaling.
Or alternatively.. how a fixed group of players is scaled
Good idea, except, what about if I am running around near other players. Who's level of difficulty do the NPCs in the area or delve get? How are you going to have different mob levels of difficulty without creating an instance for each player? If you have an instance for each player or group, how will other players be able to interact with each other?
They are already adding/ changing the game like in Orsinium... Auto scaling content after lv 50. All that would be needed is plus/minus off of the scaling. So mobs are not modified only your stats and damage...
No instance needed...