I would definitely support a means of an optional player debuff (like Battle Spirit in Cyrodiil except optional) to up the difficulty for those who want it, the increase in challenge should be its own reward. If you actually want to quest that way, as I do, it's not to get some advantage or to show off your e-peen. It's simply to enjoy the combat and be further engaged in the quests and the overworld/ delves as a whole.
Offering better loot or more experience unnecessarily complicates the matter and opens up the whole mechanic to exploitation. Nope. KISS - Keep It Simple Stupid. Just an optional debuff to make combat more engaging for those who want it. Then the experience remains the same for those who prefer it as it stands.
https://www.youtube.com/watch?v=a2x4zAglv3g&feature=youtu.beI agree completely. Quests too easy.
Easy fix/ When you are running from A to B to get something then back to A then over to C then back to B then across to D and over the hill back to A then through the river to E and then back to C and then talk to F and then hide and stalk G all the way to H until I shows up and leads you to point J such that you can loot K to take back to A who tells you to go to L but there is a bug and it is really M where you get N to take to O who tells you to talk to B so...
Well anyways movement speed should be nerfed to bring up quest difficulty
Skip a zone. I went from rivenspire straight to bangkorai skipping alik'r desert. Made things a bit more interesting.
This has been brought up before, and naysayers have complained about the suggestion saying it's "impossible" in an MMO. I say this is crap, it would be easy.
Just include some sort of "curse" or disease or something somewhere in the game that the player could (willingly) choose to greatly reduce his or her damage output, and increase damage taken.
I just logged in to this game for the first time in a couple months... My level 7 nightblade is LITERALLY naked except for his Soul Shriven pants (lvl 1 with 0 armor), with a lvl 6 green bow with no stats or anything. I am 1-shotting everything. just sneak up close, press one button, and it dies.
It is horrible gameplay, utterly non-engaging, and completely boring. It's the reason I can't get into this game at all. What is the point of investing any time into getting gear upgrades, using professions, etc? Nothing is ever a threat.
A "cursed potion" or some kind of doomstone curse, or perhaps a disease or something I could willingly wear to nerf my character would instantly make combat much more exciting and gratifying, not the 1-shot snoozefest it is now.
This could easily be done and would not affect game balance in any way for any player that didn't want to participate. But it would literally save the entire game for me.
I just logged in to this game for the first time in a couple months... My level 7 nightblade is LITERALLY naked except for his Soul Shriven pants (lvl 1 with 0 armor), with a lvl 6 green bow with no stats or anything. I am 1-shotting everything. just sneak up close, press one button, and it dies.
Maybe it's good to have that difficult slider. Then we all can die every fight with mudcrab. Some people just dont want to feel every trash mob fight like boss fight.
Difficulty is one of the hardest things to define in an MMO. Some like it the way it is, others don't. The problem with a "difficulty" slider in an MMO, is to balance it out. Each monster has its own difficulty. Per example (at least in the beginning), the Storm antronachs had abilities that could 1 hit even a tank build person. Some quests I didn't get to do because they involved killing a storm antronach, and it was close to impossible. Other monsters died relatively easy though.
Technically you could add a debuff to the character that decreases your health and damage output, but then you also have to make sure that all the monsters are evenly balanced out so the difficulty will be evenly balanced out. Right now, in ESO, some monsters and creatures can do a devastating amount of damage due to their abilities (rangers deal a hefty amount of damage to sorcerers due to the arrows calculates as physical damage per example).
I wouldn't mind a higher difficulty but I've also seen how devastating and demotivating it can be if the difficulty is unbalanced, and I foresee more problems and balancing issues with this than what we have today.
I just logged in to this game for the first time in a couple months... My level 7 nightblade is LITERALLY naked except for his Soul Shriven pants (lvl 1 with 0 armor), with a lvl 6 green bow with no stats or anything. I am 1-shotting everything. just sneak up close, press one button, and it dies.
I'm just curious if you've applied any Champion Points to this character and what the level of enemies you're "1-shotting" actually is in comparison to your character? Plus, attacking from sneak gets a bonus to damage. Running around naked and then attacking from stealth, ,means you're technically not giving them time to attack in return. There are a lot of players out there who find the level of difficulty challenging 'at level'... so as others have suggested, try going into zones which are above your level and be sure not to add in any CP to your character.
A level 7 character cannot have champion points.
Extreme low levels of the game are balanced around the player characters having no/next to no gear. Running around naked won't be nearly as easy when you are level 40.
A level 7 character cannot have champion points.
Champion points are account-based. A level 7 character cannnot earn champion points, but it can use all points earned by other characters on the account.
Do any MMO's have difficulty sliders?
I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.
Extreme low levels of the game are balanced around the player characters having no/next to no gear. Running around naked won't be nearly as easy when you are level 40.
A level 7 character cannot have champion points.
Champion points are account-based. A level 7 character cannnot earn champion points, but it can use all points earned by other characters on the account.
Right, so in order to have fun, all I have to do is play the game for 100 hours, THEN I get to have fun.
Do any MMO's have difficulty sliders?
I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.
No, it would not be difficult.
If a monster attacked a normal player, he would deal normal damage.
If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.
It's literally easy enough for an intern to implement in 20 minutes.
Do any MMO's have difficulty sliders?
I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.
No, it would not be difficult.
If a monster attacked a normal player, he would deal normal damage.
If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.
It's literally easy enough for an intern to implement in 20 minutes.
I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.
Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?
Do any MMO's have difficulty sliders?
I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.
No, it would not be difficult.
If a monster attacked a normal player, he would deal normal damage.
If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.
It's literally easy enough for an intern to implement in 20 minutes.
I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.
Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?
You take the number, then you multiply it by 2.
Like this, watch:
5 x 2 = 10.
See? And I'm not even a programmer.
YAY SCIENCE!
Do any MMO's have difficulty sliders?
I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.
Do any MMO's have difficulty sliders?
I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.
No they don't, but Guild Wars 1 does have a Hard mode setting that you apply before entering the "explorable areas"
However that MMO was more phased than this one is. As it would probably half the players in zones because half would be in HM zone and the other half in the EZ zone...
Also the answer for this is probably No ETA
As for OP:
Haha I don't mind the quests.
I make my own hard mode Augustus used level 28 armour ( crafted white ) that was broken ( to make the game harder ) up until VR1... So yeah you want HM DIY Hardmode baby!!
Or slot some *#!%y skills and try and play the game as you normally would ( just for fun obviously ) when you do actual things like dungeons, IC, PvP you should have level appropriate, fully repaired armour and good skills slotted...
Do any MMO's have difficulty sliders?
I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.
No, it would not be difficult.
If a monster attacked a normal player, he would deal normal damage.
If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.
It's literally easy enough for an intern to implement in 20 minutes.
I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.
Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?
You take the number, then you multiply it by 2.
Like this, watch:
5 x 2 = 10.
See? And I'm not even a programmer.
YAY SCIENCE!
Dude, that is fine. No need to be a petulant little boy.
I know how to do maths.
And that would certainly work. In single player games.
You did not actually answer my questions.
Difficulty is one of the hardest things to define in an MMO. Some like it the way it is, others don't. The problem with a "difficulty" slider in an MMO, is to balance it out. Each monster has its own difficulty. Per example (at least in the beginning), the Storm antronachs had abilities that could 1 hit even a tank build person. Some quests I didn't get to do because they involved killing a storm antronach, and it was close to impossible. Other monsters died relatively easy though.
Technically you could add a debuff to the character that decreases your health and damage output, but then you also have to make sure that all the monsters are evenly balanced out so the difficulty will be evenly balanced out. Right now, in ESO, some monsters and creatures can do a devastating amount of damage due to their abilities (rangers deal a hefty amount of damage to sorcerers due to the arrows calculates as physical damage per example).
I wouldn't mind a higher difficulty but I've also seen how devastating and demotivating it can be if the difficulty is unbalanced, and I foresee more problems and balancing issues with this than what we have today.
I'm not sure how people can so fundamentally misunderstand a concept which is so incredibly simple.
The nerf is 100% optional. If you get stuck, just remove it. Problem solved.
You wouldn't have to "balance" anything. Leave the game as it is.
IT IS ENTIRELY UP TO THE PLAYER to choose his own level of balance. If I just want to progress, then FINE. Leave the game as-is, aka easy mode, and just fly through everything. If I want more challenge, I take the nerf. I get more challenge.
If the nerf level is optional (i.e. 25%, 50%, 75% or 100%) then it is entirely up to me to decide how hard I want things to be.
Furthermore it doesn't affect any other player in the game. Only me.
I truly don't understand how people are misunderstanding this issue. I'm telling you 2 plus 2 equals four, and you are responding that your calculator is upside-down so you can't find the buttons.
Extreme low levels of the game are balanced around the player characters having no/next to no gear. Running around naked won't be nearly as easy when you are level 40.
A level 7 character cannot have champion points.
Champion points are account-based. A level 7 character cannnot earn champion points, but it can use all points earned by other characters on the account.
Right, so in order to have fun, all I have to do is play the game for 100 hours, THEN I get to have fun.
Do any MMO's have difficulty sliders?
I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.
No, it would not be difficult.
If a monster attacked a normal player, he would deal normal damage.
If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.
It's literally easy enough for an intern to implement in 20 minutes.
I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.
Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?
You take the number, then you multiply it by 2.
Like this, watch:
5 x 2 = 10.
See? And I'm not even a programmer.
YAY SCIENCE!
Dude, that is fine. No need to be a petulant little boy.
I know how to do maths.
And that would certainly work. In single player games.
You did not actually answer my questions.
Yes, yes I did. It would be incredibly easy to implement. You take the damage output of a monster, and then you attach a multiplier to it.
For "normal" players, the multiplier is 1. Your equation is (whatever the math is to calculate the damage) x 1.
for "hard mode" players, it is 2. Your equation is (whatever the math is to calculate damage) x1.5
Very hard - x2
Hardcore - x3.
It is very, very, very easy, so you'll excuse my "petulance". I'm just getting impatient explaining very simple things to people who, for whatever reason, want to bring their naysaying into the forums.