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If ZOS were to implement a difficulty slider, how should it be done?

spoqster
spoqster
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My solution to the problem is to scale all zones and players to max level (like Wrothgar) and to allow players to lower their scaled levels in exchange for higher loot drop rates and more xp.

Feel free to comment with praise, criticism or by proposing your own idea.

Please do NOT question whether a difficulty slider is necessary, as that is a topic for another quest. This thread is purely about the HOW, not the IF.
  • Robbmrp
    Robbmrp
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    They should increase the damage by 50% for all non grouped players and 75% for grouped. This is outside of Vet Dungeons of course as they are fine as is.
    NA Server - Kildair
  • TheShadowScout
    TheShadowScout
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    Personally I would prefer tosee it as a "handicap slider" - let people reduce their character effectiveness to keep it entirely player side. Set the slider to 90% to get only 90% of your usual weapon damage and armor, for example... something like that!
  • spoqster
    spoqster
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    Personally I would prefer tosee it as a "handicap slider" - let people reduce their character effectiveness to keep it entirely player side. Set the slider to 90% to get only 90% of your usual weapon damage and armor, for example... something like that!

    But that's EXACTLY what I proposed. :-)

    The zone stays at max level, but the player can choose to be leveled to v10 or v5 instead.
  • NativeJoe
    NativeJoe
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    I say no difficulty slider. Make the game feel dangerous again. I want to see people in zone saying, "Hey,need a healer for this dolman~ we just wiped again" or LFM public dungeon runs

    Something to the effect of what they've done in orsinium... which feels dangerous at low levels but still do-able. But not impossible like imperial sewers is at a low level.

    Maybe even go so far as to make every area feel like craglorn did when it was first launched. That would be amazing.

    I want soloing a dolman to feel like a round of veteran maelstrom arena. Force people to band together and fight off the baddies, instead of just walking through all content being bored out of their skulls with the dialog.
    Edited by NativeJoe on March 11, 2016 9:12AM
    650cp+ Sorcerer 100+ days /played
    Broken'Stick North American Server
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  • TheShadowScout
    TheShadowScout
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    spoqster wrote: »
    But that's EXACTLY what I proposed. :-)

    The zone stays at max level, but the player can choose to be leveled to v10 or v5 instead.
    Well, "lowering scaled level" works only if the players are scaled up. Once they are at or above that level, they no longer get scaled... and thus cannot easily "set a lower scaling"; thus the different mechanic - but yeah, same general concept, world stays the same, player effect gets voluntarily reduced.
    NativeJoe wrote: »
    Something to the effect of what they've done in orsinium... which feels dangerous at low levels but still do-able. But not impossible like imperial sewers is at a low level.
    Actually the -scaling- is exactly the same between Orsinium and IC.
    Its just... IC is balanced like a public dungeon, for small groups in mind, while Orsinium is balanced for solo play (mostly - the public dungeons there are obviously balanced for the usual two-player group, and the world bosses... oh, they are neat for larger groups, and feel nicely epic once taken down...).

    And I beleive they have been meaning to make Murkmire the next group-balanced adventure zone... ;) Still battle-levelled I would presume, like all future DLC... thus... very groupy, I expect!
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