Increasing skill cost has nothing to do with increasing difficulty. It just makes fights tedious. Also it will hit some classes way harder than others, no thanks.
Doctordarkspawn wrote: »
Doctordarkspawn wrote: »
Because it'd be fun, that's why. Imagine the scene: Hey man, my 4man cleared out some dolmens while Cursed last night, look at all this loot! It was tough, but more than worthwhile; we got 4 hours worth of loot in 2 by being able to handle the challenge.
Risk to reward tweak, eh? It would even be simple to add this, it really only needs one npc (the shrine), a few lines of dialog, and the character status effect.
Doctordarkspawn wrote: »It'd be fun, and then no one would use it. Dev time, people in a recording studio, code work, for something that will barely be used.
Wasted. Resources.
Doctordarkspawn wrote: »It'd be fun, and then no one would use it. Dev time, people in a recording studio, code work, for something that will barely be used.
Wasted. Resources.
There is an active endgame pve community to whom overland content is already wasted resources, because it's easy to the point of being dull. It's alright if you're not part of it and see no benefit for yourself, but I and many others would enjoy something like this.
But this is just spitballing anyway, it's the final PTS iteration, nothing like this will come to the game in October. January, though, maybe?
Doctordarkspawn wrote: »It will -never- be solved. Because you cannot 'solve' burnout. And that's what it is, burnout.
Doctordarkspawn wrote: »It will -never- be solved. Because you cannot 'solve' burnout. And that's what it is, burnout.
True enough, and I agree with that sentiment, but that's not why I like this idea. Increased rewards for increased skill to obtain them is a positive for me. I'm a great supporter of vMA and hardmode Trials for that reason. They are optional modes for people who want a tougher fight, and if there were something like that for overland as well, I think it would get used pretty often. As long as it stays optional, of course.
I like the idea. To those who don't think it wouldnt be used: you are all fools. Every player worth their salt would be running the curse to get that chance at gold loot drops. Do you have any idea how much end game players care about gold jewelry? Do you have any idea how much serious farmers can sell that stuff for? Do you have any idea how many crap players who think they are good will buy it or farm for it anyways? It would be used plenty, trust me. As for dev time argument...seriously? It would basically just be applying an adjusted battle spirtit for a duration. They already have most of the tech for that.
Doctordarkspawn wrote: »No reason.
No purpose other than to please a demographic that is that 1% of the playerbase that want difficult content as if this is a singleplayer game.
Why do these people keep making these sorts of demands as if this is a singleplayer game that needs more difficulty? I dont -get it-. Has it never occured to you guys what you want isn't provided by MMO's and thus maybe the genre isn't for you? Dark souls this is not. Dark souls this has never been. Quit asking for it to be.
You are proposing a solution for something that isn't a problem for most if not almost the entirety of the playerbase. If you want to be challenged as an individual, there are plenty of games, single player games, that give you that. Fallout New Vegas hardcore mode. The Dark souls series. Take your pick, but given the ammount of tireless attempts to try and get this game harder that have gone ignored, It's very clear this game will not be one of them.
And I hope it never is.
deadlychaos1991 wrote: »Doctordarkspawn wrote: »No reason.
No purpose other than to please a demographic that is that 1% of the playerbase that want difficult content as if this is a singleplayer game.
Why do these people keep making these sorts of demands as if this is a singleplayer game that needs more difficulty? I dont -get it-. Has it never occured to you guys what you want isn't provided by MMO's and thus maybe the genre isn't for you? Dark souls this is not. Dark souls this has never been. Quit asking for it to be.
You are proposing a solution for something that isn't a problem for most if not almost the entirety of the playerbase. If you want to be challenged as an individual, there are plenty of games, single player games, that give you that. Fallout New Vegas hardcore mode. The Dark souls series. Take your pick, but given the ammount of tireless attempts to try and get this game harder that have gone ignored, It's very clear this game will not be one of them.
And I hope it never is.
You obviously have never played ANY actual MMO. Difficult content appeals to end game players who don't want everything handed to them on a silver platter. Eso is tailoring itself to casual scrubs and is turning into a joke of an MMO.
Let's take a look at the staple-mark of ALL MMO's, world of Warcraft. It cyclically creates new content that tailors to all 3 types of players. They have a large new region that has a bunch of casual scrub solo content, usually a new raid with like 4 different difficulties (pick up group, normal, heroic, and mythic, the latter 2 being REALLY challenging and rewarding) and new battlegrounds, arenas and tournaments for all the pvp enthusiasts.
There's a reason WoW is still going VERY strong after 12 years and eso lost almost all its initial followers after 6 months and has to appeal to new customers now.
Hi!
As we all know adventuring in One Tamriel is far too easy for experienced players. As ZOS doesn´t appear to introduce a typical Elder Scrolls difficulty slider, mabe we can have this? While the greater income will be automatically reduced by higher repair costs, the purple and yellow loot is the true incencitive - not because it´s good but because we crafters want to deconstruct it
The Curse of Clavicus Vile
You have wished for great wealth - and now you will suffer for it.
Duration: 60 Minutes
Not active in instances or in Cyrodiil.
Decreases your damage by 50%.
Increases incoming damage by 50%.
Increases your skill costs by 50%.
Increases the money you earn by defeating enemies by 100%.
Increases the chance to get loot of purple or gold quality from defeated enemies.
You can be cursed after praying at a Daedric Shrine of Clavicus Vile.
Hi!
As we all know adventuring in One Tamriel is far too easy for experienced players. As ZOS doesn´t appear to introduce a typical Elder Scrolls difficulty slider, mabe we can have this? While the greater income will be automatically reduced by higher repair costs, the purple and yellow loot is the true incencitive - not because it´s good but because we crafters want to deconstruct it
The Curse of Clavicus Vile
You have wished for great wealth - and now you will suffer for it.
Duration: 60 Minutes
Not active in instances or in Cyrodiil.
Decreases your damage by 50%.
Increases incoming damage by 50%.
Increases your skill costs by 50%.
Increases the money you earn by defeating enemies by 100%.
Increases the chance to get loot of purple or gold quality from defeated enemies.
You can be cursed after praying at a Daedric Shrine of Clavicus Vile.
Always about the reward though isn't it?Because it'd be fun, that's why. Imagine the scene: Hey man, my 4man cleared out some dolmens while Cursed last night, look at all this loot! It was tough, but more than worthwhile; we got 4 hours worth of loot in 2 by being able to handle the challenge.
Risk to reward tweak, eh? It would even be simple to add this, it really only needs one npc (the shrine), a few lines of dialog, and the character status effect.
Always about the reward though isn't it?
I am all for letting you have a better gaming experience, but your reward should be the enjoyment.
I love your idea and to tie it to Clavicus Vile's shrine is one of the most thoughtful concepts this game would have seen since it's release. The devs are certainly not this creative but you are. Maybe you should think about a change in your career?