{Please don't necro, quote-copy to another thread if you want to share/bring up stuff from this post. Don't want this thread to be locked even if it is current/relevant and technically not "out of date"}
So these two issues -- scaling players with 300+ CP and good to awesome gear/players who've done it all -- regularly appear on the forums. I am going to offer an idea, but if you haven't read my posts before be warned... I try to say a lot in a relatively short space. (That is, compared to how much text it would otherwise take to fully explain.)
ISSUES
1. Many players get bored running the same content over and over with no additional incentive even though they love the game and want to keep playing ("no incentive"). This was true before I wrote this post in the summer of 2017 and people are still positing regularly about this issue in 2019 or whenever you may be reading this from 2020 and beyond after following a link to this thread or finding it through the forum search feature. However you cam here this issue may not be relevant to you, which is fine, but it is to other players.
2. Level-scaling characters as opposed to content upward and tuning the game to brand new no CP players with little no or crafted gear and limited MMO experience makes basic world content "too easy" for more experienced players with high CP.
3. This applies to leveling alts as well as going back to do repeatable quests located in the original base-game zones. So having a *fun option* to up the challenge would extend the interest and playtime for those players who hit the "overland in a faceroll" plateau. Those who don't want extra challenge in overland would not have to use the option, so nothing changes for them.
Craglorn and the unreleased Murkmire were supposed to be harder content meant for groups or bored players but the former was made solo-friendly and the latter never released. At that time, circumstances such as total available content, the mix of new-to-MMO single player TES fans and drifting MMO vets, and the arduous task of leveling up the original version of the Veteran Rank post-50 progression system made Craglorn appealing to too few people, especially when XP grinding spots were nerfed. The game wasn't ready for challenge zones. The emphasis at that time needed to be more on new content explorable by most if not all players, so eventually Craglorn was heavily nerfed. It made good business sense.
They updated many mob abilities and gave them cc immunity but that doesn't do much for experienced players with high CP.
POTENTIAL SOLUTIONS
Solution Type #1: Some players have suggested having an unadorned/lore-free difficulty toggle, maybe turn off or lower CP to a smaller cap, for example. But, only a handful of players would use this, even many who claim to be bored or lack challenge, if that's all that was offered. Solutions like "run stuff naked" misses the point, often intentionally. There have also been suggestions for a difficulty slider, though personally I am concerned that the server load from everyone having a different spot on a slider in the same area could be be bad. I can't say for sure though as I'm not a gaming software engineer or IT person.
Now, if they put something in with a new NPC where you equipped some item or toggled some button to amount to what is a challenge mode for some lore-friendly story reason and allowed players to earn something or some things of value that might work. This option would be available only at something like CP 300 or 400 and over.
For example:
*undaunted (or some other group, some master teacher, etc.) challenge to fight drunk, or while poisoned
*challenge by some daedric prince to get stronger by being afflicted or taking a mark that weakens you
*same as the one right above but you do it to earn favor not to get stronger
*same as above but to help power or charge something, maybe repairing the damage from the soulburst
*same as some of the above but working for a divine or the divines through an intermediary
*similar to others but for some npc group from the Elder Scrolls universe not yet added to the game (Psijic Order for example) or a previously unheard of group
The rewards could be many. Not just more experience points/champ points because no, that is too simple and potentially exacerbates the issue. Points for a different non-combat customization system? Unlocking and leveling up subclasses/subraces? Unlocking and leveling up a skill line that would take tons and tons of investment in this new system (with additional skill lines added every 12-16 months)? Slowly earning gear or other types of tokens? Or, or, or... there are dozens of different possibilities that could be plugged in here. I've recently taken a shine to tokens that can give temporary buffs that have cool-downs to prevent exploiting them by having them up 2/47. But whatever, people can discuss and debate what suitable cool but reasonably limited rewards would be available, whether just RP based or also character ability based.
Solution Type #2: The advantage of a Type #1 solution is that once set in place, you can just let it go. No special phasing. No new zones "just for" those who want harder content. You can group up with anyone for overland with the challenge mode on or fight next to random strangers side by side, get your extra difficulty and some minor RP and/or temporary character buff or whatever as per above, and no one even knows who has challenge mode on and who doesn't. Clean. Simple (well, comparatively so...)
A Type #2 solution is more involved. It asks for more. More coding. More phasing. Or even new zones. I personally am not opposed to this, and one could make a case that the game can now support the old adventure zone concept. Not sure how far that case would get, but having some place (either in a new zone or as part of another zone) where things are harder is definitely a way to add challenge. We know for example in Craglorn you still get warnings flashing that you are entering a harder but of content when you get close to that zone's version of World Bosses. That seems more likely than an entire adventure zone of extra challenge, though having one such zone that can be slowly added to over time could also work. ZOS designers have mentioned that early on in ESO's development, they considered adding some kind of mega-dungeon/mini-zone that would take days to complete. This idea never made it into the original game. Something like that could be added with a great story but also buffed difficulty, similar to how people save their progress in veteran Maelstrom Arena. Or, it could just be a stand-alone mini-zone, potentially with new areas added every so often.
Another suggestion that has made the rounds isn't a new zone, mini-zone, extended instanced content, or a challenge area of a larger, chapter-sized zone. It involves phasing. This would separate players who choose to turn on challenge mode, much like in Battle for Azeroth those who turn on War Mode are sharded only with other people who have also toggled on War Mode. In this version of "added challenge", mobs in such phasing would cast much quicker and hit much harder. However, just like for the Type #1 solutions, this would not apply for private instanced content, battlegrounds, or open world PvP areas like Cyrodiil and Imperial City.
CONCLUSION
Anyway, the idea is to give a lot of players an extra incentive or an additional reason to keep playing and to offer an *option* play with more challenge.
Whether or not ZOS would ever see sufficient reason to invest in any kind of challenge mode or system is for them to decide, just like it was for creating One Tamriel, the Housing System, a Necromancer class, and so on, despite the reasons some players gave why these types of things would not be worth their time. This is about what such a system could look like and whether you would use such a system, not what you or I think ZOS will or won't do.
Would you accept this challenge mode or new zones/zone areas? For what kinds of rewards?
Story/lore fans, what should the plot be for this?
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EDIT: Changes from original June 2017 in blue. Last edited in May 2019.
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Edited by tinythinker on May 27, 2019 12:31AM ❤Experienced, new, returner?
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