Smasherx74 wrote: »1. What bleeding? Doubt many are leaving the game because overworld content is to easy for them. If they are not up to the challenge of the content actually designed to be more challenging then I do not think we lost much.
2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?
3. Below is a rough outline of the progression of difficulty in the game from less to more difficulty, by design. I have seen plenty of excuses in response to this list, but if you are looking for more of a challenge then go for the content that offers more challenge.
Overworld
delves
normal dungeons
world bosses
vet dungeons
normal trials
vet DLC dungeons
vet trials
vet HM trials
2) The "buff" could decrease your resistances and damage, guess that one went right over your head huh lol?
3) Before T1 the overworld was not scaled, different zones had different level enemies. Only DLC zones were actually scaled. When craglorn was introduced it was an attempt to give us harder overworld content, that required teamwork in some instances. However T1 also changed this, a lot of craglorn content can now be solo'd some mechanisms don't require multiple people either. The problem in this game is that just by having a basic build you will be able to easily destroy everything in this game with no effort or worry. In other MMOs like WoW for example when you reach max level you have zones or enemies that are also max level. And even if you get good gear you could potentially die from regular quests. In ESO that's nearly impossible, even with lower end builds or just random sets thrown together. The solo experience / questing is absurdly easy in this game and offers virtually no challenge even to new players without builds or CP. This is all the fault of T1 when zone scaling was introduced. Before T1 I remember the first 6 months or so after launch and especially the beta it was an actual challenge sometimes, more so a minimalistic challenge where you couldn't just run around pulling everything and burning it like it's nothing.
Now I don't agree with the OP's idea of a buff to make the game more challenging. I think ZOS should remove zone scaling for vanilla zones, and enemies should have more health or resistances. At the very least if they keep scaling in place the bosses of quests or delves should actually be somewhat challenging requiring at least 2 noobs but being solo'able by end game players. The game is just absurdly easy, especially the overworld / questing portion.
Or instead of a shrine, have an Undaunted NPC 'dare you'.
So the Undaunted go into Delves, Dungeons and Trials. They don't focus on overland stuff, it is beneath them, so they challenge you to do it nerfed by strapping a ball and chain to your leg. (or some other nerf effect).
It doesn't effect your movement speed, it is cosmetic, and it lowers your armor / damage. As you earn XP you'll occasionally get undaunted XP. This way, people that don't do, or like dungeons can gain undaunted XP through overworld content (except delve daily).
ImmortalCX wrote: »this keeps showing up and people keep thinking that we can't tell just how this can be abused. UNLESS PEOPLE WITH DEBUFF ARE INSTANCED AWAY FROM OTHER PLAYERS. this WILL be abused for better rewards. how? well... you know how people pay to take them through skyreach? now. imagine the same skyreach situation, but the person being carried? has that debuff enabled. person carrying them - does NOT so, they are dealing full damage and not taking any extra. so without any actual challenge - you are STILL getting better rewards.
and before you say "skyreach is an instance", people do grind mobs outside, you know. and the same situation is still something that is very much possible. (heck, back when in swtor there was a bug at one point that allowed low level characters go into high level event area - people used to get carried to max level in couple of hours that way - if it can be cheesed, people WILL cheese it. every time)
but ok, you are not deliberately cheesing the system, you are honestly just looking for some personal challenge. well.. you are not alone in a world and players do come around and so non debuffed person comes buy and one shots the mob you were working on challenging yourself with. and... the debuff becomes moot all over again.
so to reiterate.
the ONLY way to add challenge that you all want, while avoiding all the ways people will cheese it - is by instancing zones, where people WITH debuff only play with OTHER people with debuff. and I've been told that the problem with that is that it will splinter the population to much.
Its like you lack creative problem solving skills.
Your concern is that the debuff would be abused by players carrying others. It could be implemented such that there is no XP boost if a mob is not a solo kill. Before granting XP, the game already considers how many other people were involved in the kill, so implementing this would be relatively trivial.
Instead of thinking of reasons that it wouldn't work, use your wall of text skills to think of ways to make it possible.
As you said, this theme keeps coming up. "Difficulty slider" is something I've seen mentioned before, my suggestion is to use the buff/debuff mechanism already in the game to accomplish this. It wouldn't require a rewrite of the game, and it would have absolutely zero impact on other players if implemented correctly.
I might add that this is definitely part of the Elder Scrolls ethos as Skyrim had multiple selectable difficulty levels, that frankly were necessary to make the game enjoyable based upon your playing skill.
A simple improvement like this could drastically increase enjoyment for people who enjoy overland soloing and Elder Scrolls "difficulty slider" mechanics.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Don't see any reason to increase loot drops for increased difficulty.
The increased challenge is the reward.
Otherwise this is just a veiled request for better loot drop rates.
jainiadral wrote: »I'm at halfsies on this one-- mostly because I think that increasing motif drop rates could be a problem even if the rest is either tolerable (increased rewards) or awesome (debuff idea for those who want it).
My biggest concern is over major motif farming spots like Bonesnap Ruins. It's already painful to try and complete the story quest there because several max-CP players are constantly circling the area to do the mass-aggro then mow down thing. I've run into it both at prime time and at ungodly hours of the early AM. I'd hate to see that kind of behavior actively incentivized-- no one leveling or trying to do the story would ever be able to get anything done.
ImmortalCX wrote: »Don't see any reason to increase loot drops for increased difficulty.
The increased challenge is the reward.
Otherwise this is just a veiled request for better loot drop rates.
Actually it wasn't. But if overland content takes much longer, raises the armor repair bill, the rewards should be somewhat greater.
As I mentioned, it would be a small boost that wouldn't be noticed unless playing over a long time.
This is not an outlandish concept. Skyrim had difficulty slider.
Smasherx74 wrote: »1. What bleeding? Doubt many are leaving the game because overworld content is to easy for them. If they are not up to the challenge of the content actually designed to be more challenging then I do not think we lost much.
2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?
3. Below is a rough outline of the progression of difficulty in the game from less to more difficulty, by design. I have seen plenty of excuses in response to this list, but if you are looking for more of a challenge then go for the content that offers more challenge.
Overworld
delves
normal dungeons
world bosses
vet dungeons
normal trials
vet DLC dungeons
vet trials
vet HM trials
2) The "buff" could decrease your resistances and damage, guess that one went right over your head huh lol?
3) Before T1 the overworld was not scaled, different zones had different level enemies. Only DLC zones were actually scaled. When craglorn was introduced it was an attempt to give us harder overworld content, that required teamwork in some instances. However T1 also changed this, a lot of craglorn content can now be solo'd some mechanisms don't require multiple people either. The problem in this game is that just by having a basic build you will be able to easily destroy everything in this game with no effort or worry. In other MMOs like WoW for example when you reach max level you have zones or enemies that are also max level. And even if you get good gear you could potentially die from regular quests. In ESO that's nearly impossible, even with lower end builds or just random sets thrown together. The solo experience / questing is absurdly easy in this game and offers virtually no challenge even to new players without builds or CP. This is all the fault of T1 when zone scaling was introduced. Before T1 I remember the first 6 months or so after launch and especially the beta it was an actual challenge sometimes, more so a minimalistic challenge where you couldn't just run around pulling everything and burning it like it's nothing.
Now I don't agree with the OP's idea of a buff to make the game more challenging. I think ZOS should remove zone scaling for vanilla zones, and enemies should have more health or resistances. At the very least if they keep scaling in place the bosses of quests or delves should actually be somewhat challenging requiring at least 2 noobs but being solo'able by end game players. The game is just absurdly easy, especially the overworld / questing portion.
@Smasherx74
1. At least you passed up the first point since their is nothing to support the first point.
2. Even OP has referred to it as a debuff on the player in a subsequent reply. I suggest reading through before attempting to belittle a player by falsely saying something went over their head.
3. Have no idea why you mentioned Craglorn, originally designed for groups of 4 and some quests required 4 to complete them. Craglorn was nerfed multiple times well before T1, at least twice so your entire point is incorrect. Anyone who could not solo Craglorn the week before T1 came out was probably not a strong player.
3a. You somehow compare the first months of the game to T1 as though any overland quests designed to be solo were challenging the weeks and months before T1 when they were clearly not. T1 is clearly not the issue. Zos started nerfing overland quests a couple months into the game.
To your final point, the scaling that came with T1 is and was not the issue and eliminating scaling is obviously not a solution unless one only wants to level up new characters.
The reality is, no major MMORPG will make or keep overland quests challenging for experienced players. They need to keep it easier for newer and less experienced players. It is a major reason why major MMORPGs have tiered difficulty as I mentioned in what you quoted, but it has just been ignored.
The reality is, no major MMORPG will make or keep overland quests challenging for experienced players.
ImmortalCX wrote: »When the buff is active, you get an additional 15% XP from monster kills. There would also be an increased drop chance for motifs and set gear dropping. There might also be other perks to maintaining the buff for extended periods.
To increase the immersion, the XP buff would start out at zero, but after several days, it would rise to the 15% XP buff. This would be done so that people would not constantly toggle it to bypass "challenging" content. It would reward people who kept the buff active.
The difficulty of the Intensity buff would be set so that people grinding XP would not want to use it because it would slow them down and they would lose XP. For people questing and playing the game normally, there would be a net increase in XP.
ImmortalCX wrote: »this keeps showing up and people keep thinking that we can't tell just how this can be abused. UNLESS PEOPLE WITH DEBUFF ARE INSTANCED AWAY FROM OTHER PLAYERS. this WILL be abused for better rewards. how? well... you know how people pay to take them through skyreach? now. imagine the same skyreach situation, but the person being carried? has that debuff enabled. person carrying them - does NOT so, they are dealing full damage and not taking any extra. so without any actual challenge - you are STILL getting better rewards.
and before you say "skyreach is an instance", people do grind mobs outside, you know. and the same situation is still something that is very much possible. (heck, back when in swtor there was a bug at one point that allowed low level characters go into high level event area - people used to get carried to max level in couple of hours that way - if it can be cheesed, people WILL cheese it. every time)
but ok, you are not deliberately cheesing the system, you are honestly just looking for some personal challenge. well.. you are not alone in a world and players do come around and so non debuffed person comes buy and one shots the mob you were working on challenging yourself with. and... the debuff becomes moot all over again.
so to reiterate.
the ONLY way to add challenge that you all want, while avoiding all the ways people will cheese it - is by instancing zones, where people WITH debuff only play with OTHER people with debuff. and I've been told that the problem with that is that it will splinter the population to much.
Its like you lack creative problem solving skills.
Your concern is that the debuff would be abused by players carrying others. It could be implemented such that there is no XP boost if a mob is not a solo kill. Before granting XP, the game already considers how many other people were involved in the kill, so implementing this would be relatively trivial.
Instead of thinking of reasons that it wouldn't work, use your wall of text skills to think of ways to make it possible.
As you said, this theme keeps coming up. "Difficulty slider" is something I've seen mentioned before, my suggestion is to use the buff/debuff mechanism already in the game to accomplish this. It wouldn't require a rewrite of the game, and it would have absolutely zero impact on other players if implemented correctly.
I might add that this is definitely part of the Elder Scrolls ethos as Skyrim had multiple selectable difficulty levels, that frankly were necessary to make the game enjoyable based upon your playing skill.
A simple improvement like this could drastically increase enjoyment for people who enjoy overland soloing and Elder Scrolls "difficulty slider" mechanics.