@ZOS: Please add the following to the crown store:

mann9753b16_ESO
mann9753b16_ESO
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A new assistant you can call like your personal merchant, banker or stolen good trader, just instead of these you can talk to him to debuff yourself.

You can choose the following options:

"I want you to reduce the Damage I deal!"
Leads to options from 10% to 80%
Whatever you choose, you will recieve a permanent debuff, that reduces all damage you deal and by that amount.
You are unable to enter a Group Dungeon, PvP areas or Trials with this debuff active. Doing so will automaticly end the debuff.

"I want to take more Damage!"
Leads to options from 150% to… I dont know, could go super high, ike, 1000% for people who really want a challenge…
Watever you choose, you will you will recieve a permanent debuff, that increases all damage you take by that amount.
You are unable to enter a Group Dungeon, PvP areas or Trials with this debuff active. Doing so will automaticly end the debuff.

"I want to take less healing"
Again, gives you options from 10% to 80%, reduces any heal on you by that amount.
You are unable to enter a Group Dungeon, PvP areas or Trials with this debuff active. Doing so will automaticly end the debuff.

"I want to reset everything!"
Removes all Debuffs from you, which were given my this Assistant.



Bam, we have an optional hard mode in the game that effects noone but yourself, prevents trolling in Group content or PvP, everyone is happy with no downside, and you can charge like 1k or 1.5k crown for it...
  • sionIV
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    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.
  • MartiniDaniels
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    This is actually good idea, but also that assistant need provide additional drop of gold, xp and whatever crap which falls from mobs and overland bosses. Ideally it must work same as in diablo3. This will give overland the whole another live and may even increase sales/return some players.
  • bmnoble
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    Would not spend real money on something like that. Would not even spend gold to get someone else to use their real money to gift me something like that.
  • mairwen85
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    sionIV wrote: »
    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.

    What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?
  • sionIV
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    mairwen85 wrote: »
    sionIV wrote: »
    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.

    What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?

    It would be very confusing for players.

    Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)

    Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)


    A system like this wouldn't work.
  • mairwen85
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    sionIV wrote: »
    mairwen85 wrote: »
    sionIV wrote: »
    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.

    What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?

    It would be very confusing for players.

    Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)

    Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)


    A system like this wouldn't work.

    I already ask myself the same questions.

    edit

    I didn't ask why you didn't like it; I asked what you would suggest as a viable alternative, because of this:
    sionIV wrote: »
    I'm all for increasing the difficulty of the game, but this is not the right way to do it.
    Edited by mairwen85 on May 21, 2019 1:00PM
  • mann9753b16_ESO
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    sionIV wrote: »
    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.

    Its the only way to do it in a MMO. There is no other way to increase the difficulty for one player while not in some way affecting others.

    Plus, look at the crown store. There are tons of Items already that only a few people ever use/buy.
    Edited by mann9753b16_ESO on May 21, 2019 1:06PM
  • mann9753b16_ESO
    mann9753b16_ESO
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    sionIV wrote: »
    mairwen85 wrote: »
    sionIV wrote: »
    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.

    What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?

    It would be very confusing for players.

    Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)

    Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)


    A system like this wouldn't work.


    Confusing? Do you think players are stupid?

    Everyone knows about buffs and debuffs.

    By your logic, we have to remove spells from the game, because new players would be confused "Why can this guy summon a Bear?" "Why can this guy heal me?"
  • mann9753b16_ESO
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    This is actually good idea, but also that assistant need provide additional drop of gold, xp and whatever crap which falls from mobs and overland bosses. Ideally it must work same as in diablo3. This will give overland the whole another live and may even increase sales/return some players.

    I dont think so.

    This isnt a challenge mode, this is simply to adjust the difficulty to your liking. Addding extra rewards would lead to an area where alot of precautions have to be made to make sure its not abused.

    The whole point of my idea is to give players the option of upping the challenge, with no risk of people abusing it.

    So no, no increased reward or anything. This is just for people who want a more challenging open world experience.
  • sionIV
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    sionIV wrote: »
    mairwen85 wrote: »
    sionIV wrote: »
    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.

    What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?

    It would be very confusing for players.

    Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)

    Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)


    A system like this wouldn't work.


    Confusing? Do you think players are stupid?

    Everyone knows about buffs and debuffs.

    By your logic, we have to remove spells from the game, because new players would be confused "Why can this guy summon a Bear?" "Why can this guy heal me?"

    You could have 20 different Wardens, that have the same build and gear equipped, and each of them will deal different damage with the same abilities, and each of them take different damage, with two of them dying instantly while five of them can survive 10 hits from the same mob.

    It's a horrible system.

    Edited by sionIV on May 21, 2019 1:11PM
  • DeadlyRecluse
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    I guess my question is what does this add that just un-assigning CP/doing naked runs/bucket and broom runs already does?

    You can adjust difficulty up and down just by changing how optimal your build is--I can see an argument for wanting to test a build/setup against an arbitrarily harder environment, but...there's always vet dungeons to solo.
    Thrice Empress, Forever Scrub
  • Zypheran
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    An easier option would be a simple on/off toggle for CP
    All my housing builds are available on YouTube
    https://www.youtube.com/channel/UCf3oJ_cxuu01HmWZJZ6KK6g?view_as=subscriber
    I am happy to share the EHT save files for most of my builds.
  • mann9753b16_ESO
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    sionIV wrote: »
    sionIV wrote: »
    mairwen85 wrote: »
    sionIV wrote: »
    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.

    What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?

    It would be very confusing for players.

    Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)

    Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)


    A system like this wouldn't work.


    Confusing? Do you think players are stupid?

    Everyone knows about buffs and debuffs.

    By your logic, we have to remove spells from the game, because new players would be confused "Why can this guy summon a Bear?" "Why can this guy heal me?"

    You could have 20 different Wardens, that have the same build and gear equipped, and each of them will deal different damage with the same abilities, and each of them take different damage, with two of them dying instantly while five of them can survive 10 hits from the same mob.

    It's a horrible system.

    [/quote]

    Again, why do you think that players are too stupid to realise that they use a known system that is in the game?

    You really dont give this community any credit, do you? I honestly dont even understand your point here…

    You think people who play this game are not smart enough to figure out "Oh, that guy died in one hit, he debuffed himself with the Assistant that is advertised in the Crown store" and indrtead be like "OH GOD; WHAT JUST HAPPENED, WHY IS THIS GUY DYING SO FAST AHHHH, MY MIND IS EXPLODING!!!!!" or what are you saying?


    And on the time and money thing, I forgot to Menton this:
    All the Debuffs I mentioned are already in the game. Just with different values.
    We have Debuffs that reduce you dmg output, Debuffs that increase your damage taken, and Debuffs that decrease your healing. Its all in the game already.
  • Dark_Lord_Kuro
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    sionIV wrote: »
    mairwen85 wrote: »
    sionIV wrote: »
    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.

    What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?

    It would be very confusing for players.

    Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)

    Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)


    A system like this wouldn't work.

    Also they wouldnt be happy when someone pass by and just kill it in 5sec
  • mann9753b16_ESO
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    I guess my question is what does this add that just un-assigning CP/doing naked runs/bucket and broom runs already does?

    You can adjust difficulty up and down just by changing how optimal your build is--I can see an argument for wanting to test a build/setup against an arbitrarily harder environment, but...there's always vet dungeons to solo.


    Doing stuff naked pretty much kills the Role Play feeling.

    Plus by Debuffing you, you can still use Sets you like, which wouldnt be possible when you just do it naked.

    And CPs really dont make much of a difference.
    I put all of mine in Ressource recovery, Spell cost reductions and overall QoL slots… I still mow through most open world content like nothing.
  • JD2013
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    Why though?
    Sweetrolls for all!

    Christophe Mottierre - Breton Templar with his own whole darn estate! Templar Houses are so 2015. EU DC

    PC Beta Tester January 2014

    Elder of The Black
    Order of Sithis
    The Runners

    @TamrielTraverse - For Tamriel related Twitter shenanigans!
    https://tamrieltraveller.wordpress.com/

    Crafting bag OP! ZOS nerf pls!
  • DeadlyRecluse
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    ....another way I could see this implemented that would be easier than an assistant might be consumables.

    They've already done the negative consumable with a holiday event before--could have a drink that gives you normal amounts of stat bonuses, but also inflicts unpurgeable minor/major maim and/or vulnerability.

    Thrice Empress, Forever Scrub
  • Dark_Lord_Kuro
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    This is actually good idea, but also that assistant need provide additional drop of gold, xp and whatever crap which falls from mobs and overland bosses. Ideally it must work same as in diablo3. This will give overland the whole another live and may even increase sales/return some players.

    I dont think so.

    This isnt a challenge mode, this is simply to adjust the difficulty to your liking. Addding extra rewards would lead to an area where alot of precautions have to be made to make sure its not abused.

    The whole point of my idea is to give players the option of upping the challenge, with no risk of people abusing it.

    So no, no increased reward or anything. This is just for people who want a more challenging open world experience.

    But then you can just attack them and have someone else not debuffed clear them out
  • mann9753b16_ESO
    mann9753b16_ESO
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    This is actually good idea, but also that assistant need provide additional drop of gold, xp and whatever crap which falls from mobs and overland bosses. Ideally it must work same as in diablo3. This will give overland the whole another live and may even increase sales/return some players.

    I dont think so.

    This isnt a challenge mode, this is simply to adjust the difficulty to your liking. Addding extra rewards would lead to an area where alot of precautions have to be made to make sure its not abused.

    The whole point of my idea is to give players the option of upping the challenge, with no risk of people abusing it.

    So no, no increased reward or anything. This is just for people who want a more challenging open world experience.

    But then you can just attack them and have someone else not debuffed clear them out

    Thats why I said: No increased rewards. Did you quote the wrong post by mistake?
  • mairwen85
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    sionIV wrote: »
    mairwen85 wrote: »
    sionIV wrote: »
    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.

    What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?

    It would be very confusing for players.

    Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)

    Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)


    A system like this wouldn't work.

    Also they wouldnt be happy when someone pass by and just kill it in 5sec

    5 seconds?! On a delve boss! My brain can't handle this overload! Why can't that player who passes by not one shot it!?

    giphy.gif

    Edited by mairwen85 on May 21, 2019 1:27PM
  • mann9753b16_ESO
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    ....another way I could see this implemented that would be easier than an assistant might be consumables.

    They've already done the negative consumable with a holiday event before--could have a drink that gives you normal amounts of stat bonuses, but also inflicts unpurgeable minor/major maim and/or vulnerability.

    Hmmm would be an option too, might get a bit pricy, concidering you lose the debuff every time you do any non-solo content.
  • sionIV
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    sionIV wrote: »
    sionIV wrote: »
    mairwen85 wrote: »
    sionIV wrote: »
    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.

    What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?

    It would be very confusing for players.

    Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)

    Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)


    A system like this wouldn't work.
    Confusing? Do you think players are stupid?

    Everyone knows about buffs and debuffs.

    By your logic, we have to remove spells from the game, because new players would be confused "Why can this guy summon a Bear?" "Why can this guy heal me?"

    You could have 20 different Wardens, that have the same build and gear equipped, and each of them will deal different damage with the same abilities, and each of them take different damage, with two of them dying instantly while five of them can survive 10 hits from the same mob.

    It's a horrible system.

    Again, why do you think that players are too stupid to realise that they use a known system that is in the game?

    You really dont give this community any credit, do you? I honestly dont even understand your point here…

    You think people who play this game are not smart enough to figure out "Oh, that guy died in one hit, he debuffed himself with the Assistant that is advertised in the Crown store" and indrtead be like "OH GOD; WHAT JUST HAPPENED, WHY IS THIS GUY DYING SO FAST AHHHH, MY MIND IS EXPLODING!!!!!" or what are you saying?


    And on the time and money thing, I forgot to Menton this:
    All the Debuffs I mentioned are already in the game. Just with different values.
    We have Debuffs that reduce you dmg output, Debuffs that increase your damage taken, and Debuffs that decrease your healing. Its all in the game already.

    I am in two guilds that are for beginners, where new people join up to learn the game. I often get questions like "How can that person solo the world boss?" , "Why am I dying so easily?" , "What is the difference between green and blue gear?". There are simple ways to answer some of those questions: The person has a strong build, high quality gear, etc. The reason that your Upper Cut deals less damage than the other persons Upper Cut, is because you have a tank build and he has a DD (stamina) build. Now if we introduce a system like this, I couldn't even answer the person, because I (having played since Morrowind) wouldn't even know myself if the person in question has bad gear or if he has end-game gear but chose to reduce his damage done by 300%. That new player is going to watch a couple of players run towards a delve boss only to get one shot, and then be completely confused as to why these 300+ CP players died instantly, while he at level 14 can tank the boss without problem.

    If you can't see how an individually chosen 'debuff' which can be different for each player, is going to confuse the players around, then I really see no reason to discuss this anymore. The only way I could see this work would be if there only was one option, and that was a 100% increase damage taken and 100% reduce damage done, and there would be a visible sign to show that people have this 'debuff'. Even then I find it to be a bad idea.

    Edited by sionIV on May 21, 2019 1:25PM
  • VaranisArano
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    Its an interesting idea...but I'm not sure how its substanially different from what you can already do in terms of changing your own character to wear unoptimized or low level gear, lower resistances, etc, except in terms of convenience.

    Those values are already customizable to an extent. Its really up to ZOS how well the game can handle making those values even more customizable, or whether there's enough profit to be made that its worth the effort, compared to the status quo where you can customize your own difficulty for no effort on their part.

    Personally, my ideal hard mode would be the entire game revamped into something closer to the old Craglorn, with more mobs that have interesting mechanics. Unfortunately, old Craglorn flopped hard and there's probably a low profit to effort ratio for a full hard mode like I want.

    So I make do with leveling a new character with no CP when I want some difficulty in overland questing.
  • mann9753b16_ESO
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    sionIV wrote: »
    sionIV wrote: »
    sionIV wrote: »
    mairwen85 wrote: »
    sionIV wrote: »
    TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.

    I'm all for increasing the difficulty of the game, but this is not the right way to do it.

    What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?

    It would be very confusing for players.

    Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)

    Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)


    A system like this wouldn't work.
    Confusing? Do you think players are stupid?

    Everyone knows about buffs and debuffs.

    By your logic, we have to remove spells from the game, because new players would be confused "Why can this guy summon a Bear?" "Why can this guy heal me?"

    You could have 20 different Wardens, that have the same build and gear equipped, and each of them will deal different damage with the same abilities, and each of them take different damage, with two of them dying instantly while five of them can survive 10 hits from the same mob.

    It's a horrible system.

    Again, why do you think that players are too stupid to realise that they use a known system that is in the game?

    You really dont give this community any credit, do you? I honestly dont even understand your point here…

    You think people who play this game are not smart enough to figure out "Oh, that guy died in one hit, he debuffed himself with the Assistant that is advertised in the Crown store" and indrtead be like "OH GOD; WHAT JUST HAPPENED, WHY IS THIS GUY DYING SO FAST AHHHH, MY MIND IS EXPLODING!!!!!" or what are you saying?


    And on the time and money thing, I forgot to Menton this:
    All the Debuffs I mentioned are already in the game. Just with different values.
    We have Debuffs that reduce you dmg output, Debuffs that increase your damage taken, and Debuffs that decrease your healing. Its all in the game already.

    I am in two guilds that are for beginners, where new people join up to learn the game. I often get questions like "How can that person solo the world boss?" , "Why am I dying so easily?" , "What is the difference between green and blue gear?". There are simple ways to answer some of those questions: The person has a strong build, high quality gear, etc. The reason that your Upper Cut deals less damage than the other persons Upper Cut, is because you have a tank build and he has a DD (stamina) build. Now if we introduce a system like this, I couldn't even answer the person, because I (having played since Morrowind) wouldn't even know myself if the person in question has bad gear or if he has end-game gear but chose to reduce his damage done by 300%. That new player is going to watch a couple of players run towards a delve boss only to get one shot, and then be completely confused as to why these 300+ CP players died instantly, while he at level 14 can tank the boss without problem.

    If you can't see how an individually chosen 'debuff' which can be different for each player, is going to confuse the players around, then I really see no reason to discuss this anymore. The only way I could see this work would be if there only was one option, and that was a 100% increase damage taken and 100% reduce damage done, and there would be a visible sign to show that people have this 'debuff'. Even then I find it to be a bad idea.

    So basically your argument against increasing the difficulty for the players that really wnat it, which would greatly improve their gaming experience while having next to no effect on anyone else is… "New players have to learn about one more thing"...

    I am not even 100% sure you are not trying to troll me right now...
  • mann9753b16_ESO
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    Personally, my ideal hard mode would be the entire game revamped into something closer to the old Craglorn, with more mobs that have interesting mechanics.

    But that would also change the game for players who do NOT want to increase the difficulty.

    The whole point behind my idea is to create a way that allows everyone to adjust the difficulty to a point where he or she can get the best experience they can get from this game, while not in any way changing the experience of other players.

    If you just plain increase the power/mechanics of world mobs, people who want the difficulty to stay the same are unhappy.
    If you do nothing, people who want more of a Challenge are unhappy.

    With my idea, everyone can play the game the way they like it. No consequences for anyone else. (Other than sometimes seeing a Wolf 2 hit another player, but I have faith in the intelligence of the community to not get a brain failure over that)

  • VaranisArano
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    Personally, my ideal hard mode would be the entire game revamped into something closer to the old Craglorn, with more mobs that have interesting mechanics.

    But that would also change the game for players who do NOT want to increase the difficulty.

    The whole point behind my idea is to create a way that allows everyone to adjust the difficulty to a point where he or she can get the best experience they can get from this game, while not in any way changing the experience of other players.

    If you just plain increase the power/mechanics of world mobs, people who want the difficulty to stay the same are unhappy.
    If you do nothing, people who want more of a Challenge are unhappy.

    With my idea, everyone can play the game the way they like it. No consequences for anyone else. (Other than sometimes seeing a Wolf 2 hit another player, but I have faith in the intelligence of the community to not get a brain failure over that)

    Hmm, I suppose I wasn't 100% clear. It would be an optional Hard Mode, in addition to the current base game difficulty. This would require a lot of work from the Devs to create and balance, which is why I don't expect it to happen.

    Your idea does have consequences for others, mostly for the Devs who have to actually design something to make it work as opposed to currently, where you can adjust the difficulty by changing your character however you like within the existing limits of the game. Then if you add in the suggestions of some players that your mode ALSO grant extra rewards, then that's a pretty large impact on the game economy, which the Devs also have to manage.

    In the end, I think all these suggestions come down to profit vs Dev effort/costs.

    Right now, you've got options to increase the difficulty by changing your character build, removing CP, wearing bad gear, and the like, with no effort on the part of the Devs.

    Is there really enough profit in it for the Devs to go to the effort of making any changes to the game to let players experience greater difficulty in overland questing?

    I suspect not, especially when group-zone Craglorn was a flop with the overall playerbase and ZOS is having to nerf certain DLC dungeon fights to get higher completion rates.

    I don't doubt it would be used and loved by some players. The real question is whether that's enough players for ZOS to throw their money at it in hopes of reaping profit.

    (and I'll be honest, I don't think my desired optional Craglorn-style hardmode passes that test.)
    Edited by VaranisArano on May 21, 2019 4:58PM
  • mann9753b16_ESO
    mann9753b16_ESO
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    Personally, my ideal hard mode would be the entire game revamped into something closer to the old Craglorn, with more mobs that have interesting mechanics.

    But that would also change the game for players who do NOT want to increase the difficulty.

    The whole point behind my idea is to create a way that allows everyone to adjust the difficulty to a point where he or she can get the best experience they can get from this game, while not in any way changing the experience of other players.

    If you just plain increase the power/mechanics of world mobs, people who want the difficulty to stay the same are unhappy.
    If you do nothing, people who want more of a Challenge are unhappy.

    With my idea, everyone can play the game the way they like it. No consequences for anyone else. (Other than sometimes seeing a Wolf 2 hit another player, but I have faith in the intelligence of the community to not get a brain failure over that)

    Your idea does have consequences for others, mostly for the Devs who have to actually design something to make it work as opposed to currently, where you can adjust the difficulty by changing your character however you like within the existing limits of the game. Then if you add in the suggestions of some players that your mode ALSO grant extra rewards, then that's a pretty large impact on the game economy, which the Devs also have to manage.


    Thats the beauty of my idea: I only took Debuffs that already exist in the game, and just increased the value and the time. The Devs wouldnt have to program new mechanics at all :)

    And I already stated: No additional rewards. Too easy to abuse, too hard to prevent.
  • barney2525
    barney2525
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    This is actually good idea, but also that assistant need provide additional drop of gold, xp and whatever crap which falls from mobs and overland bosses. Ideally it must work same as in diablo3. This will give overland the whole another live and may even increase sales/return some players.

    I dont think so.

    This isnt a challenge mode, this is simply to adjust the difficulty to your liking. Addding extra rewards would lead to an area where alot of precautions have to be made to make sure its not abused.

    The whole point of my idea is to give players the option of upping the challenge, with no risk of people abusing it.

    So no, no increased reward or anything. This is just for people who want a more challenging open world experience.



    As it stands, right now, when 3 people of different levels kill a boss, they all receive rewards At their own level. So I don't see where the rewards aspect would be particularly difficult to implement.

    I think it's a pretty good idea, and it should be sold very cheaply. Certainly would not want to be charging the 5000 crowns a banker rakes in.

  • mann9753b16_ESO
    mann9753b16_ESO
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    barney2525 wrote: »
    This is actually good idea, but also that assistant need provide additional drop of gold, xp and whatever crap which falls from mobs and overland bosses. Ideally it must work same as in diablo3. This will give overland the whole another live and may even increase sales/return some players.

    I dont think so.

    This isnt a challenge mode, this is simply to adjust the difficulty to your liking. Addding extra rewards would lead to an area where alot of precautions have to be made to make sure its not abused.

    The whole point of my idea is to give players the option of upping the challenge, with no risk of people abusing it.

    So no, no increased reward or anything. This is just for people who want a more challenging open world experience.



    As it stands, right now, when 3 people of different levels kill a boss, they all receive rewards At their own level. So I don't see where the rewards aspect would be particularly difficult to implement.

    Correct, but they also dont have to do much to a boss.

    Easy way to abuse extra rewards:
    Have 1 Tank guy debuff himself for max. extra reward.
    Run around with him, let him tag mobs, and then you just kill them. He gets his extra reward. Repeat for infinite gold/items.

    You cant just say "Well, then he gets nothing if he doesnt do most dmg", because that means the second non debuffed players are around, you are screwed, and they would have to change the whole loot system to avoid abuse like that.

    Remember, right now, if you arrive at a world boss who is already at 5% HP and you just use a bow to tickle him, you still get loot.
  • LinearParadox
    LinearParadox
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    Take your Champion Points out.
    Use less gear.
    Use lower level gear.
    Use training traits on your gear.
    Skip enchantments.

    There's plenty of ways to handicap yourself.
    I don't understand why you'd want to, or why it's so damned important to people like you, but there ya go.
    There's several ways that you can make things harder for yourself (and the TINY percentage of likeminded people) without needing asinine features added just for you.

    Side note, yes, the game becomes easier as you go on, both from character growth, and player skill and experience.
    If you're looking for Dark Souls or Sekiro(sp) or the like, you're looking in the wrong place. Not every game is going to perfectly live up to your expectations of how it plays, especially If it doesn't fit the genre!
    You wanna go take ten times the amount of time to kill a world boss, you go right ahead. Go craft yourself a level one weapon, take off half your armor, and use the keyboard with your friggin feat for all I care, but nobody needs to add a special mechanic to the game just for your extremely uncommon desires.
    Edited by LinearParadox on May 22, 2019 10:16AM
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    High Confessor Celosia - lvl 50 MagDK, AD
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    M. Night Shatupon - lvl 50 MagBlade, AD
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