Star Wars the old Republic does it perfectly. You can choose between Normal (for Beginners), Veteran (for Advanced) and Expert (For Masochists or Groups) for all Overlandcontent.
Wifeaggro13 wrote: »Yes age of conan. They had an option for all overland zones to make them epic. It mad the zone all group elite encounters with better gear drops. They were quite fun actually
I actually feel a little sympathy for folks who find content too easy--and they always squander it by not just asking for extra programming to suit their tastes, but also asking for bonus rewards.
"Play naked"
Figuring out a good build and adjusting it to the encounter is half the game. If taking off gear was a real solution, we wouldn't need veteran content at all. Just go do normal dungeons naked.
"It's all about rewards"
The rewards HAVE to be better, because killing a mob takes longer and the chance of failure is higher, as well as the repair cost. For people at high difficulty to be able to level and get drops at the same rate as those playing at lower difficulty, the rewards per mob have to be higher.
Now ideally the reward quality would go up slightly faster than the time requirement of the higher difficulty so that there is some incentive for people to try and improve. This is as much for the veteran players as it is for new players to have something to strive for.
People who want to just play the story would continue as they do now. The people complaining about the rewards sound more like the whiny ones who are envious of people getting more stuff for doing more work.
"Hardcore players will cry about lowbies taking away their loot"
This is easily solvable. Instead of scaling down the rewards, scale the difficulty for everyone who joins an encounter to the difficulty of the person who started it. What I suggested is a concept, not a final implementation.
"It will cause more lag"
The server can handle one extra division and multiplication per character. The performance of an average modern CPU is in the neighborhood of 50-100 Gigaflops (i.e. 50-100 billion). 2 extra floating point operations in the damage formula won't even be noticed. Same goes for the extra math on the client. CPs add a lot more math than that. It would be the same as the debuff in PvP. The client side stuff can even run in the UI thread, resulting in literally 0 client side loss of performance.
As for the extra internet traffic, with an unoptimized implementation it's 1 integer upload when you change the setting and 1 integer download per NPC when it spawns, gets in visual range or is attacked. This isn't much either. The non-combat pet you got out causes more traffic.
Vicente Valtiere, Dark Brotherhood, OblivionSpill some blood for me dear brother
What if they added a on and off switch for champ points instead? This way you can increase the difficulty of mobs without impacting anyone else.
Currently you can just zero them but I always read comments stating it is to much of a hassle.
I thought the reward was the challenge.
No..the reward is the greater challenge you seek. Full stop.
I thought the reward was the challenge.
No..the reward is the greater challenge you seek. Full stop.
This is flat out false though in reality of player attention. Make something really hard with no reward players will probably do it once and head out. Thats generally why motifs at a carrot for HM DLC clears. Otherwise people would just never hit it.
I thought the reward was the challenge.
No..the reward is the greater challenge you seek. Full stop.
This is flat out false though in reality of player attention. Make something really hard with no reward players will probably do it once and head out. Thats generally why motifs at a carrot for HM DLC clears. Otherwise people would just never hit it.
I actually feel a little sympathy for folks who find content too easy--and they always squander it by not just asking for extra programming to suit their tastes, but also asking for bonus rewards.
I thought the reward was the challenge.
No..the reward is the greater challenge you seek. Full stop.
This is flat out false though in reality of player attention. Make something really hard with no reward players will probably do it once and head out. Thats generally why motifs at a carrot for HM DLC clears. Otherwise people would just never hit it.
As soon as a player states they need any other incentive then it's clearly not about challenge. As soon as they get upset at others who would have no issue with this optional switch provided no other rewards were given and call them jealous it's even clearer it's not about challenge but a way to separate themselves from the masses.
I routinely use lower tier gear, sub optimal builds and a variety of different handicaps to challenge myself with no other incentive other than trying to test my limits. No way in hell I want the devs to spend a single dime or minute doing something anyone who is really just trying to challenge themselves can do. Nope.
If overland content was to get a higher difficulty, the only reward should be a slight increase in gold to offset repair costs.
Other than that, the argument goes out the window for me when you talk about higher or better rewards.
I thought the reward was the challenge.
You can already get purple drops from zone rewards. If you're asking for gold drops, that's absolutely ridiculous, and wouldn't only upend gear drop balance, but would have adverse effects on the economy...gold mat prices would sink and the market would be flooded with gold gear from world drops.
No..the reward is the greater challenge you seek. Full stop.
Star Wars the old Republic does it perfectly. You can choose between Normal (for Beginners), Veteran (for Advanced) and Expert (For Masochists or Groups) for all Overlandcontent.
Chilly-McFreeze wrote: »Vercingetorix wrote: »Solution for overland difficulty that will suit everyone: Use CP150 white gear and go solo a world boss
There, you can waste time on that while the rest of us play the game in peace as it was designed all without wasting dev time on a pointless request.
Or, you know, actually make this game enjoyable for longtime players outside of PvP or trials. What are all those new zones and questlines worth to them if they can steamroll it with eyes closed? But I know, if it isn't important to you it's a waste of dev time. Got it.
Whereas if it's important to you it's a worthwhile use of dev time. Got it.
MartiniDaniels wrote: »
I thought the reward was the challenge.
No..the reward is the greater challenge you seek. Full stop.
This is flat out false though in reality of player attention. Make something really hard with no reward players will probably do it once and head out. Thats generally why motifs at a carrot for HM DLC clears. Otherwise people would just never hit it.
As soon as a player states they need any other incentive then it's clearly not about challenge. As soon as they get upset at others who would have no issue with this optional switch provided no other rewards were given and call them jealous it's even clearer it's not about challenge but a way to separate themselves from the masses.
I routinely use lower tier gear, sub optimal builds and a variety of different handicaps to challenge myself with no other incentive other than trying to test my limits. No way in hell I want the devs to spend a single dime or minute doing something anyone who is really just trying to challenge themselves can do. Nope.
If we speak about overland it's not about challenge, it's about actual RPG gameplay (like Skyrim, Witcher, Dragon Age etc), which ESO completely lacks. But ok, you may say that overland is for new character without cp160 bis gear and CP. But scaling of all stats between lvl1 and cp160 completely kills this approach. Your new created character, even without CP is so powerful due that scaling, that on your way to lvl50/cp160 you are not developing your character, your gear and stats became weaker with each level up and all you do is just renewing your gear so killing of mobs won't take eternity while they can't do any notable damage to you anyway even if you will go around in gear outdated for 20 levels.
I played dozens of RPG during my life and NEVER I saw anything so hilarious as implemented in one tamriel. ESO overland is not RPG, it is just some kind of luna park for people who want to walk around invincible, gathering flowers and listening to dialogs. And I'm not saying this is bad, but ZOS should've place this information in first line in their store and steam - from the very beginning you are immortal vestige who travels in open world without any meaningful combat and progression and actual RPG gameplay exists only in closed spaces like group instances and arenas.
Vercingetorix wrote: »Solution for overland difficulty that will suit everyone: Use CP150 white gear and go solo a world boss
There, you can waste time on that while the rest of us play the game in peace as it was designed all without wasting dev time on a pointless request.
Exactly. People can already adjust the difficulty by wearing crappier gear.