Nigh impossible. Mobs cant have d8fferent difficulties toward different players at the same time unless the game puts you in your own instance, but then its not an MMORPG anymore.
HailstoSithis wrote: »
So the player scales to the content. They could implement into the GUI, a slider like the post suggests and allow you to adjust your personal character scale lower than the game has you scaled to. you would basically be moving the slider the bar up and it would be scaling you negatively. That with more loot incentive, sounds like a win to me.
HailstoSithis wrote: »
So the player scales to the content. They could implement into the GUI, a slider like the post suggests and allow you to adjust your personal character scale lower than the game has you scaled to. you would basically be moving the slider the bar up and it would be scaling you negatively. That with more loot incentive, sounds like a win to me.
Rave the Histborn wrote: »
You can't add a si gple player difficulty ide into an MMO and even if you could you sho I ldnt get more loot out of it. The difficulty is your reward and incentive.
Dagoth_Rac wrote: »
What happens when a player at the highest difficulty setting fights a world boss alongside a player at lowest difficulty setting? Alongside multiple players at the lowest difficulty setting? The boss will go down easy. Does the "high difficulty" player still get his top-tier loot?
This was not a feature of "classic" TES games. It is a feature of all single-player games. It is almost impossible to bring into an MMO unless you split up the players by difficulty, and then you strain the servers with the need for more instances for the various difficulties, and you limit the number of players you see and can join up with.
Kiralyn2000 wrote: »If course, the "classic TES difficulty slider" didn't really do much for "difficulty" it just made things bigger bullet sponges.
And doing the same to overland (especially if it was side-by-side with other people at other difficulties) wouldn't make overland any more 'challenging' for dungeon/trial/endgame players, because it wouldn't give any new mechanics. Just, again, make them take more damage to kill. Which, of course, 50k+dps players have in plenty. So instead of "overland mobs die in 2 seconds, where's the challenge", it would be "overland mobs die in 10 seconds, where's the challenge?"
To make overland challenging for the people who plow through VMA and trials, it would need redone mob spawns, with more complex mobs.
MartiniDaniels wrote: »
You will spend more gold and mats on potions+repair if difficulty is high enough. So gold drops should be higher. If you are afraid that a bit of extra gold will ruin economy, at least you should agree on higher XP gains - that won't impact you at all (actually, you will only win because there will be less spellscar/dolmen grinders).
Rave the Histborn wrote: »
How would there be less dolmen grinders? The people grinding there to hit max level or max CP wouldn't be in higher difficulty content, that's why they're there in the first place.
Gold drops shouldn't be higher lol If you want higher difficulty then less gold for repairs should be part of it. You should be at such an endgame level for that content that gold/repairs are no problem and it just increases the difficulty.
MartiniDaniels wrote: »
This doesn't make sense. Why you should be against balanced gold spending for those who want to play overland as classic RPG game and not like visual novel? And XP bonus can be useful to level new toons faster but without boring repetition of spellscar etc.
What surprises me about this threads is that selfish attitude... I may understand that other players don't want increased item drops or doubled resource nodes etc because it will impact trading. But if you'll just have enough gold to compensate for repair/pots what's bad in that?
Why is it that the first go to for everyone that needs a new difficulty immediately talks about the rewards they want out of it first.
Rave the Histborn wrote: »
Why is it that the first go to for everyone that needs a new difficulty immediately talks about the rewards they want out of it first. Sorry bro, part of asking for harder difficulty is actually wanting harder difficulty. If you don't get more gold out of it then you actually have a sense of risk involved with the harder difficulty because it will cost you in the end and it costs what 2k to fully repair your armor from 0. That's acceptable loss for higher difficulty akin to a place like IC.
This also isn't a single player game so if you're looking for a more traditional RPG experience you should check out Daggerfall Unity or Skyrim SE and mod them out. The people looking for higher difficulty don't need the XP to farm either so it wouldn't do anything to help with spellscsr and dolmens. I'm not sure why they'd grant increased xp either.
Rave the Histborn wrote: »Why is it that the first go to for everyone that needs a new difficulty immediately talks about the rewards they want out of it first. Sorry bro, part of asking for harder difficulty is actually wanting harder difficulty. If you don't get more gold out of it then you actually have a sense of risk involved with the harder difficulty because it will cost you in the end and it costs what 2k to fully repair your armor from 0. That's acceptable loss for higher difficulty akin to a place like IC.