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.
Greater challenge = greater reward. This is foundational to how MMO's work. Following your logic vet dungeons/trials shouldn't drop better gear than their normal versions and vet trials shouldn't drop plunder.
Regardless this whole difficulty slider in an MMO thing isn't really feasible. Even if there were a way to implement it logically, it sounds like it would mean the Insertion of a whole lot of additional calculations into a game whose servers can barely keep up as it is.
MartiniDaniels wrote: »
I completed Skyrim 10 times with mods without mods, both on bad and good PC and on PS4, on normal difficulty, on legendary etc. And I was never bored, even on normal. Same for every high-rated RPG I played. In ESO I was bored in first few hours. I was literally ready to delete the game and only fact that I found some public dungeons and FG1, which were quite challenging for solo play for low level character (and had amazing rewards in comparison to overland) returned my interest to the game. I love TES universe, and I'm interested in exploring it's zones for pieces of lore... but now I really can't do that more then for 1 hour per week because those 3-monster groups of idiot with low slash, mage with ice wall and nightblade jumping on you with stun, copy pasted over 15 zones at every 5 meters, that is unbearably tiresome and in the same time pointlessly easy... ugh, simply awful.
You don't need to invent anything new. There are dozens if not hundreds of RPGs created and they have the same formula - higher difficulty - higher reward which brings progression and which made genre so popular. In ESO this works exclusively in group content. In overland there is no progression, no rewards, no challenge.
Rave the Histborn wrote: »
Give them a title, boom done.
The immediate go to is muh monster sets, muh more gold, gimme gimme gimme.
There's nothing wrong with established sets and how normal and vet functions
but trying put words in my mouth isn't going to help an additional difficulty especially as it will throw those system you'd be for completely out of whack.
I would personally be ok with this for the majority of "extra difficulty" challenges.
Ok and what is the problem with that? Again, most MMO'S are built around getting gear or currency as the standard reward for completing most tasks.
So why is the current system of increased rewards going from vet to normal ok, but adding another tier with further increased rewards bad?
Normal to vet rewards increase = good
Vet to hypothetical "Master" setting rewards increase = bad?
Seems pretty artbitrary.
Didn't put any words in your mouth. Just followed the logic of your argument.
Luke_Flamesword wrote: »I don't get it - we talk about completely optional feature with balanced and fair rewards - stil someone can't stand it, because they they personally don't want to used it.
We all know it that ESO is not a singleplayer game. I personally don't want Skyrim experience - I just want more tiers of challenge in wieder content of game to develop my skills, not yawn when I literally smash tons of mobs with closed eyes.
It's basic psychology of every game to be fun - balanced challenge (not too easy, not too difficult) and rewards for your achievements. I have this in PVP or Dungeons, but overland zones... not at all...
Really the only way to implement this would be via a configurable debuff in overland that decreases your mitigation, healing received, damage done, regen, etc.
Or just don't enable CP and wear mismatched white gear.
Luke_Flamesword wrote: »I don't get it - we talk about completely optional feature with balanced and fair rewards - stil someone can't stand it, because they they personally don't want to used it.
We all know it that ESO is not a singleplayer game. I personally don't want Skyrim experience - I just want more tiers of challenge in wieder content of game to develop my skills, not yawn when I literally smash tons of mobs with closed eyes.
It's basic psychology of every game to be fun - balanced challenge (not too easy, not too difficult) and rewards for your achievements. I have this in PVP or Dungeons, but overland zones... not at all...
Rave the Histborn wrote: »
Yup, exactly my point. The single player RPG experience like Skyrim is completely different from the MMO experience. Single player RPGs are generally much more difficult at first then as you play more the difficulty plateaus, even under the highest settings, and eventually isn't that hard. MMOs have the opposite affect where your have increasing difficulty and you are meant to progress into harder content. In Skyrim the only reason the Overland is "difficult" is because when you go into places like caves, forts, etc. there isn't any increase in difficulty, everything is pretty much the same. A boss in Skyrim is only going to have increased HP, not any real increase in tactics needed after awhile in comparison to difficulties implemented in MMOs.
You're comparing to completely different experiences and expecting the same thing
Rave the Histborn wrote: »Because none of these posts are about difficulty, they all start out the same way. "The game needs a difficulty higher than vet, now let me tell you about all the ways I can be rewarded for it."
They all seem to fail to mention in what ways they would actually make the content harder
why we needed a step up from veteran content.
The current system is already established so it's not arbitrary logic.
Why do we need an increased tier with further rewards?
and what would the increased rewards be?
Did you even read whole topic?We can't have this in overland because everybody is in it together in overland and delves and public dungeons and stuff.
Why is this unrealistic and why you even care if this feature will be completely optional? You don't like it - you don't use it. Where is problem?You're asking for the corridors and the overland content to be as hard as pvp/dungeon content which is unrealistic.
Luke_Flamesword wrote: »Did you even read whole topic?
We talking about difficulty in form of player only debuff with eventually reward in better loot. Loot is not shared with other players - every player have his own loot even if he killed mob or boss with someone else.
There will be no seperating or segregating players!
Why is this unrealistic and why you even care if this feature will be completely optional? You don't like it - you don't use it. Where is problem?
Again, what is the actual problem with that? Most people play MMO's for some combination of character progression and challenge.
Many people have reached a point where much of the game has gotten stagnant and fails to provide one or both of those things. And they also feel that another tier of difficulty would help with one or both of those things.
Challenge and reward is the foundation of the game.
I don't speak for anyone else, but when I say "additional challenge" I generally mean (and assume others mean) things hit harder in general, and certain things (mainly bosses) have additional mechanics to be learned and overcome. I don't particularly feel the need to come up with what mechanics should be added to which fights if that is what you want. That would be up to the devs.
Again because much vet content has gotten to the point that it is not engaging for a good chunk of the playerbase from either a challenge or a reward standpoint.
It is in fact completely arbitrary to say that additions to the current system are a bad idea simply because the current system is what currently exists.
Please explain why a two tier challenge & reward system is good, but a three or more tier system is automatically bad.
Already answered.
It could be lots of things. I'd personally like to see most "bragging rights" type rewards (skins, titles, etc) as I'm not convinced the game needs more power creep. There's plenty of other things that could be used as well, all of which you've dismissed out of hand elsewhere.
Rave the Histborn wrote: »
It's completely unrealistic and not well thought out. I care because, again, this isn't the single player experience you want it to be. Everyone has to play on the same server and deal with the same adds. A debut isn't going to solve this it's just going to cause a mountain of problems.
Rave the Histborn wrote: »Vets are there for challenge and you're saying that they've become stagnant. Your answer is to add a difficulty which, if we use your logic, is just going to become easy to people over time and not present the same challenges
you're also asking for items that would increase the power creep that made those vet dungeons easier in the first place. See the problem?
It could be lots of things. I'd personally like to see most "bragging rights" type rewards (skins, titles, etc) as I'm not convinced the game needs more power creep. There's plenty of other things that could be used as well, all of which you've dismissed out of hand elsewhere.
Rave the Histborn wrote: »How would they implement this? Is it going to be an expansion? Adding new mechanics to dungeons is going to cost $$$ which ZOS will then bleed from us
Do you think the player base is going to pay for content 99% of them will never do?
A two tier system leaves your normal and vet content which is more than enough for more than the majority of the player base.
It also presents less balancing issues as a 3rd "perfected set" adds in an extra layer of issues to deal with. Are all the sets just given extra stats?
Just because you add more wings to a plane doesn't make it fly better so adding an extra difficulty setting is also adding more potential for bugs. Given the track record of some of the pve dungeons like Frostvault, are you OK with paying for an increased difficulty that doesn't get fixed and just spreads the devs thinner to fix the little they already do sometimes?
I don't quest because it legitimately puts me to sleep, it's so damn easy. Without even trying, you can easily roll over trash mobs, packs of trash mobs, quest bosses, and even world bosses (I solo'd a damn world boss on a level 43 magblade in half broken blue/green gear). I'd hugely welcome this change.
What problems would a debuff cause?
A debuff already exists in the form of Battle Spirit. All that needs to be done is to copy Battle Spirit, give it a new ID and name, have it apply to players in overland zones, and have it adjust damage done, damage received, and healing received.
A debuff allows an individual player to tweak their experience (damage done is basically equivalent to increasing a mob's health, damage received is equivalent to increasing a mob's damage, healing received ensures you can't just heal your way through content and be fine, even dealing half damage and taking double damage), without affecting other players (beyond how much damage you deal to mobs, that's it).
The only issue with a debuff is how much time and effort Zenimax needs to put into it (really not that much, since the foundation is already in the game, but whatever), and whether Zenimax screws it up (which is on Zenimax, not the debuff). There's no reason to say no to a debuff that is completely optional and only affects the user, beyond "overland shouldn't be for max level players!"
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?
Rave the Histborn wrote: »
Ok, so I attack a monster, it's a normal monster and then you have the debuff, come over kill the monster and you get the new higher tier loot. See the problem? We're in an 11 man vet trial and 1 man doesn't use the debuff and he starts it. The other guys all have the debuff and get the new loot. See the problem? It's too easy to game and function negatively.
MartiniDaniels wrote: »
Oh come on. Skyrim starts to spawn much harder enemies as you level up. There is huge difference between draugr and draugr lord. Even in unmodded game Draugr lord will shout at you, charge and then one-two shot with his ebony axe - if you won't dodge, block, LOS. Arch-mages will just explode you if you'll allow them direct line of sight for several seconds.
And as you said that's not like those mobs received new moves with increased difficulty. Simply increasing their HP in 3 times and damage in 4 times forces you to sweat, to plan each your spent skillpoint, every gold piece you'll spend on learning and to use specific shouts and all possible toons to deal with them. So while mobs tactics doesn't change, demand to your tactics increases greatly.
robertthebard wrote: »
So you're currently running vet content w/out being optimized for vet content? How else are you going to change up your build?
At any rate, here's what happened the last time I saw this thread in another MMO. For years, the players that wanted insisted that they needed more challenging content. At the time, I objected, not because it would adversely affect me, in that game, all quests and explorer type zones are instanced for the player. Quests all had 4 difficulties, Casual, Normal, Hard and Elite. The explorers were level gated, but didn't have difficulty settings. I objected because I knew that as soon as they got it, it was going to be "but it's too hard, you need to tone it down". Fast forward about 2 years and they got it, brand new Reaper difficulty, with 10 tiers to play with.
Then it was all about the "but if there's no rewards, it's not worth it". What happened to "we need to be challenged"? At any rate, once it went live, it took about 2 weeks before the nerf threads started rolling out. It was so hilarious to me that I wound up with a permanent ban, I guess they were too fragile to handle being laughed at for "but we need a challenge, but not this much"? All the points that are touted as the best way to go, you know, bullet sponges with extra damage? That was the route they went, and guess what it was called: "Stupid hard". So no thanks, I'll pass. I'd rather they spent their development budget developing new stuff for everyone, as opposed to stuff that people scream that they need, and then scream when they get it.
We don't talk about game changing rewards. I don't want perfected sets for overland content. When you get 13 gold, 300 XP and green sword for normal mob, with higher difficulty you get for example 26 gold, 600 XP and small chance for blue, not green sword. It's still trash but compensate more time to do a kill. Is this worth it of crying?Ok, so I attack a monster, it's a normal monster and then you have the debuff, come over kill the monster and you get the new higher tier loot. See the problem? We're in an 11 man vet trial and 1 man doesn't use the debuff and he starts it. The other guys all have the debuff and get the new loot. See the problem? It's too easy to game and function negatively.
An optional debuff is also probably not something that would be a good use of dev resources, either. Why should Zeni spend time creating this when you can already debuff yourself? You don't have to use BIS gear for overland.
MartiniDaniels wrote: »
I have nothing against ESO group content, it's pretty good. But after completing it many times, and given that PVE meta is pretty strict there is not much to do in there now, especially with atrocious lag and skill delays. Overland on the other hand is huge part of the game and most lore filled part too. ESO is marketed as action-RPG, but even on 810 CP with undistributed CP (this is weakest setup you can get, low level newbies have MUCH better stats then 810 CP without CP) and with green-blue gear which dropped from overland it is not challenging at all. The only way to make it challenging, is to play without armor at all and restrict yourself from using healing abilities. That way you'll have "action game", but you still wouldn't have RPG.
Current overland is visual novel plagued with annoying but harmless mobs, placed in each 5 meters and respawning each several minutes. Often, you can't even stand and enjoy the view because somebody will respawn behind and snare, stun, yell whatever. They copied this part from WoW, but they forget that in WoW those mobs are:
1) actually dangerous to character with dropped gear (even in non-classic, try to aggro several mobs in once on new character... you will be torn in pieces)
2) they provide valuable drops and XP if you don't overlevel them. In ESO you always over-level surrounding mobs, even at level1.
So to put it short, ESO is action-RPG but it's largest part overland - is not action, not RPG, it's just walking around spamming 2-3 buttons and listening to dialogs/making screenshots whatever. You can play without armor, CP and healing to return "action" part, but RPG part is lost forever.