Rave the Histborn wrote: »
The person that made the new poll was mad because the last 4 threads on this topic have already shown the opposite so why not make another one
I said threads not polls but this could be an insight into why these topics keep coming up and the only answers you have to detractors are "don't talk about the points that prove us wrong, we only want to discuss what we want"
wild_kmacdb16_ESO wrote: »It's difficult to make compelling solo play in MMOs due to the nature of MMO combat; it all boils down to a numbers game, even if this one is more action oriented.
Upping a mobs health significantly will only make people see mobs as an annoyance to avoid when possible;
Upping their damage to world boss levels will make players frustrated and quit
Doing anything less than those 2 things above means you probably wont die anyway, so why bother?
In traditional MMOs, pulling 'adds' is probably the #1 way folks died and maybe that could be explored here; more patrolling packs of monsters.
Rave the Histborn wrote: »
You keep trying to compare ESO to other games but you don't seem to realize games that have changed their TTK do so to overwhelmingly negative responses.
Just because I suddenly get bashed more often doesn't make my combat more difficult, I can still nuke things down, it does however make it way more annoying. That's why vet dungeons and trials exist, because mechanics are supposed to more than just relentlessly stunning you.
Since we're talking about other games, the system I've brought up for comparison is world tiers, which are fundamental to the experience in games like Diablo 3, The Division 1 and 2, etc... There's been no negative response to those systems at all, because they're incentivized, opt-in systems where the player chooses when they want to tackle harder content, which is exactly how ESO should do it.
The rest of your comment seems to be a weird strawman you've decided to construct and then tear apart, so I'm not really sure what to say there. Yeah, constantly being stunned would be annoying, but that has absolutely nothing to do with any of my suggestions.
Since we're talking about other games, the system I've brought up for comparison is world tiers, which are fundamental to the experience in games like Diablo 3, The Division 1 and 2, etc... There's been no negative response to those systems at all, because they're incentivized, opt-in systems where the player chooses when they want to tackle harder content, which is exactly how ESO should do it.
The rest of your comment seems to be a weird strawman you've decided to construct and then tear apart, so I'm not really sure what to say there. Yeah, constantly being stunned would be annoying, but that has absolutely nothing to do with any of my suggestions.
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 ***
Rave the Histborn wrote: »
"If you wanna have fun in overland, play like a complete beginner who is completely new to the game."
Imagine being a vet player and saying something like this 😅😅. Serious question, does it not sound off to you? " If you wanna have fun in ESO, set the tutorial and overland difficulty to match the endgame."
Imagine if you said this irl, "If you wanna have fun in 1st grade math, solve like a complete beginner who is completely new to math"
Now, just so you know for when you actually get to endgame there's all this content made specifically for you (woweeee really????? You mean I don't have to just spend my time on overland??????). That is the content specifically geared to you.
Don't put words into my mouth. Not once did I ask for difficulty to be brought up to end game, and you know that, so stop trying to put words into my mouth to make me look bad.
Is it really so bad that I want to be able to enjoy the content that makes up the vast majority of this game's PvE content, and takes up the vast majority of Zenimax's attention and resources? After all, overland is meant to be for everyone.
I've even offered a solution that won't even affect other players, and won't result in extra instances being spun up, and yet you can't even give a concrete answer as to why that solution is a bad idea.
I didn't I copy and pasted your quote and it's called
hyperbole: exaggerated statements or claims not meant to be taken literally.
"he vowed revenge with oaths and hyperboles"
obviously I don't think you mean that literally it should be endgame, but there are vets here saying the tutorials and first quests aren't hard which I mean obviously if you're a vet they'll be easy and the players that come in and say they're new to MMOs and that they aren't easy are scoffed off.
Is it really so bad that I want to be able to enjoy the content that makes up the vast majority of this game's PvE content, and takes up the vast majority of Zenimax's attention and resources? After all, overland is meant to be for everyone.
It is for everyone and just because it isn't the hardest difficulty ever (again hyperbole) doesn't mean it isn't for you. You're still able to do the stories and quests and get skyshards just like everyone else. Being meant for everyone means catering to no one because everyone has to be included, that included the difficulty. I'm sure if you opened up the question to the entire player base you'd be very surprised at how many people can't clear all the content that we've now deemed easy.
I've even offered a solution that won't even affect other players, and won't result in extra instances being spun up, and yet you can't even give a concrete answer as to why that solution is a bad idea.
So rather than putting words in my mouth, maybe give an actual answer as to why something like a debuff shouldn't be introduced.
I'm pretty sure if you took a second to not give me a snippy answer and looked at page 1 that was already discussed and the OP had to edit his post to reflect it. I'm not trying to be mean here but this is page 18 of the thread and you're getting mad because I haven't answered your specific point which was already answered on page 1.
Rave the Histborn wrote: »I didn't I copy and pasted your quote and it's called
hyperbole: exaggerated statements or claims not meant to be taken literally.
"he vowed revenge with oaths and hyperboles"
Rave the Histborn wrote: »obviously I don't think you mean that literally it should be endgame, but there are vets here saying the tutorials and first quests aren't hard which I mean obviously if you're a vet they'll be easy and the players that come in and say they're new to MMOs and that they aren't easy are scoffed off.
Rave the Histborn wrote: »Being meant for everyone means catering to no one because everyone has to be included, that included the difficulty.
Rave the Histborn wrote: »It is for everyone and just because it isn't the hardest difficulty ever (again hyperbole) doesn't mean it isn't for you. You're still able to do the stories and quests and get skyshards just like everyone else.
Rave the Histborn wrote: »I'm pretty sure if you took a second to not give me a snippy answer and looked at page 1 that was already discussed and the OP had to edit his post to reflect it. I'm not trying to be mean here but this is page 18 of the thread and you're getting mad because I haven't answered your specific point which was already answered on page 1.
Again, we don't even need to split the player base, at all.
- Copypaste Battle Spirit, give it a new name and ID, and change it's application rules so it only applies to players in overland instances when not in a duel
- Remove everything except the damage received and healing received reductions, add a damage done reduction, and change the adjustments so that damage done and healing received are reduced, while damage received is increased
- Add a new setting to the character sheet for difficulty, tie the stat adjustments in this new Battle Spirit to the new difficulty setting
- Add multiple levels of stat adjustments for each difficulty setting, such that the higher the difficulty, the less damage players deal, the less health players heal for, and the more damage players take
Easy 4-step process on how to deal with overland difficulty, in a way that players can change their individual difficulties, without affecting other players, and without introducing more instances. See spoilers below for a rundown on how this compares to just introducing new instances and increasing mob health and damage.SpoilerSay a player is fighting a mob. To just throw out some numbers, mob has 20k health, player has 25k health. Player deals 2k DPS to mob, mob deals 500 DPS to player. (Player might have been healing to offset mob's damage, or might have high resists.)
Player kills mob in 10 seconds, while losing only around 5k health over that 10 seconds, or 20% health.
Now say the player enters a vet zone, where mob health and damage is doubled. Mob now has 40k health, and deals 1k damage a second to player. Player still has 25k health, and still deals 2k DPS to mob.
Player kills mob in 20 seconds, player loses 20k health over that 10 seconds, or 80% health. Mob health doubled, so fight duration doubled. Mob damage doubled, which when combined with fight duration, means total received damage quadrupled for the player.
Now say the player goes back to a regular zone, but instead increases his difficulty up to a setting, where his damage done is halved, and damage received is doubled. Mob goes back to 20k health every second, but still deals 1k damage a second to player, as player damage received doubled. Player still has 25k health, but now deals only 1k DPS to mob, as player damage done halved.
Player kills mob in 20 seconds, player loses 20k health over that 10 seconds, or 80% health. Mob health has gone back to normal, but player damage has been halved, which has had the same effect as doubling mob health, meaning fight duration still doubles. Player's damage received has also doubled, which has the effect of the mob damage effectively being doubled, which when combined with the fight duration still doubling, means the total received damage still quadrupled for the player.
One difficulty system changes the mobs, another changes the player, but they both resulted in the same outcome. This works for any percentage increase, provided the player's damage done is the reciprocal of the mob changes (ie `player_change = 1.0 / mob_change`), because math. Player's damage received can stick to the original percentage increase, again because math.
An increase in 50% would be a 1.5x increase, and the reciprocal of that (`1.0 / 1.5`) is 0.6666667, ie 2/3's. So increasing mob health and damage by 50% would have the same effect as reducing the player's damage done by 33.334%, and increasing the player's damage received by 50%.
If you don't believe me, try it yourself. Open your calculator app, and type in `30000 / 2000` (1.5x mob health, divided by regular player DPS), then type in `20000 / (2000 * 0.6666667)` (regular mob health, divided by 2/3's player DPS), and compare. Both should result in ~15, or around 15 seconds.
starkerealm wrote: »
This wouldn't be enough to have the effect you're looking for. It wouldn't make the content more difficult, only more time consuming. Avoiding incoming attacks in overland is already trivial, and the damage they hit for is similarly irrelevant. Simply moving the damage around wouldn't change anything unless you outright broke the content in question by ramping damage received from hitscan attacks into unsurvivable ranges.
This might be effective for players who are unused to vet content, but if you can push north of 30k (and that's low DPS for the vet content players who are asking for this), these tweaks wouldn't matter. You'd still roflstomp everything in your path.
Again, we don't even need to split the player base, at all.
- Copypaste Battle Spirit, give it a new name and ID, and change it's application rules so it only applies to players in overland instances when not in a duel
- Remove everything except the damage received and healing received reductions, add a damage done reduction, and change the adjustments so that damage done and healing received are reduced, while damage received is increased
- Add a new setting to the character sheet for difficulty, tie the stat adjustments in this new Battle Spirit to the new difficulty setting
- Add multiple levels of stat adjustments for each difficulty setting, such that the higher the difficulty, the less damage players deal, the less health players heal for, and the more damage players take
Easy 4-step process on how to deal with overland difficulty, in a way that players can change their individual difficulties, without affecting other players, and without introducing more instances. See spoilers below for a rundown on how this compares to just introducing new instances and increasing mob health and damage.SpoilerSay a player is fighting a mob. To just throw out some numbers, mob has 20k health, player has 25k health. Player deals 2k DPS to mob, mob deals 500 DPS to player. (Player might have been healing to offset mob's damage, or might have high resists.)
Player kills mob in 10 seconds, while losing only around 5k health over that 10 seconds, or 20% health.
Now say the player enters a vet zone, where mob health and damage is doubled. Mob now has 40k health, and deals 1k damage a second to player. Player still has 25k health, and still deals 2k DPS to mob.
Player kills mob in 20 seconds, player loses 20k health over that 10 seconds, or 80% health. Mob health doubled, so fight duration doubled. Mob damage doubled, which when combined with fight duration, means total received damage quadrupled for the player.
Now say the player goes back to a regular zone, but instead increases his difficulty up to a setting, where his damage done is halved, and damage received is doubled. Mob goes back to 20k health every second, but still deals 1k damage a second to player, as player damage received doubled. Player still has 25k health, but now deals only 1k DPS to mob, as player damage done halved.
Player kills mob in 20 seconds, player loses 20k health over that 10 seconds, or 80% health. Mob health has gone back to normal, but player damage has been halved, which has had the same effect as doubling mob health, meaning fight duration still doubles. Player's damage received has also doubled, which has the effect of the mob damage effectively being doubled, which when combined with the fight duration still doubling, means the total received damage still quadrupled for the player.
One difficulty system changes the mobs, another changes the player, but they both resulted in the same outcome. This works for any percentage increase, provided the player's damage done is the reciprocal of the mob changes (ie `player_change = 1.0 / mob_change`), because math. Player's damage received can stick to the original percentage increase, again because math.
An increase in 50% would be a 1.5x increase, and the reciprocal of that (`1.0 / 1.5`) is 0.6666667, ie 2/3's. So increasing mob health and damage by 50% would have the same effect as reducing the player's damage done by 33.334%, and increasing the player's damage received by 50%.
If you don't believe me, try it yourself. Open your calculator app, and type in `30000 / 2000` (1.5x mob health, divided by regular player DPS), then type in `20000 / (2000 * 0.6666667)` (regular mob health, divided by 2/3's player DPS), and compare. Both should result in ~15, or around 15 seconds.
robertthebard wrote: »The irony here, of course, is that these are things you can already do on your own, w/out having to have developers divert resources to a complete rework of a mechanic.
robertthebard wrote: »"But it doesn't affect anyone" falls flat. It affects anyone that's waiting for new content, or that has been waiting for bug fixes. A part of QA will have to be diverted to test these changes to make sure they're as smooth as possible, and then, of course, there's the aftermath.
robertthebard wrote: »They introduce the system as laid out, and then players attempting to use it come here and complain that it's "stupid hard", by doing all the things you list need to be done. I've seen it happen. Some will love it, some will rage because it didn't go far enough, and some will rage that it went too far.
robertthebard wrote: »The deeper irony is that some of the people here, in this very thread, or one of the dizzying array of identical threads, will be in that last list, and if you tell them to play a lower difficulty if they can't handle it, they're going to hitting that report post button so fast, it'll make your head swim, and I've seen that happen too. It happened to me, and resulted in a permanent ban from the DDO forums.
1. No where near to the extent needed. You can quite literally run in all white gear, with no CP and only a single skill on bar, and still faceroll content.
2. I shouldn't have to go out of my to undo all of my progression, some of which requires paying a gold fee to undo, just to be able to enjoy overland. That's what a system built into the game is meant to address.
You do realise that there are multiple teams working on various parts of the game simultaneously, right? And you do realise that each of these teams likely has multiple staff, who have each got their own tasks delegated to them, right?
This literally only stresses one of the gameplay teams, and likely only one or two people in that team, who can, as I mentioned, reference Battle Spirit, where half of their job is done for them.
There are far more impactful QoL changes rolled out in the same patches as entire new zones, filled with quests, several delves, maybe a public dungeon or two, possibly a new trial or arena, that releases alongside other major gameplay changes that impact many aspects of gameplay, such as general gameplay, combat, itemisation, class and skill balance, etc.
No reason why one more QoL change, of which is already half implemented in the form of Battle Spirit, couldn't be added to the list of an upcoming patch.
Again, this is why multiple difficulty settings are a thing. Add many difficulty settings, ranging from "absolute beginner who's repeatedly dying to an early quest boss", to "diehard veteran who wants to the equivalent of soloing a vet HM dungeon in overland", with many steps in between.
The great thing is, this really is not that hard to do, with a system like I've described. It's just different sets of multipliers within a table, that can be tweaked, added or removed at will, based on player feedback. When the difficulty system is first introduced, Zenimax can only implement a few difficulties, that have been tweaked based on player feedback on the PTS, and later patches may introduce more difficulties, with their own tweaks on their own PTS periods.
And those people shouldn't be listened to, because the various difficulties are there exactly for that reason. So, I say, who cares? Let them complain, and keep responding with "turn the difficulty down/up".
Everest_Lionheart wrote: »
That’s the real issue here. The AI is lacking the intelligence part!
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 ***
The point of these changes would be to raise the damage of incoming attacks by increasing the damage a player receives from attacks, rather than straight increasing the damage of the attack itself for all players. So that solves the "the damage they hit for is similarly irrelevant" part.
As for avoiding attacks being too easy, a system like this could be accompanied with a rebalance of overland (one that I think is sorely needed, even for newer players -- see my reply to Rave the Histborn), that overhauls enemy AI to be more punishing if you fail to react in time.
(Newer players could default to an easier difficulty with such an overland rebalance, such that although the AI is more punishing, the consequences for failing are still fairly forgiving.)
I can already predict the response to such an overland rebalance, though, as I said to Rave, that is a topic for another thread, so for now I'd just settle on being able to control how our characters are scaled, so I don't literally one shot mobs without even trying, while not even receiving a tickle back.
starkerealm wrote: »
Again, ramping damage dealt and damage received would have a negligible on experienced players. If you're used to running vet content where a single heavy attack or ability hit will kill you, and the time between call out and attack is much shorter. Simply doubling the damage enemies do in overland doesn't matter. Quadrupling wouldn't matter.
You'd need to completely rework the movesets for all overland enemies, and that's a lot more work than just slapping a battle spirit debuff on players who ask for it.
No one is asking for the overworld content to be challenging compared to veteran group content. The constant straw manning in this thread is getting absurd.
The request is that there be an available form of the overland content that is challenging enough so that you have to actually engage with some mechanics, versus the current iteration where the primary risk is that you fall asleep of boredom.
I don't really even want to be seriously challenged while I'm just questing (maybe by boss encounters, but that's about it). I just want to have to actually block attacks and dodge abilities that overland mobs don't currently live long enough to even use.
this right here is the core of the problem for sure. that's why all these suggestions about individual player toggle - are NOT going to work. if you only change the health and damage (both taken and given) of a player and keep everything else the same? the game is NOT going to get harder, things will just take a little longer to die.
couple of times, people brought up games with difficulty sliders, world tiers, you name it.
now, I cannot speak for every single game, but since I probably spend more time in Division 2 than ESO at the moment - i can speak for that. AI changes on higher difficulties. mobs become more aggressive, they notice you faster, they flank you better, their aim is stronger, they get special ammo that can stun you or stick you in place etc etc. you just get more mobs spawning sometimes which ALSO changes tactics. MECHANICS change. its not just mobs turning into bullet sponges. not unlike normal vs vet vs vet HM mechanics in ESO.
this is why people here can bring up how easy it was for them to defeat some more beefed up mob in ESO, while posting 12 minute videos of them meleeing a troll or something. scaling down a player while keeping a world the same - is just going to turn most mobs into these trolls. changing mechanics in the world may make it too difficult for new players to figure out the game before getting discouraged and moving on to something they enjoy more.
this is why I personaly will continue supporting separate instances with higher difficulties while fighting adjustments to existing overworld. because its the ONLY way to keep it fair for new players, while also giving veteran players interested in challenge - actual challenge
Everest_Lionheart wrote: »I would say make the starter islands super basic like the game is now and ramp up the difficulty (mechanics) through each zone. By the second to last zone difficulty is at its max level. So zones are gated a bit but when you’ve hit Alik’r, Eastmarch or Malab Tor the game is as hard as it gets. And have all DLC start at the hardest level. This is kind of how it is already though except the only true watered down zones are the first island in AD and the first 2 zones of DC and EP. DLC zones are already harder introducing more robust enemies early and more often.
Everest_Lionheart wrote: »
I would say make the starter islands super basic like the game is now and ramp up the difficulty (mechanics) through each zone. By the second to last zone difficulty is at its max level. So zones are gated a bit but when you’ve hit Alik’r, Eastmarch or Malab Tor the game is as hard as it gets. And have all DLC start at the hardest level. This is kind of how it is already though except the only true watered down zones are the first island in AD and the first 2 zones of DC and EP. DLC zones are already harder introducing more robust enemies early and more often.
So to implement a full overhaul of game mechanics I would leave the starter zones as is. Have the second zones introduce More mobs. 3rd zone buff HP and atk of the enemies slightly. 4th zone speed up mechanics with shorter channel and wind up times for enemies. And finally 5th zone AI that learns how to block, interrupt and exploit players that make mistakes.
Now when I say buff I don’t mean anything huge, just enough so that they can’t be out DPSed. Maybe a DPS cap is in order as well per zone. They cap penetration, speed and other stats why not cap DPS as well. Again zone specific with no caps for group content or maelstrom arena.
Again it’s something I would implement across the board globally. No opt in, no toggle just a buff to overall mechanics. Maybe the game can’t handle this kind of change, but I would love to see people freak out the minute their DPS gets capped! Nobody needs to do 90K in overland anyway. Hell you don’t even need 10K to roll through overland without impunity as it is now.
And if it turns out to be too hard for new players still just give them a bigger assist than what is currently in place now.
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 ***
Yeah so I’ve been playing classic wow and it’s very easy. The one time I died was from an elite bat in the forest respawning on top of me while resting.
The time in between fights is so long.
I see videos of kiting, strafing, keeping out of range, etc. That is absolutely not what a noob will do. A noob will stand still. You may not be using spells but you are using player experience.
I haven’t been convinced. A difference in combat philosophy is the biggest factor to what an individual finds “easy”. There are people, real people, who do not find ESO easy. I meet them, I’m in guilds with them, I do events with them, I see them struggling everywhere I go.
Having played wow classic, wow live, and eso this week I’m still firmly in the belief that wow is the easier game.
Yeah so I’ve been playing classic wow and it’s very easy. The one time I died was from an elite bat in the forest respawning on top of me while resting.
The time in between fights is so long.
I see videos of kiting, strafing, keeping out of range, etc. That is absolutely not what a noob will do. A noob will stand still. You may not be using spells but you are using player experience.
I haven’t been convinced. A difference in combat philosophy is the biggest factor to what an individual finds “easy”. There are people, real people, who do not find ESO easy. I meet them, I’m in guilds with them, I do events with them, I see them struggling everywhere I go.
Having played wow classic, wow live, and eso this week I’m still firmly in the belief that wow is the easier game.