If you're here to argue with me about everything, please go do that on one of the other threads.... That isn't what this thread is for. Please don't come here with your negativity just to shoot me down and say THIS WON'T WORK!!! YOU THINK YOU DO BUT YOU DON'T!!!! REEEEEEEEEEEEE
Okay, so I have this idea on a lore-friendly way to implement an optional difficulty increase for
If you're here to argue with me about everything, please go do that on one of the other threads.... That isn't what this thread is for. Please don't come here with your negativity just to shoot me down and say THIS WON'T WORK!!! YOU THINK YOU DO BUT YOU DON'T!!!! REEEEEEEEEEEEE
Yeah sorry that isn't how this works. You don't get to make a suggestion in a public forum and say "don't criticize me".
That said: THIS WON'T WORK!!!
This has the same problem that every "extra difficulty" suggestion that revolves around artificially gimping characters has. Nobody wants to spend potentially months or years maxing out their CP and grinding out the perfect equipment setup to then not use the power those things confer.
People want to be challenged using their character's full power. To some people the difference between gimping characters to increase difficulty and increasing mob power/mechanics to increase difficulty may seem arbitrary, but in terms of gamer psychology it makes a huge difference.
To put it in terms the hip cool kids can understand: Goku and Vegeta don't travel around Petopia looking for Pokemans that can challenge them in their base forms. They look for Pokemans that are strong enough to challenge them in their full power Super Sayonara forms. They didn't go around eating all those Devil Fruits Baskets to max out their power only to wanna do a bunch of fights without using their Super Sayonara forms.
VoidCommander wrote: »I just want to face down quest bosses and have it feel difficult. I would love a feature like this, as I obviously don’t want to regear and unlearn my playstyle so things are challenging again. Killing the final boss of Murkmire in 12 seconds isn’t fun for me.
Okay, so I have this idea on a lore-friendly way to implement an optional difficulty increase for
If you're here to argue with me about everything, please go do that on one of the other threads.... That isn't what this thread is for. Please don't come here with your negativity just to shoot me down and say THIS WON'T WORK!!! YOU THINK YOU DO BUT YOU DON'T!!!! REEEEEEEEEEEEE
Yeah sorry that isn't how this works. You don't get to make a suggestion in a public forum and say "don't criticize me".
That said: THIS WON'T WORK!!!
This has the same problem that every "extra difficulty" suggestion that revolves around artificially gimping characters has. Nobody wants to spend potentially months or years maxing out their CP and grinding out the perfect equipment setup to then not use the power those things confer.
People want to be challenged using their character's full power. To some people the difference between gimping characters to increase difficulty and increasing mob power/mechanics to increase difficulty may seem arbitrary, but in terms of gamer psychology it makes a huge difference.
To put it in terms the hip cool kids can understand: Goku and Vegeta don't travel around Petopia looking for Pokemans that can challenge them in their base forms. They look for Pokemans that are strong enough to challenge them in their full power Super Sayonara forms. They didn't go around eating all those Devil Fruits Baskets to max out their power only to wanna do a bunch of fights without using their Super Sayonara forms.
But you wanna fight? Fine, let's fight. Here goes.
StormeReigns wrote: »StormeReigns wrote: »StormeReigns wrote: »
Stop assuming you are speaking for everyone, and that you know what I want. I know exactly what I want, and a lot of people also want this... which is why these threads keep popping up like whack-a-moles every week.
Yes, we want this.
My favorite part. ^
"You dont speak for everyone! Now ZoS needs to meet my demands as I speak for everyone!"
Such narrow, imprecise thinking.
I am not speaking for everyone, obviously. If you read my post it is quite obvious.
That is why this would be optional.
I am speaking for some players, not all. If I were speaking for everyone, I would demand that this feature be mandatory. Which I am not.
Which is pretty obvious, actually.
This is why I said in the OP that I didn't want to turn this into an argument. Because people inevitably reduce your argument to the most simplistic, facile straw man possible and ignore all details and nuance.
I am speaking quite specifically on the smaller but significant minority of players who want greater challenge in this game, and I make that pretty clear in my arguments.
Not sure how you missed that. But I guess it's just easier to be snide about it and cherry-pick on little snippet and say "lol".
Don't have to lie to kick it... Actually... this thread does need some Ice-Cube.
https://youtu.be/EMBneqKlbKs
Obviously just trolling at this point... moving on.
So sayth the one who speaks for the entire game's player population.I'm trying to solo the group content in Craglorn for a challenge, and I do indeed feel like I am getting progressively weaker as I level up.
I started this zone at around CP 70-ish before One Tamriel came out, and understandably there was a bunch of group stuff there that completely owned me.
However I had something to look forward to, because I knew I would gradually level up, get more CP talents and slowly but surely get stronger gear through crafting etc.
Now I am CP 140, and I think I was about CP 100 or so when One Tamriel hit. I've been trying to solo those focus crystals. Every 10 CP (100, 110, 120, 130 and now 140) I would use my Blacksmithing to increase the tier level of all my weapons and armor and take another crack at the Focus Crystals.
It seems with every new attempt I just get owned even harder. The enemies just keep hitting harder and harder. Since I'm already in "CP zone" I don't really get any new tools, just (supposedly) slightly incremental increases in damage, spell resistance, etc etc.
But the enemies just seem to outpace me more and more with every level up. I used to be able to destroy the Focus Crystal while holding off the enemies long enough for the boss to spawn. That was back at CP100.
Now I can't even last 30 seconds with all my upgrades. They have regressed to the 2007 Oblivion era of the player character getting weaker as enemies get stronger while you level up. It's a real shame.
I wish there were an option to completely decline the One Tamriel scaling, I'm starting to hate it. I can't find anything that has appropriate difficultly anymore.
My choices are as follows:
(1) Do solo content, which all scales to my level, which is incredibly easy and thus boring.
(2) Do group content with a group of random players I don't know, with players that have probably already completed said content dozens of times and can do it with their eyes closed, making all the encounters boring and easy;
(3) try to solo the group content, which is becoming progressively more and more impossible as I level up because the enemies just keep outscaling me more and more.
With the old scaling system I always had the feeling that I could attempt group activities solo that were too difficult, but then level up, get stronger and try again. With the new system it just feels like it will be utterly impossible. By the time I hit CP 600 this group stuff will just kill me in 3 hits.
But I thought the game was too easy for you?
But you wanna fight? Fine, let's fight. Here goes.
Aww hell yeah. Now I'm pumped. Come at me bro.
Then don't use it. It's optional.
Self gimp options being implemented would lessen the chances of actual extra difficulty options being implemented. So I have reason to speak against them rather than just to ignore them.
And I'm assuming that by "nobody" we can take that to mean "nobody, except for the people that do." Like me.
In a sense. By "nobody" I hyperbolically mean "a small minority".
I totally agree! That's why it's optional, and if you want to be challenged by your character's full power, you don't have to do anything at all! Just keep playing the game the way it is.
The obvious issue being that many people don't feel the game sufficiently challenges them at their character's full power. Hence all the cries for MOAR CHALLENGE.
Furthermore, *IF* you decide to accept the curse, you can still use all your fun gear and tricks, stats, cps etc... just on a higher difficulty. You are further challenged to min/max and build your character.
Nope. Everything you described involved weakening a character, not making stronger enemies.
But you're repeating the same argument and I'm still not convinced. This debuff would work in the same way as any other difficulty slider in the game. You're keeping all your stats and building up your character as you normally would. Except you're playing at a higher difficulty for increased challenge.
No, again. Everything you described in your suggestion explicity gimps the character and makes them fight at less than their full power. To claim otherwise now is just straight up arguing in bad faith.
Once again your basic argument is just another variation of "You think you do, but you don't."
Stop assuming you are speaking for everyone, and that you know what I want. I know exactly what I want, and a lot of people also want this... which is why these threads keep popping up like whack-a-moles every week.
Yes, we want this.
My dude I don't question for a second that you personally want what you say you want.
But you are in the minority.
Sorry you just are. We know you are because self gimping is the easiest thing in the world to do. People have been responding to the requests for greater difficulty with suggestions to unassign cp and wear crappy gear for as long as requests for greater difficulty have been around.
Yet (hyperbolic) nobody does it. If self gimping were an idea that (hyperbolic) anybody other than (hyperbolic) you liked then the debate over extra difficulty would have ended years ago.
How many people do you honestly think run around self gimped currently compared to how many would run actual harder content at their full power if harder content were made available?
Another exercise in missing the point, I'm afraid.
EatsManyPancakes wrote: »IDK about all the extra quest stuff to go with OPs idea ... but I like the premise of it. PVP has a blanket scaling modifier applied to all players in any PVP zone that alters their stats in various ways. PVE could have a variant of this too - reducing player stats.
A simpler implementation than going through the crown store would be to add this as an option to one of the game's existing shrines in each major town (gated behind becoming CP180) - for example:
- The shrine of Mara (which largely goes unused, currently, unless you're using the 1 item tied to it)
- An additional dialogue option with the shrine would let you toggle on/off "The trial of Mara" (Or equivalent name) for the next 60m/120m/till next login, re-interacting with the shrine would let you turn it off early.
- then it applies an inverse of the scaling equation to your character (much like how 1 tamriel makes a l1 fight like a cp180 this would go the other way, by some amount)
- And then, as a reward for playing a more difficult mode in the overworld, increase drop rate of gold and items by, say, 25% increase chance of finding rarer items by X% (so if you were to find a green item, it has a 25% chance of instead dropping as blue quality, so on so fourth) - Item quality and rarity drop modifiers are common in ARPGs.
- Advanced versions could be unlocked, too, which also disable your CPs in the overworld, or making it impossible for you to heal outside of a town etc, further boosting drop rate and item quality whilst also making the overworld far more dangerous.
Rave the Histborn wrote: »No, you dont want higher difficulty you want more rewards.