robertthebard wrote: »every time i mention that no reward option with higher challenge people tend to say but we certainly want better rewards as well, that is just how it always has been - they are misleading with their statements - all they want is better and possibly more easy farming.
At the same time look at the discussions about solo mode for dungeons (easy for someone to go through for the story, like a delve) and one of the most repeated points is that a solo mode should not have any of the usual dungeon rewards because they wouldn’t have earned it.
The reward should be proportional to the effort put in.
People don’t like hard work with no reward but at the same time they don’t like being handed rewarded for no work.
Hmm, seems more than a bit contradictory, doesn't it?
Not at all
1. If a person put in extensive hard work and gets nothing for their efforts then they feel that all the work they put in was meaningless
2. If a person puts in minimal effort but receives great rewards then that reward feels less valuable because they didn’t really do anything to get it.
The reward has to be proportional to the time & effort the person put in to accomplish the task.
robertthebard wrote: »robertthebard wrote: »every time i mention that no reward option with higher challenge people tend to say but we certainly want better rewards as well, that is just how it always has been - they are misleading with their statements - all they want is better and possibly more easy farming.
At the same time look at the discussions about solo mode for dungeons (easy for someone to go through for the story, like a delve) and one of the most repeated points is that a solo mode should not have any of the usual dungeon rewards because they wouldn’t have earned it.
The reward should be proportional to the effort put in.
People don’t like hard work with no reward but at the same time they don’t like being handed rewarded for no work.
Hmm, seems more than a bit contradictory, doesn't it?
Not at all
1. If a person put in extensive hard work and gets nothing for their efforts then they feel that all the work they put in was meaningless
2. If a person puts in minimal effort but receives great rewards then that reward feels less valuable because they didn’t really do anything to get it.
The reward has to be proportional to the time & effort the person put in to accomplish the task.
Which is more than a bit contradictory to "nobody is looking for additional rewards". If one were, in fact, to read through the other threads, they'd see that this claim runs counter to what we'd find. There are, in fact, players that insist it be paid better than normal content. I'll do you one better: It's not even limited to ESO. DDO had the same problem. "We need harder content because the game's too easy", SSG: "We're working on a new difficulty mode called Reaper". Community: "if there aren't increased rewards, it won't be worth it to run". Nature of the beast mate, I've seen it way too many times to believe anything else, and you're already laying the ground work for it with your closing statement.
Here's what it actually says: the harder I have to work the better I should be paid.
That's absolutely contradictory to "it should be harder with no additional rewards", isn't it?
AcadianPaladin wrote: »
Imagine having to....group....in an online game to do some overland content.
Scary thoughts, I know. Maybe the people that want an easy face roll experience that don't want to play with others shouldn't be playing an online MMO game? Just a thought.
robertthebard wrote: »robertthebard wrote: »every time i mention that no reward option with higher challenge people tend to say but we certainly want better rewards as well, that is just how it always has been - they are misleading with their statements - all they want is better and possibly more easy farming.
At the same time look at the discussions about solo mode for dungeons (easy for someone to go through for the story, like a delve) and one of the most repeated points is that a solo mode should not have any of the usual dungeon rewards because they wouldn’t have earned it.
The reward should be proportional to the effort put in.
People don’t like hard work with no reward but at the same time they don’t like being handed rewarded for no work.
Hmm, seems more than a bit contradictory, doesn't it?
Not at all
1. If a person put in extensive hard work and gets nothing for their efforts then they feel that all the work they put in was meaningless
2. If a person puts in minimal effort but receives great rewards then that reward feels less valuable because they didn’t really do anything to get it.
The reward has to be proportional to the time & effort the person put in to accomplish the task.
Which is more than a bit contradictory to "nobody is looking for additional rewards". If one were, in fact, to read through the other threads, they'd see that this claim runs counter to what we'd find. There are, in fact, players that insist it be paid better than normal content. I'll do you one better: It's not even limited to ESO. DDO had the same problem. "We need harder content because the game's too easy", SSG: "We're working on a new difficulty mode called Reaper". Community: "if there aren't increased rewards, it won't be worth it to run". Nature of the beast mate, I've seen it way too many times to believe anything else, and you're already laying the ground work for it with your closing statement.
Here's what it actually says: the harder I have to work the better I should be paid.
That's absolutely contradictory to "it should be harder with no additional rewards", isn't it?
1. I never said nobody is looking for additional rewards. In my case I felt what I was getting in the main story of Elsweyr was too much for what I had done. (Multi-Part house, cool pet, titles, etc. all seemed like things I should have had to work harder for)
2. I said ESO could be better balanced, others brought up a “Vet mode” as a possible solution.
Whether there is more reward for more work in overland depends on whether they balance the existing game or create a completely separate “Veteran” instance
What you described is not changing one game into a harder game or balancing existing content (which I mentioned in OP is a path that ZOS could take)
What you described was a game that created a whole new optional instance that’s harder.
Look at World of Warcraft.
Sure people got better at the game but we know from comparison that vanilla is actually harder than retail.
The game attracted new customers but many players left because of how easy the game had become.
WoW classic server comes out and subscriptions shoot up, old players come back because the game has become a challenge again.
Not just gameplay but also rewards, good things were no longer just being handed to players so getting a better piece of gear was actually meaningful.
It took a lot more work to get gear in classic that could take a character in retail about an hour or two to get. The game got easier and so the work to get the gear felt less meaningful. It’s a major reason why so many prefer classic to retail.
The general quest reward system in ESO is better now in comparison to launch but there is a degree of difficulty that people miss from leveling as well as the story bosses like Doshia, Mannimarco, and Molag Bal as well as some missions.
What you described is not changing one game into a harder game or balancing existing content (which I mentioned in OP is a path that ZOS could take)
What you described was a game that created a whole new optional instance that’s harder.
in the end what people want is not more challenge but better rewards - they wouldn't take it with just the challenge and no better rewards. this is not about the challenge at all.
Skykaiser_Ọlọrun wrote: »in the end what people want is not more challenge but better rewards - they wouldn't take it with just the challenge and no better rewards. this is not about the challenge at all.
That's funny, because that's basically how SWTOR has been handling it's difficulty settings for years and nobody has an issue with it there. FF14's solo instances and boss fights throughout the story are handed extremely well and again, gear isn't a factor (gear doesn't even drop in those most of the time).
So no, some of us just want to do quests without falling asleep.
Skykaiser_Ọlọrun wrote: »in the end what people want is not more challenge but better rewards - they wouldn't take it with just the challenge and no better rewards. this is not about the challenge at all.
That's funny, because that's basically how SWTOR has been handling it's difficulty settings for years and nobody has an issue with it there. FF14's solo instances and boss fights are handed extremely well and again, gear isn't a factor (gear doesn't even drop in those most of the time).
So no, some of us just want to do quests without falling asleep.
robertthebard wrote: »Do you even swtor bro? People complain all the time about how they should be able to steamroll content that they should have out leveled. A lot of us just continue steamrolling the content in spite of their claims. People are currently carrying on about how endgame gear can literally drop from anything you run, and complaining about how the Conquest system is broken because it doesn't do something that it never did, and encourage group content. They totally believe that it should be like it was, and be locked behind specific content, but that's not the case any more. Gear drops are based on your current gear score. The higher your score, the better the drops, and it doesn't matter if it's a starter planet Heroic, or an endgame NiM operation.
you see from this discussion how it goes -first claim to just want more challenge and then later they come up with more reward for more effort - you guys do not fool me with it, it is just about better rewards and easier farming.
Skykaiser_Ọlọrun wrote: »robertthebard wrote: »Do you even swtor bro? People complain all the time about how they should be able to steamroll content that they should have out leveled. A lot of us just continue steamrolling the content in spite of their claims. People are currently carrying on about how endgame gear can literally drop from anything you run, and complaining about how the Conquest system is broken because it doesn't do something that it never did, and encourage group content. They totally believe that it should be like it was, and be locked behind specific content, but that's not the case any more. Gear drops are based on your current gear score. The higher your score, the better the drops, and it doesn't matter if it's a starter planet Heroic, or an endgame NiM operation.
Ah okay. I haven't played SWTOR in a while. Last I played, higher level story mode didn't give you anything extra (maybe a little more xp?)
you see from this discussion how it goes -first claim to just want more challenge and then later they come up with more reward for more effort - you guys do not fool me with it, it is just about better rewards and easier farming.
Don't ignore what I actually said so you can decide what I, "really" meant.
and no, I'm not playing for rewards - I earn my money doing writs and have a quite good life in ESO due to it - I don't care about rewards, i sell that stuff to a npc trader to get rid of it. I craft what I need and make it blue - that is good enough.
If you’re playing on novice sure you’d be a god by level 20. Don’t forget that your Skyrim play style was a very niche modded experience and does not cover the vast majority of players as others have pointed out.I would even say a key to enjoyable game play is to not overpower oneself - in any game - in sykrim for example one could easily become a god at level 20 and then the rest of the game is pointless. The key to enjoy a game is to stay mediocre to keep it a challenge.
I try to advance very slowly to not get to higher levels quickly - I distribute quests among my characters therefore to advance very slowly and stay mediocre. A result of it is that the content is always appropriate and feels good as it is.
as for me - I'm not playing for being a hero - i'm an adventurer doing stuff I like to do and stay away from things I don't like. I'n more a vistor to Tamriel and enjoy the landscape and some of the story content - but i couldn't care less about being a heroine.
then again i don't want to die once -- a hero who died is not a hero - so permadeath game play. i either get through it in total without to die or I start a new game
btw the gap between casuals and elite players can never be bridged anyway. casuals have like 10-15hrs max per week to play, an elite player does that nearly on a daily base. This does not allow for grinding or gear farming - casuals can't do that and it would be incredibly boring as well.
you see from this discussion how it goes -first claim to just want more challenge and then later they come up with more reward for more effort - you guys do not fool me with it, it is just about better rewards and easier farming.
I'm too old to fall for this. I remember how Blizzard had to dumb down Vanilla WoW. Their willingness to do so was what drew 10s of millions of players, and retained a large portion of that. You read what I say, but you miss the subtext: I've been around the block in MMOs quite a few times.
Working to find a way to make story content more difficult in a way that satisfies people of varying play styles is not trying to “hide it”.You say you didn't claim that everyone isn't looking for additional rewards, but the problem is that, as I said, you're already laying the ground work for additional rewards with "the harder I work, the more I should be paid". Here's the real kicker: I don't disagree with the sentiment, I feel much the same way, but I do disagree with trying to hide it behind "but I just want more "balance".", because "balance" has very little to do with what you're looking for. "Feeling like I earned it" isn't "balance".
Then there’s the whole premise of the thread to begin with, right? Your solution to the gap between story and group content is to make story content require a group?
Here’s the problem: So we wind up in a group for some story content, but you struggled with Craglorn, I didn't, and I vote kick you because you're not skilled enough to be in my group. Am I being too harsh? Should I have to carry you through your story, or should you be able to complete it w/out having to worry about not meeting someone else's standards?
all while talking about making story end bosses harder. Instanced content vs instanced content. Hmm, 2 + 2 = 4? Seems to add up to the same thing to me.
If a Veteran Overland is optional and, in that separate instance, you need a group to beat the final boss, then I accept that a risk is people having standards for members of their group. Same way that I accept that risk when doing endgame.There are people here that will kick someone for "not having enough CP" or for "you took too long to clear that trash". As I stated earlier, this is fine in endgame content, where the content is optional.
This entire argument depends completely on the “veteran mode” hypothetical.You tried to counter with "but I'm not trying to force grouping, just to make them maybe need a friend to do it", of course ignoring that this is, in fact, forcing a player into a grouping situation for story content.
What’s the target? Push it too far, and based on your own posts about Craglorn, you won't be able to complete storylines. Are you then going to be back here calling for nerfs, despite getting what you asked for?
AcadianPaladin wrote: »
Imagine having to....group....in an online game to do some overland content.
Scary thoughts, I know. Maybe the people that want an easy face roll experience that don't want to play with others shouldn't be playing an online MMO game? Just a thought.
anyway let's say ZOS makes a Veteran Instance of Tamriel
This veteran instance takes some cues from Craglorn, taking aspects of Adventure Zones and applying it to the existing zones.
Meaning;
- More enemies in a mob
- Enemies have more health & deal more damage
- Enemies have more mechanics/tactics/abilities
- Veteran Delve Bosses
- Veteran World Bosses that scale up to more players than in Normal
- Veteran Dolmens that scale up to more players than in Normal
- Veteran Story Bosses are harder (more health & damage dealt, more mechanics + a HM)
Player of any level can enter this instance but are warned the content is harder and might need friends to help complete content.
So if a new/casual player feels that the current content is too easy and/or want to try out a zone with more challenge well they can switch over to Veteran to try it out.
a question is rewards
People have brought up that a possible problem is people using Vet mode for farming gear more efficiently.
In my opinion the current gear reward system is in a good spot and if the goal is challenge, then increased monetary reward should not the priority.
Also long time players who have already completed the zones & quests have no reason to return so, besides gear, what would make players interested in going back with their existing characters?
Just like Veteran Dungeons & Trials - Add Achievements & Cosmetics that can be obtained through gameplay.
Make a list of achievements for each Boss & group content of each zone.
- Beat all Vet Delves
- Beat the Vet Public Dungeon
- Beat all Vet World Bosses
- Beat all Vet Dolmens (or beat them X number of times)
- Beat the Vet Story Boss
Add achievements for the Story Boss to make players want to go back and repeat the fight
- Speed run
- No Death
- Hard Mode
Something like we see in dungeons
Image Example of achievement challenges for the Fang Lair Dungeon
NOTE: The Story Boss encounters in Vet mode would have to be re-done to some extent to introduce new mechanics & challenges.
What kind of cosmetics? Like Dungeons & Trials
- Titles
- Colors
- Head items (hat, hair, facial hair, face markings, adornments, etc)
- Skins
- Costumes
- Collectibles
- Pets
- Personalities
- Mounts
- House
EDIT: The reason for this is so then if their goal is to farm gear then it doesn't matter which one they play in. If they want a faster gear grind then Normal would be more efficient and thus this doesn't split the players as much as if Vet Zones offered more gear rewards.
anyway let's say ZOS makes a Veteran Instance of Tamriel
This veteran instance takes some cues from Craglorn, taking aspects of Adventure Zones and applying it to the existing zones.
Meaning;
- More enemies in a mob
- Enemies have more health & deal more damage
- Enemies have more mechanics/tactics/abilities
- Veteran Delve Bosses
- Veteran World Bosses that scale up to more players than in Normal
- Veteran Dolmens that scale up to more players than in Normal
- Veteran Story Bosses are harder (more health & damage dealt, more mechanics + a HM)
Player of any level can enter this instance but are warned the content is harder and might need friends to help complete content.
So if a new/casual player feels that the current content is too easy and/or want to try out a zone with more challenge well they can switch over to Veteran to try it out.
a question is rewards
People have brought up that a possible problem is people using Vet mode for farming gear more efficiently.
In my opinion the current gear reward system is in a good spot and if the goal is challenge, then increased monetary reward should not the priority.
Also long time players who have already completed the zones & quests have no reason to return so, besides gear, what would make players interested in going back with their existing characters?
Just like Veteran Dungeons & Trials - Add Achievements & Cosmetics that can be obtained through gameplay.
Make a list of achievements for each Boss & group content of each zone.
- Beat all Vet Delves
- Beat the Vet Public Dungeon
- Beat all Vet World Bosses
- Beat all Vet Dolmens (or beat them X number of times)
- Beat the Vet Story Boss
Add achievements for the Story Boss to make players want to go back and repeat the fight
- Speed run
- No Death
- Hard Mode
Something like we see in dungeons
Image Example of achievement challenges for the Fang Lair Dungeon
NOTE: The Story Boss encounters in Vet mode would have to be re-done to some extent to introduce new mechanics & challenges.
What kind of cosmetics? Like Dungeons & Trials
- Titles
- Colors
- Head items (hat, hair, facial hair, face markings, adornments, etc)
- Skins
- Costumes
- Collectibles
- Pets
- Personalities
- Mounts
- House
EDIT: The reason for this is so then if their goal is to farm gear then it doesn't matter which one they play in. If they want a faster gear grind then Normal would be more efficient and thus this doesn't split the players as much as if Vet Zones offered more gear rewards.
This would be perfect. Having to have friends with you to be able to efficiently hunt down items in overland content is old school mmo and I love it.
having to schedule the same four people to follow a story line and maybe get one day a week where youre all available sucks.
It never worked for Craglorn. THey had forced grouping and you all had to be at the same step in the story so you all could progress. Craglorn was a wasteland before they changed it. Veteran zones before One Tamriel were also deserted waste lands. Hardly anyone played them and most complainted bitterly about them and how there was hardly anyone in those zones. I dont see them doing another zone like that again.
anyway let's say ZOS makes a Veteran Instance of Tamriel
This veteran instance takes some cues from Craglorn, taking aspects of Adventure Zones and applying it to the existing zones.
Meaning;
- More enemies in a mob
- Enemies have more health & deal more damage
- Enemies have more mechanics/tactics/abilities
- Veteran Delve Bosses
- Veteran World Bosses that scale up to more players than in Normal
- Veteran Dolmens that scale up to more players than in Normal
- Veteran Story Bosses are harder (more health & damage dealt, more mechanics + a HM)
Player of any level can enter this instance but are warned the content is harder and might need friends to help complete content.
So if a new/casual player feels that the current content is too easy and/or want to try out a zone with more challenge well they can switch over to Veteran to try it out.
a question is rewards
People have brought up that a possible problem is people using Vet mode for farming gear more efficiently.
In my opinion the current gear reward system is in a good spot and if the goal is challenge, then increased monetary reward should not the priority.
Also long time players who have already completed the zones & quests have no reason to return so, besides gear, what would make players interested in going back with their existing characters?
Just like Veteran Dungeons & Trials - Add Achievements & Cosmetics that can be obtained through gameplay.
Make a list of achievements for each Boss & group content of each zone.
- Beat all Vet Delves
- Beat the Vet Public Dungeon
- Beat all Vet World Bosses
- Beat all Vet Dolmens (or beat them X number of times)
- Beat the Vet Story Boss
Add achievements for the Story Boss to make players want to go back and repeat the fight
- Speed run
- No Death
- Hard Mode
Something like we see in dungeons
Image Example of achievement challenges for the Fang Lair Dungeon
NOTE: The Story Boss encounters in Vet mode would have to be re-done to some extent to introduce new mechanics & challenges.
What kind of cosmetics? Like Dungeons & Trials
- Titles
- Colors
- Head items (hat, hair, facial hair, face markings, adornments, etc)
- Skins
- Costumes
- Collectibles
- Pets
- Personalities
- Mounts
- House
EDIT: The reason for this is so then if their goal is to farm gear then it doesn't matter which one they play in. If they want a faster gear grind then Normal would be more efficient and thus this doesn't split the players as much as if Vet Zones offered more gear rewards.
This would be perfect. Having to have friends with you to be able to efficiently hunt down items in overland content is old school mmo and I love it.
having to schedule the same four people to follow a story line and maybe get one day a week where youre all available sucks.
It never worked for Craglorn. THey had forced grouping and you all had to be at the same step in the story so you all could progress. Craglorn was a wasteland before they changed it. Veteran zones before One Tamriel were also deserted waste lands. Hardly anyone played them and most complainted bitterly about them and how there was hardly anyone in those zones. I dont see them doing another zone like that again.
anyway let's say ZOS makes a Veteran Instance of Tamriel
This veteran instance takes some cues from Craglorn, taking aspects of Adventure Zones and applying it to the existing zones.
Meaning;
- More enemies in a mob
- Enemies have more health & deal more damage
- Enemies have more mechanics/tactics/abilities
- Veteran Delve Bosses
- Veteran World Bosses that scale up to more players than in Normal
- Veteran Dolmens that scale up to more players than in Normal
- Veteran Story Bosses are harder (more health & damage dealt, more mechanics + a HM)
Player of any level can enter this instance but are warned the content is harder and might need friends to help complete content.
So if a new/casual player feels that the current content is too easy and/or want to try out a zone with more challenge well they can switch over to Veteran to try it out.
a question is rewards
People have brought up that a possible problem is people using Vet mode for farming gear more efficiently.
In my opinion the current gear reward system is in a good spot and if the goal is challenge, then increased monetary reward should not the priority.
Also long time players who have already completed the zones & quests have no reason to return so, besides gear, what would make players interested in going back with their existing characters?
Just like Veteran Dungeons & Trials - Add Achievements & Cosmetics that can be obtained through gameplay.
Make a list of achievements for each Boss & group content of each zone.
- Beat all Vet Delves
- Beat the Vet Public Dungeon
- Beat all Vet World Bosses
- Beat all Vet Dolmens (or beat them X number of times)
- Beat the Vet Story Boss
Add achievements for the Story Boss to make players want to go back and repeat the fight
- Speed run
- No Death
- Hard Mode
Something like we see in dungeons
Image Example of achievement challenges for the Fang Lair Dungeon
NOTE: The Story Boss encounters in Vet mode would have to be re-done to some extent to introduce new mechanics & challenges.
What kind of cosmetics? Like Dungeons & Trials
- Titles
- Colors
- Head items (hat, hair, facial hair, face markings, adornments, etc)
- Skins
- Costumes
- Collectibles
- Pets
- Personalities
- Mounts
- House
EDIT: The reason for this is so then if their goal is to farm gear then it doesn't matter which one they play in. If they want a faster gear grind then Normal would be more efficient and thus this doesn't split the players as much as if Vet Zones offered more gear rewards.
This would be perfect. Having to have friends with you to be able to efficiently hunt down items in overland content is old school mmo and I love it.
having to schedule the same four people to follow a story line and maybe get one day a week where youre all available sucks.
It never worked for Craglorn. THey had forced grouping and you all had to be at the same step in the story so you all could progress. Craglorn was a wasteland before they changed it. Veteran zones before One Tamriel were also deserted waste lands. Hardly anyone played them and most complainted bitterly about them and how there was hardly anyone in those zones. I dont see them doing another zone like that again.
and no, I'm not playing for rewards - I earn my money doing writs and have a quite good life in ESO due to it - I don't care about rewards, i sell that stuff to a npc trader to get rid of it. I craft what I need and make it blue - that is good enough.
You say you don’t do things for rewards then proceeds to describe doing an activity for the reward.If you’re playing on novice sure you’d be a god by level 20. Don’t forget that your Skyrim play style was a very niche modded experience and does not cover the vast majority of players as others have pointed out.I would even say a key to enjoyable game play is to not overpower oneself - in any game - in sykrim for example one could easily become a god at level 20 and then the rest of the game is pointless. The key to enjoy a game is to stay mediocre to keep it a challenge.I try to advance very slowly to not get to higher levels quickly - I distribute quests among my characters therefore to advance very slowly and stay mediocre. A result of it is that the content is always appropriate and feels good as it is.
Looking at your ESO play style I would say that it definitely doesn’t align with the majority as it’s purposefully limiting yourself from a good percentage of the existing content.
You purposefully limit yourself to make the existing content still somewhat challenging and not boring, when the game’s systems shouldn't force you to have to gimp yourself to that extent just to make the overland/story more engaging.
People generally don’t want their characters to be mediocre as they would find that experience...mediocre.as for me - I'm not playing for being a hero - i'm an adventurer doing stuff I like to do and stay away from things I don't like. I'n more a vistor to Tamriel and enjoy the landscape and some of the story content - but i couldn't care less about being a heroine.
To refer to earlier..then again i don't want to die once -- a hero who died is not a hero - so permadeath game play. i either get through it in total without to die or I start a new gamebtw the gap between casuals and elite players can never be bridged anyway. casuals have like 10-15hrs max per week to play, an elite player does that nearly on a daily base. This does not allow for grinding or gear farming - casuals can't do that and it would be incredibly boring as well.
Doesn’t mean ZOS shouldn’t try to help players who do want to get into that content.
I’m not an elite, I usually play on end of weekdays and through the weekend.
I could still manage to get this content done.
Now if you can’t we know that’s two factors
1. Poor internet
2. How you built your character, which you did purposefully.
There’s more trials and vet dungeons I haven’t done sure I want the gear to make my characters better / look cooler but I’m motivated to beat them because I want that experience I want the satisfaction of beating a challenge. But I know it’s not unreachable or unreasonable, you just have to put in the time & effort.you see from this discussion how it goes -first claim to just want more challenge and then later they come up with more reward for more effort - you guys do not fool me with it, it is just about better rewards and easier farming.
So far you’re argument has been that ZOS should cater to your specific play style and situation of poor internet at the expense of other players.
But then you have shown throughout this thread to blatantly ignore what people are telling you because it suits your narrative.
EDITED for Spelling & Grammar
Jumping back in because I had an idea: What if ZOS could implement a difficulty setting that only affected your character's stats rather than mobs/bosses? So the higher you set your difficulty, the more of a penalty you take to your resources/damage/resistances?
That could serve as a voluntary debuff or 'handicap' for those who want more of a challenge, without affecting the difficulty of enemies for players who like things the way they are. You could even adjust rewards so that you get more xp/gold/improved drop rate (similar to the Treasure Hunter CP passive) the higher you set your difficulty--though to be honest, plenty of games have harder difficulty modes with no added reward besides maybe an achievement.
Seems like it would be a relatively easy fix.
Jumping back in because I had an idea: What if ZOS could implement a difficulty setting that only affected your character's stats rather than mobs/bosses? So the higher you set your difficulty, the more of a penalty you take to your resources/damage/resistances?
That could serve as a voluntary debuff or 'handicap' for those who want more of a challenge, without affecting the difficulty of enemies for players who like things the way they are. You could even adjust rewards so that you get more xp/gold/improved drop rate (similar to the Treasure Hunter CP passive) the higher you set your difficulty--though to be honest, plenty of games have harder difficulty modes with no added reward besides maybe an achievement.
Seems like it would be a relatively easy fix.
Take into account you’d be in the same player space as people without the debuffs who’d come in and faceroll whatever you were fighting.
This would discourage players from a “hard mode”.
Also as other people have stated they don’t just want enemies with more Heath that deal more damage. They want enemies & bosses that do more mechanically.
Jumping back in because I had an idea: What if ZOS could implement a difficulty setting that only affected your character's stats rather than mobs/bosses? So the higher you set your difficulty, the more of a penalty you take to your resources/damage/resistances?
That could serve as a voluntary debuff or 'handicap' for those who want more of a challenge, without affecting the difficulty of enemies for players who like things the way they are. You could even adjust rewards so that you get more xp/gold/improved drop rate (similar to the Treasure Hunter CP passive) the higher you set your difficulty--though to be honest, plenty of games have harder difficulty modes with no added reward besides maybe an achievement.
Seems like it would be a relatively easy fix.
Jumping back in because I had an idea: What if ZOS could implement a difficulty setting that only affected your character's stats rather than mobs/bosses? So the higher you set your difficulty, the more of a penalty you take to your resources/damage/resistances?
That could serve as a voluntary debuff or 'handicap' for those who want more of a challenge, without affecting the difficulty of enemies for players who like things the way they are. You could even adjust rewards so that you get more xp/gold/improved drop rate (similar to the Treasure Hunter CP passive) the higher you set your difficulty--though to be honest, plenty of games have harder difficulty modes with no added reward besides maybe an achievement.
Seems like it would be a relatively easy fix.
it would be if people would be truthful with what they want - it is not the challenge alone, they want better and easier farming in overland with better rewards - if it would just be the challenge, i doubt they would even use this feature.
Jumping back in because I had an idea: What if ZOS could implement a difficulty setting that only affected your character's stats rather than mobs/bosses? So the higher you set your difficulty, the more of a penalty you take to your resources/damage/resistances?
That could serve as a voluntary debuff or 'handicap' for those who want more of a challenge, without affecting the difficulty of enemies for players who like things the way they are. You could even adjust rewards so that you get more xp/gold/improved drop rate (similar to the Treasure Hunter CP passive) the higher you set your difficulty--though to be honest, plenty of games have harder difficulty modes with no added reward besides maybe an achievement.
Seems like it would be a relatively easy fix.
Take into account you’d be in the same player space as people without the debuffs who’d come in and faceroll whatever you were fighting.
This would discourage players from a “hard mode”.
That's what overworld content is like now. The only difference is the ones doing the facerolling are usually max-cp players farming for gear, and it's newer players and folks trying to experience the story for the first time who have to deal with the murder-trains interrupting them--instead of folks who opted-in for a more challenging experience.Also as other people have stated they don’t just want enemies with more Heath that deal more damage. They want enemies & bosses that do more mechanically.
To be honest that's part of what PvP is there for. I realize that's not a perfect solution, but it's just not reasonable to expect super-complex tactics and behavior from npc enemies in a game like this. It's too much work/expense just to satisfy a small segment of the player base.
Personally I think the PVE mechanics in this game are pretty impressive. You've got a whole host of skills, effects, and interactions (like off-balance, interrupts, executes, synergies, enemies that try to flank or reposition you, etc) that make the gameplay and opponents in most single player TES games (and most action RPGs in general) look brick-stupid and fairly shallow by comparison.
New players having vets come in and destroy enemies is more like a goal, you want to get as powerful as they are.
Putting a handicap on yourself resulting in new players destroy things would not make sense as incentive or even a mechanic for a group.
You would be making yourself less useful to a group - doing less damage and taking more damage in comparison to your novice teammates.
That would just suck.
If it was a harder instance where you and a couple friends worked together because the circumstances you all chose were difficult then I think that would be more attractive.
Also considering the harder content ZOS has made I’m sure they could make the mobs more mechanically interesting