Easy? Normal? Hard? Difficulty level option.

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slipciok
slipciok
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Hello,

Maybe it will be possible (in future) add difficulty level to game? Like, You go to some NPC or You can change in options.

EASY - every mob have -1 lvl
NORMAL - mobs level are like now
HARD - mobs level is +2 lvl
DARK (SOUL) mobs +5lvl

It will be nice to have some more hard open world content (only that will be scalable - dungeons, trials etc will be the same for everyone).

Dunno... Just idea :)
  • YstradClud
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    slipciok wrote: »
    It will be nice to have some more hard open world content

    It's faceroll even at low vet levels. I can't remember the last time I died.

  • slipciok
    slipciok
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    YstradClud wrote: »

    It's faceroll even at low vet levels. I can't remember the last time I died.

    I know. It's problem when everything is scalable. This is why (I think) adding simple system like that, where every player can choose own difficulty level will be nice.
  • Dusk_Coven
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    slipciok wrote: »
    Hello,

    Maybe it will be possible (in future) add difficulty level to game? Like, You go to some NPC or You can change in options.

    EASY - every mob have -1 lvl
    NORMAL - mobs level are like now
    HARD - mobs level is +2 lvl
    DARK (SOUL) mobs +5lvl

    It will be nice to have some more hard open world content (only that will be scalable - dungeons, trials etc will be the same for everyone).

    Dunno... Just idea :)

    Any difficulty change to open world is essentially moot unless the total number of people in the instance can be controlled.
    Secret World Legends had this -- max 14 people per overland instance. Without this, people would just get more friends together to bulldoze any difficulty, or people passing by would mess it up just like they destroy any difficulty in non-instanced quest areas.
    When the number of people is sharply limited, the probability of passers-by ruining difficulty or gameplay experience is sharply reduced.
  • Anyron
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    slipciok wrote: »

    I know. It's problem when everything is scalable. This is why (I think) adding simple system like that, where every player can choose own difficulty level will be nice.

    No, scaling is what makes balancing easier. Because everyone has same level of dificulty it should be much harder than it is now. Right now you can finish overland without any weapons and you can solo every world boss.

    Its embarrassing that even player with less than hour playtime can kill molag bal. No skill needed.
  • TheShadowScout
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    slipciok wrote: »
    Maybe it will be possible (in future) add difficulty level to game?
    Doesn't work that way, as everyone is getting the same mobs, since people can fight them together.

    If anything, there could be a voluntary "handicap" option for the -player-, like... "fight at 90%/75%/60%/... of damage output/armor/etc." Still a question of how many people would use that option I guess...
  • Anyron
    Anyron
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    Doesn't work that way, as everyone is getting the same mobs, since people can fight them together.

    If anything, there could be a voluntary "handicap" option for the -player-, like... "fight at 90%/75%/60%/... of damage output/armor/etc." Still a question of how many people would use that option I guess...

    Buffing their damage could solve it. Right now its too easy. How can new player learn how to play game when its one button spam.
  • VaranisArano
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    Doesn't work that way, as everyone is getting the same mobs, since people can fight them together.

    If anything, there could be a voluntary "handicap" option for the -player-, like... "fight at 90%/75%/60%/... of damage output/armor/etc." Still a question of how many people would use that option I guess...

    Judging by how few people want to use the current options of voluntarily debuffing their characters with low level armor, weapons, and removing CP, I'm going to guess "not many." Sure, some might use it if its a toggle and they don't have to reset everything afterwards, but the fact remains that you can do a fair bit of voluntary debuffing right now if you really want to.
  • alanmatillab16_ESO
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    They do not even have to buff mobs that much to bring some semblence of challenge back into overland. They just need to give those npcs that use abilities that you get warned to dodge/block/interrupt a large buff so that there is actually a reason to avoid them.

    Take the currently existing npc Clannfear leap attack, if you do not block/avoid the leap you are pinned down and take damage over time until you use your break free which is a good thing. You soon learn those abilities are trivial when dealt with properly but will tear you a new one if not.

    Anyone remember the orbital launch platforms in Skyrim? some people might remember them as giants :)
  • Lysette
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    Anyron wrote: »

    No, scaling is what makes balancing easier. Because everyone has same level of dificulty it should be much harder than it is now. Right now you can finish overland without any weapons and you can solo every world boss.

    Its embarrassing that even player with less than hour playtime can kill molag bal. No skill needed.

    But that is how TES always was - think of TES;Oblivion - you could teleport straight to the monastery and start the main quest right after leaving the prison and go through with it to it's very end - this was possible on normal difficulty with the gear found in the monastery and so ESO is very much in this tradition. Doing that as a low level was far easier than doing it later on.
    Edited by Lysette on June 10, 2020 12:22PM
  • Michae
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    Another one? I think we already have a few of those difficulty threads going on. Was it really necessary to make another thread posting the exact same proposition as the others? ;)
    "I bear the cruel weight of certainty. Total, absolute, relentless certainty. People rarely comprehend the luxury of doubt... the freedom that comes with indecision. I envy you."
    Sotha Sil

    @Michae PC/EU
  • FierceSam
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    Anyron wrote: »

    No, scaling is what makes balancing easier. Because everyone has same level of dificulty it should be much harder than it is now. Right now you can finish overland without any weapons and you can solo every world boss.

    Its embarrassing that even player with less than hour playtime can kill molag bal. No skill needed.

    It’s more embarrassing that posters here continue to trot out the “anyone can solo all the world bosses” ***...

    They can’t. Just go hang out in any area and watch chat requests for more players to do world boss dailies.

  • tet666
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    Michae wrote: »
    Another one? I think we already have a few of those difficulty threads going on. Was it really necessary to make another thread posting the exact same proposition as the others? ;)


    Seems to be a pretty big problem for some ppl doesn't it?
  • Everstorm
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    Michae wrote: »
    Another one? I think we already have a few of those difficulty threads going on. Was it really necessary to make another thread posting the exact same proposition as the others? ;)

    That's what you get when the people in charge refuse to address reoccurring topics like this one.
  • THEDKEXPERIENCE
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    Once upon a time Craglorn was “too hard” and people lost their minds. There was actually something called the “Craglorn Wasp Test” where you could essentially determine if you were a reasonably competent player simply because you could survive like a half a dozen overland wasps in Craglorn.

    While it wouldn’t matter to me if they ramped the difficulty up to that level again, it would be a death sentence for new players who are getting familiar with the game.

    There is plenty of very hard content in ESO. Overland bosses > doing 4 man dungeons solo > vet dungeons > trials > vet trials > PVP. Overland, most of it anyway, is for farming and doing the story. It really shouldn’t be hard because it’s also the area to collect new players.

    Edit - if you find most of the content I listed easy it’s just because you’re good at pattern recognition and need to mix in some PVP with your PVE. Go to the Imperial City and farm there. You’ve just increased your difficulty.
    Edited by THEDKEXPERIENCE on June 10, 2020 1:20PM
  • Michae
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    Or maybe it's beating the dead horse? Other threads have pretty much all of the arguments on both sides of the issue and are really recent. Nothing in this one is new and I don't really feel like repeating myself.
    "I bear the cruel weight of certainty. Total, absolute, relentless certainty. People rarely comprehend the luxury of doubt... the freedom that comes with indecision. I envy you."
    Sotha Sil

    @Michae PC/EU
  • kargen27
    kargen27
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    slipciok wrote: »

    I know. It's problem when everything is scalable. This is why (I think) adding simple system like that, where every player can choose own difficulty level will be nice.

    Every difficulty level would need to be its own instance. Players would take advantage of mostly empty instances to farm materials with little or no competition.
    and then the parrot said, "must be the water mines green too."
  • TheShadowScout
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    Anyron wrote: »
    Buffing their damage could solve it. Right now its too easy. How can new player learn how to play game when its one button spam.
    And their HP. The current "all into damage" META just burns down mobs way too quickly... of course, it would be more enjoyable if that just wasn#t all that viable a build anymore... bring back attribute softcaps! ;)
    Judging by how few people want to use the current options of voluntarily debuffing their characters with low level armor, weapons, and removing CP, I'm going to guess "not many." Sure, some might use it if its a toggle and they don't have to reset everything afterwards, but the fact remains that you can do a fair bit of voluntary debuffing right now if you really want to.
    Agreed.
    People could just do it if they wanted to... but if they have no advantage from it, the majority won't do it, and those who do... will get kicked from PUGs for "not being super-effective enough", yes?

    It does make me wish there would be reasons for people not using those types of builds... either attribute softcaps, or maybe some other drawback for being low in some stat like health which people these days tend to ignore and make up for with prismatic armor enchantments... like, representing a low health attribute with a weak constitution, and making that cause characters to take extra damage from poison and disease attacks... as well as some environmental effects...

    Another thing I would love to see is -way- more in the "special rules" category. Like... fire damage being almost ineffective against fire mobs, or ice damage being ineffective against ice monsters (it might even heal or buff them if you give them more of their "own" element!), bleed damage doing absolutely nothing against most undead (except vampires, for them keeping their stolen blood would be rather important, yes?), skeletal enemies having a 50% chance to simply avoid all bow damage as arrows pass through their empty ribs, etc.
    Balanced by other vulvnerabilities of course... like fire mobs being weak to ice damage and ice monsters weak to fire, undead weak to holy damage (including resto staves) and skeletons taking double damage from crushing weapons... the D&D classics I suppose!
    Even for "trash mob" enemies, there should be something that makes people -think- and not just faceroll everything with the exact same attacks...

    Oh, well. Paths not taken. One can dream of it being refitted someday tho I guess...
  • Kurat
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    I don't understand why people want to buff overland mobs. There's been alot of threads lately requesting that. Imo overland mobs are just nuisance. There would be still no challenge there if they increased their hp and dmg done x5. It would just take longer to kill them and moving around zones even more nuisance.
    If you want more challenge go solo wb, especially dlc zone ones can be fun. Or go solo group dungeons, again try dlc one if need more challenge etc. You can find alot of things to kill on your own that are more challenging than overland mobs.
  • MasterSpatula
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    I don't know why people can't get it through their heads that none of what they're asking for isn't going to make the game more interesting or fun; it's just going to make things take longer.
    Edited by MasterSpatula on June 11, 2020 5:41AM
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Thechuckage
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    kargen27 wrote: »

    Every difficulty level would need to be its own instance. Players would take advantage of mostly empty instances to farm materials with little or no competition.

    There are plenty of areas with a plethora of mats, most places actually. Just wander off the beaten path and you can easily be gathering one node and see another (of a different type) if not multiple.

    And for anyone suggesting to "just kill WB's, solo dungeons etc etc" ad naseum, why are you telling someone they need to ignore 80%+ of the gameworld?
  • kargen27
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    There are plenty of areas with a plethora of mats, most places actually. Just wander off the beaten path and you can easily be gathering one node and see another (of a different type) if not multiple.

    And for anyone suggesting to "just kill WB's, solo dungeons etc etc" ad naseum, why are you telling someone they need to ignore 80%+ of the gameworld?

    The point still stands. Each difficulty level would need its own instance. So let us assume you are correct and zones are empty already. How is adding four more instances going to feel for an MMO? And how is each instance going to impact the server? A better way to do it would be give players a food or drink that dumbs down their stats.
    and then the parrot said, "must be the water mines green too."
  • AlienatedGoat
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    There is plenty of very hard content in ESO. Overland bosses > doing 4 man dungeons solo > vet dungeons > trials > vet trials > PVP. Overland, most of it anyway, is for farming and doing the story. It really shouldn’t be hard because it’s also the area to collect new players.

    Edit - if you find most of the content I listed easy it’s just because you’re good at pattern recognition and need to mix in some PVP with your PVE. Go to the Imperial City and farm there. You’ve just increased your difficulty.

    For many of us, it's not about just the difficulty. It's about the difficulty in overland. That's what you're missing here.

    Of course we do trials and vet dungeons. We just want to be able to do the story content in the game without it being a snorefest.
    PC-NA Goat - Bleat Bleat Baaah
  • mikejezz
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    There's already a solution to this. Reset your cp and don't spent them.
  • Thechuckage
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    @kargen27 Point of clarification. Zones arent empty, its that there are plenty of mats to go around.

    A better solution that I am shamelessly stealing, use the battle spirit buff/debuff from cyro. That would prevent someone from constantly having to reset gear or CP as others have offered as solutions (ill thought out proposals at the bare minimum)

    That OPTIONAL buff would make questing while waiting on a queue better for those who take it.
  • volkeswagon
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    Anyron wrote: »

    No, scaling is what makes balancing easier. Because everyone has same level of dificulty it should be much harder than it is now. Right now you can finish overland without any weapons and you can solo every world boss.

    Its embarrassing that even player with less than hour playtime can kill molag bal. No skill needed.

    Not everyone can kill WB'S solo. I can't. I don't really want harder diifficulty but i think a compromise can be made. Obviously making harpies, wolf's and trolls in the open world harder would just be annoying and bothersome but maybe having a player select the difficulty level for delves it would be easier to load a playing into a high difficulty level version of the same delve than to have multiple difficulty for a WB. Unless having different difficulty instances is possible. I would play in the easy instance since I'm a farmer and socialite and the 75 dps hard core combat nerds can play on the hard instance.
    Edited by volkeswagon on June 10, 2020 11:35PM
  • AlienatedGoat
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    mikejezz wrote: »
    There's already a solution to this. Reset your cp and don't spent them.

    That "solution" belongs in the same garbage bin as "don't use gear", "don't allocate attributes/skillpoints", and "play like a newb lol".

    1. The onus for game difficulty is on the game, not the player.

    2. Even when handicapping yourself, any competent vet will still wreck shop in overland content. You can't unequip years of mechanical knowledge and experience.

    A Vet overland option isn't that hard to implement.
    PC-NA Goat - Bleat Bleat Baaah
  • Anyron
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    Once upon a time Craglorn was “too hard” and people lost their minds. There was actually something called the “Craglorn Wasp Test” where you could essentially determine if you were a reasonably competent player simply because you could survive like a half a dozen overland wasps in Craglorn.

    While it wouldn’t matter to me if they ramped the difficulty up to that level again, it would be a death sentence for new players who are getting familiar with the game.

    There is plenty of very hard content in ESO. Overland bosses > doing 4 man dungeons solo > vet dungeons > trials > vet trials > PVP. Overland, most of it anyway, is for farming and doing the story. It really shouldn’t be hard because it’s also the area to collect new players.

    Edit - if you find most of the content I listed easy it’s just because you’re good at pattern recognition and need to mix in some PVP with your PVE. Go to the Imperial City and farm there. You’ve just increased your difficulty.

    New players should have it easier, sure, but thats why this game is mmo. If you can’t beat some boss or anchor you have other players there that can help with it.

    Making overland easier so even new can beat it solo means nothing because there is always someone with you. Only rarely you are somewhere really solo.

    Overland together with exp farming is what makes new players even worse because then they go to vet od dlc vet dungeons and they struggle.
    Overland shouldn't be so easy and wb should be real challenge so you have to group up for it.

    Right now overland is joke and most wb too
  • Anyron
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    Kurat wrote: »
    I don't understand why people want to buff overland mobs. There's been alot of threads lately requesting that. Imo overland mobs are just nuisance. There would be still no challenge there if they increased their hp and dmg done x5. It would just take longer to kill them and moving around zones even more nuisance.
    If you want more challenge go solo wb, especially dlc zone ones can be fun. Or go solo group dungeons, again try dlc one if need more challenge etc. You can find alot of things to kill on your own that are more challenging than overland mobs.

    Soloing 4man dungeons is fun, when i want something to farm i always go there alone. But thing is most 4man dungeons have mechanics that can stop you.

    For example in fang lair when that skeleton hound knocks you down and holds you there for as long as someone other interrupts it. Its really annoying. :smile:
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